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A large number of works on sports and kindred subjects, in many languages, have been consulted and freely used in the preparation of this book, which is believed to be more comprehensive in its scope than any other similar publication. The editors are indebted to Messrs. A. G. Spalding & Bros. for permission to print the football rules of the University Athletic Club, and the official rules of other athletic sports.

In the present edition the description and rules of all such sports as baseball, football and tennis have been brought carefully down to date, the articles on cycling and golf have been greatly enlarged in view of the increased popularity of both, and other changes have been made to increase the value of the book.

NEW YORK, January 10, 1899.

NOTE. Through an oversight of the editors, credit was not given. in the earlier editions to Mr. Dan Beard for sundry devices and suggestions derived from the "American Boys' Handy Book."

NEW YORK, May 19, 1905.

CITY OF NEW YORK.

THE

YOUNG FOLKS' CYCLOPEDIA:

OF

GAMES AND SPORTS.

Words printed in LETTERS LIKE THESE are explained in their alphabetical places.

The references C. C. T. and C. P. P., are to the "Young Folks' Cyclopædia of Common Things," and the "Young Folks' Cyclopædia of Persons and Places," companion volumes to this, which explain a great deal not coming within the plan of this book.

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one must name an object which has already been named. When all the players but one are out, that one takes the card, and the other cards one by one are treated in like manner, beginning in each case with the player who took the previous card. He who takes most cards is the winner.

A-B-C. A game played by any number of persons with a pack of CARDS, on each of which are a letter of the alphabet and a picture. The pack is placed face upward on the table, and each player in order names an object in the picture on the top card which begins with the letter on that card. Any one who cannot do so in less that one minute is out. No ACTING CRAMBO. See CRAMBO.

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and the guards are then arranged in C. C. T. A simpler one may be alternately on the outermost row as made with a large glass jar or bottle, shown in the first illustration. The closed with a rubber stopper having object of the game is to get a Queen a hole through it. Into the hole put into the center with herGuards ranged a short piece of glass tubing, over the on the six spaces around her, as shown end of which fit a piece of rubber in the second figure, and the player whefirstgets his pieces in this position wins. The players move alternately after the first move has been decided. Any piece may be moved one space forward or sideways, but never backward. If any Guard gets between two hostile pieces so that the three form a straight line on adjacent spaces, such Guard must be taken up for the next move, and placed somewhere on the outermost row. If the Queen gets in a similar situation she must likewise be taken up, but she may be placed anywhere on the board.

In playing, it is well to try to arrange the pieces so that several of the enemy's Guards can be taken up in succession, rather than to throw back one piece alone, for in the latter case that piece is often able to secure a good position. As no piece can be moved backward he who has a man in the rear has an advantage. It is a good plan to keep one man back and hurry the others forward, keeping them together as close as possible.

RULES OF THE GAME.

1. None but the Queens must occupy the center space.

2. Of two or more pieces liable to be thrown back at one time, the Queen, if she be one, must be taken up first, and the others may be taken in any order the player chooses, the removal of each piece counting

as a move.

3. If a piece be touched preparatory to moving, it must be moved or the move be lost.

tubing, about an inch and a half long (See Fig. 1). Exhaust the lungs, apply the mouth to the tube and suck. Pinch the rubber tube tightly to prevent air entering the bottle, and after exhausting the lungs again, repeat the process. If the air is to Fig. 1. be kept exhausted for some time, a pinch-cock (see CHEMICAL EXPERIMENTS) should be fastened to the rubber tube. In this way about three-quarters of the air can be removed from the jar.

EXPERIMENTS.

1. Put into the jar a small vaseline or other wide-mouthed bottle, with a piece of thin rubber cloth tied over the top. On exhausting the air, the cloth will bulge up like a balloon (See Fig. 2). This is caused by the air trying to get out of the bottle, owing to the lightening of the pressure above it.

2. Instead of exhausting the air, condense it, by forcing the breath into the bottle, pinching the rubber tube between breaths, as before.

Fig. 2.

The rubber cloth on the small bottle will bulge inward (see Fig. 3), owing to the increased pressure above it.

3. Replace the short glass tube with a longer one, c, having a jet b (see 4. If the six Guards are placed in CHEMICAL EXPERIthe circle surrounding the center MENTS) on the end inside space, leaving the Queen outside, the the jar. Exhaust the air player of them forfeits the game. as before, and then keepAIR-PUMP, Experiments with an. ing the rubber tube pinched, hold the The common air-pump is described | jar upside down, and put the end of

Fig. 3.

the rubber tube into a glass of water d. On releasing the tube the water will spirt up through the jet into the bottle, making a little fountain (See Fig. 4). This is because the pressure of the air on the surface of the water in the bowl forces it up into the jar, where the pressure is less.

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4. Turn the glass tube so that the jet will be outside, seeing that the tube nearly reaches the bottom of the jar. Pour din water enough to cover an inch or two of the Fig. 4. end. Put the rubber tube over the jet, and condense the air in the jar, as in Experiment 2. Quickly pull off the rubber tube, and a fountain like that in Experiment 3 will play from the jet (See Fig. 5).

