A revoke cannot be claimed after the cards have been cut for the following deal. 89. Should both sides revoke, the only score permitted is for honours. In such case, if one side revoke more than once, the penalty of 100 points for each extra revoke is scored by the other side. GENERAL RULES. 90. A trick turned and quitted may not be looked at (except under Law 82) until the end of the play. The penalty for the violation of this law is 25 points in the adverse honour score. 91. Any player during the play of a trick or after the four cards are played, and before the trick is turned and quitted, may demand that the cards be placed before their respective players.
If single-head cards are not at hand, the lower part of the double-head cards must be cancelled in some manner. The following are the interpretations of the various cards, the initial _=R=_ meaning that the card is reversed, or standing on its head. _=HEARTS.=_ Ace. The house, or home. King. A benefactor. _=R.=_ He will not be able to do you much good, although he means well. Queen.
All these points, including Low, count to the player winning them, and not to the players to whom they are dealt. This saves endless disputes. _=BIDDING.=_ Beginning with the eldest hand, each player in turn, after examining his nine cards, can make _=one bid=_ for the privilege of naming the trump suit. The peculiarity of this bidding is that nobody sells, the bids being made _=to the board=_, as it is called. The bidder announces the number of points he thinks he can make (with his partner’s assistance) but does not name the trump suit. If a player will not bid, he says: “_=I pass=_.” After a bid has been made in its proper turn, any following player must bid higher or pass. No one is allowed to bid more than fourteen. There are no second bids, and a bid once made cannot be amended or withdrawn.
If any player leads out of turn, a suit may be called from him or his partner, the first time it is the turn of either of them to lead. The penalty can be enforced only by the adversary on the right of the player from whom a suit can be lawfully called. If a player, so called on to lead a suit, has none of it, or if all have played to the false lead, no penalty can be enforced. If all have not played to the trick, the cards erroneously played to such false lead are not liable to be called and must be taken back. In _=Boston=_, if the adversary of the bidder leads out of turn, and the bidder has not played to the trick, the latter may call a suit from the player whose proper turn it is to lead; or, if it is the bidder’s own lead, he may call a suit when next the adversaries obtain the lead; or he may claim the card played in error as an exposed card. If the bidder has played to the trick the error cannot be rectified. Should the bidder lead out of turn, and the player on his left follow the erroneous lead, the error cannot be corrected. In Misères, a lead out of turn by the bidder’s adversary immediately loses the game, but there is no penalty for leading out of turn in Misère Partout. PLAYING OUT OF TURN. 25.
=_ Worse than you expected. Ten. An unexpected journey. Nine. That expected money will not come to hand. Eight. Some surprising actions on the part of a young man. Seven. Success in lotteries, gambling or speculation. _=R.
In the second, the Ten does not form any part of the combination, and the Queen is the card to play Second Hand. Some players will not play a high card second hand with K Q x x unless weak in trumps. An exception is generally made with these combinations, from which the proper lead is the Ace. [Illustration: 🃑 🃝 🃘 🃔 🃓 | 🂡 🂩 🂨 🂧 🂤 ] Many will not play Ace Second Hand in any case, and will play the Queen with the first combination only when they are weak in trumps. The reason for this exception is the importance of retaining command of the adverse suit as long as possible. _=On the Second Round=_, the Second Hand should follow the usual rule for playing the best of the suit if he holds it; or one of the second and third best, if he holds them. He should also be careful to estimate, by the eleven rule, how many cards are out against the leader, which will sometimes guide him to a good finesse. For instance: first player leads Ace, then Eight. If the Second Hand holds K J 9 2, instead of playing the best card to the second round, which would be King, he should finesse the Nine. _=With Short Suits.
XV. Round the green gravel the grass grows green, All pretty fair maids are fit to be seen; Wash them in milk, and clothe them in silk, And write down their names with pen and black ink-- Choose one, choose two, choose the fairest daughter. Now, my daughter, married to-day, Like father and mother they should be, To love one another like sister and brother-- I pray you now to kiss one another. Now my daughter Mary s gone, With her pockets all lined with gold; On my finger a gay gold ring-- Good-bye, Mary, good-bye. Now this poor widow is left alone, Nobody could marry a better one; Choose one, choose two-- Choose the fairest daughter. --Sheffield (S. O. Addy). XVI. Round the green gravel the grass is so green, And all the fine ladies that ever were seen; Washed in milk and dressed in silk, The last that stoops down shall be married.
If the Dog guesses correctly, she goes and stands behind him, and if he guesses incorrectly she goes and stands behind the one who has been asking the questions. They continue this until they get to the last girl or girl at the end of the row, who _must_ have desired to be-- A brewer or a baker, Or a candlestick maker, Or a penknife maker. Then the questioner says-- All the birds in the air, All the fishes in the sea, Come pick me out A brewer or a baker, Or a candlestick maker, Or penknife maker. If the Dog guesses the right one, he takes that girl on his side, she standing behind him. Then they draw a line and each side tries to pull the other over it.--Sheffield (S. O. Addy). The game, it will be seen, differs in several ways from the other games of Fool, Fool, come to School type. The fool becomes a definite Dog, and the players _wish_ for any thing they choose; the Dog has apparently to find out their wishes.
