At the end of the move the two players examine the melee and dispose of the men concerned according to the following rules:-- Either the numbers taking part in the melee on each side are equal or unequal. (a) If they are equal, all the men on both sides are killed. (b) If they are unequal, then the inferior force is either isolated or (measuring from the points of contact) not isolated. (i) If it is isolated (see (1) above), then as many men become prisoners as the inferior force is less in numbers than the superior force, and the rest kill each a man and are killed. Thus nine against eleven have two taken prisoners, and each side seven men dead. Four of the eleven remain with two prisoners. One may put this in another way by saying that the two forces kill each other off, man for man, until one force is double the other, which is then taken prisoner. Seven men kill seven men, and then four are left with two. (ii) But if the inferior force is not isolated (see (1) above), then each man of the inferior force kills a man of the superior force and is himself killed. And the player who has just completed the move, the one who has charged, decides, when there is any choice, which men in the melee, both of his own and of his antagonist, shall die and which shall be prisoners or captors.
To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves. A supply depot can be destroyed by one man in two moves, no matter how large (by fire). Four men can destroy the contents of six waggons in one move. A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.* Next as to Constructions: Entrenchments can be made by infantry in four moves.* They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high.
It is not at all uncommon for a player to forget that certain cards have been played, to his very serious loss. The hands once fixed in the mind, some time should be given to a careful consideration of the best course to pursue; after which the play should proceed pretty rapidly until the last few tricks, when another problem may present itself. There is nothing in the game beyond the skilful use of the tenace position, discarding, and establishing cross-ruffs. Analysis is the mental power chiefly engaged. There are no such things as inferences, false cards, finesse, underplay, speculative trump leads, or judgment of human nature. The practice of the game is totally different from any other form of whist, and much more closely resembles chess. The laws of Dummy will be found at the end of the English Whist Laws. HUMBUG WHIST. This is a variation on double dummy, in which two players sit opposite each other. The deal and seats are cut for in the usual manner; four hands of thirteen cards each are dealt, and the last card is turned for trump.
Title: 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. 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.
2, the N & S hands which have just been played by two X’s; while the two O’s that played the E & W hands at table No. 2, overplay at table No. 1, the E & W hands just held by the two X’s. It is now evident that the four O’s have held between them all the 52 cards dealt at each table; for the first pair have held all the N & S hands dealt at both tables, and the second pair have held all the E & W hands. The same is true of the four X players; and if there is any difference in the number of tricks taken by the opposing fours, it is supposed to be due to a difference in skill, other matters having been equalised as far as the limitations of the game will permit. The overplay finished, the cards are gathered, shuffled, cut, and dealt afresh, East now having the original lead. It must be remembered that the deal can never be lost, and that no matter what happens, the player whose proper turn it is to deal must do so. _=NUMBERING HANDS.=_ The hands simultaneously played are scored under the same number, but distinguished by the number of the table at which they are first dealt. Each pair of partners in a team play two No.
If both sides make points enough to win the game on the same deal, High goes out first, then Low, then Jack, and then Game. As already noticed, one card may be both High and Low; the Jack may be High, Low, Jack; and it is even possible, if there is no other trump or counting card in play, for the Jack to be High, Low, Jack, and the Game. In the variety known as _=All Fives=_, the score is kept on a cribbage board, and part of it is pegged as the hand progresses. A player winning a trick containing any of the following cards in the trump suit pegs them immediately:--For the trump ace, 4 points; for the King 3; for the Queen 2; for the Jack 1; for the Ten 10, and for the Five 5. After the hand is over, all these cards are counted over again in reckoning the point for Game, the Five of trumps counting 5. Sixty-one points is game. _=IRREGULARITIES IN PLAY.=_ The most serious error in Seven-up is the _=revoke=_. If a player does not follow suit when able, it is a revoke unless he trumps the trick. A player holding two small trumps and the Ten of a plain suit, may trump both the ace and King of that suit instead of giving up his Ten.
Gregor). Other words sung by the Scotch children are-- I, Willy Wastle, Stand on my castle, And a the dogs o your toon Will no drive Willie Wastle doon. Chambers (_Popular Rhymes_, p. 114) records the tradition that when Oliver Cromwell lay at Haddington he sent to require the governor of Home Castle, in Berwickshire, to surrender; the governor is said to have replied in the above quatrain of juvenile celebrity. The London version is for the boys to run up a hillock, when one of them declares as follows-- I m the King of the Castle; Get down, you dirty rascal, whereupon he pushes down his companions. If another boy succeeds in getting his place he becomes King, and repeats the doggerel (G. L. Gomme). This is a very popular boys game. Newell (_Games_, 164) mentions it as prevalent in Pennsylvania.
