PIGEON FLYINQ. The carrier pigeon is described in C. C. T. These birds are sometimes matched one against another, just like horses or boats, so that Pigeon Flying has become a sport. The birds are carried away long distances from their homes in baskets, released at the same time and place, and the one that reaches its roost soonest wins the race. The quickest times and longest flights made by pigeons in contests of this kind are given in the Appendix.

PILLOWS AND KEYS, or PILLOW AND KEY, a game played by any number of boys and girls. All sit in a circle, and a boy taking a cushion or pillow, lays it at the feet of any girl he chooses and kneels on it. The girl must kiss him, and then, taking the cushion, places it in like manner before any boy, while the first-named boy takes her seat. Sometimes a rhyme is repeated by the kneeling player, for instance'

"Had I as many eyes as stars in the skies,

And were I as old as Adam, I'd fall on my knees, and kiss whom I please,

Your humble servant, madam."

This game is said to be derived

be made. The illustration shows the spots where the pins or rice are supposed to have fallen, and three different figures drawn from these


PINOCLE. See Bezique.

PIQUET, a game of Cards played by two persons with a EUCHRE pack. The players cut for deal, and highest deals, Ace being high in cutting, as in playing, and the other cards ranking as in Whist. The dealer gives twelve cards to each

from an old dance called the "Cushion Dance."

PIN DRAWINGS, a game played by any number of persons, with pencil and paper. sheets of paper, one for each player, are laid in a pile, and five pins are held about three feet above them, between the thumb and forefinger of the leader, who drops them on the paper. At the spot where each of the pinheads lies, another pin is then driven through all the thicknesses of paper, so that pin-holes are made in each, in the same positions. Each player must now draw on his paper a human figure, so that one pin-hole is included in the outline of the head, and one in that of each hand and foot. Animals or birds may be drawn instead, varying the number of pin-holes and the requirements of the game to suit the players. At the close of the drawing, each player should write under each picture the name of the one he supposes to have been the artist. Sometimes grains of rice are dropped on the paper instead of pins, to show where the head, hands, and feet of the figure must

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Pin Drawings.

must discard at least one. If he discards less than five, he must tell how many, and may then look at those of the upper five cards of the stock that he did not take. Thus, if he discard two, he takes two from the stock, and may look at the next three. The dealer need not discard at all, unless he wishes; but he is entitled to all the cards that are left in the stock, or as many of them as he wants, and discards as many as he takes. He must take his cards from the top of the stock as they come, even if they have already been looked at. In every case the discard must be decided on and made before any cards in the stock are taken up.

Discarding is followed by what is named "calling and showing," in which the players see which has the highest of certain groups of cards. These groups are of three kinds: 1. Points; 2. Sequences; 3. Quatorzes and Trios.

Point is won by the player who has the greatest number of spots in any one suit, reckoning Ace as I1, and face cards each as 10. He who wins Point scores one for each card in the suit.

Sequences (Latin, sequens, following) are three or more cards of the same suit in regular order. They rank : first, according to the number of cards, and second, according to the highest card in the sequence. Thus, a sequence of five cards is always higher than one of four; but of two sequences of four,—King, Queen, Knave, Ten, for instance, is higher than Queen, Knave, Ten, Nine. Sequences count one for each card, and 10 points more if there are five or more cards; thus, a sequence of three counts 3, but one of seven counts 17. The holder of the highest sequence scores for all the sequences he holds, but the other scores for none of his. The sequences are often given French names, being called respectively

tierce, quart, quint, sixieme. septime, and huitieme, according as they consist of three, four, five, six, seven, or eight cards. A sequence whose highest card is Knave or King, for instance, is called a "sequence to a Knave" or " to a King; thus, a Queen, Knave, and Ten of the same suit form a "tierce to a Queen." If Ace is the highest card, it is a sequence major (Latin, major, greater, because it is greater than any other sequence of the same number of cards).