It is necessary to distinguish between building and combining. In combining cards, those already on the table are gathered together; in building, or increasing a build, a card must be played from the hand. If one player has made a build of any description, it cannot be interfered with or increased except by other cards from a player’s hand, those from the table not being available. For instance: One player has built a 5 by combining two Aces on the table with a 3 from his hand. On the table are also a 2 and 4 and a following player holds a 9 and 7. He cannot use the deuce on the table to increase the build from 5 to 7, nor the 4 to increase it to 9; because that would not be building from his hand; but if he held the 4 and 9 in his hand, he could build on the 5. The simple rule to be remembered is that no combination of cards once announced, and left on the table, can be changed, except by the addition of a card from the hand of some player. _=Taking In.=_ Any player who has made a build is obliged either to win it, when it is next his turn to play, or to win something else, or to make another build. For instance: He has built a 5 into a 9 with a 4, and holds another 4; if another 5 appears on the table before it comes to his turn to play, he may build that into a 9 also, with his other 4, announcing, “Two Nines.
Each player shall then receive four cards at a time for the second round, and finally three cards at a time for the last round. 19. If any card is found faced in the pack, or if the pack be proved incorrect or imperfect, there must be a new deal. An imperfect pack is one in which there are duplicate or missing cards, or cards so torn or marked that they can be identified by the backs. 20. Should a player deal out of his turn, the deal must stand if it is complete; otherwise there must be a new deal by the right dealer. When the deal stands, the next deal must be by the player who should have dealt, and subsequent deals must be so arranged that there shall be the right number to each round. A player dealing out of turn may be penalized 10 points. ERRORS IN DEALING. 21.
+-----+-----+-----+ | A | B | C | +-----+-----+-----+ | -7 | +88 | +19 | +-----+-----+-----+ | -95 | +95 | +26 | | -26 | +69 | -69 | +-----+-----+-----+ |-121 |+164 | -43 | +-----+-----+-----+ The same method may be used when four play; but some prefer to call the lowest score zero, and so make all the others plus. Suppose the final scores were as follows: ------+------+------+------------ A | B | C | D ------+------+------+------------ +186 | +42 | +344 | +116 ------+------+------+------------ +144 | 0 | +302 | +74 = 520 +4 | 4 | 4 | 4 ------+------+------+------------ +576 | 0 |+1208 | +296 -520 | -520 | -520 | -520 ------+------+------+------------ +56 | -520 | +688 | -224 ------+------+------+------------ If B is zero, his points are to be taken from those of each of the others, as B is plus. If the low score is a minus, the points must be added to each of the others. The three totals are added, and found, in this case, to be 520, which is the total of B’s loss. We now multiply the scores by the number of players engaged, in this case four, and from the product we deduct the 520 already found. Then the scores balance. When Skat is played for the League stake, which is one-fourth of a cent a point, the results may be found in a still shorter way by adding up all the scores and taking an average, this average being the sum divided by the number of players. Take the results just given for example:-- ------+------+------+--------------------- A | B | C | D ------+------+------+--------------------- 186 | 42 | 344 | 116 = 688 ÷ 4 = 172 172 | 172 | 172 | 172 ------+------+------+--------------------- +14 | -130 | +172 | -56 ------+------+------+--------------------- The average is simply deducted from each score, and the remainder is the amount won or lost, in cents. _=CHEATING.=_ As in all games in which the cards are dealt in groups, the greek will find many opportunities in Skat.
] Cockertie-hooie This game consists simply of one boy mounting on the neck of another, putting a leg over each shoulder and down his breast. The boy that carries takes firm hold of the legs of the one on his neck, and sets off at a trot, and runs hither and thither till he becomes tired of his burden. The bigger the one is who carries, the more is in the enjoyment to the one carried.--Keith (Rev. W. Gregor). See Cock s-headling. Cockle-bread Young wenches have a wanton sport, which they call moulding of Cocklebread; viz. they gett upon a Table-board, and then gather-up their knees and their coates with their hands as high as they can, and then they wabble to and fro with their Buttocks as if the[y] were kneading of Dowgh, and say these words, viz.:-- My Dame is sick and gonne to bed, And I le go mowld my cockle-bread.