Of course the schneider is not a certainty. The risk is that the Ten of diamonds will be guarded, and that an Ace and a Ten will make, both of them on your losing card, or one of them on the diamond Ten. A careful player would be satisfied with 100 on such a hand, for if he fails to make the announced schneider, he loses everything. A player is not obliged to play the game he originally intended to, if he thinks he has anything better; but he must play a game worth as much as he bid, or the next higher, and having once announced his game, he must play it. Suppose Vorhand has a spade Solo with two, and on being offered 33 says, “Yes,” thinking the bidder will go on to 36, instead of which he passes. It is very probable that the bidder has a spade Solo without two, and will defeat a spade Solo announced by Vorhand. If Vorhand has almost as good a game in hearts, he should change, hoping to make schneider, or to find another Matadore in the Skat. If he loses the game, a heart Solo with two costs 30 points; but as Vorhand refused 33, and the next best game he could have made with a heart Solo is 40, that is the amount he loses, although he refused only 33. _=Method of Bidding.=_ The Vorhand always holds the play, and the Mittelhand always makes the first bid, or passes, the Hinterhand saying nothing until the propositions made by the Mittelhand have been finally refused or passed by the Vorhand.
_=CUTTING.=_ The players cut for the choice of seats, and for the first deal. The lowest cut has the choice, and deals the first hand. The Ace is low. If a player exposes more than one card he must cut again. Ties are also decided by cutting again. _=STAKES.=_ Cribbage is played for so much a game, lurches counting double. Players may either settle at the end of each game, or score on a sheet of paper. In the pull-up cribbage boards there are nine extra pegs for counting games won.
Various rhyming formulæ are used in some places. In Monton, Lancashire (Miss Dendy), no rhyme is used. The children stand in a ring. One runs round with a handkerchief and drops it; the child behind whom it is dropped chases the dropper, the one who gets home first takes the vacant place, the other drops the handkerchief again. In Shropshire the two players pursue one another in and out of the ring, running under the uplifted hands of the players who compose it: the pursuer carefully keeping on the track of the pursued (Burne s _Shropshire Folk-lore_, p. 512). The Dorsetshire variant is accompanied by a rhyme: I wrote a letter to my love; I carried water in my glove; And by the way I dropped it-- I dropped it, I dropped it, I dropped it, &c. This is repeated until the handkerchief is stealthily dropped immediately behind one of the players, who should be on the alert to follow as quickly as possible the one who has dropped it, who at once increases her speed and endeavours to take the place left vacant by her pursuer. Should she be caught before she can succeed in doing this she is compelled to take the handkerchief a second time. But if, as it more usually happens, she is successful in accomplishing this, the pursuer in turn takes the handkerchief, and the game proceeds as before.
_=3=_ is a very useful push shot when the balls are close together. The cue is kept steadily on the cue ball until the object ball has been pushed to one side. The moment the latter is at the proper angle to run into the pocket the cue is applied sharply, and then withdrawn. _=No. 4=_ is a push shot used when the balls are frozen to the cushion. The cue ball must be kept in contact with the object ball until the latter has acquired sufficient momentum to reach the pocket. _=No. 5=_ is a shot which was thought impossible until a few years ago. It depends on the communication of side to the object ball. The cue ball is struck very much on the side, almost like a massé, the spin thus given being communicated to the object ball and from that to the second ball, to which it must be frozen.
It is not enough to show openers before the draw, the whole hand must be shown. _=43. Drawing Cards.=_ Each player in turn who has come in, beginning on the left of the dealer, may discard and draw, to improve his hand. The opener is allowed to split his openers, provided it is the rule of the game that the opener shall _always_ put his discard under the chips in the pool, whether he is going to split or not. The opener’s discard must never be gathered in with other discards when the pack runs short for the draw. _=44. False Hands.=_ If a false opener does not discover his mistake until after he has drawn cards, his hand is foul, and must be abandoned. As a penalty he must put up an ante for each of the other players at the table for another Jack.