5. In the vaseline bottle used in Experiments 1 and 2, or a similar one, fit a stopper and jet like those used on the large jar in Experiment 4. Partly fill it with water, place it inside the jar, exhaust the air, and a fountain will play from the jet. (See Fig. 6).

Fig. 5. 6. In the vaseline bottle put a bent tube reaching nearly to the bottom on the inside and about as far down on the outside. Put enough water into both bottle and jar to cover well the ends of the tube. Exhaust the air. All the water will be forced out of the bottle. Let in the air again. More water will run in Fig. 6. from the jar than was in the bottle to begin with.

Steam vacuum. A partial vacuum may be produced also by

means of steam. If a little water be boiled in a flask, the steam will drive out all the air, and if the flask be then corked and cooled by placing it in water the steam will condense to water, leaving nothing in its place but a little cool water-vapor: The cork must be put in carefully, and the flask withdrawn from the heat at the same time, otherwise the steam might force the cork out again. By connecting the cork by means of rubber tubing with another bottle or jar, the air in the latter may be greatly rarefied and many of the above experiments tried. If a toy rubber balloon, with no air in it, be fastened to the under side of a glass tube passing through the cork, so that it will be inside of the flask when it is corked, the balloon will swell up and fill the flask as soon as the flask is cooled; the outside air rushing in to fill the vacuum made by condensing the steam.

ALCOHOL, Experiments with. (Read CHEMICAL EXPERIMENTS). Alcohol is described in C. C. T. To make it, mix about a quarter of a glass of molasses with a glass and a half of water, add a little yeast, and set the liquid in a warm place for two or three days. During this time it will ferment and bubbles of gas will rise from it, which may be collected if the liquid is in a corked flask with a delivery tube leading to the bottom of a jar. The gas is CARBONIC ACID, as may be shown by shaking it with lime-water. The liquid now has alcohol in it, which must be separated from it by DISTILLING. Instead of condensing the vapor at once, however, it is first led into a bottle which is kept at a little below the boiling point of water, by being heated over a water bath. Most of the steam condenses in this bottle, but the alcohol, which will not condense at so high a temperature, goes on to the next bottle, which is kept in ice-cold water. Test the liquid thus obtained by trying to light some of it on a glass rod. If it will

not burn, it is not strong enough, .and must be distilled over. again. Not more than a quatter of the liquid must be boiled away, for by that time most of the alcohol is gone from it.

out the star, numbered in like manner; and 20 cards without pictures, numbered from 1 to 20. In each set the cards rank according to their numbers, but a star card is higher than any other, and a plain picturecard is higher than a plain numbered Try to dissolve different sub-card. At the beginning of the game, stances in alcohol. It will be found that oily or gummy substances, which will not dissolve at all in water, will do so in alcohol.

• EXPERIMENTS,

2. Mix equal quantities of alcohol and water together, after measuring each in a graduated tube. The Iliquid will shrink in mixing so that the mixture will not measure as much as the sum of the two quantities.

3. Drop alcohol on the still surface of a basin of water. There will be a little dimple, or pit, where it strikes, because the heavier and stronger fluid on the surface around it pulls it away.

4. Put a teaspoonful of raw white of egg in a glass, and pour on it about a tablespoonful of alcohol. It will be cooked, as if by heat.

5. Fill a glass with alcohol and into it drop a very little of any aniline dye in the form of powder. These dyes may be obtained of a druggist. The dye will descend into the fluid in a colored thread which will branch out into two or more, and these in turn will divide, so as to resemble the growth of a plant. If the alcohol be contained in a tank with parallel glass sides (see PRISM), the phenomenon may be thrown on to a screen with the HELIOSTAT, and as the lens reverses the object the colored threads will appear to grow upward, thus increasing the resemblance to a tree.

ALICE IN WONDERLAND. A game played by any number of persons, with 52 cards bearing pictures of characters in the story of that name. The cards are divided into three sets: 16 picture-cards with a star in the corner, numbered from I to 16; the same picture-cards with

each player is given seven cards. The eldest hand leads. If he lead a picture card, the next must play its mate (from the other picture-set), if possible; otherwise a card from the same set. If a plain numbered card be led, the next player must play another of that set. If he have no card of the set led, he may play what he chooses. Each in turn plays in like manner, but if a picture card has been played it must be followed by its mate if possible, even if the lead was a plain card. If more than one picture card has been played, the first must be mated first, if possible. When each has played one card, he who played the highest card takes the trick and leads for the next one. When the hands have been played, each scores 10 points for each pair among the cards he has taken, 20 for Alice and 20 for the Pool of Tears, if he have them; and he who has taken most cards scores 10. The player with the greatest number of points wins the game.

ALL FOOLS DAY. April Fool candy can be made by dipping balls of cotton in melted chocolate, so that they will look like chocolate-creams, or by covering a lead pencil, cut in half, with frosting so that it will look like white candy.

April Fool cake can be made by covering a tin pan, turned upside down, with frosting, and an April Fool custard by lining a glass closely with white or yellow paper and cov ering it with tissue paper on which there is a little white of egg beaten to a froth. An April Fool pie is made of ordinary pie-crust either with nothing but air within it, or stuffed with sawdust. Coarse yellow soap cut into pieces makes very good

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