While tables 1 and 2 are playing two fresh hands, the trays containing hands Nos. 3 and 4 which were left at table 3 are overplayed by the _=b=_ and _=c=_ pairs, which makes a match between them and the _=e=_ and _=f=_ pairs. Again the pairs at the first two tables change adversaries; dealing, playing and exchanging two more hands; the third table remaining idle. f d | b a 1 a e 2 e | c 3 c f d | b | Hands 9 and 10 played and exchanged. | None. The pairs _=a=_ and _=d=_ now give way to _=b=_ and _c_, and the _=b=_ _=c=_ _=e=_ _=f=_ pairs play two hands and exchange them; then change adversaries for two more hands; _=a=_ and _=d=_ remaining idle all the time. All the pairs have now been matched but _=a=_ and _=d=_, and they take seats E & W at two tables, the N & S positions being filled up by any of the other players in the match. any any a 1 a d 2 d any any No notice is taken of the scores made by the N & S hands in the last set; as it is simply a match between the a and _d_ pairs. _=Scoring.=_ Each pair against each is considered a match, and the winner of the most matches wins, tricks deciding ties.
Here is War, done down to rational proportions, and yet out of the way of mankind, even as our fathers turned human sacrifices into the eating of little images and symbolic mouthfuls. For my own part, I am _prepared_. I have nearly five hundred men, more than a score of guns, and I twirl my moustache and hurl defiance eastward from my home in Essex across the narrow seas. Not only eastward. I would conclude this little discourse with one other disconcerting and exasperating sentence for the admirers and practitioners of Big War. I have never yet met in little battle any military gentleman, any captain, major, colonel, general, or eminent commander, who did not presently get into difficulties and confusions among even the elementary rules of the Battle. You have only to play at Little Wars three or four times to realise just what a blundering thing Great War must be. Great War is at present, I am convinced, not only the most expensive game in the universe, but it is a game out of all proportion. Not only are the masses of men and material and suffering and inconvenience too monstrously big for reason, but--the available heads we have for it, are too small. That, I think, is the most pacific realisation conceivable, and Little War brings you to it as nothing else but Great War can do.
|asleep. | | |28.| -- | -- | -- | |29.| -- | -- |What has this poor | | | | |prisoner done? | |30.| -- | -- |Stole my watch and | | | | |broke my chain. | |31.| -- | -- | -- | |32.|Give him a pipe of | -- | -- | | |tobacco to smoke. | | | |33.|Suppose the pipe | -- | -- | | |should fall and break.
There is only one combination from which the _=Queen=_ is led, [Illustration: 🃝 🃛 🃗 🃖 ] when it is accompanied by the Jack, and there is no higher card of the suit in the hand. Whether the ten follows the Jack or not, does not matter. With any two high cards in sequence, the lead is a high card when playing against a declared trump. The _=Jack=_ is never led except as a supporting card. It is always the top of the suit, and the suit is usually short. The object of making such an opening is to avoid leading suits headed by two honours which are not in sequence. These are good Jack leads: [Illustration: 🂻 🂺 🂹 🂴 🂫 🂧 ] The _=Ten=_ is led from one combination only:-- [Illustration: 🃎 🃋 🃊 🃆 ] The _=Ace=_ should not be led if it can be avoided; but it is better to lead it from suits of more than four cards, so as to make it at once. If the Ace is accompanied by the King, the King is the card to lead, not the Ace. If the Ace is accompanied by other honours, such as the Queen or Jack, it is better to avoid opening the suit, unless you have five or more cards of it. But if you do lead a suit headed by the Ace, _=without the King=_, be sure that you lead the Ace, when playing against a trump declaration, or you may never make it.
six of his moves. Anything left on the field after six moves capitulates to the victor. Points count as in the preceding game, but this lasts a shorter time and is better adapted to a cramped country with a short back line. With a long rear line the game is simply a rush at some weak point in the first player s line by the entire cavalry brigade of the second player. Instead of making the whole back line available for the Blow at the Rear, the middle or either half may be taken. (3) In the Defensive Game, a force, the defenders, two-thirds as strong as its antagonist, tries to prevent the latter arriving, while still a quarter of its original strength, upon the defender s back line. The Country must be made by one or both of the players before it is determined which shall be defender. The players then toss for choice of sides, and the winner of the toss becomes the defender. He puts out his force over the field on his own side, anywhere up to the distance of one move off the middle line--that is to say, he must not put any man within one move of the middle line, but he may do so anywhere on his own side of that limit--and then the loser of the toss becomes first player, and sets out his men a move from his back line. The defender may open fire forthwith; he need not wait until after the second move of the first player, as the second player has to do.
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It was a diamondback rattler, and lay coiled on the rug at my feet. I turned my swivel chair slowly back to my desk and riveted my eyes to the blotter. Snakes are ghastly things. But there was no future in letting them shake me up. I bent over in my swivel chair and swung my left arm like a flail just below this rattler s raised head. He struck at me, but late, and missed. The swipe I took at him should have swept him over, but he got his coils around me. When I heaved back up straight before my desk, he was as neatly wrapped around my forearm as a Western Union splice. Enough of his tail was free to make that buzz that means Look out! About a foot of his business end stood up off my arm. His forked tongue flicked out over his horny lip, pink and dainty.
This can be won easily by forcing an exchange of Rooks. K and two B’s against K. 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.