If a ball touch another (except a prisoner, or a sentinel in his castle), the player may, if he likes, replace it where it was when touched, and use it to croquet his own with: in the excepted cases, he must replace it, but can do no more.

VI

If a soldier go through an arch, or between a door and flag, in his proper course, or if a sentinel go through the gate of his castle, the player has another turn.

VII

A player whose soldier is a prisoner, plays all his turns with his sentinel; and one, whose castle is fortified, with his soldier, unless it be taken prisoner, when he must play his sentinel to rescue it.

VIII

The sentinel of a fortified castle is considered to be in, or out of, the castle, as the owner chooses: that is, if he wishes to invade a castle, the sentinel of which is within it, he may consider his own sentinel as out of its castle (which gives him the right of invasion): or, if he wishes to go and rescue his soldier, he may consider it as in (so that he first plays it through the gate, and then has another turn).

Ch. Ch., Oxford, May 4, 1863.

N.B. This game does not absolutely require more than two additional balls, beside those used in the ordinary game; these may be Light Blue and Light Green, and the 10 balls may be arranged as follows--
                        Soldiers                                                             Sentinels
                        BLUE.                                                                                   LIGHT BLUE.
                        BLACK.                                                               BROWN.
                        ORANGE.                                                            YELLOW.
                        GREEN.                                                               LIGHT GREEN.
                        RED.                                                                   PINK.

MISCHMASCH

(Word-Game for Two Players or Two Sets of Players)
`Pars pro toto.'

THE essence of this game consists in one Player proposing a `nucleus' (i.e. a set of two or more letters, such as `gp', `emo', `imse'), and in the other trying to find a `lawful word' (i.e. a word known in ordinary society, and not a proper name), containing it. Thus, `magpie', `lemon', `himself', are lawful words containing the nuclei `gp', `emo', `imse'.

A nucleus must not contain a hyphen (e.g. for the nucleus `erga', `flower-garden' is not a lawful word).

Any word, that is always printed with a capital initial (e.g. `English'), counts as a proper name.

RULES

1. Each thinks of a nucleus, and says `ready' when he has done so. When both have spoken, the nuclei are named. A Player may set a nucleus without knowing of any word containing it.

2. When a Player has guessed a word containing the nucleus set to him (which need not be the word thought of by the Player who set it), or has made up his mind that there is no such word, he says `ready', or `no word', as the case may be: when he has decided to give up trying, he says `I resign'. The other must then, within a stated time (e.g. 2 minutes), say `ready', or `no word', or `I resign', or `not ready'. If he says nothing, he is assumed to be `not ready'.

3. When both have spoken, if the first speaker said `ready', he now names the word he has guessed: if he said `no word', he, who set the nucleus, names, if he can, a word containing it. The other Player then proceeds in the same way.


  By PanEris using Melati.

Previous page Back Home Email this Search Discuss Next page
Copyright: All texts on Bibliomania are © Bibliomania.com Ltd, and may not be reproduced in any form without our written permission. See our FAQ for more details.