8. A person drawing a peg is compelled to move it, and on the event of its being placed in a hole, must there leave it.
9. A peg played to force or block cannot claim the advantage of a line if it make one by so playing, for instance, Black in 1, 6, 8, and 23, a white peg being in 15; Black by playing 6 to 7 can either take it as a line or block 15, but not both. Neither can 2 pegs be forced or blocked in the one move. The player has the preference in each case. A peg can, however, block and force in the one move.
Example.—White occupying holes 9 and 8, and Black holes 15 and 24, Black by getting a peg into 16 forces both 8 and 9; he therefore compels his adversary to move whichever is most to the forcer’s advantage. Or white in 10, 19, 13, with Black in 9 and 12, captures peg 12, and forces peg 9, by moving from 19 to 11.
10. A player, whose turn it is to move, having his pegs so surrounded that he cannot—draws the game.
11. A player having the whole of his pegs (9) on the board can gain no more by forcing the King.
12. A game being reduced to only 3 pegs on the board can be drawn, if not won in 20 moves. (H. E. Heather, Amateur Chess Magazine.)
Chancery.—This new round game at cards requires no tuition, and can be played by the smallest child, and by any number.
If the company does not exceed 5 or 6, one pack of cards is sufficient; if it does exceed that number, extra cards are preferable.
A pool is then subscribed, say 5 counters by each player; that is generally enough to keep it floating for some time, though should it run out another subscription is called for immediately.
The cards are then scattered in the centre of the table, with their faces downwards. Each player then draws one in turn, displaying it before him and calling what it is. Should it only be an ordinary card or picture drawn each time let the cards drawn lie in a heap before the player; should aces be drawn spread them conspicuously in front of the others.