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A LIAR SHOULD HAVE A GOOD MEMORY.

Prior-ship Seam-less Slip-board Stream-let Thread-bare Wal-nut Prop-a-gato Seam-stress Slip-shod Strip-ling Three-fold Wan-ton Punch-bowl Sea-nymph Slip-slop Summer-house Three-score Ward-robe Quad-rant Sea-piece Slope-wise Sum-mary Thresh-old Ward-ship Quench-less Sea-port Slow-worm Summer-set Through-out Ward-mote Quick-lime Sea-sick Snip-snap Sun-beam Thunder-struck

Ware-house Quick-sand Sea-son Snip-pet

Sun-burnt Thunder-bolt War-fare Quick-set Sea-ward Snow-ball Sun-day Till-age War-like Quick-silver Second-hand Snow-drop Sun-dry Tin-gent War-rant Rain-bow Seed-cake Snuff-box Sun-flower Tip-pet Wash-ball Ram-pant Seed-ling Sod den

Sun-less Tip-staff Waste-ful Ran-sack Seed-pearl Sol-ace

Sup-plant Tire-some Watch-ful Rap-a-city Seeds-man So-lo

Sup-pliant Title-page Watch-man Rasp.berry Seed-time Sol.vent Sup-port Toad-stool. Watch-word Rattle-snake Sex-tile Some-body Sup-port-able Toil-some Water-course Rare-mouse Sex-ton Some time

Sup-position Tom-boy Water-fall Red-breast Shame-less Some-how

Sup-press Tooth-ache Water-fowl Red-den Sham-rock Some-what Swans-down Top-knot Water-man Rid-dance Shape-less Some-where Sweep-stake Top-most Water-mark Ring-leader Sharp-set Song-stress Sweet-bread Top-sail Water-mill Ring-let Sheep-cot Son-net

Sweet-briar Touch-stone Water-work Ring-tail Sheep-sbearingSouthern-wood Sweet-heart Touch-wood Way-lay Ring-worm Sheep-walk Span-king Sweet-william Towns-man Way-ward Rolling-pin Sheet-anchor Spare-rib Sweet-willow Toy-shop Weather-cock Room-age Shell-fish

Spar-row Swine-herd Track-less Weather-glass Rose-water Shift-less Speak-able Sword-man Trap-door Weather-wise Rot-ten Ship-board Speech-less Tar-get

Tre-foil Web-bed
Round-about Ship-wreck Spite-ful Tar-tar Trip-thong Web-foot
Round-house Shirt-less Sports-man Taw-dry Trip-let Wed-lock
Run-a-gate Shoe-maker Spot-less Tax-able Trod-den Week-day
Rush-light Shoe-string Spring-balt. Tea-cup Turn-pike Wel-como
Safe-guard Shop-board Spruce-beer Teem-ful Turn-spit Wel-fare
Sal-low Shop-keeper Stair-case Teem-less Turn-stilo Well-born
Sand-stone Shop-man Star-board Tell-tale Tutor-age Well-bred
Sat-in
Shore-less

Star-gazer Ten-able Twelfth-tide Wheel-wright Sat-ire

Short-hand Star-less Ten-a-city Twelfth-night Where-at Sauce-box Short-lived Star-light Ten-ant Two-fold Where-by Sauce-pan Short-sighted Star-like Ten-dance Two-pence Whet-stone Saw-dust Shot-free Star-ling Ten-don Vain-glory Whip-cord Saw-pit Shoulder-belt States-man Ten-dril Van-guard Whip-hand Scare-crow Shrove-tide Stead-fast Ten-or

Vault-age Whirl-pool Scarf-skin Side-board Steel-yard Thank-ful Up-hill Whirl-wind Scar-let Side-long Steer-age Thank-less Up-hold White-wash School-fellow Side-saddle Step-dame Them-selves Up-braid Whit-low School-master Side-ways Step-daughter Thence-forth Up-land Whit-sun-tide School-mistressSight-less Step-father There-after Up-right Who-ever Scot-free Silk-weaver Step-mother. There-at Up-roar

