Block, Haimmer (Hammer), and Nail This is a boys game, and requires seven players. One boy, the Block, goes down on all fours; another, the Nail, does the same behind the Block, with his head close to his _a posteriori_ part. A third boy, the Hammer, lies down on his back behind the two. Of the remaining four boys one stations himself at each leg and one at each arm of the Hammer, and he is thus lifted. He is swung backwards and forwards three times in this position by the four, who keep repeating Once, twice, thrice. When the word Thrice is repeated, the _a posteriori_ part of the Hammer is knocked against the same part of the Nail. Any number of knocks may be given, according to the humour of the players.--Keith (Rev. W. Gregor).
If he plays, he engages himself to take at least one trick, or forfeit five counters to the pool. He may play with the hand originally dealt him, or he may risk getting a better by taking the widow in exchange. If he exchanges, his original hand is dead, and must not be seen by any player. If any player takes the widow, those following him must play the hand dealt them or pass out. In some clubs the eldest hand is obliged to play, either with his own hand or with the widow. If all pass except the pone, he must play against the dealer, either with the cards dealt him, or with the widow. If he declines to play, he must pay the dealer five counters, and the pool remains. The dealer must play if he is opposed by only one player; but if two others have announced to play, the dealer may play or pass as he pleases. If he plays, he may discard and take up the trump card. No other player may rob the trump.
I ll wrap them up in a blanket. The blood will run through. This enrages the Mother, and she pushes her way into the supposed house, and looks about, and calls her children. She goes to one and says-- This tastes like my Monday. The Witch tells her it s a barrel of pork. No, no, this is my Monday; run away home. Upon this Monday jumps up from her crouching or kneeling posture [the children were generally put by the Witch behind some chairs all close together in one corner of the room], and runs off, followed by all the others and their Mother. The Witch tries to catch one, and if successful that child becomes Witch next time.--A. B.
7. +---+---+---+---+---+---+---+---+ | | ⛀ | | | | ⛀ | | | +---+---+---+---+---+---+---+---+ | | | ⛀ | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | ⛂ | | | | | +---+---+---+---+---+---+---+---+ | | | | | | | | | +---+---+---+---+---+---+---+---+ | | | | | | ⛂ | | | +---+---+---+---+---+---+---+---+ | | | | | ⛂ | | | | +---+---+---+---+---+---+---+---+ ] In No. 6, White will play 19 16, forcing you to jump, and will then play 27 23, forcing you to jump again. In No. 7, White will play 30 26, making your man a King. He will then play 32 28, and wait for your newly made King to jump. This will give him three of your men, and he will catch the other before it gets to the king row. Another common form of trap is to get a player into such a position in the end game, when he has only one or two men, that he cannot get to the king row without being caught; sometimes because he is driven to the side of the board by the man following him, and sometimes because the man meeting him can head him off. The adversary can do this only when he has “the move.” _=Theory of the Move.
B. Gomme). This game is called King-sealing in Dorsetshire. See King of Cantland, Lamploo. King Come-a-lay A game played by boys. Two sets of boys, or sides, strive which can secure most prisoners for the King.--Shetland (Jamieson). King of Cantland A game of children, in which one of a company, being chosen King o Cantland, and two goals appointed at a considerable distance from each other, all the rest endeavoured to run from one goal to the other; and those whom the King can seize in their course, so as to lay his hand upon their heads (which operation is called winning them), become his subjects, and assist him in catching the remainder.--Dumfries (Jamieson). Jamieson adds: This game is called King s Covenanter in Roxburgh.
Twenty-fifth degree, he added, flexing his TK muscles. What is it, buster? You on Crap Patrol? I paused before I answered. Twenty-fifth degree? Since when could a gambling casino afford a full-time Twenty-fifth? TK s in the upper degrees come high. I had already figured my fee at a hundred thousand a day, if I straightened out the casino s losses to the cross-roader. Wally Bupp, I said at last, deciding there was no point to trying some cover identity. My gimpy right wing was a dead giveaway. Thirty-_third_ degree, I added. He had a crooked grin, out of place beneath his scholarly glasses. I ve heard of Wally Bupp, he admitted. Well, he should have.
The greek will watch for a hand in which there is little changing of suits, and will note the manner of taking up the cards. The next hand does not interest him, as he is busy studying the location of the cards in the still pack. When this comes into play on the next deal, he will follow every cut, and finally cut for himself so that the desired distribution of the suits shall come about. Even if he fails to secure an invincible hand for bidding on himself, he knows so nearly the contents of the other hands that he can bid them up, and afterwards play against them to great advantage. It is unnecessary to say that if a greek can mark the cards, the game becomes a walkover, even if he can recollect only the hand on his left. _=SUGGESTIONS FOR GOOD PLAY.=_ Boston so closely resembles Solo Whist in such matters as bidding, and playing single-handed against three others, that the reader may be referred to that game for the outlines of the principles that should guide him in estimating the probable value of his hand, playing for tricks or for misères, and combining forces with his partners for the purpose of defeating the single player. For laws, see Whist Family Laws. BOSTON DE FONTAINEBLEAU. This game is sometimes, but incorrectly, called French Boston.
SEC. 1. If a player leads when it is the turn of an adversary to lead, and the error is discovered before all have played to such lead, a suit may be called from him or from his partner, as the case may be, the first time thereafter it is the right of either of them to lead. The penalty can be enforced only by the adversary on the right of the one from whom a lead can lawfully be called, and the right thereto is lost unless such adversary calls the suit he desires led before the first trick won by the offender or his partner subsequent to the offence is turned and quitted. SEC. 2. If a player leads when it is his partner’s turn and the error is discovered before all have played to such lead, a suit may at once be called from the proper leader by his right-hand adversary. Until the penalty has been exacted, waived or forfeited, the proper leader must not lead; should he so lead, the card led by him is liable to be called. SEC. 3.