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Thus, if the dealer and his partner are four to their opponent's one (called a "bridge") the eldest hand often orders up upon a weak hand, thus preventing one of the other side from playing alone, gaining four points, and thus winning the game.

RULES OF THE GAME.

1. Players must cut for deal, and the lowest deals, the Ace ranking below the two.

2. If the dealer give any one too many or too few cards, there must be a fresh deal, unless the misdeal was caused by an interruption from his opponent.

3. If a card is exposed during the deal, there must be a new deal unless one of the players has looked at his hand, but the deal is not forfeited. 4. If a player deal out of turn, his deal is good if the mistake is not discovered before the first lead.

5. The dealer has not discarded till he has placed his rejected card under the stock. Before he has done so he may change his discard, but afterwards he may not touch it.

6. If a card be led by mistake before the discard, it cannot be

taken back.

7. A player making the trump cannot change it after naming it.

8. A player may play alone only when he orders up, takes up, or makes a trump, or when his partner assists, orders up, or makes a trump. 9. He may not play alone after passing a trump or the making of a trump, nor when his opponents adopt or make the trump.

10. A player cannot announce, after the lead has been made, that he will play alone.

11. The partner of one who plays alone must place his cards face downward on the table and let them so remain during the hand.

12. After the trump card has been taken up, the dealer must tell its suit to any one who asks, but he need not tell what card it is.

13. Any card that is exposed, or played out of turn and taken back,

must be played whenever its holder is called upon to do so by his opponent, unless such a play would be a revoke. But if a trick has been completed from such a lead it must stand.

14. If a player revoke or refuse to play an exposed card on call, his opponents may score two points and the offender may score nothing that he has made in that hand; but if a revoke is discovered before the offender plays again, the only penalty shall be to treat the wrongly played card as exposed.

Railroad Euchre. A Joker is added to the pack, ranking always as the highest trump. If a player decides to play alone, he may call for his partner's best card, and discard one from his own hand. Either of the opponents is then allowed to play alone on the same conditions, and if a euchre is made under these circumstances, the score is four points. If the Joker is turned as trump, the next card also must be turned to decide the trump suit, but the Joker may be taken in hand, instead of the trump card, if the trump is taken up or ordered up.

Set-back Euchre. This may be played by two or more persons, each for himself. At the opening of the game each player's score is credited with five points. When he makes a point it is subtracted from the score, and when he is euchred he is set back two points, which are added to his score. He whose score is first reduced to nothing, wins.

Three per

Six-Handed Euchre. sons play in partnership against three others. The players sit so that no two partners shall be together. No trump is turned, but each of the players in order, beginning at the dealer's left, has the option of passing or bidding for the privilege of naming the trump, stating as his bid the number of tricks he thinks he and his partners can take, and the suit he wishes for

trumps. Thus, he may say "I bid three on Spades," meaning that with

spades for trumps he undertakes to win three tricks. If a player cannot raise a previous bid he must pass. The suit of the highest bidder becomes the trump, and he also leads. If the players on his side win the number of tricks that he bid, they score that number of points; if they fail, the opposite side score the same number. No more than the bid can be scored, though more tricks be taken. The game is usually 25 points. Sometimes these are credited to each side at the outset and the score kept as in Set-back Euchre. Sometimes two sevens are thrown out of the pack before the game, so that all the cards are dealt, but often they are retained, and, after dealing, the two cards that are left (or three, if a Joker is used) are placed, face downward, on the table. These cards, called the Widow, are the property of the highest bidder, and he may exchange any or all of them for an equal number of his own cards. The method of scoring, and the use of the Widow and Joker must be settled by agreement at the beginning of the game.

Some players admit the playing of lone hands, in which case the score is counted as in Napoleon, ten points being won or lost. He who plays a lone hand must announce it before looking at the Widow.

Napoleon, a kind of Euchre played by from two to seven persons. The players bid for the privilege of making the trump, as in Six-handed Euchre, but no one tells what suit he bids on but the highest bidder, who announces the trump just before leading. Each one plays for himself. The score is usually kept with counters, which are divided equally among the players before the game begins. If the highest bidder win the number of tricks he bid to make, each of the others gives him that number of counters; if he fail, he gives that number to each of them. If he bid to take all five tricks, he must say "Napoleon," in which case

the number of counters won or lost is ten, or double the bid. If the highest bidder lead again after winning the number of tricks he bid to make, he must play all five tricks out, and if he do not take them all, he loses. The number won or lost in this case is but five, since he did not bid Napoleon. Instead of using counters, the score may be kept as in Six-handed Euchre.

