Any other player intending to play alone must use the expression “alone” in connection with his ordering up or making the trump; as, “I order it, alone;” or “I make it hearts, alone.” _=35.=_ The partner of a player who has announced to play alone must lay his cards on the table, face down. Should he expose any of his cards, the adversaries may prevent the lone hand, and compel him to play with his partner, the exposed card being left on the table and liable to be called. _=36.=_ The lone player is not liable to any penalty for exposed cards, nor for a lead out of turn. _=37.=_ Should either adversary lead or play out of turn, the lone player may abandon the hand, and score the points. _=38.=_ _=MISCELLANEOUS.
If more than four candidates offer for play, five or six may form a table; if there are more than six, the selection of the table must be made by cutting, as at Whist. _=CUTTING.=_ The four persons who shall play the first game are determined by cutting, and they again cut for the deal, with the choice of seats and cards. The player drawing the lowest card deals, and chooses his seat; the next lower card sits on his left, and so on, until all are seated. Twelve deals is a game, at the end of which the players cut to decide which shall go out, as at Whist. It is usual to count the deals by opening the blade of a pocket-knife, which is placed on the table by the player on the dealer’s right. When it comes to his turn to deal, he partly opens one blade. When he deals again he opens it entirely, and the third time he closes it; that being the third round, and the last deal of the game. [Illustration: FOURTH DEAL. EIGHTH DEAL.
L for Läufer, or Bishop. S for Springer, or Knight. The Pawn is called a Bauer, but when it is moved no initial is given, simply the square it comes from. In Diagram No. 12, for instance, the English notation for the first two moves made by white would be:--P-K 4, and K Kt-B 3, or, Kt-K B 3. The German notation would be:--e 2-e 4; and S g 1-f 3. The move of the Knight, it will be observed, gives the initial of the piece and the square upon which it stands, and then the square to which it is moved. A capture is indicated by the letter “n” taking the place of the dash. If the white Knight took the black King’s Pawn in Diagram No. 12, for instance, the move would be recorded: S f 3 n e 5, that is, the Springer at f 3 “nimmt” whatever it found at e 5.
Father Moontree was a red-faced man of forty-five who had lived the peaceful life of a farmer until he reached his fortieth year. Only then, belatedly, did the authorities find he was telepathic and agree to let him late in life enter upon the career of pinlighter. He did well at it, but he was fantastically old for this kind of business. Father Moontree looked at the glum Woodley and the musing Underhill. How re the youngsters today? Ready for a good fight? Father always wants a fight, giggled the little girl named West. She was such a little little girl. Her giggle was high and childish. She looked like the last person in the world one would expect to find in the rough, sharp dueling of pinlighting. Underhill had been amused one time when he found one of the most sluggish of the Partners coming away happy from contact with the mind of the girl named West. Usually the Partners didn t care much about the human minds with which they were paired for the journey.
I. Green grow the leaves (or grows the ivy) round the old oak tree, Green grow the leaves round the old oak tree, Green grow the leaves round the old oak tree, As we go marching on. Bless my life I hardly knew you, Bless my life I hardly knew you, Bless my life I hardly knew you, As we go marching on. --Lincolnshire and Nottinghamshire (Miss Peacock). II. Green grow the leaves on the old oak tree, I love the boys and the boys love me, As we go marching on. --Sharleston (Miss Fowler). III. I love the boys and the boys love me, I love the boys and the boys love me, I love the boys and the boys love me, As we go marching home. Glory, glory, hallelujah! Glory, glory, hallelujah! Glory, glory, hallelujah! As we go marching home.
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[Illustration] Cob-nut The children in Yorkshire have a game which is probably an ancient English pastime. Numerous hazel-nuts are strung like the beads of a rosary. The game is played by two persons, each of whom has one of these strings, and consists in each party striking alternately, with one of the nuts on his own string, a nut of his adversary s. The field of combat is usually the crown of a hat. The object of each party is to crush the nuts of his opponent. A nut which has broken many of those of the adversary is a Cob-nut.--Brand, ii. 411; Hunter s _Hallamshire Glossary_. (_b_) This game is played in London with chestnuts, and is called Conquers. In Cornwall it is known as Cock-haw.
If either party be detected in moving the men when it is not their turn to play, or in moving more than one man (except in castling) when it is their turn to play, they shall forfeit the game, unless they can show that the man was moved for the purpose of adjusting or replacing it. V. If either party has, accidentally or otherwise, removed a man from the board, which has not been captured in the course of the game, and made certain moves under the impression that such man was no longer in play, the moves must stand, but the man may be replaced whenever the error is discovered. VI. If either party permit a bystander to take part in the contest, that party shall forfeit the game. * * * * * The foregoing laws differ very slightly from those of the British Chess Association, and it is to be hoped that an international code will be agreed upon before a second edition of this work is issued. CHECKERS, OR DRAUGHTS. _=The Board.=_ Checkers is played upon a board which is not more than sixteen, nor less than fourteen inches square, and is divided into sixty-four smaller squares of equal size. These squares are 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.