Clear to planoform, sir. THE PLAY Underhill was always a little exasperated the way that Lady May experienced things before he did. He was braced for the quick vinegar thrill of planoforming, but he caught her report of it before his own nerves could register what happened. Earth had fallen so far away that he groped for several milliseconds before he found the Sun in the upper rear right-hand corner of his telepathic mind. That was a good jump, he thought. This way we ll get there in four or five skips. A few hundred miles outside the ship, the Lady May thought back at him, O warm, O generous, O gigantic man! O brave, O friendly, O tender and huge Partner! O wonderful with you, with you so good, good, good, warm, warm, now to fight, now to go, good with you....
*** END OF THE PROJECT GUTENBERG EBOOK LITTLE WARS; A GAME FOR BOYS FROM TWELVE YEARS OF AGE TO ONE HUNDRED AND FIFTY AND FOR THAT MORE INTELLIGENT SORT OF GIRL WHO LIKES BOYS GAMES AND BOOKS. *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties. Special rules, set forth in the General Terms of Use part of this license, apply to copying and distributing Project Gutenberg™ electronic works to protect the PROJECT GUTENBERG™ concept and trademark. Project Gutenberg is a registered trademark, and may not be used if you charge for an eBook, except by following the terms of the trademark license, including paying royalties for use of the Project Gutenberg trademark. If you do not charge anything for copies of this eBook, complying with the trademark license is very easy. You may use this eBook for nearly any purpose such as creation of derivative works, reports, performances and research. Project Gutenberg eBooks may be modified and printed and given away—you may do practically ANYTHING in the United States with eBooks not protected by U.
There is no score for the last trick when the game is closed, because the number of tricks played will then be less than twelve. As closing gives peculiar advantages to the closer, there are certain forfeits if a person closes and fails to reach 66. There are three varieties of closing, which are as follows:-- If, during the play of the hand, either player thinks he has reached 66, he closes, and turns over the tricks he has already won. If he is correct, he scores one, two, or three points, according to the condition of his adversary’s count. But if he is not correct, and has not quite reached 66, his adversary scores two points in any case, and if the non-closer had not won a trick up to the time the stock was closed, he scores three; because that is the number the closer would have won if he had been correct in his count. If a player thinks he would have a better chance to reach 66 first if his adversary was compelled to follow suit, he may close the stock. For instance: A’s mental count is 35, and he holds in his hand a marriage, and the Ace of another plain suit; but no trumps. If he closes at once, and leads the Ace, his adversary will have to follow suit, and the 11 points will put the closing player to 46. He can then show his marriage, without leading it, and claim 66. But if the adversary should turn out to have none of the suit led, and should trump the Ace, A might never reach 66, and B would count two points.
In this form of the game the players must not only follow suit, but must win the trick if they can, and must trump and over-trump if possible. A player is even obliged to win his partner’s trick. Owing to this rule, a player with good plain suit cards will usually attempt to exhaust the trumps as rapidly as possible. The _=counting cards=_ are the same as in Sixty-six, and the winner of the last trick counts 10. As there is no stock, there is no closing; and as marriages are not counted in America, the 66 points must be made on cards alone. The scores for _=schneider=_ and _=schwartz=_ are the same as in Sixty-six, and seven points is game. There are 130 points made in every deal, so if one side gets more than 66 and less than 100, their adversaries must be out of schneider, and the winners count one. More than 100, but less than 130 is schneider, and counts two. If the winners take every trick, making 130 points, they score three. Sometimes an extra point is scored for winning the Ten of trumps: but such a count is quite foreign to the game.
Trios are worth 3 only. In discarding, the object is to secure the best counting combinations, and also to retain cards which will win tricks in play. The combinations take precedence of one another in scoring, the first being always Carte Blanche, then the Point, then Sequence, and lastly the Quatorze or Trio. _=DECLARING.=_ Carte blanche must be announced and shown before a discard is made. Each player having discarded and drawn, the elder hand proceeds to announce any counting combinations he holds, which he must declare in regular order, beginning with the point. In announcing the point, the suit is not mentioned, only its value. The sequences are defined by the number of cards and the highest; “sixième to the King,” for instance. The fours and trios are defined in the same way; “four Kings,” or “three Jacks.” To each of these declarations, as they are made in regular order, the dealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.
