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THAT HAVE NEVER HAPPENED.

of moves at the commencement, must not with those moves cross from his own half of the board.

v. If a player, in his turn to play, touch one of his men, he must move that piece, if it can legally move, unless, when he first touches it, he says aloud, "J'adoube." No penalty is attached to touching a piece, unless it is your turn

to move.

vi. If the player touch his king, with the intention of moving him, and then find that he cannot do so without placing the king in check, no penalty can be inflicted on his replacing his king and moving elsewhere. [Otherwise ? If the player should touch a man which cannot be moved without placing his king in check, he must move his king instead.

vii. If a player about to move touch one of his adversary's men, without saying "J'adoube" when he first touches it, he must take that piece, if it can be lawfully taken. Should it not be taken, he must, as a penalty, move his king; but should the king be unable to play without going into check, no penalty can be enforced. It is not allowed to castle upon a compulsory move of the king.

viii. While you hold your piece you may move it anywhere allowed by the rules; but when you quit your hold the move is completed, and must be abided by.

ix. If you inadvertently move one of your adversary's pieces instead of your own, he may compel you to take the piece you have touched, should it be en prise; or to replace it and move your king, or to leave it on the square to which you have moved it, and forego any other move at that time. . Should you capture one of the adverse pieces with another, instead of one of your own, the capture holds good, if your opponent so decides.

x. If the player takes a piece through a false move, his adversary may compel him to take such piece with one that can lawfully take it; or to move the piece that has been touched,

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if such move does not expose the king to check; or he may be directed to move his king.

xi. If you take one of your own men, instead of one of your adversary's, you may be compelled to move one of the two pieces touched, at the option of your opponent. Mr. Walker thinks that the penalty should be to lose the man you have improperly taken off.

xii. An opponent has the option of punishing a false move, by claiming the false move as your move, by compelling you to move the piece touched, as you may think fit, or to replace the piece and move your king.

xiii. The king must never be exposed to check by any penalty enforced.

xiv. If you move twice running, you may be compelled to abide by both moves, or to retract the second.

xv. Unlimited time is allowed for the moves [unless otherwise agreed]. If one player insists upon the postponement of the termination of a game, against the will of his opponent, the game is forfeited by him who will not play on.

xvi. When a pawn is moved two squares, it is liable to be taken, en passant, by a pawn, but not by a piece.

xvii. If you touch both king and rook, intending to castle, you must move one of the two pieces, at the option of your adversary; or he may compel you to complete the castling. You cannot take a piece and castle at the same time; nor does the rook check as it passes to its new position; but it may check on its position after castling.

xviii. False castling is liable to the same penalties as a false move.

xix. When a player gives the odds of a rook, he does not relinquish the right of castling on the side from which the rook has been taken, all other conditions being lawful, as if the rook were in its place.

xx. When you give check you must say so aloud. If check is not called on

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A HASTY MAN NEVER WANTED WOE.

either side, but subsequently discovered, you must endeavour to recall all the moves back to the period when the check first occurred.

xxi. You are not compelled to cry check when you attack the queen.

xxii. If you cry check, and afterwards alter your determination, you are not compelled to abide by the intention, provided you have not touched the piece.

'xxiii. When a pawn reaches the opposite side of the board it may be replaced by any piece, at the option of the owner, and irrespective of the pieces already owned by him.

xxiv. Stall mate is a drawn game. XXV. Drawn games count for nothing; and he who moved first in the drawn game moves first in the following.

xxvi. If you declare to win a game, or position, and only draw it, you are accounted the loser.

xxvii. When you have either of the following advantages of force, you are compelled to give check-mate in fifty moves, or the game is considered drawn. King and queen against king. King and rook against king. King and two bishops against king. King, bishop, and knight, against king.

King and queen against king and rook.

King and rook against king and minor piece.

King and pawn against king. King and two pawns against king and pawn.

xxviii. If you move after your adversary has made a false move, or committed other irregularity, you cannot claim the penalties.

xxix. Spectators are forbidden to make remarks.

xxx. Disputes to be referred to a third party.

58. Rules of the Game of Draughts. The nine laws for regulating the game of draughts are as follows::

i. Each player takes the first move

alternately, whether the last game be won or drawn.

ii. Any action which prevents the adversary from having a full view of the men is not allowed.

iii. The player who touches a man must play him.

iv. In case of standing the huff, which means omitting to take a man when an opportunity for so doing occurred, the other party may either take the man, or insist upon his man, which has been so omitted by his adversary, being taken.

v. If either party, when it is his turn to move, hesitate above three minutes, the other may call upon him to play; and if, after that, he delay above five minutes longer, then he loses the game.

vi. In the losing game, the player can insist upon his adversary taking all the men, in case opportunities should present themselves for their being so taken.

vii. To prevent unnecessary delay, if one colour have no pieces, but two kings on the board, and the other no piece, but one king, the latter can call upon the former to win the game in twenty moves; if he does not finish it within that number of moves, the game to be relinquished as drawn.

viii. If there are three kings to two on the board, the subsequent moves are not to exceed forty.

