This secured a certain exposure on the part of concealed and sheltered gunners. It was no longer possible to go on shooting out of a perfect security for ever. All this favoured the attack and led to a livelier game. Our next step was to abolish the tedium due to the elaborate aiming of the guns, by fixing a time limit for every move. We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men. This led to small bodies of men lagging and getting left, to careless exposures, to rapid, less accurate shooting, and just that eventfulness one would expect in the hurry and passion of real fighting. It also made the game brisker. We have since also made a limit, sometimes of four minutes, sometimes of five minutes, to the interval for adjustment and deliberation after one move is finished and before the next move begins. This further removes the game from the chess category, and approximates it to the likeness of active service. Most of a general s decisions, once a fight has begun, must be made in such brief intervals of time.
It is considered obligatory to play three rubbers, in order that each may have whatever advantage or disadvantage may be supposed to attach to the dummy. The three rubbers so played are called a Tournée. It is sometimes agreed that one player shall take dummy continuously, on condition that he concedes to his adversaries one point in each rubber. When this is done, the largest rubber that the dummy’s partner can win is one of seven; and he may win nothing; whereas his adversaries may win a rubber of nine, and must win at least two. This concession of a point is not made, as many imagine, because it is an advantage to have the (dummy) partner’s hand exposed; but because it is an advantage to have the player’s hand concealed. He knows the collective contents of the adversaries’ hands; each of them knows only the contents of dummy’s hand and his own. _=Cutting.=_ The player cutting the lowest card has the choice of seats and cards; but he must deal the first hand for his dummy; not for himself. The methods of spreading, cutting, deciding ties, etc., described in connection with whist, are those employed in dummy.
You might try to stop him. But your partner, Rose, is the real crook. Get the doc, then tie up Rose. She s gone, he insisted. Nerve poison kills right now. He s right, Billy Joe, Pheola said softly. I m going numb all over. What did I tell you? Simonetti husked at me. I had enough left to hit him sharply over the temples with a lift. A doctor.
If a new deal is not demanded, cards exposed in dealing cannot be called. The adversaries may stop a player dealing out of turn, or with the wrong pack, provided they do so before the last three cards are dealt, alter which the deal stands good. _=Misdealing.=_ A misdeal loses the deal. It is a misdeal: If the cards have not been properly cut, if the dealer does not give the same number of cards to each player on the same round; if he gives too many or too few cards to any player; if he counts the cards on the table, or those remaining in the pack; or if he deals a card incorrectly, and fails to correct the error before dealing another. If the dealer is interrupted in any way by an adversary, he does not lose his deal. _=Bidding.=_ After receiving his nine cards, each player in turn, beginning on the dealer’s left, announces the number of points he will undertake to win if he is allowed to name the trump suit. No player is allowed to bid more than fourteen. If he will not bid, he must say: “I pass.
In this position the King must be ruled off into a corner by getting the Bishops together, protected by their King. Start with the men in the following position:-- Black K on his own square. White King on K B 6; white Bishops on K B 4 and K B 5. White to move and win. The mate can be accomplished in six moves, as follows:-- B-B7 B-Q7 K-Kt6 1 --------- 2 -------- 3 --------- K-B sq K-Kt sq K-B sq B-Q6 ch B-K6 ch B-K5 mate 4 --------- 5 -------- 6 --------- K-Kt sq K-R sq K, B and Kt against K. This is one of the most difficult endings for a beginner, but is very instructive, and should be carefully studied. Set up the men as follows:-- Black King on K R sq. White King on K B 6, white Bishop on K B 5, and white Knight on K Kt 5; White to move and win. The object is to drive the King into a corner of the board which is commanded by the Bishop, as he cannot otherwise be mated. Kt-B7 ch B-K4 B-R7 Kt-K5 1 --------- 2 -------- 3 --------- 4 -------- K-Kt sq K-B sq K-K sq K-B sq Kt-Q7 ch K-K6 K-Q6 B-K6 ch 5 --------- 6 -------- 7 --------- 8 -------- K-K sq K-Q sq K-K sq K-Q sq K-B6 B-B7 Kt-Kt7 ch K-B6 9 --------- 10 --------- 11 --------- 12 -------- K-B sq K-Q sq K-B sq K-Kt sq K-Kt6 B-K6 ch Kt-B5 B-Q7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R sq K-Kt sq Kt-R6 ch B-B6 mate 17 --------- 18 --------- K-R sq If, at the fourth move, the black King does not go back to the Bishop’s square, but goes on to the Queen’s square, hoping to cut across to the other black corner of the board, the continuation will be as follows, beginning at White’s fifth move:-- K-K6 Kt-Q7 B-Q3 B-Kt5 5 --------- 6 --------- 7 --------- 8 -------- K-B2 K-B3 K-B2 K-Q sq Kt-K5 Kt-B4 K-Q6 Kt-R5 9 --------- 10 --------- 11 --------- 12 -------- K-B2 K-Q sq K-B sq K-Q sq Kt-Kt7 ch K-B6 Kt-Q6 K-B7 13 --------- 14 --------- 15 --------- 16 -------- K-B sq K-Kt sq K-R2 K-R sq B-B4 Kt-B8 ch B-Q5 mate 17 --------- 18 --------- 19 --------- K-R2 K-R sq _=PAWN ENDINGS.