=_ Four cards of one kind, and one useless card. [Illustration: 🃆 🂦 🃖 🂶 🂾*] 4164 to 1 _=Straight flush.=_ Five cards of the same suit, in sequence with one another. [Illustration: 🃈 🃇 🃆 🃅 🃄] 72192 to 1 _=Royal Flush.=_ A straight flush which is ace high. [Illustration: 🃑 🃞 🃝 🃛 🃚] 649739 to 1 When hands are of the same rank, their relative value is determined by the denomination of the cards they contain. For instance: A hand without a pair, sequence, or flush is called by its highest card; “ace high,” or “Jack high,” as the case may be. As between two such hands, the one containing the highest card would be the better, but either would be outclassed by a hand with a pair in it, however small. A hand with a pair of nines in it would outrank one with a pair of sevens, even though the cards accompanying the nines were only a deuce, three and four, while those with the sevens were an ace, King and Queen. But should the pairs be alike in both hands; such as tens, the highest card outside the pair would decide the rank of the hands, and if those were also alike, the next card, or perhaps the fifth would have to be considered.
For instance: You hold the Fives of diamonds and spades, and have asked for and received the Five of clubs. If you ask for the heart Five, and miss it, the player with that card may draw all yours; but if you ask for the spade Five, and he gets into the ask, he will at once betray the fact that he holds the fourth Five by asking you for the club Five; but he will never think of asking you for the spade Five, because you asked for it yourself. If you can get into the ask again you can immediately make a trick in Fives. SPECULATION. Any number of persons less than ten can play, each contributing an agreed number of counters to the pool, the dealer paying double. The full pack of fifty-two cards is used, and the cards rank from the A K Q down to the 2. In _=dealing=_, the cards are distributed from left to right, one at a time, until each player has received three. The next card on the top of the pack is turned up, and the suit to which it belongs is the trump, and forms the basis of speculation for that deal. If the turn-up card is an ace, the dealer takes the pool immediately, and the deal passes to the left. If the turn-up is a K Q or J, the dealer offers it for sale, before a card is looked at, and he may accept or refuse the amount offered.
Cross Tig. Cry Notchil. Cuck-ball. Cuckoo. Cuddy and the Powks. Cudgel. Curcuddie. Curly Locks. Currants and Raisins. Cushion Dance.
CHESS. Chess is played upon a square board, divided into sixty-four smaller squares of equal size. These small squares are usually of different colours, alternately light and dark, and the board must be so placed that each player shall have a light square at his right, on the side nearer him. Each player is provided with sixteen men, eight of which are called _=pieces=_, and eight _=pawns=_. The men on one side are red or black, and those on the other side are white or yellow, and they are usually of a standard pattern, which is known as the Staunton model. The eight pieces are: The King, ♚ The Queen, ♛ Two Rooks or Castles, ♜ Two Bishops, ♝ and two Knights, ♞ These eight pieces are arranged on the side of the board nearer the player, and immediately in front of them stand the eight Pawns, ♟. Diagram No. 1 will show the proper arrangement of the men at the beginning of a game:-- [Illustration: _No. 1._ BLACK.
One of the young men endeavours secretly to bring in a cushion, and locks the doors, to prevent the escape of the young maidens; then all the party unite hands and dance round three times to the left and three times to the right, after which the company all seat themselves, except the young man who holds the cushion. He advances to the fiddler, and says-- This dance it will no further go. Fiddler: Why say you so? why say you so? Cushion-holder: Because the young women will not come to. Fiddler: They must come to, they shall come to, And tell them I say so. The cushion-holder then goes to the girl he fancies most, and drops the cushion at her feet. She kneels down with him on the cushion, and he salutes her, and they then rise and dance round and round to the fiddler. The girls then go through the same thing, saying, young men, and then a young man, &c., until the whole company have gone through the same ceremony, which concludes with all dancing round three times, as at the commencement. The Norfolk and London versions are reduced to a simple Kiss in the Ring game, with the following verse:-- Round the cushion we dance with glee, Singing songs so merrily; Round the cushion we dance with glee, Singing songs so merrily; Yet the punishment you must bear If you touch the cushion there. --Sporle, Norfolk (Miss Matthews).
That was all she had said. Yet it had cut him like a knife. What did she think he was--a fool, a loafer, a uniformed nonentity? Didn t she know that for every half hour of pinlighting, he got a minimum of two months recuperation in the hospital? By now the set was warm. He felt the squares of space around him, sensed himself at the middle of an immense grid, a cubic grid, full of nothing. Out in that nothingness, he could sense the hollow aching horror of space itself and could feel the terrible anxiety which his mind encountered whenever it met the faintest trace of inert dust. As he relaxed, the comforting solidity of the Sun, the clock-work of the familiar planets and the Moon rang in on him. Our own solar system was as charming and as simple as an ancient cuckoo clock filled with familiar ticking and with reassuring noises. The odd little moons of Mars swung around their planet like frantic mice, yet their regularity was itself an assurance that all was well. Far above the plane of the ecliptic, he could feel half a ton of dust more or less drifting outside the lanes of human travel. Here there was nothing to fight, nothing to challenge the mind, to tear the living soul out of a body with its roots dripping in effluvium as tangible as blood.
