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ends; but if all the letters of the alphabet have been used, and players remain on each side, the larger party is declared the winner. No one but the leader may call out the names, but the other players on his side think of new ones and whisper them to him one by one as he needs them. At first the names usually follow one another as quickly as they can be spoken, but when the memory of the players is almost exhausted, they come slowly. A longer time for thought may be given by counting 25, or even 50, instead of ten, and the game may also be varied by using names of rivers or mountains, or those of historical characters.

RULES OF THE GAME.

letter and a division of land or water, which the players on the first side must give in like manner, and the sides continue to alternate thus. If any one make a mistake, such as giving to a river the name of a mountain, or using the wrong initial letter, it must be corrected by some one on the same side before the opposite leader says "Miss," otherwise the opposite side scores 2, and the turn comes to an end. If no one on a side makes a mistake or is obliged to take his seat, that side scores 3. A side wins when it has scored 10, or when all on the other side have taken their seats.

III. Another game of geography is played with pencils and paper, every one writing all the geographi1. No city may be named more cal names he can think of, beginthan once, but different places of ning first with A, then with B, and so the same name may be used, if their on through the alphabet, a minute situation is clearly defined, either by or more being allotted to each letgiving the State or country where ter. If all have the same name on they are, or in any other way; their lists, it scores nothing, but as, Stratford, Connecticut," and others score as many points as the Stratford-on-Avon," or Phila- number of players who have omitted delphia, where one of the seven it, as in the game of DICTIONARY. churches was situated." In such a IV. Another geographical game case only the name, not the ex-is played with a board on which is a planation, must be spoken before the word "ten."

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2. In case an unfamiliar place is named, the side that used it may be required to tell where it is. If they cannot do so, or do so incorrectly, the opposite side may choose one of their players and proceed to the next letter.

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II. The leader on one side calls out any letter, and says, "Sea," Bay," Mountain," City," or some other division of water or land. The leader on the other side names one beginning with the letter mentioned, and is followed by all on his side in regular order. If any one pause, the leader of the first side counts ten, and says, Next!" and the pausing player takes his seat unless he can answer while the leader is counting. The leader of the second side now calls out a

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map, having holes in place of spots to represent cities. Each hole has its corresponding peg with the name of the city on it, and the object of the game is to place the pegs aright. The game may be played in various ways. A single player may treat it as a game of PATIENCE, placing all the pegs and then comparing an ordinary map with the board, to see whether he has succeeded or not. When there are several players the pegs may be distributed equally, and then each in turn places one of them in a hole. After each play the other players examine the peg, and in turn have a chance to say whether or not they think it is rightly placed. If all agree that it is right, the player scores one point; if one or more think it is wrong, a map is consulted, and if the objectors are right they

each score one, while if they are wrong one point is subtracted from the score of each. The number of points necessary to win should be agreed upon beforehand.

A board for playing the game can be made by pasting an ordinary map on a smooth piece of wood, and boring gimlet holes through the dots representing the cities. The name of each city must be carefully erased with pen and ink, and then little wooden pegs must be provided, which may be made of matches. The names may be written on the side of the pegs, on a place shaved flat with a knife, or on bits of paper glued to the top of the pegs.

GIVE-AWAY. See CHECKERS. GLASS OF WATER, Experiment with. See COINS, Experiment 7.

GO-BANG, a game played by two to five persons, each of whom has usually 50 pieces or men, on a board divided into 256 squares colored alternately dark and light. The pieces are of different colors, and each player has one color, that one set may be distinguished from the others. The players take turns, each in order placing on the board one of his pieces, on any unoccupied squares, dark or light. The object is to get five in a row, either diagonally or from side to side of the board, and he who succeeds in doing this wins the game. When the players have put all their pieces on the board, they may move them one at a time to any unoccupied adjacent square, in any direction.

Go-Bang may be played on an ordinary checker-board, each player having twelve pieces. Sometimes the total number of pieces is made equal to the number of squares, in which case there can be no moving of pieces, and the game ends when all are placed on the board, if no one has made a row of five before that time.

Go-Bang is a Japanese game, and means in the Japanese language "Five-Board." "Go" (Five) is the

Japanese name of the game. It is said to have been played in China (where it is called Kee) 2000 years before Christ, and to have been carried about the 8th century A.D. to Japan, where it is a great favorite. The Japanese have schools for the study of the game, and a periodical is published in their country devoted entirely to it, just as we have papers devoted to Chess. The Japanese play it on a board of more than 300 squares.

