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DOMINISSIMO

Sources.
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    Joyce liked to joots (jump out of the system) recreationally too, mixing vastly different games into one supergame -- which might be called Dominissimo [Latin "Lord of lords, domino of dominoes"]. By placing digits bricklike in square or triangular or hexagonal patterns an ever growing and changing tableau of interlocking pip sequences, with the pips readable in different number combinations by the two (or more} players, is generated. It can adapted to play with cards, dice, on a blackboard, or slips of paper.
    Say, for example, North plays 11 on the tableau,
          12      
      0789      
 forming an abmas {10, 9, 8, 7}, and a wonx {1, 1}:
      1    12        2b   hj  
      10789       4bdfhj
   The tableau arrangement can be designated as above with the uppermost  rank (from North's pov] as b and the leftmost file as 2 [2b is much better, than not 2b, to answer Hamlet's question. It allows for naming all adjacent positions. Cartesian positions can be designated by even numbers followed by an even letter, and intermediate triangular and hexagonal positions by odd numbers and odd letters.] Then East could move the (1, 1) knightwise, (symbolized by S) changing the tableau to a noir proil {17, 10, 9, 8}. Since the leftmost column was removed the designation changes, 2b shifting back from NW to N of the 0.
 11S2b4b-6bd
         12      2    fh
     0789    4bdfh
     11          6bd
                                                         SEQUENCES
AABCILN STRAIGHT: [Caliban alphome] 84172
AADMOTAR: [matador alphome with phonetic -r] two with count of 7  in alphabetical order ({1, 6}, {5, 2}, {4, 3}}
ABART: [bart alphome with phonetic -r-] 2 numbers, not 0, 1, 4, 7, 8, with sum of 8 in alphabetical order, 62 or 53
ABERZ: [zebra alphome] five in alphabetical order from (30, 35, 34, 31, 36, 33, 32, 29), {19, 20, 28, 25, 24, 21, 27, 26, 23, 22}, {18, 11, 15, 14, 17, 16, 13, 12} or {8, 5, 9, 7, 6, 10})
ABMAS: [Samba ananym] four-number meld at least seven low { . . ., 111089, 10987, 10897, 10879, 10798, 10789,  98710, 98107, 97810, 97108, 89710, 89107, 87910, 87109, 79810, 79108, 78910, 78109, 71098, 71089}
ABNTU: [Bantu aghirstt] {5, 4, 1, 6, 3), (5, 4, 1, 3, 0}
ACEHELV: [cheval alphome with phonetic -l-] two adjacent numbers on Roulette table in alphabetical order (18, 17), (18, 15), (17, 14), (17, 16), (17, 20), (16, 13), (15, 14), (15, 12), (14, 11), (14, 13), (11, 10), (11, 12), (10, 13), (9, 6), (9, 12), (8, 11), (8, 5), (8, 9), (8, 7), (7, 10), (6, 3), (5, 6), (5, 2), (4, 1), (3, 2), (1, 2)
ACGAR: [carg and garc alphome with phonetic -r] po and others to sum to 13 or 31 in alphabetical order
AELLVS: [valles alphome] (5, 7, 3)
AGHIRSTT: ["straight" alphome] five numbers in alphabetical order from {8, 800, . . ., 11, 15, 5, 4, 14, 9, 19, 1, 7, 17, 6, 16, 10, 13, 30, 35, 34, 31, 36, 33, 32, 3, 12, 20, 28, 25, 24, 22, 2, 0, 00}
AGHIRSTT FHELSU: 5 in alphabetical order in same suit from {noir 8, 11, 15, 17, 6, 10, 13, 35, 31, 33, 20, 28, 24, 26, 22 or rouge 18, 5, 4, 14, 19, 1, 7, 16, 30, 35, 34, 36, 32, 3, 12, 25, 26}
AIPARS: [pairs alphome with phonetic -r-] aka op, 2 from (8, 4, 6, 2) in alphabetical order
ALPHAMAGIC SQUARE: square in which numbers and their number names' number of letters are both magical, e. g.,  
 5    22    18
28    15     2
12      8    25
AMBSACE: or snake-eyes [Craps] 11; aces, wonx
AMBSEIGHT: [1:8::absace:?] eight po (8, 8)
ANTIMAGIC SQUARE: square in which all rows and columns have different sums, e. g.,
7   6   5
8   9   4
1   2   3
APHRODITE: [Dice] see Beast, six proil (6, 6, 6)
ARBEE: [looped beer with phonetic r-] 5302                     
B: [Bingo] 5 from {1, . . ., 15}
BACCARAT: ?ni  = 0 (mod 10), two or three numbers with sum divisible by ten, {. . ., 992, . . ., 19}, see quaternary po and novenary po, trinary book
BAKER'S STRAIGHT: 13 numbers in sequence {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13), (2, ..., 14), (3, ..., 15), etc.