Whole-sale Screech-owl Silk-worm Steward-ship There-by Up-shot Whole-some Scul-lion Silver-smith Stiff-neck There-fore Up-ride Wil-low Sea-born Sin-less Still-born There-from Up-start

Wild-fire Sea-calf Six-fold Stock-jobber There-in Up-ward Wind-lass Sea-coal Skim-milk Stone-fruit There-on Use-less Wind-mill Sea-faring Skip-jack Store-fruit There-to Wag-on Wind-pipe Sea-girt Sky-lark Store-house There with Wag-tail

Win-now Sea-gull Sky-light Stow-age

Thick-set Wain-scot Wise-acre Sea-maid Slap-dash Strata-gem Thought-ful

Wit-less

Waist-coat Sea-man Sleeve-less Straw-berry

Thought-loss Wake-ful Wolf-dog

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HOW MUCH PAIN THE EVILS HAVE COST US

Wrist-band

main.

Wood-cock Work-house Wrath-less Take away half of thirteen and let eight re-
Wood-land Work-man
Wood-man Work-shop Writ-ten

Write XIII on a slate, or on a piece of
Wood-note Worm-wood Year-ling paper--rub out the lower half of the figures,
Wood-nymph Wrath-ful Youth-ful and VIII will remain.
54. ENIGMAS are compositions of a

57. Laws of Chess. The rules different character, based upon ideas, given below are based upon the code rather than upon words, and frequently published in “Walker's Art of Chess constructed so as to mislead, and to Play.” The word piece frequently insurprise when the solution is made cludes the pawn. known. Enigmas may be founded upon

i. If the board or pieces be imsimple catches, like Conundrums, in properly placed, or are deficient in which form they are usually called number (except in the case of odds), RIDDLES, such as

the game must be recommenced, if the

error is discovered before the fourth “Though you set me on foot,

move on each side (the eighth move of I shall be on my head."

the game). If not discovered before The answer is, A nail in a shoe. The this stage, the game must proceed. celebrated Enigma on the letter H, by

ü. If a player give odds, and yet Lord Byron, is an admirable specimen omit to remove the odds from the of what may be rendered in the form of board at the commencement, he may an Enigma.

recommence the game, and remove the 55. Rebuses are a class of Enigma odds given, provided he discover his generally formed by the first, some

error before playing his fourth move. times the first and last, letters of words, But if he has made his fourth move, or of transpositions of letters, or addi- the game must be played out; and tions to words. Dr. Johnson, how-should the player who agreed to give ever, represents Rebus to be a word the odds win the game, it shall neverrepresented by a picture. And putting theless be considered drawn. the Doctor's definition and our own

iï. When parties play even, they explanation together, the reader may draw lots for the first move of the first glean a good conception of the nature game.

The first move is afterwards of the Rebus. Example :

taken alternately throughout the sit

ting, except when a game is drawn, The father of the Grecian Jove;

when he who had the first move in A little boy who's blind ;

that game still claims it, a drawn game The foremost land in all the world; The mother of mankind;

being of no account. He who gains the

move has also the choice of colour. A poet whose love-sonnets are Still very much admired ;

Each player uses the same colour The initial letters will declare

throughout the sitting. When a match A blessing to the tired.

is made for a given number of games, -Saturn ; Love; England ; Eve; the match. A player giving odds has

the move passes alternately throughout Plutarch. The initials form sleep.

the choice of men, and takes the move The excellent little work mentioned in every game, unleşs agreed to the conat page 21, entitled “

Philosophy, and trary., Mirth united by Pen and Pencil,” has iv. A player who gives the odds this novelty, that many of the Enigmas of a piece, may give it each game from are accompanied by enigmatical pic- the king's or queen's side, at his option. tures, so that the eye is puzzled as well If he gives the odds of a pawn, he must as the ear.

give the king's bishop's pawn, unless 56. PUZZLES vary much. One of otherwise stipulated. The player who the simplest that we know is this :- receives the odds of a certain number

a

Answer

THAT HAVE NEVER HAPPENED.