When seven play this game, the four six spots must be added to the pack; when four or less play, the sevens, or the sevens and eights, may be rejected. When the game is played by four people in partnerships of two, it is called French Euchre. In this case the game is fifteen points, which are scored as in Sixhanded Euchre.

Back-Handed Euchre. The players hold their cards with the faces toward the table, so that each sees all the hands but his own. Each one plays at random, and of course following suit is impossible. The game can be made very amusing, a player sometimes making a trump, when all but himself can see plainly that he has not a single card of that suit. But there is also more chance for skill than might be supposed, for by looking carefully at the other hands, a player may gain some idea of his own.

History. Some writers say that Euchre was first played by French settlers in Louisiana, and that both the game and its name are corruptions of the French ÉCARTÉ. Others think it was first played in Pennsylvania, and still others that it had its origin in Germany. It seems certain that the Bowers were so called from the word Bauer (peasant), a name sometimes applied in Germany to the Knaves. Whereever it originated it is now played more in the United States than in any other land.

EVERLASTING, a game of cards played by any number of persons with one or more full packs. All

EXCELSIOR, a SOLITAIRE game of CARDS, played with a full pack. The cards are dealt one by one, to form a figure like that below. They are placed on the numbered spaces, in order, except when an Ace or King appears. The Aces must be laid on one of the spaces marked A, beginning at the top, and Kings in like manner are put in the spaces marked K. When the last numbered space is filled, the player puts his next card on the first space again, and so goes on piling cards over and over again on the numbered spaces, till all the cards are dealt. The

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the cards are dealt one by one, and each player, without looking at those given him, places them, face downward, in a pile in front of him. The one at the left of the dealer then plays his cards, in the middle of the table, one by one, as they come, till he throws out a face card or an Ace. If it is an Ace, it is said to" call for" four cards from the next player; if a King, three; if a Queen, two; and if a Knave, one; that is, that player must begin to throw out the proper number of cards one by one, but if he throws out an Ace or face card before completing the number he must stop and let his left hand neigh-Aces and Kings, placed separately as bor play to that card. If any one plays all the cards called for, without putting down a face card or Ace, all the cards on the table become the property of the player next before him. Thus, suppose A plays an Ace, which calls for four cards as explained above; if B plays those four cards without putting down an Ace or face card A takes the trick, but if B's second card, for instance, is a Queen, he must stop and let C play to that Queen. The lower face cards take most tricks, since they call for fewer cards, and the chance of the next player's turning up a face card is therefore less. But as no one may look at his cards, but is obliged to play them as they come, skill does not enter into the game at all. When any player takes a trick, he places it face downwards, under his pile, and the game thus goes on till some one has taken all the cards, thus becoming the winner. This rarely happens in a short time, and it is best to agree beforehand on an hour when the game is to cease. The one that has the largest pile is then the winner.

RULES OF THE GAME.

1. No one may change the order of cards in his pile or in the middle of the table.

2. When all a player's cards are gone, he is out of the game.

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Excelsior.

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explained above, are called Foundation cards, and the player's object is to build piles on them, by suits, in regular order, upward from the Aces, and downward from the Kings. In dealing, if any card fall on one of the four corner piles that can be used at once in building, it may be so used. But if such a card fall on one of the side piles, it can only be used when that side pile adjoins the Foundation card on which it belongs. In either case, when a card is so taken, another is at once dealt in its place.

After all the cards have been dealt, any top card can be used in building. The top card on any corner or side pile may be placed on any other of those piles whose top card is just above or just below it in rank, and of the same suit. The cards may be examined at any time. The cards in the side and corner piles may be twice redealt. If, after they have been played the third time, the piles on the Foundation cards can be completed, the player has won; otherwise, he has been defeated.

EYES, Experiments with the. The eyes are described in C.C.T.

1. Hold up the forefinger about a foot from the face, and look at an object beyond it, a tree for instance. The forefinger will appear double. | Then look at the forefinger, and the tree will appear double. The reason is that when the two eyes are looking at the forefinger the right eye sees the tree on the right side of the finger, and the left eye sees it on the left side. When they are both looking straight at the tree, each sees the forefinger in a different place. If one eye be covered it is impossible to see either forefinger or tree double.

the reason is that the retina of every person's eye has a blind spot in it, and when the image of the paper or pencil dot falls directly on that spot, it cannot be seen.