BANTU: [ban two] would-be straight without 2 {6, 5, 4, 3, 1), (5, 4, 3, 1, 0}
BART: [Tien Gow] 2 numbers, not 0, 1, 4, 7, 8, with sum of 8 (6, 2) or (5, 3), see abart
BEAN: {Bingo] 5 or 7 {pl. 57, see "Heinz"}
BEAST: [Rv 13:18] aka Aphrodite, six proil (6, 6, 6)
BEDPOSTS: [bowling] (10, 7); aka fenceposts, goalposts, mule ears)
BEER: [rootbeer squared] 3025
BELCYCI: [looped elcycib] 40123
BERGHOLT: [Bergholt] 4x4 magic square of the form
a - w         c + w + y  b + x - y       d - w
d + w - z         b            c             a - w + z
c - x + z          a            d             b + x - z
b + x         d - w - y    a - x + y       c + w
BICYCLE: [Lowball] lowwest straight {43210}
BICKETTY: [bicketty-two backformation] 10 (base 24)
BICKETTY-TWO: [ticketty-boo spoonerism] 26
BIG BOBTAIL: four in meld {. . .), (99, 98, 97, 96), (. . . ), (3, 2, 1, 0}
BIG BUBOBUBTUBAILUL: [English:Double Dutch::bobtail:?] straight with 2-number gaps between numbers {. . ., 99, 96, 93, 90), (. . . ), (9, 6, 3, 0}
BIG BUCK: [Buck Dice] proil with count less than seven {000, 111, 222}
BIG BUX: big buck po {2, 2, 2, 1, 1, 1), (2, 2, 2, 0, 0, 0), (1, 1, 1, 0, 0, 0}
BIG DICK: [Craps] two below 7 with sum 10 {64, 63, 62, 61, 60, 55, 54, 53, 52, 51, 50, 46, 45, 44, 43, 42, 41, 40, 37, 36, 35, 34, 33, 32, 31, 30, 28, 27, 26, 25, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10}
BIG DIX: any two from {64, 63, 62, 61, 60, 55, 54, 53, 52, 51, 50, 46, 45, 44, 43, 42, 41, 40, 37, 36, 35, 34, 33, 32, 31, 30, 28, 27, 26, 25, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10}
BIG EARS: aka double pinochle {10, 7, 6, 4}
BIG EIGHT: [Dice] two below 7 with sum of 8 {62, 53, 44, 35, 26}
BIG FISH: [Tiu U] two with sum greater than 7 (5, 4), (5, 6), (5, 7), (5, 8), (5, 9), (6, 2), (6, 3), (6, 4), (6, 5), (6, 7), (6, 8), (6, 9), (7, 1), (7, 2), (7, 3), (7, 4), (7, 5), (7, 6), (7, 8), (7, 9), (8, 0), (8, 1), (8, 2), (8, 3), (8, 4), (8, 5), (8, 6), (8, 7), (8, 9), (9, 0), (9, 1), (9, 2), (9, 3), (9, 4), (9, 5), (9, 6), (9, 7), (9, 8)
BIG HEAD SIX: [Tien Gow] (5, 1)
BIG SIX: [Dice] two below 7 with sum of 6 {6, 0), (5, 1), (4, 2)
BIG SLOGGER: [Slogger] two with count of 9 or 19 {19, 0), (18, 1), (17, 2), (16, 3), (15, 4), (14, 5), (13, 6), (12, 7), (11, 8), (10, 9), (9, 0), (8, 1), (7, 2), (6, 3), (5, 4), (4, 5), (3, 6), (2, 7), (1, 8), (0, 9}
BIG STRAIGHT: [Yacht] six-high six-number meld {6, 5, 4, 3, 2, 1}
BINARY BOOK: [1111 (base 2)] two or three with sum of 15 {15, 0), . . ., (6, 9}
BINARY BOOX: [{111, 111}...{999, 999}] binary book po {. . ., 6789}
BINARY PO: [11 {base 2}] two with sum of 3  {3, 0), (2, 1)
BINARY PROIL: [111 {base 2}] two or three with sum of 7  {7, 0, 0), (6, 1, 0), (5, 2, 0), (5, 1, 1), (4, 3, 0), (4, 2, 1),  (7, 0), (6, 1), (5, 2), (4, 3)
BINGO: [Dominoes] double zero {00}
BLITZ: [Canasta] 14-number sequence
