_=Abandoning the Game.=_ If either player abandon the game by quitting the table in anger, or in any otherwise offensive manner; or by momentarily resigning the game; or refuses to abide by the decision of the Umpire, the game must be scored against him. If a player absent himself from the table, or manifestly ceases to consider his game, when it is his turn to move, the time so consumed shall, in every case, be registered against him. _=Disturbance.=_ Any player wilfully disturbing his adversary shall be admonished; and if such disturbance be repeated, the game shall be declared lost by the player so offending, provided the player disturbed then appeals to the Umpire. _=The Umpire.=_ It is the duty of the Umpire to determine all questions submitted to him according to these laws, when they apply, and according to his best judgment when they do not apply. No deviation from these laws can be permitted by an Umpire, even by mutual or general consent of the players, after a match or tournament shall have been commenced. The decision of the Umpire is final, and binds both and all the players. RULES FOR PLAYING THE GAME AT ODDS.
The general principles of inference are the same as in the preceding case, and cards may often be inferred in the same manner from the evident intention of partner. For instance: You hold K x x; partner leads J, declarer covering with Queen. A glance at Dummy’s cards shows him to have 10 x x; so your partner may be credited with A 9. You have x x; your partner leading Q, covered by declarer with K, and Dummy having J x x. You may credit your partner with A 10. You have x x; your partner leads Q and declarer wins with Ace; Dummy holding 10 x x. Your partner must have J 9 and others, and the declarer has the King. There are several cases in which you should not allow Dummy to win the trick. If you have only one card of a suit in which your partner leads Ace then Queen, and Dummy has the King twice guarded, trump at once, if you can to prevent Dummy from getting into the lead. Your partner leads Queen; you holding A 10 x, and Dummy having K x x.
There you have a scientific record of the worthy general s little affair. V EXTENSIONS AND AMPLIFICATIONS OF LITTLE WAR Now that battle of Hook s Farm is, as I have explained, a simplification of the game, set out entirely to illustrate the method of playing; there is scarcely a battle that will not prove more elaborate (and eventful) than this little encounter. If a number of players and a sufficiently large room can be got, there is no reason why armies of many hundreds of soldiers should not fight over many square yards of model country. So long as each player has about a hundred men and three guns there is no need to lengthen the duration of a game on that account. But it is too laborious and confusing for a single player to handle more than that number of men. Moreover, on a big floor with an extensive country it is possible to begin moving with moves double or treble the length here specified, and to come down to moves of the ordinary lengths when the troops are within fifteen or twelve or ten feet of each other. To players with the time and space available I would suggest using a quite large country, beginning with treble moves, and, with the exception of a select number of cavalry scouts, keeping the soldiers in their boxes with the lids on, and moving the boxes as units. (This boxing idea is a new one, and affords a very good substitute for the curtain; I have tried it twice for games in the open air where the curtain was not available.) Neither side would, of course, know what the other had in its boxes; they might be packed regiments or a mere skeleton force. Each side would advance on the other by double or treble moves behind a screen of cavalry scouts, until a scout was within ten feet of a box on the opposite side.
You know what happened. The feedback of the power-steering wrenched the wheel from the driver s hand--it was ten times as strong as he was, dragging its power as it did from a four-hundred horsepower shaft turning 30,000 rpm. The car careened and skidded across the curb. It took out a small marble rail around the fountain pool and dived in, still screaming rubber. The fountain went over with a crash and then the racket dwindled off in the shriek of twisted buckets. The turbine had gotten what for in the collision. I didn t hang around to see what had happened to the driver. He was just some heavy who had the job of rubbing me out. But I did seek another haven. If they knew me that well, I d never be safe where I had stashed my suitcase.
--Deptford, Kent (Miss Chase). II. Will you surrender, will you surrender To the King of the Barbarines? We won t surrender, we won t surrender To the King of the Barbarines. We ll make you surrender, we ll make you surrender To the King of the Barbarines. You can t make us surrender, you can t make us surrender To the King of the Barbarines. We ll go to the King, we ll go to the King, To the King of the Barbarines. You can go to the King, you can go to the King, To the King of the Barbarines. --Clapham, Surrey (Miss F. D. Richardson).