Many good players will not lead the Queen from a three-card suit, unless it is accompanied by the Jack. All such leads are called _=forced=_, and are intended to assist the partner, by playing cards which may strengthen him, although of no use to the leader. The best card should be led from any such combinations as the following:-- [Illustration: 🃝 🃛 🃖 | 🃊 🃉 🃄 🃋 🃊 🃅 | 🃙 🃘 🃔 🂫 🂥 🂣 | 🂷 🂶 🂴 ] _=Small-card Leads.=_ If the suit selected for the lead does not contain any combination of high cards from which it would be right to lead a high card, good players make it a rule to begin with the fourth-best, counting from the top of the suit. This is called the “card of uniformity,” because it indicates to the partner that there are remaining in the leader’s hand exactly three cards higher than the one led. Should the player be forced to lead any of the undesirable combinations shown on the last page, he would begin with the Ace if he held it; otherwise he would lead the fourth-best. In each of the hands shown this would be the four, and this card would be led, even if there were five or six cards in the suit. From this hand, for instance, the five is the proper lead:-- [Illustration: 🃎 🃈 🃆 🃅 🃄 🃃 🃂 ] _=Rules for Leading Second Round.=_ If the leader wins the first trick, having the best of the suit in his hand, he should follow with the winning card; but if he has several cards which are equally winning cards, he should lead the lowest of them. This is an indication to the partner that the card led is as good as the best; therefore the leader must hold the intermediate cards.
3 Players, 15 cards each 7 in the stock. 4 ” 12 ” 4 ” 5 ” 9 ” 7 ” 6 ” 8 ” 4 ” 7 ” 7 ” 3 ” 8 ” 6 ” 4 ” Before the deal, the dealer must dress the layout, by putting one counter upon the Ten, two upon the Jack, three upon the Queen, four upon the King, and five on the Pope, which is the Seven (or the Nine) of diamonds. The eldest hand begins by leading any card he pleases, and if he has those in sequence and suit with it and above it, he continues to play until he fails. He then says “No six,” or whatever the card may be that he stops on. The next player on his left then continues the sequence if he can, or if he cannot, he says, “No six,” also, and it passes to the next player. If no one can continue, the card must be in the stock, which remains on the table face down and unseen. When one sequence _is_ stopped in this manner, the last player has the right to begin another with any card he pleases. The object of the game is twofold; to get rid of all the cards before any other player does so, and to get rid of the cards which appear on the layout. If the duplicate of any of those cards can be played, the holder of the card at once takes all the money staked upon it; but if he fails to get rid of it before some player wins the game by getting rid of all his cards, the player who is found with one of the layout cards in his hand at the end must double the amount staked on that card, to which the next dealer will add the usual contribution. The player who first gets rid of all his cards collects from the other players a counter for every card they hold.
A second cut will then be required to decide the partnerships, if any, and the positions at the table, the latter being important only in games in which the deal, or some given position at the table, is an advantage or the reverse. The usual method of cutting is to spread the cards face downward on the table, each player drawing one. In some games the cards are thrown round by one of the players. _=Shuffling, Cutting and Dealing.=_ In all games in which the cards are shuffled at all, each player has the right to shuffle, the dealer last. In English speaking countries the cards are always cut by the player on the dealer’s right, who is called the “pone.” In cutting to the dealer in any game there must be as many cards left in each packet as will form a trick; or, if the game is not one of tricks, as many cards as there will be in any player’s hand; four, for instance, at Whist, and five at Poker. The cards are always distributed to each player in rotation from left to right, and each must receive the same number of cards in the same round. In games in which the cards are dealt by two and threes, for instance, it is illegal to give one player two and another three in the same round. _=Misdeals.