BOBTAIL: [Wild Poker] four {big} or three {little} in meld, see run
BOLIVIA: [Bolivia Canasta] canasta with seven wilds
BOOK: [Authors] four-of-a-kind {9999, 8888, 7777, 6666, 5555, 4444, 3333, 2222, 1111, 0000}
BOOKIE: [bookmaker] wild able to make a proil into a book
BOO-TICKETTY: [two bicketty spoonerism] 84
BOOX: book po, two fours-of-a-kind {n, n, n, n, m, m, m, m}
BOARD: [Tien Gow] (2, 2)
BOXCARS: [Craps] sixes {6, 6}, see heaven
BOXCARS SQUARED: 66 squared = 4356
BREE: [looped reeb] 3520
BRISX: [brisque po] two with ones or tens or both {1010, 110,
101, 11}
BROIL: [pair royal: proil::brisque proil:?] three with ones or tens {101010), (10110, 10101), (1101, 1011), (111}
BUCKET: [bowling] left {8542, 8524, 8452, 8425, 5842, 8524, 4852, 4825, 4582, 4528, 4285, 4258, 2854, 2845, 2584, 2548, 2485, 2458} or right {9653, 9635, 9563, 9536, 9365, 9356, 6953, 6935, 6593, 6539, 6395, 6359, 5963, 5936, 5693, 5639, 3965, 3956, 3695, 3659, 3596, 3569}
flush or low hand
BUST: [Black Jack] sum above twenty-one {. . ., 999, 998, 997, 996, 995, 994, 989, 988, 987, 986, 985, 979, 978, 977, 976, 969, 899, 898, 897, 896, 895, 889, 888, 887, 886, 879, 878, 877, 799, 798, 797, 796, 789, 788, 787, 779, 778}
BUZZ PROIL: 5 and 10n and 10m
BUZZES: [Buzz] 5n {5, 10, 15, 20,  . . .}
CALYPSO: [Calypso] whole trump suit
CANASTA: [Canasta] seven or more of same rank with at least one natural pair and at most three wilds
CASHOMUMBUBO: [English:Double Dutch::combo:?] two with two-number gap({12, 9}; {11, 8}; {10, 7}; {9, 6}; {8, 5}; {7, 4}; {6, 3}; {5, 2}; {4, 1}; {3, 0})
CASHHUTCHOWUB: [English:Double Dutch::chow:?] 3 in suit and meld with two-number gaps (12, 9, 6}; {11, 8, 5}; {10, 7, 4}; {9, 6, 3}; {8, 5, 2}; {7, 4,1}; {6, 3, 0})
CATCH: [Keno] 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 or 12, i.e., not 0, 17 or 20
CAT-HOP: [Faro] pair and kicker
CHEVAL: [Roulette] two adjacent numbers on Roulette table: ({20, 17}; {18,17}; {18, 15}; {17, 16}; {17, 14}; {16, 13}; {15, 14}; {15, 12}; {14, 13}; {14, 11}; {13,10}; {12, 11}; {12, 9}; {11, 10}; {11, 8}; {10, 7}; {9, 8}; {9, 6}; {8, 7; {8, 5; {10, 7}; {6, 5}; {6, 3}; {5, 2}; {4, 1}; {3, 2}; {2, 1})
CHICANE: trumpless
CHOW: [Mah Jongg] three number straight flush
CLOTHESLINE: [bowling] left (7, 4, 2, 1) or right (10, 6, 3, 1)
CLOTHESLINE FLUSH: both left and right clotheslines (10, 7, 6, 4, 3, 2, 1)
COCKEYES: [Craps] two with sum three (3, 0; 2, 1)
COMBO: [combination] two-number meld, see blackjack, doublet, slogger
COMOQUER: [Panquingue] not 1 or 13
COUNTERCHOW: [run:chow::counterrun:?] run flush in letter not sum with counts of 3, 4, 5 or 6 (1, 2, 6, 10, phi; {9, 5, 4, 0}, unit; {8, 7, 3}; {11, 12, 20})
COUNTERCOMBO: combination in letter not pip sum
COUNTERKONG: kong in letter not pip sum
COUNTERPAIR: pair in letter not pip sum
COUNTERPUNG: pung in letter not pip sum
