| -- | -- | -- | | 22.| -- | -- | -- | | 23.| -- |All sorts of colours | -- | | | |lying by his side. | | |[8.]|We ll all go roving. | -- | -- | | 24.| -- | -- |You shall have a young| | | | |man. | | 25.| -- | -- | -- | | 26.|I ll take [ ] for my|Take [ ] for my | -- | | |bride.
The players are provided with an equal number of counters, and before the cards are dealt, each places an agreed number in the pool. All the cards are dealt out. If some have more than others it does not matter. The eldest hand begins by playing any card he pleases, and the next player on his left must either play the card next above it, or put one counter in the pool. Only one card is played at a time, and after the sequence has arrived at the King it must be continued with the ace, and go on until the suit is exhausted. The person who plays the thirteenth card of any suit must start another sequence, in any suit and with any card he pleases. The player who first gets rid of all his cards takes the pool. The great trick in this game is to provide for the last suit to be played, and in order to have the selection of the second suit it is usual for the eldest hand to begin with the higher of two cards next in value to each other, which will make him the last player in that suit. Each suit is turned face down as it is exhausted. SOLITAIRE.
| | 25.| -- | | 26.| -- | | 27.| -- | | 28.|Born for your sake. | | 29.| -- | | 30.| -- | | 31.| -- | | 32.| -- | | 33.
The best arrangement and proportion of the forces is in small bodies of about 20 to 25 infantry-men and 12 to 15 cavalry to a gun. Such a force can maneuver comfortably on a front of 4 or 5 feet. Most of our games have been played with about 80 infantry, 50 cavalry, 3 or 4 naval guns, and a field gun on either side, or with smaller proportional forces. We have played excellent games on an eighteen-foot battlefield with over two hundred men and six guns a side. A player may, of course, rearrange his forces to suit his own convenience; brigade all or most of his cavalry into a powerful striking force, or what not. But more guns proportionally lead to their being put out of action too early for want of men; a larger proportion of infantry makes the game sluggish, and more cavalry--because of the difficulty of keeping large bodies of this force under cover--leads simply to early heavy losses by gunfire and violent and disastrous charging. The composition of a force may, of course, be varied considerably. One good Fight to a Finish game we tried as follows: We made the Country, tossed for choice, and then drew curtains across the middle of the field. Each player then selected his force from the available soldiers in this way: he counted infantry as 1 each, cavalry as 1-1/2, and a gun as 10, and, taking whatever he liked in whatever position he liked, he made up a total of 150. He could, for instance, choose 100 infantry and 5 guns, or 100 cavalry and no guns, or 60 infantry, 40 cavalry, and 3 guns.
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When _=five=_ or _=seven=_ play, they have the choice of seats in their order, the lowest first, and the lowest cut deals. When _=six=_ play, the three lowest are partners against the three highest, the lowest cut having the choice of seats, and the first deal. _=TIES.=_ Players cutting cards of equal value cut again; but the new cut decides nothing but the tie. _=PLAYER’S POSITIONS.=_ The _=eldest hand=_, or age, sits on the left of the dealer, and the _=pone=_ sits on the dealer’s right. There are no distinctive names for the other positions. When _=two=_ play, they sit opposite each other. When _=three=_ play, each for himself, the game is known as _=Cut Throat=_, and the position of the players is immaterial. When _=four=_ play, the partners sit opposite each other.
Author: H. G. Wells Release date: January 1, 2003 [eBook #3691] Most recently updated: January 8, 2021 Language: English Credits: Produced by Alan D. Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. *** START 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. *** Produced by Alan D. Murray, William Jenness, and Andrew Sly. HTML version by Al Haines. 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) With an Appendix on Kriegspiel By H.
Owing to the uncertainty as to the number of points actually in play, the result is controlled more largely by luck than skill. In some places the _=first lead=_ from the successful bidder must be a _=trump=_. This makes the game too much like Auction Pitch, and spoils some of the finer points in leading. _=Low=_ is sometimes counted for the person to whom it is dealt. Such a rule causes endless confusion and disputes. The old method of _=scoring=_ has already been mentioned. Another variation is that if the bidder’s side do not make at least 8 points they cannot score anything, no matter what they bid. If both sides score 7, neither having bid more than 7, neither scores. If one side bids 6, and makes 8, it scores 8; but the adversaries score the 6 they make. If the side bidding 6 had made 6 only, it would score nothing, while their adversaries would mark the 8 they made.
Kibel and Nerspel. King by your leave. King Cæsar. King Come-a-lay. King of Cantland. King o the Castle. King Plaster Palacey. King William. King s Chair. Kirk the Gussie.
Gobs. Green Grass. Green Gravel. Green Grow the Leaves (1). Green Grow the Leaves (2). Gully. HAIRRY my Bossie. Half-Hammer. Han -and-Hail. Hand in and Hand out.