Other versions of this holloa are-- Whoop, whoop, and hollow! Good dogs won t follow Without the hare cries, Peewit. --Halliwell s _Nursery Rhymes_, p. 66. Sound your holler, Or my little dog shan t foller. --Northall s _English Folk Rhymes_, p. 357. This game is played in Wales under the name of Hunt the Fox. The Fox has a certain time given him for a start, the other players then go after him.--Beddgelert (Mrs. Williams).
_=THE POOL.=_ Each successive dealer puts up five counters, to form or to augment the pool. _=DEALING.=_ The cards having been properly shuffled and cut, five are given to each player; two the first round and three the next, or three the first round and two the next. An extra hand, known as the _=widow=_, is dealt face downward in the centre of the table. The dealer gives cards to the widow just before dealing to himself in each round. When all are helped, the next card is turned up for the trump. Irregularities in the deal are governed by the same rules as in Spoil Five. _=DECLARING TO PLAY.=_ Each player in turn, beginning with the eldest hand, may either play or pass.
This is a variation on double dummy, in which two players sit opposite each other. The deal and seats are cut for in the usual manner; four hands of thirteen cards each are dealt, and the last card is turned for trump. Each player examines the hand dealt to him, without touching those to his right or left. If he is content with his hand, he announces it, if not, he may exchange it for the one on his right. In case of exchange, the discarded hand is placed on the table face down; and the other taken up and played. If a player retains the hand originally dealt him, he must not look at the others. If the dealer exchanges, he loses the turn-up card, but the trump suit remains the same. Each player deals for himself in turn, there being no deal for the dead hands. Whist laws govern the deal and its errors. _=METHOD OF PLAYING.
_=Stakes.=_ Before the cards are dealt, each player except the dealer places before him the amount he bets upon his chances for that deal. This amount may be either at the option of the player, within the betting limit, or it may be a fixed sum, such as one counter. In one variation each player is allowed to look at the first card dealt him before making his bet, and before receiving a second card. When it comes to the dealer’s turn, he does not stake anything upon his card, but he has the privilege of calling upon all the others to _=double=_ the amount they have placed on theirs. Any player refusing to double must pass over to the dealer the stake already put up, and stand out of the game for that hand. Another variation is to allow any player whose second card is of the same denomination as the first to separate them, and to place upon the second card a bet equal in amount to that upon his first card, afterward drawing to each separately, as if they were two different hands. _=Dealing.=_ The bets made, the cards are shuffled and presented to the pone to be cut; four must be left in each packet. Two cards are given to each player, including the dealer, one at a time in two rounds.
If the player on the right or left wins the second coup, the cards are dealt to him again for the third coup; if he loses they are dealt to the next player beyond him, and so on, until all five players have held cards and have lost a coup, after which the banker deals to the one nearest him again. It will thus be seen that there are in each coup only two active players, and that all stakes made upon the game are made upon the result of their hands. _=Suggestions for Playing.=_ In justice to those backing him, the player is supposed to draw or not to draw, according to the laws of probabilities, which are exactly the same as in Vingt-et-un. If he has four points, which would be 5 below 9, he should draw; just as he would if he had 16 at Vingt-et-un, which would be 5 below 21. If he has 5 or more, he should stand; but if he has 5 exactly it is a matter of judgment, drawing a card being sometimes good play, especially if it is likely to lead the banker to overdraw himself. In some clubs there is a law that a player must draw if his point is less than 5, and must stand if it is more than 5, or he must pay a fine. As no one is backing the banker, he is at liberty to play as badly as he pleases, and he is really the only one that has an opportunity to exercise any judgment in the matter of drawing. If a player refuses a card, the banker may be able to judge whether or not he has 6 or 7 by his habit of drawing or not drawing at 5. If he is known to be a player who draws at 5, it is useless for the banker to stand at 5, unless he thinks he can beat the player on the other side of the table, and there is more money on that side.
Should the striker (excepting as provided in _Rule_ 9) pocket a ball other than the one aimed at, he cannot score, and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at, in which case the penalty is governed by the value of the ball aimed at. 25. If the striker play at or pocket a ball except in the proper rotation, he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected, in which case the penalty is governed by the latter ball. 26. If the striker strike simultaneously a pool ball and a red ball, or two pool balls, he shall be penalized in the value of the higher ball. 27. If the striker pocket the white ball after contact with another, he shall be penalized in the value of the ball struck, unless the object ball so struck be out of order, in which case the penalty shall be governed by the ball of the higher value. 28. Should the striker give an intentional miss, he shall be penalized in the value of the black ball, and be compelled to play the stroke again. No score can accrue from such stroke, but the striker shall be subject to any further penalty he may incur.