COUNTERQRUN: [run:counterrun::qrun:?] one from one letter count, two from other two
COUNTERQUINT: quint in letter not sum
COUNTERRUN: run in letter not sum
CRAG: [Crag] cathop with sum of thirteen (6, 6, 1; 5, 5, 3; 4, 4, 5; 3,3, 7; 2, 2, 9; 1, 1, 11)
CRAP: [Crap] cockeyes (2, 1), snake-eyes (1, 1) or boxcars (6, 6)
CROIL: [pair:proil::combo:?] proil and combo (12, 12, 12, 11; 10, 10,10, 9; 8, 8, 8, 7; 6, 6, 6,5; 5, 5, 5, 4; 4, 4, 4, 3; 3, 3, 3, 2; 2, 2,2, 1; 1, 1, 1, 0)
CROSS: not trump suit, see left Sancho
CUBE: meld as cube 243 = (1, 3, 8, 2, 4), 273 = (1, 9,6, 8, 3), 293 = (2, 4, 3, 8, 9), 323 = (8, 7, 6, 3, 2), 353 = (8, 7, 5, 4, 2), 383 = (8, 7, 5, 4, 2) or 413 = (9, 8, 6, 2, 1)
CUBE TRUN: triple run meld as cube 363 = (4, 6, 6, 5, 6)
DANCING DRAGON: [See-Low] 3, 2, 1
DECIMAL PAIR: [1110] with sum divisible by eleven
DIX: [Pinochle] 7 (fizz) of trump, wild as another trump number
DOG: [Dice] ace proil (1, 1, 1)
DOM: [Snoozer] 3 of trump, see double dom
DOUBLE ACE FLUSH: 1, 1 and three from (3, 5, 7, 9, 12, 14)
DOUBLE BOOK: [1:2::book] eight-of-a-kind
DOUBLE BOOX: book two pair
DOUBLE CARR: [Roulette] half of quadruple carr‚
DOUBLE CHOW: [1:2::chow:?] six in meld and suit
DOUBLE COLONNE: [Roulette] modulo three pair
DOUBLE COLONNE · CHEVAL: [Roulette] modulo three combo
DOUBLE COMBO: [run: double run::combo:?] pair and combo (12, 12, 11;11, 10, 10; 10, 10, 9; 9, 8, 8; 8, 8, 7; 8, 7, 7; 7, 7, 6; 7, 6, 6; 6,6, 5; 6, 5, 5; 5, 5, 4; 5, 4, 4; 4, 4, 3; 4, 3, 3; 3, 3, 2; 3, 2, 2; 2,2, 1; 2, 1, 1; 1, 1, 0; 1, 0, 0)
DOUBLE COUNTERPAIR: 2 of 2 letters counts
DOUBLE COUNTERPUNG: 6 of one letter count
DOUBLE COUNTERRUN: one each of two letter counts, two of other
DOUBLE DOM: [3:dom::6:?] 6 of trump
DOUBLE DOUBLES: [Dominoes] 4 pair under 7 (6, 6; 5, 5; 4, 4; 3, 3; 2,2; 1, 1; 0, 0)
DOUBLE DWOOD: [1:2::dwood:?] (8, 5, 2, 1; 9, 5, 3, 1; 9, 8, 3, 2)
DOUBLE HORN: [Craps] any two of 12, 11, 3 or 2 (12, 11; 12, 3; 12, 2;11, 3; 11, 2; 3,2)
DOUBLE KONG: [1:2::kong] eight of same rank and suit (1, 2, 3, 4, 5, 6,10)
DOUBLE MURPHY: [2:1::murphy:?] {10, 7, 3, 2
DOUBLE PUNG: [1:2::pung:?] sextuplet with same rank and suit (0 in phi,10 in units, 1 through 6 in either)
DOUBLE QUATRE: [Roulette] any two of 3, 2, 1, 0 ({3, 2}; {3, 1}; {3, 0}; {2,1}; {2, 0}; {1, 0})
DOUBLE SQUARE: eight-high meld as double square or fourth-power, 28,561= 134 (2, 8, 5, 6, 1), 38,416 = 144 (3, 8, 4, 1, 6); 83,521 = 174 (8, 5, 9, 2, 1)
DOUBLE SQUARE PAIRS: two pair meld as double square or fourth-power, 1331 = 114 (3, 3, 1, 1)
DOUBLE TRIPLE PUNG: [1:2::triple pung:?] 27 with same rank and suit, only 4 of phi
DOUBLES: [Dominoes] 2 pair under 7 ({6, 6}; {5, 5}; {4, 4}; {3, 3}; {2, 2}; {1, 1}; {0, 0})
DOUBLET: [Bridge] two-number flush
DOUZAINE: [Roulette] twelve-high twelve-number straight
