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7th ch advantage adversary adversary's allowed ball better bishop called cards carom Castles chance checkmate count counters course crib deal dealer dealt direction double draw drawn eight entitled equal face figured five force four gain give hand happen hazard highest hold holes K.'s sq king king's knave knight Kt's laws lead lose lowest manner mode move never nine object observation odds once opponent pack pair partner party pass pawn person pieces pins placed play player pocket points pool position possible PROBLEM Qo's queen reckoning remain rook round rules score sequence seven side single square stake stroke strong suit suppose taken takes Kt takes Q third throw touch trick trump turn unless usual Whist WHITE wins
Side 225 - No. 1 places his ball on the winning and losing spot — No. 2 plays at No. 1 — No. 3 at No. 2, and so on, each person playing at the last ball : unless it should be in hand, then the player plays at the nearest ball. 3. If a striker should lose a life in any way, the next player plays at the nearest ball to his own ; but if his (the player's) ball be in hand, he plays at the nearest ball to the centre of the baulkline, whether in or out of baulk.
Side 245 - Bishop's Pawn to the third square — in the present instance, for example, you have deprived yourself of the power of castling, at least for some time, since the adverse Queen now commands the very square upon which your King, in castling on his own side, has to move. Black's last move is much more sensible. He again attacks your Bishop, and by the same move brings his Q's Knight into co-operation with the King's, on the weak point of your position : — 10.
Side 75 - ... are higher than his own, and receives from those who have lower numbers ; but nothing is paid or received by such players as have similar numbers to the dealer ; and when the dealer draws more than 21, he is to pay to all who have not thrown up.
Side 238 - Bishop only, &c., he must checkmate his adversary in fifty moves on each side at most, or the game will be considered as drawn ; the fifty moves commence from the time the adversary gives notice that he will count them.
Side 235 - The chess-board must be so placed that each player has a white corner square nearest his right hand If the board have been improperly placed, it must be adjusted, provided four moves on each side have not been played, but not afterwards.
Side 84 - Pharo, Pharaoh, or Pharaon, is very similar to Basset, a game formerly much in vogue. RULES OF THE GAME. The banker turns up the cards from a complete pack, deliberately, one by one, laying them alternately, first to his right for the bank, and then to his left hand for the punter, till the whole are dealt out. The punter may, at his option, set any number of stakes, agreeable to the sum limited, upon one or more cards chosen out of his...
Side 237 - When a Pawn is first moved in a game, it may be played one or two squares ; but in the latter case the opponent has the privilege of taking it en passant with any Pawn which could have taken it had it been played one square only. A Pawn cannot be taken en passant by a piece.
Side 235 - If a Piece or Pawn be misplaced at the beginning of the game, either player may insist upon the mistake being rectified, if he discover it before playing his fourth move, but not afterwards.
Side 14 - The more plainly you demonstrate your hand to your partner the better. Be particularly cautious not to deceive him in his or your own leads, or when he is likely to have the lead ; a concealed game may now and then succeed in the suits of your adversaries ; but this should not be attempted before you have made a considerable proficiency, and then but seldom, as its frequency would destroy the effect.
Side 102 - ... and may, if he chooses, adopt and play the joint number of the preliminary throw. If he reject, then the first step is made by his throwing both the dice, and moving any one of his men to an open point at the distance indicated by one of the dice, and then moving another man (or the same man farther on, if he think proper,) to another open point indicated by the number of the second die. This completes his move, his adversary then follows in a similar manner, and so on alternately to the end...