3. Hold the eye two or three inches from the perpendicular edge of some object seen against a bright background, part of a window sash, for instance, or, if it be night, a ruler leaning against the shade of a lighted lamp. Shut one eye, and holding the edge of a sheet of paper close to the other move the paper to and fro. The edge of the object will seem to move out to meet it. Repeat the same thing, standing about twenty feet away from the window sash or ruler, and the edge will appear to shrink away from the paper.

4. Let one person hold a candle, lamp, or some other bright object in front of another's eye. He will see in the eye three reflections. One is from the outside of the eyeball, another from one surface of the lens inside the eye, and the third from the other surface of the lens.

5. Cut out of black paper two exactly similar figures, crosses for instance, and place them side by side, almost touching, on a sheet of white paper. Hold them about three inches in front of the eyes, and three figures will be seen instead of two. The middle one consists of two, the image of the right hand figure, as seen by the right eye, being added to that of the left hand figure as seen by the left eye.

2. Place two bits of white paper on a table, about two feet apart. Cover the left eye, and with the right look steadily at the left piece of paper, at the same time walking slowly backward. A spot will be found where the right hand bit of paper will disappear. By looking with the left eye at the right hand bit, the left 6. To see stereoscope pictures hand bit can be made to vanish in without a stereoscope. The stereolike manner. By moving the head scope is described in C. C. T. Hold ever so little forward or backward a stereoscope picture before the eyes the bit of paper will be made to and by fixing them as if to look at a appear again. The nearer the pieces distant object make the picture apare together the nearer the eye has pear double, as in Experiment 1. to be placed to them to make one With practice, the eyes can be so disappear. If, instead of bits of controlled that the two pictures paper on a table, pencil dots two nearest each other can be made to inches apart on a sheet of paper be overlap and melt into one, in which tried in the same way, one will van-objects will stand out just as when ish when the paper is held about six seen through the stereoscope. inches from the eye. In each case 7. Place a scrap of colored paper

or cloth on a gray ground, and look steadily at it for about a minute. Snatch the scrap away and in its place will be seen a spot of exactly the same shape but a different color. If the scrap is green, the spot will be red, which is the complementary or opposite color to green; if yellow the spot will be violet. If, instead of

Fig. 1.-Experiment 7.

pulling the paper away, the eye be directed to the ceiling, the spot will be seen there. These spots, which are often called "ghosts," are caused by the action of light on the retina. The accompanying figure (Fig. 1) is a good one to experiment on. Look at it steadily for some time and then look at the ceiling, where it will shortly appear in black on a white ground. 8. Light a splinter of wood, and whirl it about in a dark room. It will seem like a circle of fire. This is because the image of the lighted end remains in the eye while it is being twirled around. For other experiments, showing that images remain in the eye for a fraction of a second, see THAUMATROPE, ZOETROPE, and Chameleon Top.

9. In a room in which there is no other light, hold a candle before one eye, closing the other. The candle must be moved up and down a little on one side of the eye and two or three inches from it. Presently there

will appear black shadows on a reddish ground, looking somewhat like leafless trees. These are the shadows of the blood-vessels on the retina.

10. Hold a pin so near the eye that it appears quite blurred. Look at it in the same position through a pinhole in a piece of paper, and it will be seen distinctly. In this way a pinhole in paper may be used to look at other small objects. It does not magnify them, but enables us to hold them much closer to the eye than we otherwise could.

11. Roll up a sheet of paper and look through it with one eye, keeping the other open. Hold up the left hand in front of the other eye, close to the farther end of the roll, and you will seem to be looking through a hole in your hand.

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12. Divide a white pasteboard disk into an even number of sections and blacken every other one, as shown in Fig. 2. Spin the disk rapidly by means of a TWIRLER and by looking at it steadily it will appear tinted, the color changing with the speed of rotation. The disk generally appears greenish first, and then pinkish.

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Fig. 2. Experiment 12,

Another way of performing the experiment is to cut away sectors from a black disk and then rotate it between the eye and a cloudy sky. The sky will gradually assume different tints which vary with the speed of the disk. None of these colors are real, but caused by the excitement of the optic nerve by a rapid succession of darkness and light.

13. Cut in a piece of cardboard two square holes, each about half an inch square and a quarter of an inch apart. Procure a number of bits of glass of various colors, about an inch square, and fasten two behind the holes in the cardboard by means of

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