DRUGNUNUN: [pair royal:proil: double rugunun:?] run that skips four ({12, 8, 4}; {11, 7, 3}; {10, 6, 2}; {9, 5, 1}; {8, 4, 0})
DUMPS: not in suit or bezique
DRUN: [pair royal:proil::double run:?] run with pair ({12, 12, 11, 10}; {12, 11, 10, 10}; {11, 10, 10, 9}; {10, 10, 9, 8}; {10, 9, 8, 8}; {9, 8, 8, 7}; {9, 8, 7, 7}; {8, 8, 7, 6}; {8, 7, 7, 6}; {8, 7, 6, 6}; {7, 7, 6, 5}; {7, 6, 6, 5}; {7, 6, 5, 5}; {6, 6, 5, 4}; {6, 5, 5, 4}; {6, 5, 4, 4}; {5, 5, 4, 3}; {5, 4, 4, 3}; {5, 4, 3, 3}; {4, 4, 3, 2}; {4, 3, 3, 2}; {4, 3, 2, 2}; {3, 3, 2, 1}; {3, 2, 2, 1}; {3, 2, 1, 1}; {2, 2, 1, 0}; {2, 1, 1, 0}; {2, 1, 0, 0})
DUTCH COMBO: [straight: combo::Dutch straight:?] combo with one-number gap (12, 11; 11, 10; 10, 9; 9, 8; 8, 7; 7, 6; 6, 5; 5, 4; 4, 3; 3, 2;2, 1; 1, 0)
DUTCH RUN: [straight:run::Dutch straight:?] run with one-number gaps(9, 7; 10, 8, 6; 9, 7, 5; 8, 6, 4; 7, 5, 3; 6, 4, 2; 5,3, 1; 4, 2, 0)
DUTCH STRAIGHT: straight with one-number gap as in meld -- 12, 10, 8,6, 4, 2, 0 (even Steven) or 11, 9, 7, 5, 3, 1 (odd John)
DWEIRD: [pair royal:proil::double weird:?] 7, 3; 7, 1; 3, 1
DWOOD: [pair royal:proil::double wood:?] 9, 3; 8, 2; 5, 1
EAGLES: aka greens, 0; {0, 0}, trump when there's no trump
EARL OF COVENTRY: fourth of book
EASY 8: [Craps] with sum of 8 without pair ({8, 0; {7, 1; {6, 2; {5, 3)
EASY 4: [Craps] with sum of 4 without pair ({4, 0; {3, 1)
EASY 6: [Craps] with sum of 6 without pair ({6, 0; {5, 1;{4, 2)
EASY 10: [Craps] with sum of 10 without pair ({10, 0; {9, 1; {8, 2; {7, 3; {6, 4)
EEROBMAJ: [Jamboree] five lowest trump cards
EIGHT STRAIGHT: aka STREIGHT
ELFFAR: [raffle ananym] proil 7 or higher (12, 12, 12; 10, 10, 10; 8,8, 8;
ELLAV: [valle ananym] any number not 3, 5, or 7
EMPEROR: 6 pairs
END RUN: run with ace or zero at end ({3, 2, 1}, {2, 1, 0})
ENILSEHTOLC: [clothesline ananym] left (10, 9, 8, 6, 5, 3) or right(9, 8, 7, 5, 4, 2)
EQUATION: meld readable as digits of equation with insertion of +, -,x, or / and =, e.g., 6 + 2 = 8; 6 - 2 = 4; 6 x 2 = A, 2; 6/2 = 3
EVENLY-EVENS: 0 or 4 or 8 evens: 0, 2, 4, 6, 8, 10, 12, 20
F DOUBLET: 4, 5 flush
FIELD: [Craps] 2, 3, 4, 9, 10, 11 or 12
FENCEPOSTS: [bowling] 10, 7; aka bedposts, goalposts, mule ears
FIELD: [Craps] 2, 3, 4, 9, 10, 11 or 12
FIBONACCI: [Fibonacci numbers] ranks between Dutch and double Dutch straights (8, 5, 3, 2, 1)
FIFTEEN: [Cribbage] two or more numbers with sum of 15
FIFTY-FIVE: [Primiera] 7, 6, 1 flush
FIVE-AND-DIME: ten-high, five-low (10, 9, 8, 7, 5; 10, 9, 8, 6, 5; 10, 9, 7, 6, 5; 10, 8, 7, 6, 5)
FIVE-AND-UNDER: [Black Jack] five with sum under 21
FLUSH: numbers in same suit
FOUR FLUSH: four numbers in suit
FOUR-AND-A-HALF-OF-A-KIND: book and a half-count number ({12, 12, 12, 12, 6}; {10, 10, 10, 10, 5}; {8, 8, 8, 8, 4}; {6, 6, 6, 6, 3}; {4, 4, 4, 4, 2}; {2, 2, 2, 2, 1})
FOURLESS FLUSH: flush without a 4 (7, 6, 5, 3, 2}; 8, 7, 6, 5, 3}; 9, 8, 7, 6, 5}; etc.)