If you are forced to win your partner’s first lead of trumps, return the best trump you have, unless it is the Jack or Ten, in which case you must be guided by the number of points you are playing for, and your chances of making them if you lose the card you lead. If your partner begins by leading a plain suit, you must cinch the trick if you can; if second hand follows suit, any trump better than the Five will do. If second hand puts on a trump, you must cinch higher. If the player on your right renounces to trumps, get into the lead if possible, and play your best cards in plain suits. This may give your partner a tenace position over the player on your left. If partner begins with a high card in trumps, not the ace, credit him with the sequence below it, and put in your Pedro at the first opportunity. For instance: Partner leads King, won by the ace second hand. Whatever this player leads, put in your Pedro, if you have one, your partner must have Queen of trumps. Playing to the score is very important. Do not attempt to get more than the number bid until that is assured.
The last person to throw on each round follows his lead, throwing the first hand on the next round. TEN PINS WITH DICE. Any number can play, and the score sheet is ruled off for ten frames, just as in ten pins. Only two dice are used, and they are rolled from a box. Sixes count nothing, and are “off the alley.” Each player has three balls or rolls, and he can leave either one or both dice at the end of any throw. If he leaves one he picks up the other and throws it again, but he must abide by the figures appearing on the two dice at the end of his third throw. Suppose he throws double fives on his first throw; that is a _=strike=_, and is so scored, and the total pips appearing on the two dice at the end of his second throw on the next frame will count on the strike. Suppose he rolls five-deuce the first time. He leaves the five and rolls the other die again, getting another five.
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The game is won when one player gains a certain number of marks previously decided upon as game. --Barnes (A. B. Gomme). Bittle-battle The Sussex game of Stoolball. There is a tradition that this game was originally played by the milkmaids with their milking-stools, which they used for bats; but this word makes it more probable that the stool was the wicket, and that it was defended with the bittle, which would be called the bittle-bat.--Parish s _Sussex Dialect_. See Stoolball. Bitty-base Bishop Kennet (in _MS. Lansd.
If the last player had a Five to play now, it would make a run of five cards, stopping at the deuce of hearts. Take the following:-- [Illustration: 🂦 🃑 🃅 🃒 🂣 🂤 🃁 🂶 ] There is no sequence; but if the pone had played his Five for his second card, the dealer would have pegged two runs; one of four, and one of six, besides the last card; the pone making one run of five and a pair, as follows:-- [Illustration: 🂦 🃅 🃒 🃑 🂣 🂤 🃁 🂶 ] It will be seen that if the dealer had not played his Ace and kept his Six at the last, the pone would have pegged eleven holes on him, instead of seven. _=Go, and Thirty-one.=_ When a person has no card which he can play without making the total pip value of all the cards played more than 31, he must say to his adversary: “Go.” That is, “Go on and play, for I cannot.” If his adversary has no cards left, the player must say “go” to himself. When a person is told to go, he must play as many cards as he can without passing 31. If he reaches 31 exactly, he scores two points; if he cannot quite reach it, he scores one point for the go. The principle is that if 31 cannot be made by either player, the one playing the card that brought the count nearest to it shall count one for it, even if he has told himself to go. There is no count for “last card” if it makes 31.
