The game then pauses while the players work out the cavalry melee. Red has brought up eighteen men to this; in touch or within six inches of touch there are twenty-one Blue cavalry. Red s force is isolated, for only two of his men are within a move, and to support eighteen he would have to have nine. By the rules this gives fifteen men dead on either side and three Red prisoners to Blue. By the rules also it rests with Red to indicate the survivors within the limits of the melee as he chooses. He takes very good care there are not four men within six inches of either Blue gun, and both these are out of action therefore for Blue s next move. Of course Red would have done far better to have charged home with thirteen men only, leaving seven in support, but he was flurried by his comparatively unsuccessful shooting--he had wanted to hit more cavalry--and by the gun-trail mistake. Moreover, he had counted his antagonist wrongly, and thought he could arrange a melee of twenty against twenty. Figure 5b shows the game at the same stage as 5a, immediately after the adjudication of the melee. The dead have been picked up, the three prisoners, by a slight deflection of the rules in the direction of the picturesque, turn their faces towards captivity, and the rest of the picture is exactly in the position of 5a.

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Each coin knifed into the soft cedar of the door, burying itself about halfway. My best sustained lift, I suppose is about two hundred times the weight of a silver dollar. But with the lift split by the need to keep the stack together, about twenty gees was all the shove I gave the cartwheels. Still, you might figure out how fast those cartwheels were traveling after moving twenty feet across the bar at an acceleration of twenty gees. Smythe gasped. I doubted he had ever seen better, even in the controlled conditions of Lodge Meeting. A little something to remember me by, I said, as I opened the silver-studded door. Now let s see the boss. You re a TK bruiser, he said, impressed. If you hit Barney s eyes like that, he s a Blind Tom for fair.

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_=Exposed Cards.=_ The following are exposed cards, which must be left face up on the table, and are liable to be called by either adversary: 1. Every card faced upon the table otherwise than in the regular course of play. 2. Two or more cards played to a trick; the adversaries may elect which shall be played. 3. Any card named by the player holding it. The adversary on the right of an exposed card must call it before he plays himself. If it will be the turn of the player holding the exposed card to lead for the next trick, the card, if wanted, must be called before the current trick is turned and quitted. Should a player having the lead, and an exposed card in front of him, play before the previous trick is turned and quitted, the card so led may also be claimed as exposed.

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_=THE SLAM.=_ This feature of Solo Whist is even rarer than the _grand coup_ at Whist. It is not very marvellous for an abundance player to make twelve or thirteen tricks; but to announce thirteen tricks before a card is played is something phenomenal. All the adversaries can do against such a call is to show each other, by their discards, in which of the suits they have a possible trick. It is very annoying to have a player succeed in making a slam just because two of his adversaries keep the same suit. SOLO WHIST FOR THREE PLAYERS. The best arrangement is to play with a pack of forty cards, deleting the 2, 3, and 4 of each suit. The last card is turned up to determine the trump, but it is not used in play. There is no proposal and acceptance, solo being the lowest call. If all three players pass, the trump card is turned down, and each player in turn has the option of calling a six-trick abundance, naming his own trump suit.