In playing alone, it is best to lead winning trumps as long as they last, so as to force discards, which will often leave intermediate cards in plain suits good for tricks. _=Second Hand.=_ Play the best card you have second hand, and cover everything led if you can. With King and another or Queen and another, it is usually best to put up the honour second hand, on a small card led. _=Trumping.=_ It is seldom right to trump partner’s winning cards, unless he has ordered up the trump, and you think you can lead through the dealer to advantage. In playing against a lone hand, it is sometimes good play to trump your partner’s ace with an unguarded left bower or ace of trumps, as it may prevent the dealer from getting into the lead with a small trump, and may save a King or Queen of trumps in your partner’s hand. If you don’t trump, the dealer will probably get in and swing the right bower, and your trump will be lost. If your partner has ordered, made, or taken up the trump, and you have only one trump, even a bower, trump with it at the first opportunity. Trump everything second hand, unless it takes the right bower for a doubtful trick, or breaks into the major tenace in trumps.
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lxii., is this passage: By this meanes also the schollars may be kept euer in their places, and hard to their labours, without that running out to the Campo (as they tearme it) at school times, and the manifolde disorders thereof; as watching and striuing for the clubbe and loytering then in the fields. See Football. Canlie A very common game in Aberdeen, played by a number of boys, one of whom is by lot chosen to act the part of Canlie. A certain portion of a street or ground, as it may happen, is marked off as his territory, into which, if any of the other boys presume to enter, and be caught by Canlie before he can get off the ground, he is doomed to take the place of Canlie, who becomes free in consequence of the capture. The game is prevalent throughout Scotland, though differently denominated: in Lanarkshire and Renfrewshire it is called Tig, and in Mearns Tick. --Jamieson. See Tig. Capie-Hole A hole is made in the ground, and a certain line drawn, called a Strand, behind which the players must take their stations. The object is at this distance to throw the bowl into the hole.
Any two cards, the pip value of which equals 10, may be withdrawn from the tableau, and others dealt from the top of the pack in their places. Only two cards may be used to form a 10. The K Q J 10 of each suit must be lifted together, none of these cards being touched until all four of the same suit are on the table together. When no cards can be lifted, the game is lost. The object in most patience games is to arrange the cards in sequences. An ascending sequence is one in which the cards run from A 2 3 up to the King; and a descending sequence is one in which they run down to the ace. Sequences may be formed of one suit or of mixed suits, according to the rules of the game. _=THE CARPET.=_ Shuffle and cut the pack. Deal out twenty cards in four rows of five cards each, face up.
It is a legitimate artifice in the game to ask for a card you already have in your own hand, although you know it will lose your guess, because it may be the only way to prevent another player from drawing several valuable cards from you. 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.
Whenever possible, death should be by actual gun- and rifle-fire and not by computation. Things should happen, and not be decided. We would also like to insist upon the absolute need of an official upon either side, simply to watch and measure the moves taken, and to collect and check the amounts of supply and ammunition given up. This is a game like real war, played against time, and played under circumstances of considerable excitement, and it is remarkable how elastic the measurements of quite honest and honourable men can become. We believe that the nearer that Kriegspiel approaches to an actual small model of war, not only in its appearance but in its emotional and intellectual tests, the better it will serve its purpose of trial and education. *** END 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. *** Updated editions will replace the previous one—the old editions will be renamed. Creating the works from print editions not protected by U.S. copyright law means that no one owns a United States copyright in these works, so the Foundation (and you!) can copy and distribute it in the United States without permission and without paying copyright royalties.
TEXT BOOKS. Spayth’s Checkers for Beginners. Game of Draughts, John Robertson. Janvier’s Anderson. Bowen’s Bristol. Bowen’s Cross. Bowen’s Fife. E.T. Baker’s Alma.
I heard a coyote howl. This was desert. This was peace. The dice and chuck-a-luck seemed ten thousand miles away. I heard a sound. Gravel crunched dimly under another foot. Somebody had stepped invisibly onto the roof. It scared the daylights out of me, more so because I was flat on my back. Cautiously I turned my head toward the door I had come through. I could see the fuzzy redness of a cigarette in the dark.