=_ If a piece gives check to the adverse King, and the King moves away, the check may be repeated, and the King must move again, or interpose a piece, or capture the checking piece. If the position is such that no matter how often the King moves or is covered he cannot get out of check, and no matter how much the opposing pieces move they cannot check-mate him, the game is drawn by perpetual check. Diagram No. 11 is an illustration of such a position. [Illustration: _No. 11._ BLACK. +---+---+---+---+---+---+---+---+ | ♚ | ♛ | | | | | | | +---+---+---+---+---+---+---+---+ | ♟ | | | | | | | | +---+---+---+---+---+---+---+---+ | ♜ | ♟ | ♕ | | | | | | +---+---+---+---+---+---+---+---+ | | ♔ | | | | | | | ] The only way out of the check is to interpose the Queen, whereupon the white Queen will move diagonally to the edge of the board and check again, forcing the black Queen back where she came from, and drawing the game by perpetual check. If the black Queen moves away from the King, she will be captured, and White will give check-mate at the same time. _=NOTATION.
Lost _all_ of that, she concluded, not bitterly. God is punishing me. Gravel crunched as she came slowly across the roof toward me. The fag end of her cigarette made a spinning arc in the night as she snapped it over the side of the roof. Now there was no way to see her at all. Perception is nice in the dark. I tracked her automatically. What was the vow you broke? I said. She sighed, near me. I divorced my husband, my own darlin Billy, she said.
Ties throw again. _=4.=_ By mutual consent it may be agreed to let the higher throw play the points on his own and his adversary’s die for the first move; otherwise he must throw again with two dice. _=5.=_ Each player must throw the dice into the table on his right hand, and if either die jumps into the other table, or off the board, both dice must be taken up and thrown again. _=6.=_ To constitute a fair throw, each die must rest flat upon the board, and if either die is “cocked” against the other, or against the edge of the board or of a man, both dice must be taken up and thrown again. _=7.=_ If the caster interferes with the dice in any way, or touches them after they have left the box, and before they come absolutely to rest and the throw is called by the caster, the adversary may place face upward on the die or dice so interfered with, any number he chooses, and the caster must play it as if thrown. _=8.
The most important point in the game is to _=cinch=_ every trick in which an adversary plays after you; that is, to play some trump higher than a Pedro, if the Pedroes have not been played, and you do not hold them yourself. Examples of cinching will be found in the Illustrative Hands. If your partner leads a certain winning trump, such as the ace, or the King if the ace is gone, give him the best counting card you have; but if you have two, one of them being Low, give up the lower card first; you may catch something with the Jack or Ten. If your partner leads any trump higher than the Five, play your smallest trump unless second hand covers, in which case you must cinch the trick, to prevent the fourth hand from giving up a Pedro on his partner’s trick. 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.