FOURSHORTED STRAIGHT: meld missing a 4 to be five-number meld ({8, 7, 6, 5}; {7, 6, 5, 3}; {6, 5, 3, 2}; {5, 3, 2, 1}; {3, 2, 1, 0})
FULL COUNTERRUN: two with one letter count, three from another
FULL HOUSE: proil and pair, "---- full"
GAME: [Pedro] 10 of trump, an honor
GARC: [13:31::crag:?] pair and others to sum of 31
GIN: [Gin] deadwoodless
GLEEK: [Gleek] four or higher proil ({4, 4, 4}; {5, 5, 5}; {6, 6, 6};{8, 8, 8}; {10, 10, 10}; {12, 12, 12})
GLEEX: gleek pair
GO: [Cribbage] closest sum to 31 without going over
GOALPOSTS: [bowling] 10, 7; aka bedposts, fenceposts, mule ears
GREEN: [Roulette] 0 or {0, 0}
GRIM ACE: [grimace] ace not trump or trump color
HALF-BLITZ: [Canasta] ace-low 7-number straight {7, 6, 5, 4, 3, 2, 1}
HALF-DUTCH STRAIGHT: [1:1/2::Dutch straight:?] straight with only half the skips as a Dutch straight ({12, 11, 10, 8, 6}; {12, 10, 8, 7, 6}; {12, 10, 9, 8, 6}; {12, 11, 9, 7, 6}, ...)
HALF-FULL HOUSE: pair plus higher even pair and half-value kicker (10, 10, 9, 9, 5; 10, 10, 8, 8, 5; ..., 10, 10, 1, 1, 5; 8, 8, 7, 7, 4; 8, 8, 6, 6, 4; 8, 8, 5, 5, 4; 8, 8, 3, 3, 4; 8, 8, 2, 2, 4; 6, 6, 5, 5, 3; 6, 6, 4, 4, 3; 6,6, 2, 2, 3; 6, 6, 1, 1, 3; 4, 4, 3, 3, 2; 4, 4, 1, 1, 2)
HALF-KONG: [1:1/2::kong:?] aka paair flush, two of same rank and suit
HALF-KRESGE: [1:1/2::kresge:?] 7 or 5
HALF-MURPHY: [1:1/2::murphy:?] 10 or 7 or 3 or 2
HALF-PRIMIERA: 2 from 2 suits, no 8, 9 or 10
HALF-SCHNEIDER: [1:1/2::schneider:?] three pair and kicker
HALF-SEPTET: odd-high run with half-count kicker (9, 8, 7, 3; 7, 6, 5, 2; 5, 4, 3, 1)
HALF-septet: odd-high three-number run with half-count kicker (11, 10, 9, 4; 9, 8, 7, 3; 7, 6, 5, 2; 5, 4, 3, 1; 3, 2, 1, 0)
HALF-STRIKE: [1:1/2::strike:?] five under 11
HALF-TARACCAB: [1:1/2::taraccab:?] five with sum divisible by 2 or 3
HALF-WASHOUT: [1:1/2::washout:?] 10, 1; 10, 2; 10, 4; 7, 6; 7, 4; 7, 1; 6, 3; 6, 1; 4, 2; 4, 1; 3, 1; 2, 1
HALF-WILD ACE: [General] 1 as 2 or 6 only
HARD: [Black Jack] without 11
HARD 8: [Craps] 4, 4
HARD 15: [Blackjack] sum of 15 without 10 or 11
HARD 4: [Craps] 2, 2
HARD 14: [Blackjack] sum of 14 without 10 or 11
HARD 6: [Craps] 3, 3
HARD 16: [Blackjack] sum of 16 without 10 or 11
HARD 10: [Craps] 5, 5
HARD 13: [Blackjack] sum of 13 without 10 or 11
HARD 12: [Blackjack] sum of 12 without 10 or 11
HIGHS: 1 through 8
HONOR: 1 or 10
IMPERIAL: [Imperial] carte blanche, ace-high big bobtail straight flush or 1 or 7 book
INDEUCE: [induce] run, straight or flush with deuce (2) in interior (3, 2, 1; 5, 4, 3, 2, 1; 4, 3, 2, 1, 0)
INSIDE STRAIGHT: four numbers needing one in interior to fill gap
JIVE FIVE: nearly five of a kind; wild, quadruplet and next lower kicker
JOKER: aka BEST BOWER, wild ranking above right bower, see EAGLES
JOHN: [Odd John] odd Dutch straight KEELG: [gleek ananym] lower-than-4 proil (3, 3, 3; 2, 2, 2; 1, 1, 1; 0 0 0) KICKER: [Draw Poker] extra number, usually of high value KILTER: nine-high without pair, straight or flush (9, 8, 7, 5, 4; 9, 8, 7, 5, 3; 9, 8, 7, 5, 2; 9, 7, 6, 5, 4; 9, 7, 6, 5, 3; 9, 7, 6, 5, 2; 9, 6, 5, 4, 3; 9, 6, 5, 4, 2; 9, 5, 4, 3, 2)
KNUT: [forward:backward::tunk:?] deadwood with count of 6 or above
KONG: [Mah Jongg] quadruplet in both rank and suit (0, 1, 2, 3, 4, 5, 6, 10)
KRESGE: [bowling] 7 and 5
LEAPYEAR: [leap year] numbers under 10 which include at least one 0, 2, 4, 6 or 8 that for number greater than 1600 divisible by 4 by not by 400 (6, 1, 0, 0; 6, 4, 1, 0; 8, 6, 4, 1; ...)
