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He must strike his first or second pin in the middle or largest part, and with the same motion and instant of time deliver his bowl at the fourth or bowl-pin. Striking them in this manner generally has the following effect: hitting the first pin not quite full, forces it against the middle or fifth pin, from thence to the seventh, and will frequently rebound to the eighth without any roll. The second pin, if struck well, will knock down the third; and the fourth, or bowlpin, will strike the sixth; and, if the pins are good, the ninth is often brought down by some of the rolling ones.

When the learner is to tip for four upon game, he should choose the pins No. 8, 7, 6, and 4; placing his left foot by the side of the frame, with his toe nearly in a line with the bottom of the seventh pin, and right foot behind him; he must strike the three side pins at one motion, at the same time throwing the bowl at the pin No.4.

To tip for five: let him place his left foot a little to the left of the pin No. 9, and his other foot behind. He should strike the ninth pin to hit the seventh, the fifth to the fourth, and the bowl must knock down the sixth.

When six only are wanted, which number is generally thought the most difficult, place the left foot in a line with the opposite angle of the frame, and the other foot behind at a good distance; strike the eighth pin full in the middle, which will hit the seventh and sixth, and with the same motion hit the middle pin against the third, and the bowl should hit the fourth; by which means the player will lay the six fairly down, and, if not struck hard, without danger of rolling, especially if they are tipped down hill; to do which, he must make the sixth his first pin,

The just proportion of a skittle is 15 inches round in the largest part, and 12 inches high. The bowl should be 18 inches in circumference, and each angle of the frame for the pins 3 feet 4 inches.

In Mr. A. Jones's Treatise on the Art of Playing at Skittles, are several variations of this game, illustrated by cuts.

1.

WH

DUTCH PINS.

RULES.

WHEN two or four persons play, the game is 24 in number, but 41 if six play.

2. The party getting two games out of three wins the rubber.

3. All nine bowled down from the mark is game.

4. The king pin thrown down from the mark counts for 9, but when tipt is reckon'd as i only. 5. The mark should be thrown up to determine which party shall go in first, and have the choice of bowls; the loser may place the mark where he pleases, but at such a distance that the first pin cannot be reach'd from the same by at least a good step.

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6. The bowler must touch the mark with one foot in any way that may best suit him, and not move therefrom: the other foot is to be placed behind the bowl must be held in that hand on the same side, either right or left, as the foot at the mark the player is next to take one step and deliver the bowl from his hand, before the

foot raised from the mark in the act of throwing, shall come again to the ground; otherwise 'tis foul play, and if so called by the antagonist previous to any pin falling down, the bowler must try again, but if not called in time, then the Go holds good.

7. When all nine are not bowled down, the bowl, if rolling out of the frame, is to take its course, and be tipt from the resting place, with the same exactness as in bowling, except when the king-pin can be reached by a step without otherwise moving from the spot where the bowl stopped; then the player is entitled to tip in the frame.

8. Next the other party plays, and unless when all nine are bowled down, if the bowl should be pursuing the same course as the first, any player in the rubber may take up. that first bowl for the other to pass freely, but must replace the same exactly.

9. The first goer then tips, next the second player, and so on till the game is brought; they bowl and tip alternately, the pins being regularly replaced after each.

10. The bowls are to be exchanged every game. 11. If a bowl is stopped by any one except the opposite party, it should be given its direction by the person stopping it, but if stopped by an ad

versary then it is to remain.

12. Every pin thrown down before the bowl quits the frame is fair, as also are all which fall by the rolling of others.

13. Whenever the game is overbrought, either by bowling or tipping, the party so obtaining more than the requisite quantity is to be put

hack nine from the number of the game.

14. When the bowl happens to be delivered

behind the player, he must try again, but if it is thrown or goes forward without knocking down a pin, then the player forfeits the tip also.

15. In playing four or six, each person should give something to be hustled together and thrown up to any certain mark, the two or three nighest to which mark are to be partners.

16. In partnership the players who win one game begin the next, and it often happens to those who know the ground, that at their favourite marks the two first goers shall gain the rubber.

17. A pin, though moved from the plate either in bowling or tipping, but keeping upright on or off the frame is to be accounted a standing pin. 18. One, two or three only, are no tip in the frame; but if out they are reckoned.

ΑΝ

THE GAME OF E O.

NE O table is circular in form, but of no exact dimensions, tho' in general about four feet diameter. The extreme circumference is a kind of counter, or depôt, for the stakes, marked all around with the letters E and O; on which each adventurer places money according to his inclination. The interior part of the table consists, first, of a kind of gallery, or rolling-place, for the ball, which, with the outward parts, above, called depôt or counter, is stationary or fixed. The most interior part moves upon an axis, or pivot, and is turned about with handles, whilst the ball is set in motion round the gal

lery. This part is generally divided into 40 niches or interstices, 20 of which are marked with the letter E, and the other twenty with the letter O. The lodging of the ball in any of the niches, distinguished by those letters, determines the wager. The proprietors of the tables have two bar holes, and are obliged to take all bets offered, either for E or 0; but if the ball falls into either of the bar holes, they win all the bets upon the opposite letter, and do not pay to that in which it falls; an advantage in the proportion of 2 to 40, or five per cent. in their favour.

TREATISE

ON

GAME COCKS.

DIRECTIONS FOR BREEDING AND MANAGING GAME

COCKS.

CHOOSE the breeding cock from a strain which has generally, if not always, won the odd battle when equally matched; be also thoroughly convinced that he is perfectly sound, by attending to his manner of feeding, where if he eats corn enough to make his crop very hard, and digests the same speedily, that is as sure a sign his constitution is good, as that it is rotten when he eats but little, and has a bad digestion; for

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