The lowest cut has first choice, the next lowest sitting on his left and so on round the table. _=DEALING.=_ When two play, ten cards are given to each. When three play, seven to each. When four play, six to each. The cards are dealt one at a time until all are helped and the next card is turned face up on the table as a starter for the discard pile. The stock is left beside this card, face down. _=OBJECT OF THE GAME.=_ The aim of the players is to get rid of the cards dealt them and those they draw from the stock by laying face upward on the table any combinations of three of a kind, or three in sequence and suit. _=METHOD OF PLAYING.
--Mactaggart s _Gallovidian Encyclopædia_. Cudgel [Illustration: Change of sides] [Illustration: A run] Four or more boys can play this game, and sides are chosen. Two holes are made in the ground at a distance of about eight or ten feet apart. A ring about a foot in diameter is made round each hole. A boy stands at each hole with a stick, which he puts into the hole to guard it. Two other boys stand behind the holes, who act as bowlers. One of these throws a small piece of wood shaped like a Cat, and tries to pitch it into the hole. The boy guarding the hole tries to hit it with his stick. If he succeeds, he and the boy at the other hole run to each other s places. Should the boy who throws the piece of wood succeed in getting it into the hole, the batsmen are out.
Cogs The top stone of a pile is pelted by a stone flung from a given distance, and the more hits, or cogglings off, the greater the player s score.--Robinson s _Whitby Glossary_. Apparently the same game as Cockly-jock. Common A game played with a ball and crooked stick (cut from a tree or hedge), with a crook at the end (same game as Hurl ).--Dublin (Mrs. Lincoln). Mr. Patterson (_Antrim and Down Glossary_) mentions this as Hockey; the same as Shinney. Called in some districts, he adds, Comun and Kamman, from the Irish name for the game. Conkers The same game as Cogger.
He is constantly falling into the error of changing from a good suit, which the adversaries cannot stop without trumping, to a weak suit, which allows them to get into the lead without any waste of trump strength. If an adversary refuses to trump a suit, it is imperative to keep on with it until he does; for it is always good play to force an adversary to do what he does not wish to do. Any person may convince himself of the soundness of this theory of forcing, by giving himself the six highest cards in any suit, three small cards in the others, and four trumps; giving another player the four best trumps, and nine of the highest cards in two suits. If the first player forces the second with his good suit, and continues every time he gets the lead, he must win six tricks; if he does not, the second player makes a slam. A deliberate force from a partner should always be accepted, if he is a good player. We may now turn our attention to the conventionalities used by players who are opposed to the establishment of suits in the hands of the leader and his partner. These are divided between the Second and the Fourth Hand, the former being the more important. Generally speaking, they are the tactics of defence. _=SECOND HAND PLAY.=_ The player who is second to play on any trick is called the Second Hand.
Newell (_Games of American Children_, p. 171) also mentions it, and gives the rhyme as-- Frog in the sea, can t catch me! Gap The same as French Jackie. This game is called Tap-back or Tat-back at Bitterne, Hants. Garden Gate Children join hands and form a ring. One child stands inside the ring; this child walks round and asks one of the circle, called the Keeper-- Have you the key of the garden gate? Open and let me go through. The Keeper replies-- My next-door neighbour s got the key; Ask him and he ll give it to you. This is repeated by each one in the circle. Then the inside child comes again to the Keeper and says-- None of the neighbours have got the key, So you must let me go through. The Keeper answers-- I ve lost the key of the garden gate, And cannot let you through. Then all the ring say-- You must stop all night within the gate, Unless you have strength to break through.
30. In the absence of a referee the marker of the room shall decide all disputes that may arise; and, if he does not know of the matter in dispute, the majority of the onlookers shall decide. ENGLISH POOL. This game is known in England as Colom-Ball, or Following Pool. The balls are placed in a pool bottle, and shaken up by the marker, who then gives one to each candidate for play in rotation. The player who receives the white ball places it on the spot, and the one who gets the red ball plays from within the D at the head of the table. The marker calls the colour of the player whose turn it is, and notifies him which ball will play on him, so that he may play for safety if he can. The following are Brunswick-Balke-Collender Co.’s rules: The WHITE BALL is spotted. RED BALL plays upon WHITE.