COLF, a game played by any number of persons with sticks or clubs like SHINNY sticks, and small balls about an inch and a half in diameter. The ball, formerly of leather stuffed with feathers, is now usually made of of gutta-percha, "nicked" or cut in crossed lines on the surface, to roughen it.

The

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The course, usually circular and properly between three and five miles long, is marked out on a piece of open ground, and at intervals on it are cut holes four inches in diameter and from 100 to 500 yards apart. The golf grounds are usually called "links," because the sandy stretches by the seashore, known in Scotland by this name, are there regarded as best adapted to it. links should contain "hazards "— general term for obstacles of any sort (see Rule 15, below). Two players, starting from the first hole, take turns in striking their balls into the next, and he who does so in the fewest strokes scores a point or “a hole," as it is called. They then play for the next hole in like manner, and so on till they have gone around the course (usually eighteen holes). If they make any hole in the same number of strokes, that hole is scored by neither. He who scores the greatest number of holes with the fewest strokes wins. The reckoning of the strokes is made technically thus: If a player's opponent has played one more stroke than he, the player's next stroke is called "the like "; if two more, "the one off

two," if three more, "the one off three," etc.

lifted over the shoulder, and brought down sharply on the ball, letting the lower end just scrape the ground.

Driving.

Each player has his own ball, and clubs of various shapes and sizes. He selects the one he needs at any particular time, according to the nature of the ground, and the others are carried by an attendant called a "caddie." Each club has its peculiar name. All have wooden handles, but are called "woodclubs" or "irons," according to the material of the head. A wood club shod or soled with brass is called a "brassie." The following is a complete list of golf clubs: Wood Clubs-Drivers, Long Spoons, Mid Spoons, Short Spoons, Baffy, Brassie Niblicks, Bulger Drivers, Bulger Brassies, Brassies, Putters. IronsCleeks, Iron Niblicks, Putting Cleeks, Driving Cleeks, Lofting Irons, Driving Irons, Mashies, Gun Metal Putters, Medium Irons. The Driver or Play Club is generally used if the distance from the hole is too great to be covered in a single stroke; the The club should follow the ball in Putter for striking the ball into a the stroke. The distance to which hole; the Spoon (now generally the ball can be sent depends more superseded by the iron clubs) for getting the ball out of a depression in the turf, called a "cup"; the Sand Iron for driving the ball out of a sand-pit or "bunker." Should the ball lie deep in the sand, or beside a stone, the Cleek or the Niblick may be used. Some golfers use the iron-headed clubs as "Putters." Besides these there are the Driving Iron (not so long a driver as the Cleek, but able to pitch the ball higher); the Lofting Iron, for lifting the ball very high; and the Mashie, a compromise between Lofting Iron and Niblick, used for short approaches. A set of six clubs is considered enough for an expert, and the beginner can get along with two or three. In striking the ball, the club must be held with both hands as close together as possible, the left being about two inches from the end. The club, grasped firmly with the left and guided with the right, is

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Putting.

on the manner of hitting than the actual strength used. The exact manner of standing, called the

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When a hole has been gained the player lifts his ball and places it on a little heap of sand called a tee," from which he plays it toward the next hole. When a ball is thus placed it is said to be "teed."

RULES OF THE GAME.

The following rules are substantially those of the St. Andrew's Royal and Ancient Golf Club, as modified in 1897 by the United States Golf Association :

"stance," is a matter about which
there is a great difference of opinion
among good golf players. The ob-
ject is to stand so and at such a dis-
tance that the ball will be struck
squarely behind and exactly in the
middle of the club-head. If it
strikes too near the end of the head
(called the "toe") or too near the
bend (called the "heel ") it is said to
he toed" or "heeled" and will
swerve to one side or the other.
The majority of players place the
right foot a little in advance. When
thus standing, ready to strike, the
player is said to "address" the ball.
Before striking the ball it is customers
ary to sway the club gently over it
to measure its position. This move-
ment is called the "waggle" and is
done with the wrists only.

1. The game of golf is played by two or more sides, each playing its own ball. Two sides of single play

constitute a match called a "single." Two sides of two players each constitute a "Foursome."