Quatorzes and Trios are four cards or three cards of a kind, higher than a Nine-spot, and are called simply four Queens, three Aces, or whatever they may be. The value depends on that of the cards that form the group, but any Quatorze is higher than any Trio. A Quatorze counts 14, and hence its name, which is the French for fourteen. A Triocounts 3. The holder of the highest Quatorze (or Trio, if there be no Quatorze) scores for all his Quatorzes and Trios, but the other player scores for none of his.

The scoring of all these groups proceeds as follows: The non-dealer calls the amount of his Point (the sum of the spots of his highest suit, as explained above). If the other have nothing greater, he says "Good," and the winner shows all the cards of his winning suit: but if the other has the same, he says " Equal," and neither scores; if he has a suit that will beat it, he savs "Not good." If he says "Equal," or " Not good," he neither shows his own cards nor scores till his opponent has led the first card, as shown below. The sequences are then taken up in like manner, the elder hand telling what his highest is, and the other replying "Good," "Equal," or " Not good," as before. Lastly the Quatorzes and Trios are considered together.

Playing now begins, the eldest hand leading first, and the winner of each trick leading for the next, as in most card games. Suit must be followed if possible, otherwise any card may be played. Anyone that leads a " counting-card" (Ace, King, Queen, Knave, or Ten) scores one, whether he takes the trick or not; and he who takes a trick with a counting-card likewise scores one. He who takes the last trick scores an additional one (thus he scores two if he takes it with a counting-card). The player that takes the majority of tricks scores 10 for cards. If he take every trick (called winning a Capot), he scores 40. If each takes six tricks, neither scores for cards.

If a player score 30 in hand and play before his opponent scores anything, he wins Pique, and scores an extra 30. If he score 30 in hand alone before his opponent scores, he wins Repique, and scores an additional 60. Carte Blanche counts toward a Pique or Repique, but a Capot does not.

The game is 100. It is customary not to write down the score till the end of the hand. Before that time, each player, as he wins a point, adds it mentally to his previous score for that hand only, and announces the total aloud. But as the whole score nears 100, it is necessary to remember what it is, as the game ceases as soon as either player's score reaches that amount.

It must be remembered that although the dealer does not show and score his winning groups till the first card is led, they are looked upon as if they had been recorded in their proper place, in counting for Pique and Repique. Thus, if the elder hand scores 30 by his Sequences and Quatorzes, while his Point is " not good," he does not repique the dealer, whose score is regarded as being made in its proper place, though he is not obliged to show his winning suit till later.

In piaying Piquet the chief things for the beginner to note are:

1. That the discarded cards and the ones shown by his opponent, together with those in his own hand, give him the means of making a good estimate of his enemy's strength.

2. That in discarding, all of a long suit should usually be kept to make Point.

3. That as the elder hand leads and there is no trump, he can play a bolder game than his opponent, and need not keep small cards to guard a King or Queen, as his opponent should. An experienced player will often omit to call his best groups, preferring to lose, for the time being, rather than give his opponent valuable information. The learner is advised to play through carefully the following sample hand.

A deals.

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for the Knave has just been played, and they are therefore the three highest cards in the suit.

Three-handed Piquet. The dealer gives each player eight cards. The eldest hand can take four cards, the next player two, with any left by the first, and the third as many as remain. Points, etc., to be "good," must be in excess of those held by each of the other players, but they score as in two-handed Piquet. A Pique usually scores 20extra points, a Repique 40, and a Capot 30, but there are several other modes of scoring these chances.

Other Kinds of Piquet. Several varieties of the game, differing from the standard Piquet in some minor particulars, are played in Europe. For instance, in Portland Club Piquet, introduced in 1873, the Point is not always estimated simply by counting one for every card held in it; but if its pips happen to amount to 34, 44, 54, or 64, the Point counts as 3, 4. 5, or 6 points respectively. In these cases the Point scores one less than it ordinarily would.


1. If there be a misdeal, or the dealer expose one of his opponent's cards, he must deal again; but if only one card be dealt wrongly (as when one player has thirteen and the other eleven, or when one has

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