Another child stands in the centre. The ring of children walk round while singing the verses. The singing is confined to the ring. When the centre child is told to choose, she selects a boy from the ring, who goes into the centre and they stand together. At the next verse these two children walk out of the ring arm-in-arm. When the next verse is sung they return, and again stand in the centre. At the next verse the boy pretends to put a ring on the girl s finger. They walk out of the ring when told to go to church (two children in the ring unclasping hands to let them walk out, and again clasping hands after they return), and kiss each other and shake hands when the two next verses are sung. The child who was first in the centre then joins the ring, and the game proceeds in the same way with the second child, who chooses in his turn. All the other versions follow the same rules, suiting their actions to the words, except Ogbourne, Wilts, in which the two children in the centre sing the verse, roast beef and plum pudding.
With an honour and one small card, a player on the left should lead the small card first; if on the right, the honour should be led first. A long suit containing the deuce should be avoided as long as possible. The caller’s cards may sometimes be inferred if there has been a previous call on the hand. For instance: A misère may be a forced call; that is, the player first called a proposal, and not being accepted, was forced to amend his call, choosing misère in preference to solo. This would indicate a long weak suit of trumps. If the dealer calls misère, the turn-up trump should be carefully noted. It is useless to persevere in suits in which the caller is evidently safe. If he plays a very low card to a trick in which there is already a high card, that suit should be stopped. _=Discarding.=_ An adversary should get rid of some one suit, if possible; for when that suit is afterwards led he will have free choice of his discards in the other suits.
I d missed my share of meals when they might have put some height on me. My long, freckled face ends in a chin as sharp and pointed as her nose. And there s always something about a cripple, even if my powerless right arm doesn t exactly show. My days on the Crap Patrol came back to me. That s where the Lodge had found me, down on my knees in an alley, making the spots come up my way without even knowing I could do it. And when they d convinced me I was really a TK, and started me on the training that finally led to the Thirty-third degree, they d put me right back in those alleys, and cheap hotel rooms, watching for some other unknowing TK tipping the dice his way. Did Sniffles have it? She wasn t tipping dice, exactly, but she sure was calling the turn. She was tall, as well as skinny, and our eyes weren t far apart. Billy Joe, she whispered above the racket of the gambler in the casino, putting her mouth close to my ear. I told you, sugar.
Jockie Blind-man Scotch name for Blind Man s Buff. --Jamieson. See Blind Man s Buff. Joggle along I. Come all you young men In your youthful ways, And sow your wild oats In your youthful days. Then you ll be happy, Then you ll be happy, As you grow old. For the day s far spent, And the night s coming on, So give us your arm, and We ll joggle along. --Penzance, Cornwall (Mrs. Mabbott). II.
If he draws the same denomination as the players’ card, he wins all the bets upon it. If he draws his own denomination, he loses all bets upon the other card. If he draws a card that matches neither, and is not in the hand cards, it is placed on the table, and the players can bet upon it. As soon as the players’ card is matched, the banker withdraws both cards, but he cannot withdraw his own card. All cards matching the hand cards must be placed with them. TABLE GAMES. The common form of folding chess-board provides a field for three of our best known games; Chess, Checkers, and Backgammon, which are generally spoken of as “table games,” although, strictly speaking, Backgammon is the only game of Tables. These three games were probably played long before history noticed them, and they have survived almost all ancient forms of amusement. _=Chess=_ is not only the most important of the three, but the most widely known, and possesses the most extensive literature. According to Chatto, it is probable that all games of cards owe their origin to chess, cards themselves having been derived from an old Indian variation of chess, known as the Four Kings.
There s some left, I told her. Show me how. She hugged my arm to her skinniness. That s all any of the hustlers ever want--to get their hands on your chips. They figure some of them will stick to their fingers. The gambler next to me had won a dollar bet without my help. He acted mighty glad for a win--maybe it was a while since he d hit it. I decided to give him a run of luck. Now in charge of my chips, Sniffles called the turn on every roll. She was hot.
|For a pretty lass. | -- | -- | | 20.|You shall have a goose| -- |You shall have a swan.| | |for dinner. | | | | 21.| -- |Take hold of my | -- | | | |finger. | | | 22.| -- |Maycanameecan. | -- | | 23.| -- | -- | -- | |[8.
=_ The game is usually played for so much a point, the player having won the majority of the tricks receiving the difference between the number of his tricks and those of his adversary. Each game is complete in one hand. In many respects the game resembles single-handed Hearts, except that in Hearts none of the cards drawn are shown. CHINESE WHIST. _=CARDS.=_ Chinese Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. _=MARKERS.=_ Ordinary whist markers are used for scoring the points. _=PLAYERS.=_ Two, three or four persons can play Chinese Whist.