A bid of “two” means to win eight tricks, or two over the book. _=Bidding.=_ If a player wishes to go over the first offer made, he must either bid the same number of tricks in a better suit, or he must increase the number of tricks. No player can increase his own bid unless he is overbid in the interval, but there is no limit to the number of times that players may outbid one another. Observe that the dealer may bid or pass, and each player after him in turn may bid or pass. The highest bidder must abide by his announcement both as to the number of tricks and the suit. _=The Play.=_ No matter who dealt the cards, the player to the left of the highest bidder always leads for the first trick. Each player in turn must follow suit if he can, and the highest card played, if of the suit led, wins the trick, trumps winning all other suits. The winner of one trick leads for the next, and so on.
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If the ground slopes, the cavalry charging downhill will be multiplied according to the number of contours crossed. If it is one contour, it must be multiplied by two; two contours, multiplied by three; three contours, multiplied by four. If cavalry retires before cavalry instead of accepting a charge, it must continue to retire so long as it is pursued--the pursuers can only be arrested by fresh cavalry or by infantry or artillery fire. If driven off the field or into an unfordable river, the retreating body is destroyed. If infantry find hostile cavalry within charging distance at the end of the enemy s move, and this infantry retires and yet is still within charging distance, it will receive double losses if in extended order if charged; and if in two ranks or in fours, will lose at three feet two men for each charging sabre; at two feet, three men for each charging sabre. The cavalry in these circumstances will lose nothing. The infantry will have to continue to retire until their tormentors have exterminated them or been driven off by someone else. If cavalry charges artillery and is not dealt with by other forces, one gun is captured with a loss to the cavalry of four men per gun for a charge at three feet, three men at two feet, and one man at one foot. If artillery retires before cavalry when cavalry is within charging distance, it must continue to retire so long as the cavalry pursues. The introduction of toy railway trains, moving, let us say, eight feet per move, upon toy rails, needs rules as to entraining and detraining and so forth, that will be quite easily worked out upon the model of boat embarkation here given.
[Music] --Enborne. I. The miller s mill-dog lay at the mill-door, And his name was Little Bingo. B with an I, I with an N, N with a G, G with an O, And his name was Little Bingo. The miller he bought a cask of ale, And he called it right good Stingo. S with a T, T with an I, I with an N, N with a G, G with an O, And he called it right good Stingo. The miller he went to town one day, And he bought a wedding Ring-o! R with an I, I with an N, N with a G, G with an O, And he bought a wedding Ring-o! --Monton, Lancashire (Miss Dendy). II. A farmer s dog lay on the floor, And Bingo was his name O! B, i, n, g, o, B, i, n, g, o, And Bingo was his name O! The farmer likes a glass of beer, I think he calls it Stingo! S, t, i, n, g, o, S, t, i, n, g, o! I think he calls it Stingo! S, t, i, n, g, O! I think he calls it Stingo! --Market Drayton, Ellesmere, Oswestry (Burne s _Shropshire Folk-lore_, p. 513).
Hobley, hobley, honcor, my first conkor; Hobbley, hobbley ho, my first go; Hobley, hobley ack, my first crack. --Chamberlain s _West Worcestershire Glossary_. (_b_) This game is played with horse chestnuts threaded on a string. Two boys sit face to face astride of a form or a log of timber. If a piece of turf can be procured so much the better. One boy lays his chestnut upon the turf, and the other strikes at it with his chestnut; and they go on striking alternately till one chestnut splits the other. The chestnut which remains unhurt is then conqueror of one. A new chestnut is substituted for the broken one, and the game goes on. Whichever chestnut now proves victorious becomes conqueror of two, and so on, the victorious chestnut adding to its score all the previous winnings. The chestnuts are often artificially hardened by placing them up the chimney or carrying them in a warm pocket; and a chestnut which has become conqueror of a considerable number acquires a value in schoolboys eyes; and I have frequently known them to be sold, or exchanged for other toys (Holland s _Cheshire Glossary_).
Jacobs _More English Fairy Tales_, p. 221, considers this game to have originated from the Tale of the Golden Ball. Mary mixed a Pudding up Mary mixed a pudding up, She mixed it very sweet, She daren t stick a knife in Till John came home at neet [ = night]. Taste John, taste John, don t say nay, Perhaps to-morrow morning will be our wedding-day. The bells shall ring and we shall sing, And all clap hands together (round the ring). Up the lane and down, It s slippery as a glass, If we go to Mrs. ---- We ll find a nice young lass. Mary with the rosy cheeks, Catch her if you can; And if you cannot catch her, We ll tell you her young man. --Hanging Heaton (Herbert Hardy). A ring is formed by the children joining hands, one child in the centre.