LEFT: [Euchre, Cinch] with same rank, different color, as right or trump
LEFT BRISQUE: any ace
LEG: [Leg Poker] right (first) or left (second) hands won per player
LILY: [bowling] 10, 7, 5
LITTLE BOBTAIL: three in meld
LITTLE BUBOBUBTUBAILUL: [English:Double Dutch::bobtail:?] 12, 9, 6; 11, 8, 5; 10, 7, 4; 9, 6, 3; 8, 5, 2; 7, 4, 1; 6, 3, 0
LITTLE BUCK: [Buck Dice] proil less than 7 (2, 2, 2; 1, 1, 1; 0, 0, 0)
LITTLE BUX: little buck pair (2, 2, 2, 1, 1, 1; 2, 2, 2, 0, 0, 0; 1, 1, 1, 0, 0, 0)
LITTLE DOG: [Wild Poker] 7-high, 2-low, without pair, ranking between straight and big dog
LITTLE JOE: [Craps] two with sum of 4 (2, 2; 4, 0; 3, 1)
LITTLE SLOGGER: [Slogger] two with sum of 8 or 18 (17, 1; 12, 6; 11, 7; 10, 8; 8, 0; 7, 1; 6, 2; 5, 3; 4, 4)
LITTLE STRAIGHT: [Yacht] 5, 4, 3, 2, 1
LUCKIES: [lucky numbers] 1, 3, 7, 9
MATCH: numbers which match those in burn
MELD: played combination of numbers, see combo, run, bobtail straights, straight
MISMATCH: numbers which do not match burn
MODULO 8: wild valued as 0 with numbers less than 8
MODULO 11: wild valued as 0 with numbers less than 11
MODULO 5: wild valued as 0 with numbers less than 5
MODULO 4: wild valued as 0 with 1, 2, 3
MODULO 9: wild valued as 0 with numbers less than 9
MODULO 7: wild valued as 0 with numbers less than 7
MODULO 17: wild valued as 0 with numbers less than 17
MODULO 6: wild valued as 0 with numbers less than 6
MODULO 10: wild valued as 0 with numbers less than 10
MODULO 3: wild valued as 0 with 1 and 2
MODULO 12: wild valued as 0 with numbers less than 12
MODULO 20: wild valued as 0 with numbers less than 20
MOTHER-IN-LAW:[bowling] 7
MOURNIVAL: [Gleek] quadruplet above 3, 3, 3, 3
MULE EARS: [bowling] 10, 7; aka bedposts, fenceposts, goalposts
MURPHY: [bowling] 10, 3; 7, 2
MURPHY AND COMPANY: [bowling] 8, 7, 2; 10, 9, 3
NAPOLETANA: [Tressette] 3-high three-number straight flush, lowest chow (3, 2, 1), only indeuce run
NATURAL: [Baccarat] 8 or 9 or [Blackjack] 10 and 11 or [Craps] with sum on two of 7 or 11 (11, 0; 10, 1; 9, 2; 8, 3; 7, 4; 6, 5; 7, 0; 6, 1; 5, 2; 4, 3)
NEGATIVE: [see-Low] kicker with a pair
NOVENARY PAIR: with sum of 20, 30, 40, 50, 60 or 70
OCTAL PAIR: with sum of 9, 27, 36, 45, or 54
ODDLY-EVENS: 10 or 6
ODDS: 17, 11, 9, 7, 5, 3
OG: [forward:backward::go:?] closest sum to 31 without going under
ONTWO: [onto] straight with 2 on end (6, 5, 4, 3, 2)
OPEN-ENDER: opposite to inside straight
PAIR: aka po, two numbers of same rank
PAIR-AND-A-HALF: pair of evens and half-count kicker (12, 12, 6; 10, 10, 5; 8, 8, 4; 6, 6, 3; 4, 4, 2; 2, 2, 1)
PALINDROME: qrun with kicker low (12, 11, 10, 11, 12; 11, 10, 9, 10, 11; 10, 9, 8, 9, 10; 9, 8, 7, 8, 9; 8, 7, 6, 7, 8; 7, 6, 5, 6, 7; 6, 5, 4, 5, 6; 5, 4, 3, 4, 5; 4, 3, 2, 3, 4; 3, 2, 1, 2, 3; 2, 1, 0, 1, 2)