59. Whist.-(Upon the principles of Hoyle's games.) Great silence and attention must be observed by the players. Four persons cut for partners; the two highest are against the two lowest. The partners sit opposite to each other, and the person who cuts the lowest card is entitled to the deal. The ace is the lowest in cutting.

i. SHUFFLING.-Each person has a right to shuffle the cards before the deal; but it is usual for the elder hand only, and the dealer after.

ii. CUTTING. The pack is then cut by the right hand adversary; and the dealer distributes the cards, one by one, to cach of the players, beginning with

A SLOTHFUL MAN IS A BEGGAR'S BRother.

the person who sits on his left hand, until he comes to the last card, which he turns up, being the trump, and leaves on the table till the first trick is played.

iii. FIRST PLAY.-The person on the left hand side of the dealer is called the elder, and plays first; whoever wins the trick becomes elder hand, and plays again; and so on, till all the cards are played out.

iv. MISTAKES.-No intimations, or signs of any kind, during the play of the cards, are permitted between the partners. The mistake of one party is the game of the adversary, except in a revoke, when the partners may inquire if he has any of the suit in his hand.

V. COLLECTING TRICKS.-The tricks belonging to each party should be turned and collected by the respective partners of whoever wins the first trick in every hand. All above six tricks reckon towards the game.

vi. HONOURS.-The ace, king, queen, and knave of trumps are called honours; and when either of the partners have three separately, or between them, they count two points towards the game; and in case they have four honours, they count four points.

vii. GAME.-The game consists of ten points.

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many as are gained by tricks or honours, so many points are set up to the score of the game.

Quart, is four successive cards in any suit.

Quart Major, is a sequence of ace, king, queen, and knave.

Quint, is five successive cards in any suit.

Quint Major, is a sequence of ace, king, queen, knave, and ten.

Sce-saw, is when each partner turns a suit, and when they play those suits to each other for that

purpose. Score, is the number of points set up. The following is the most approved method of scoring:1 2 3 4

5 6 7 8 9 0 0 00 000 0 0 00 000 0000 00 000 0. 0

Slam, is when either party win every trick.

Tenace, is possessing the first and third best cards, and being the last player; you consequently catch the adversary when that suit is played: as, for instance, in case you have ace and queen of any suit, and your adversary leads that suit, you must win two tricks, by having the best and third best of the suit played, and being the last player.

Tierce, is three successive cards in any

suit.

Tierce Major, is a sequence of ace, king, and queen.

60. TERMS USED IN WHIST. -Finessing, is the attempt to gain an advantage; thus:- If you have the best and third best card of the suit led, you put on the third best, and run 61. RULES FOR PLAYING WHIST. the risk of your adversary having thei. Lead from your strong suit, and second best; if he has it not, which is be cautious how you change suits; and two to one against him, you are then keep a commanding card to bring it in certain of gaining a trick. again.

Forcing, is playing the suit of which your partner or adversary has not any, and which he must trump, in order to win.

Long Trump, means the having one or more trumps in your hand when all the rest are out.

Loose Card, means a card in hand of no value, and the most proper to throw away.

Points.-Ten make the game; DS

ii. Lead through the strong suit and up to the weak; but not in trumps, unless very strong in them.

iii. Lead the highest of a sequence; but if you have a quart or cinque to a king, lead the lowest.

iv. Lead through an honour, particularly if the game is much against you.

v. Lead your best trump, if the adversaries be eight, and you have no

[blocks in formation]

honour; but not if you have four trumps, unless you have a sequence.

vi. Lead a trump if you have four or five, or a strong hand; but not if weak. vii. Having ace, king, and two or three small cards, lead ace and king if weak in trumps, but a small one if strong in them.

viii. If you have the last trump, with some winning cards, and one losing card only, lead the losing card.

ix. Return your partner's lead, not the adversaries'; and if you have only three originally, play the best; but you need not return it immediately, when you win with a king, queen, or knave, and have only small ones, or when you hold a good sequence, have a strong suit, or have five trumps.

x. Do not lead from ace queen, or ace knave.

xi. Do not lead an ace, unless you have a king.

xii. Do not lead a thirteenth card, unless trumps be out.

xiii. Do not trump a thirteenth card, unless you be last player, or want the lead.

xiv. Keep a small card to return your partner's lead.

xv. Be cautious in trumping a card when strong in trumps, particularly if you have a strong suit.

xvi. Having only a few small trumps, make them when you can.

xvii. If your partner refuses to trump a suit, of which he knows you have not the best, lead your best trump.

xviii. When you hold all the remaining trumps, play one, and then try to put the lead in your partner's hand.

xix. Remember how many of each suit are out, and what is the best card left in each hand.

xx. Never force your partner if you are weak in trumps, unless you have a renounce, or want the odd trick.

xxi. When playing for the odd trick, be cautious of trumping out, especially if your partner be likely to trump a suit; and make all the tricks you can early, and avoid finessing.

xxii. If you take a trick, and have a sequence, win it with the lowest.