(_b_) A ring is formed by the players joining hands, one child standing in the centre. The ring dance round singing the first four lines. At the fourth line the child in the centre chooses one from the ring, who goes into the centre with her. The marriage formula or chorus is then sung, the two kiss, and the one who was first in the centre joins the ring, the second one choosing another in her turn. Played by both boys and girls. See Sally Water, Silly Old Man. Here we go around, around [Music] Our shoes are made of leather, Our stockings are made of silk, Our pinafores are made of calico, As white as any milk. Here we go around, around, around, And we shall touch the ground. --Barnes and London Streets (A. B.
1 for _=Low=_, or the Deuce of trumps. 1 for the _=Jack=_ of trumps. 1 for _=Game=_, or the Ten of trumps. 5 for _=Right Pedro=_, or the Five of trumps. 5 for _=Left Pedro=_, or Five of the same colour as the trump suit. All points count to the side winning them. Any trumps found among the discards at the end of the hand count for the side that made the trump. At the end of the hand, the number of points won by each side is added up, and the lower deducted from the higher, the difference being scored by the winners of the majority. If the result is a tie, neither scores. For instance: If A-B make 11, Y-Z must make the remaining 3, which deducted from 11 leaves 8 points for A-B to score.
_=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=_.” If the point is admitted to be good, the holder scores it; not by putting it down on the score sheet, but simply by beginning his count with the number of points it is worth. If the point is equal, neither player scores it, and secondary points have no value under any circumstances. If the point declared by the elder hand is not good, it is not necessary for the dealer to say how much better his point is; that will come later.
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The player who has passed out of turn may re-enter the bidding in his proper turn if the declaration he has passed be overbid or doubled. 50. If a player make an insufficient or impossible declaration, either adversary may demand that it be penalized. The penalty for an insufficient declaration is that the bid is made sufficient in the declaration named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. The penalty for an impossible declaration is that the bid is made seven in the suit named and the partner of the declarer may not further declare unless an adversary subsequently bid or double. Either adversary, instead of penalizing an impossible declaration, may demand a new deal, or that the last declaration made on behalf of his partnership become the final declaration. 50_a_. If a player who has been debarred from bidding under Laws 50 or 65, during the period of such prohibition, make any declaration (other than passing), either adversary may decide whether such declaration stand, and neither the offending player nor his partner may further participate in the bidding even if the adversaries double or declare. 50_b_. A penalty for a declaration out of turn (see Law 49), an insufficient or impossible declaration (see Law 50), or a bid when prohibited (see Law 50_a_) may not be enforced if either adversary pass, double, or declare before the penalty be demanded.
For instance: He holds an 8, and there are upon the table four cards only:--5 3 6 and 2. By combining the 6 and 2, and the 5 and 3, two Eights will be formed, and the sweep is made. Sweeps are usually marked by leaving the cards with which they are made face upward at the bottom of the tricks taken in by the player. Sweeps made by opposite sides are sometimes turned down to cancel one another. _=Trailing.=_ When a player cannot pair, combine, or build anything, he must play a card. This is called trailing, because he is simply following along waiting for opportunities. In trailing it is usually the best policy to play the smaller cards, except Aces and Little Cassino, because as other players will probably trail small cards also, these may be combined and won with the larger cards kept in the player’s hand. _=Last Cards.=_ In the last round, all the cards remaining on the table are won by the player who takes the last trick, but it does not count as a sweep unless it would have been a sweep under any circumstances.
The figures show the order in which the dominoes were played. [Illustration] The highest possible score is 20 points, made with the 4-4 and 6-6, at different ends. If either player makes a multiple of five without noticing or claiming it, his adversary says, “_=muggins=_,” and scores it himself. If a player makes an erroneous score, it must be taken down, and his adversary marks it as penalty. When a player cannot follow suit, he must draw from the bone-yard until he gets a domino that can be played; but the last two in the stock must never be drawn. When one player gets rid of all his bones, he calls _=domino=_, and scores the nearest multiple of five that is found in the dominoes remaining in his adversary’s hand. Remainders of 3 or 4 count as 5; those of 1 or 2 as nothing; so that 12 pips would count as 10; but 13 would count as 15. The players usually settle at the end of the game for the difference between their scores. Muggins is sometimes varied by playing from both ends of the first doublet set, as well as from the sides. It is not necessary to play on the ends of the first set until one cannot play on the line; but any of the four points may be played to at any time.
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