2. The game consists in each side playing a ball from a tee into a hole by successive strokes, and the hole is won by the side holing its ball in the fewest strokes, except as otherwise provided in the Rules. If two sides hole out in the same number of strokes, the hole is halved.

"Match Play," in which the player has an opponent, is decided by the number of holes won.

"Medal Play," in which all the players are called "competitors," is decided by the aggregate number of strokes.

Unless otherwise agreed, a match shall consist of the play of the game over eighteen holes of the links.

The last stroke between any two holes, by which the player tries to place the ball in the hole, is called putting (pronounced to rhyme with cutting), and is the most difficult part of the game, the preliminary strokes, called driving, being much more simple. The ground for some distance around each hole is usually covered with smooth turf and called the "putting green" (see Rule 30, below). In putting, the nature and condition of the ground, the position of the playing ball, and that of his adversary's must all be taken into consideration, as well as the state of the score, on which it sometimes depends whether the player will risk a difficult "put or not. The stroke that drives the ball on the putting green is called the "approach shot.' In putting, a rapid straight stroke is called a "gobble," and a successful long stroke a "steal." When the opponent's ball lies directly between the player's and his hole it is called a "stimy," and when the player sends his ball over the obstacles he is said to "loft over the stimy." When the player strikes the ground as well as the ball, he is said to The hole shall be four and one"baff," and when his club razes the quarter inches in diameter, and at grass slightly he is said to "scruff." | least four inches deep.

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3. The teeing ground shall be indicated by two marks placed in a line at right angles to the course, and the players shall not tee in front of, nor on either side of these marks, nor more than two club lengths behind them. A ball played from outside the limits of the teeing ground, as thus defined, may be recalled by the opposite side.

The option of recalling a ball is in all cases forfeited unless exercised at once before another stroke has been played.

4. The ball must be fairly struck at and not pushed, scraped, nor spooned, under penalty of the loss of the hole.

Any movement of the club intended to strike the ball is a stroke.

5. The game commences by each side playing a ball from the first teeing ground. In a match with two or more on a side, the partners shall strike off alternately from the tees, and shall strike off alternately during the play of the hole.

The players who are to strike against each other shall be named at starting, and shall continue in the same order during the match.

The player who shall play first on each side shall be named by his own side.

6. If a player shall play when his partner should have done so, his side shall lose the hole, except in case of the tee shot, when the stroke shall be recalled at the option of the opponents.

7. The side winning a hole shall lead in starting for the next hole, and may recall the opponent's stroke should he play out of order. This privilege is called the "honor."

8. One round of the links, generally eighteen holes, is a match, unless otherwise agreed upon. The match is won by the side which gets more holes ahead than there remain holes to be played, or by the side winning the last hole when the match was all even at the second last hole.

9. After the balls are struck from the tee, the ball furthest from the hole to which the parties are playing shall be played first, except as otherwise provided for in the Rules.

10. Unless with the opponent's consent, a ball struck from the tee shall not be changed, touched, nor moved before the hole is played out, except as otherwise provided for in the Rules.

11. In playing through the green, all loose impediments within a club length of a ball, which is not lying in

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or touching a hazard, may be removed.

Ice, snow, and hail within a club length of the ball through the green may be removed; but on the putting green it may only be removed as provided in Rule 34.

12. Before striking at the ball the player shall not move, bend, nor break anything fixed or growing near the ball, except in the act of placing his feet on the ground and in soling his club.

13. A ball stuck fast in wet ground or sand may be taken out and replaced loosely in the hole which it has made.

14. When a ball lies in or touches a hazard, the club shall not touch the ground, nor shall anything be touched or moved before the player strikes at the ball.

The club shall not be soled, nor the surface of the ground be touched within a radius of a club length from the ball.

When a ball lies on turf in a hazard or surrounded by a hazard, it shall be considered as being on the fair green; i. e., the club may be soled.

15. A hazard shall be any bunker of whatever nature-water, sand, loose earth, mole-hills, paths, roads of railways, whins, bushes, rushes, rabbit scrapes, fences, ditches, or anything which is not the ordinary green of the course, except sand blown onto the grass by wind or sprinkled on the grass for the preservation of the links, or snow or ice or bare patches on the course.

16. A player, or a player's caddie, shall not press down nor remove any irregularities of surface near the ball, except at the teeing ground, under the penalty of the loss of the hole.

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