27. If all four players throw their cards on the table, face upwards, no further play of that hand is permitted. The result of the hand, as then claimed or admitted, is established, provided that, if a revoke is discovered, the revoke penalty attaches. In _=Solo Whist=_, should the bidder abandon his hand, he and his partner, if any, must pay the stakes and settle for all over-tricks as if they had lost all the remaining tricks. If a player, not the bidder, abandons his hand, his partner or partners may demand the hand to be played out with the abandoned hand exposed, and liable to be called by the adversary. If they defeat the call they win nothing, but the player who abandoned his hand must pay the caller just as if he had been successful. If the partner or partners of the exposed hand lose, they must pay their share of the losses. REVOKING. 28. A revoke is a renounce in error, not corrected in time.
We shall first consider the conventionalities used in attack. _=Leading.=_ The player with the original lead should have a double object in view; to secure the best results for his own hand, and to indicate to his partner where he is in need of assistance. The first matter for his consideration will be whether to begin with a trump or with a plain suit. There are two principal uses for trumps. The most attractive to the beginner is that of ruffing the adversaries’ winning cards; and the most important to the expert is leading trumps to prevent this. No matter how strong or well established a plain suit may be, it is of uncertain value as long as the adversaries have any trumps with which to stop it. A suit is established when you can probably take every trick in it. If a player with a good established suit is sufficiently strong to make it probable that he can, with his partner’s assistance, exhaust the adverse trumps, he should do so by leading trumps. If they are probably stronger than he, he must _=force=_ them, by leading the established suit which they will be compelled to trump, weakening their hands and gradually reducing their trump strength until it is possible to exhaust what remains by leading.
And in all ages a certain barbaric warfare has been waged with soldiers of tin and lead and wood, with the weapons of the wild, with the catapult, the elastic circular garter, the peashooter, the rubber ball, and such-like appliances--a mere setting up and knocking down of men. Tin murder. The advance of civilisation has swept such rude contests altogether from the playroom. We know them no more.... II THE BEGINNINGS OF MODERN LITTLE WARFARE THE beginning of the game of Little War, as we know it, became possible with the invention of the spring breechloader gun. This priceless gift to boyhood appeared somewhen towards the end of the last century, a gun capable of hitting a toy soldier nine times out of ten at a distance of nine yards. It has completely superseded all the spiral-spring and other makes of gun hitherto used in playroom warfare.
[Illustration] The great art in baulk-line nursing is to get the object and carrom balls astride the line, and then to follow the principle of the rail nurse. The _=anchor=_ shot is now barred in championship games. It consisted in getting two balls frozen to the cushion astride of one end of a line, and then just rubbing their faces with the cue ball. In the baulk-line nurse there are three principal positions, and two turns, as shown in the diagram. In No. 3 the red ball must be driven to the rail and back with great accuracy, leaving the balls in position No. 1 again. The turns are very difficult. CUSHION CARROMS. This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed.
This is Humbug Whist without the discard. The dealer gives thirteen cards to his adversary and to himself, one at a time, and turns up the next for the trump. The trump card belongs to neither player. The winner of the odd trick scores a point. Five points is game. MORT. WHIST À TROIS; OR FRENCH DUMMY. _=MORT=_ means simply the dead hand; and is the equivalent of the English word Dummy; the partner being known as _=Vivant=_, or the living hand. In these words the English usually sound the _=t=_, as they do in such words as _=piquet=_, and _=valet=_. _=CARDS.
IX. There was an old woman from Sandyland With all her children in her hand. One can knit and one can sow [sew], One can make a lily-white bow. Please take one in. When all the children have been taken in, the Old Woman says-- There was an old woman from Sandiland With no children by the hand. Will you give me one? --Ballynascaw School, co. Down (Miss C. N. Patterson). (_b_) The first Dorsetshire game is played as follows:--Two girls are chosen, the one to represent a lady and the other a mother, who is supposed to be taking her children out to service.
Slam, winning all the tricks. Little Slam, winning 12 out of 13 possible. Sleeper, a bet left or placed on a dead card at Faro. Sneak, a singleton which is led for the especial purpose of ruffing the second round of the suit. Snowing the Cards, milking or fuzzing them. Soda, the first card at Faro, exposed face upward in the box before any bets are made. Splits, two cards of the same denomination coming on the same turn at Faro. Spot Stroke, a series of winning hazards with the red ball at English billiards. Square Game, one in which the cards are perfectly square, and have not been trimmed for wedges, strippers, etc. Squeezers, cards with indicators on the edges.