62. LAWS OF WHIST.-DEALING.-i. If a card be turned up in dealing, the adverse party may call a new deal, unless they have been the cause; then the dealer has the option.

ii. If a card be faced in the deal, the dealer must deal again, unless it be the last deal.

iii. If any one play with twelve cards, and the rest have thirteen, the deal to stand good, and the player to be punished for each revoke; but if any have fourteen cards, the deal is lost.

iv. The dealer to leave the trump card on the table till his turn to play after which none may ask what card was turned up, only what is trumps.

v. No person may take up the cards while dealing; if the dealer in that case should miss the deal, to deal again, unless his partner's fault; and if a card be turned up in dealing, no new deal, unless the partner's fault.

vi. If the dealer put the trump card on the rest, with face downwards, he is to lose the deal.

63. PLAYING OUT OF TURN.—vii. If any person play out of his turn, the adversary may call the card played at any time, if he do not make him revoke; or if either of the adverse party be to lead, may desire his partner to name the suit, which must be played.

viii. If a person supposes he has won the trick, and leads again before his partner has played, the adversary may oblige his partner to win it, if he can.

ix. If a person lead, and his partner play before his turn, the adversary's partner may do the same.

x. If the ace, or any other card of a suit, be led, and any person play out of turn, whether his partner have any of the suit led or not, he is neither to trump it nor win it, provided he do not revoke.

64. REVOKING.-xi. If a revoke happen to be made, the adversary may add three to their score, or take three tricks from them, or take down three from

USE WEALTH GENEROUSLY;

their score; and, if up, must remain at nine.

xii. If any person revoke, and, before the cards be turned, discover it, the adversary may cause the highest or lowest of the suit led, or call the card then played at any time, if it do not cause a revoke.

xiii. No revoke to be claimed till the trick be turned and quitted, or the party who revoked, or his partner, have played again.

xiv. If any person claim a revoke, the adverse party are not to mix their cards, upon forfeiting the revoke.

xv. No revoke can be claimed after the cards are cut for a new deal.

CALLING HONOURS -xvi. If any person call, except at the point of eight, the adverse party may consult, and have a new deal.

xvii. After the trump card is turned up, no person may remind his partner to call, on penalty of losing one point.

xviii. If the trump card be turned up, no honours can be set up unless before claimed; and scoring honours, not having them, to be scored against them.

xix. If any person call at eight, and be answered, and the opposite parties have thrown down their cards, and it appear they have not their honours, they may consult, and have a new deal

or not.

xx. If any person answer without an honour, the adversaries may consult, and stand the deal or not.

xxi. If any person call at eight, after he has played, the adversaries may call a new deal.

65. SEPARATING AND SHOWING THE CARDS.-xxii. If any person separate a card from the rest, the adverse party may call it if he name it; but if he call a wrong card, he or his partner are liable, for once, to have the highest or lowest card called in any suit led during that deal.

xxiii. If any person throw his cards on the table, supposing the game lost, he may not take them up, and the

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adversaries may call them, provided he do not revoke.

xxiv. If any person be sure of winning every trick in his hand, he may show his cards, but is liable to have them called.

OMITTING TO PLAY TO A TRICK.XXV. If any person omit to play to a trick, and it appear he has one card more than the rest, it shall be at the option of the adversary to have a new deal.

RESPECTING WHO PLAYED A PARTICULAR CARD.-XXVI. Each person ought to lay his card before him; and if either of the adversaries mix their cards with his, his partner may demand each person to lay his card before him, but not to inquire who played. any particular card.

These laws are agreed to by the best judges.

66. MAXIMS FOR WHIST.LEADER.-i. Begin with the suit of which you have most in number; for, when the trumps are out, you will probably make several tricks by it.

ii. If you hold equal numbers in different suits, begin with the strongest, because it is the least liable to injure your partner.

iii. Sequences are always eligible leads, as supporting your partner without injuring your own hand.

iv. Lead from a king or queen, rather than from an ace; for, since the adversaries will lead from those suits which you do not, your ace will do them most harm

v. Lead from a king rather than a queen, and from a queen rather than from a knave; for the stronger the suit, the less is your partner endangered.

vi. Lead not from ace queen, or ace knave, till necessary; for, if that suit be led by the adversaries, you have a good chance of making two tricks in it.

vii. In all sequences to a queen, knave, or ten, begin with the highest, because it will frequently distress your left-hand adversary.

viii. Having ace, king, and knave,

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