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of moves at the commencement, must if such move does not expose the king not with those moves cross from his to check; or he may be directed to move own half of the board.

his king v. If a player, in his turn to play, xi. If you take one of your own touch one of his men, he must move men, instead of one of your adverthat piece, if it can legally move, unless, sary's, you may be compelled to move when he first touches it, he says aloud, one of the two pieces touched, at the “ J'adoube.". No penalty is attached to option of your opponent. Mr. Walker touching a piece, unless it is your turn thinks that the penalty should be to to move.

lose the man you have improperly vi. If the player touch his king, taken off. with the intention of moving him, and xii. An opponent has the option of then find that he cannot do so without punishing a false move, by claiming the placing the king in check, no penalty false move as your move, by compelling can be inflicted on his replacing his you to move the piece touched, as you king and moving elsewhere. [Other- may think fit, or to replace the piece wise ?] If the player should touch a and move your king. man which cannot be moved without xiii. The king must never be explacing his king in check, he must posed to check by any penalty enmove his king instead.

forced. vii. If a player about to move touch xiv. If you move twice running, one of his adversary's men, without you may be compelled to abide by both saying“ J'adoubewhen he first touches moves, or to retract the second. it, he must take that piece, if it can xy. Unlimited time is allowed for be lawfully taken. Should it not be the moves (unless otherwise agreed]. taken, he must, as a penalty, move his If one player insists upon the postponeking; but should the king be unable to ment of the termination of a game, play without going into check, no pe- against the will of his opponent, the nalty can be enforced. It is not allowed game is forfeited by him who will not to castle upon a compulsory move of play on. the king.

xvi. When a pawn is moved two viii. While you hold your piece squares, it is liable to be taken, en you may move it anywhere allowed by passant, by a pawn, but not by a piece. the rules; but when you quit your xvii. If you touch both king and hold the move is completed, and must rook, intending to castle, you must be abided by.

move one of the two pieces, at the ix. If you inadvertently move one option of your adversary; or he may of your adversary's pieces instead of compel you to complete the castling. your own, he may compel you to take You cannot take a piece and castle at the piece you have touched, should it the same time; nor does the rook be en prise; or to replace it and move check as it passes to its new position; your king, or to leave it on the square but it may check on its position after to which you have moved it, and forego castling. any other move at that time. . Should xviii. False castling is liable to the you capture one of the adverse pieces same penalties as a false move. with another, instead of one of your xix. When a player gives the odds own, the capture holds good, if your of a rook, he does not relinquish the opponent so decides.

right of castling on the side from which x. If the player takes à piece the rook has been taken, all other conthrough a false move, his adversary ditions being lawful, as if the rook may compel him to take such piece were in its place. with one that can lawfully take it; or to xx. When you give check you must move the piece that has been touched, say so aloud. If check is not called on

.

26

A HASTY MAY NEVER WANTED WOE.

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either side, but subsequently discovered, alternately, whether the last game be you must endeavour to recall all the won or drawn. moves back to the period when the ii. Any action which prevents the check first occurred.

adversary from having a full view of xxi. You are not compelled to cry the men is not allowed. check when you attack the queen. ü. The player who touches a man

xxii. If you cry check, and after- must play him. wards alter your determination, you iv. In case of standing the uff, are not compelled to abide by the inten- which means omitting to take a man tion, provided you have not touched when an opportunity for so doing the piece.

occurred, the other party may either 'xxiii

. When a pawn reaches the take the man, or insist upon his man, opposite side of the board it may be which has been so omitted by his adreplaced by any piece, at the option of versary, being taken. the owner, and irrespective of the pieces v. If either party, when it is his already owned by him.

turn to move, hesitate above three xxiv. Stall mate is a drawn game. minutes, the other may call upon him

xxv. Drawn games count for no- to play; and if, after that, he delay thing; and he who moved first in the above five minutes longer, then he drawn game moves first in the fol- loses the game. lowing:

vi. In the losing game, the player xxvi. If you declare to win a game, can insist upon his adversary taking all or position, and only draw it, you are the men, in case opportunities should accounted the loser.

present themselves for their being so xxvii. When you have either of the taken. following advantages of force, you are vii. To prevent unnecessary delay, compelled to give check-mate in fifty if one colour have no pieces, but two moves, or the game is considered drawn. kings on the board, and the other no

King and queen against king. piece, but one king, the latter can call King and rook against king. upon the former to win the game in King and two bishops against king. twenty moves; if he does not finish it King, bishop, and knight, against within that number of moves, the game king.

to be relinquished as drawn. King and queen against king and viü. If there are three kings to two rook.

on the board, the subsequent moves are King and rook against king and minor not to exceed forty. piece.

59. Whist.-(Upon the principles King and pawn against king. of Hoyle's games.)

Great silence King and two pawns against king and attention must be observed by the

players. Four persons cut for partners; xxviii. If you move after your ad- the two highest are against the two versary has made a false move, or com- lowest. The partners sit opposite to mitted other irregularity, you cannot each other, and the person who cuts claim the penalties.

the lowest card is entitled to the deal, xxix. Spectators are forbidden to The ace is the lowest in cutting. make remarks.

i. SHUFFLING.- Each person has a xxx. Disputes to be referred to a right to shuffle the cards before the third party.

deal; but it is usual for the elder hand 58. Rules of the Game of only, and the dealer after. Draughts.—The nine laws for regil- ii. CUTTING.—The pack is then cut lating the game of draughts are as by the right hand adversary; and the follows:

dealer distributes the cards, one by one, i. Each player takes the first move to cach of the players, beginning with

and pawn.

A SLOTHFUL MAN 18 A BEGGAR'S BROTHER.

27

0

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the person who sits on his left hand, many as are gained by tricks or honours, until he comes to the last card, which so many points are set up to the score he turns up, being the trump, and of the game. leaves on the table till the first trick Quart, is four successive cards in any is played.

suit. ii. FIRST PLAY.—The person on the Quart Major, is a sequence of ace, king, left hand side of the dealer is called the queen, and knave. elder, and plays first; whoever wins Quint, is five successive cards in any the trick becomes elder hand, and plays suit. again ; and so on, till all the cards are Quint Major, is a sequence of ace, played out.

king, queen, knave, and ten. iv. MISTAKES.—No intimations, or Sce-saw, is when each partner turns signs of any kind, during the play of a suit, and when they play those suits the cards, are permitted between the to each other for that purpose. partners. The mistake of one party is Score, is the number of points set up. the game of the adversary, except in a The following is the most approved revoke, when the partners may inquire method of scoring: if he has any of the suit in his hand. 1 2 3 4 5 6 7 8 9 V. COLLECTING TRICKS.—The tricks

0

00 000 belonging to each party should be 0 00 000 0000 00000 0 turned and collected by the respective partners of whoever wins the first trick Slam, is when either party win every in every hand. All above six tricks trick. reckon towards the game.

Tenace, is possessing the first and vi. HONOURS.—The ace, king, queen, third best cards, and being the last and knave of trumps are called honours; player; you consequently catch the and when either of the partners have adversary when that suit is played : as, three separately, or between them, they for instance, in case you have ace and count two points towards the game; queen of any suit, and your adversary and in case they have four honours, leads that suit, you must win two they count four points.

tricks, by having the best and third vii. GAME.—The game consists of ten best of the suit played, and being the points.

last player. 60. TERMS USED IN WHIST. Tierce, is three successive cards in any - Finessing, is the attempt to gain an suit. advantage; thus :- If you have the Tierce Major, is a sequence of ace, king, best and third best card of the suit and queen. led, you put on the third best, and run 61. RULES FOR PLAYING WHIST. the risk of your adversary having the -i. Lead from your strong suit, and second best; if he has it not, which is be cautious how you change suits; and two to one against him, you are then keep a commanding card to bring it in certain of gaining a trick.

again. Forcing, is playing the suit of which ü. Lead through the strong suit and your partner or adversary has not any, up to the weak; but not in trumps, unand which he must trump, in order to less very strong in them. win.

ü. Lead the highest of a sequence; Long Trump, means the having one but if you have a quart or cinque to a or more trumps in your hand when all king, lead the lowest. the rest are out.

iv. Lead through an honour, partiLoose Card, means a card in hand ofcularly if the game is much against no value, and the most proper to throw you. away.

v. Lead your best trump, if the adPoints.-Ten make the game; DS versaries be eight, and you have no

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