PARC: [crap ananym]
PAT: [Blackjack] sum of 17, 18, 19, 20 or 21
PEDRO: [Pedro] 5 of trump
POINT: [Craps] two with sum of 4, 5, 6, 8, 9, or 10 (10, 0; 9, 1; 9, 0; 8, 2; 8, 1; 8, 0; 7, 3; 7, 2; 7, 1; 6, 4; 6, 3; 6, 2; 6, 0; 5, 5; 5, 4; 5, 3; 5, 1; 5, 0; 4, 4; 4, 2; 4, 1; 4, 0; 3, 3; 3, 2; 3, 1; 2, 2)
POISON IVY: [bowling] 10, 6, 3
PORTMANTEAUX: limited wild numbers linked by initial and final sounds, one = nine; six = seven; seven = nine; eight = two, ten; ten = nine
POTHOOKS: 9, 9
PREFIX 6: 6 at beginning of run or straight (6, 5, 4; 6, 5, 4, 3, 2)
PRIME FLUSH: five from 17, 7, 5, 3, 2 or 1
PROIL: [pair royal, Cribbage] three-of-a-kind (12, 10, 8, 6, 5, 4, 3, 2, 1 or 0)
PROIL-AND-A-HALF: even three-of-a-kind and half-count kicker (12, 12, 12, 6; 10, 10, 10, 5; 8, 8, 8, 4; 6, 6, 6, 3; 4, 4, 4, 2; 2, 2, 2, 1)
PUNG: [Mah Jongg] triplet with same rank and suit
QLOW: [pair royal:proil:quadruple low:?] four below 8
QLUCKY: [pair royal:proil::quadruple lucky:?] 9, 7, 3, 1
QRUN: [pair royal:proil::quadruple run:?] run with pairs
QUACKUARUGTUB: [English:Double Dutch::quart:?] four-number meld in suit with two-number gaps (12, 9, 6, 3; 11, 8, 5, 2; 10, 7, 4, 1; 9, 6, 3,
QUADS: [3:4::triplet:?] quadruplets, four-of-a-kind, see mournival,
QUADRUPLE CHOW: [1:4::chow:?] 12 in meld and suit
QUADRUPLE KUNG: [1:4::kung:?] 16 with same rank and suit (2, 3, 4)
QUATORZE: four-of-a-kind less than 11 (10, 6, 5, 4, 3, 2, 1, 0)
QUART: [Piquet] four-number meld in suit (8-high in phi, 10-high in
QUARTER-DUTCH STRAIGHT: inside straight save one (big dogs: 12, 11, 10, 9, 7; 12, 10, 9, 8, 7; 11, 9, 8, 7, 6; 11, 10, 9, 8, 6; 10, 9, 8, 7, 5; 10, 8, 7, 6, 5; 9, 8, 7, 6, 4; 9, 7, 6, 5, 4; 8, 7, 6, 5, 3; 8, 6, 5, 4, 3; 7, 6, 5, 4, 2; 7, 5, 4, 3, 2; 6, 5, 4, 3, 1; 6, 4, 3, 2, 1; 5, 3, 2, 1, 0)
QUATERNARY PAIR: with sum of five or ten with no pairs or runs (4, 1; 9, 1; 8, 2; 7, 3; 6, 4; 5, 4, 1; 6, 3, 1; 7, 2, 1; 5, 3, 2)
QUATERNARY PROIL: with sum of 21, 42 or 63
QUATORZE: [Piquet] quad 10s (10, 10, 10, 10)
QUINARY PAIR: with sum of 6, 12, 18 or 24
QUINARY PROIL: with sum of 31 or 62
QUININE: quint of nines (9, 9, 9, 9, 9)
QUINTS: quintuplets, five-of-a-kind
QUINTUPLE WOOD: [2:4::double wood:?] two from two, one from other of 9, 3; 8, 2; 5, 1 (9, 8, 5, 3, 2; 9, 8, 5, 3, 1; 9, 8, 5, 2, 1; 9, 8, 3, 2, 1; 9, 5, 3, 2, 1; 8, 5, 3, 2, 1)
QWOOD: [pair royal:proil::quadruple wood:?] two from two of 9, 3; 8, 2; 5, A (9, 8, 3, 2; 9, 5, 3, 1; 8, 5, 2, 1)
RAFFLE: [Craps] proil of six or less (2, 2, 2; 1, 1, 1; 0, 0, 0)
RAILROAD: [bowling] (10, 8; 10, 7; 9, 7; 6, 4)
RED: [Roulette] 1, 3, 5, 7, 9, 12, 14
REPLACEMENT: [replicate ace] (1, 1; 1, 1, 1; 1, 1, 1, 1; 1, 1, 1, 1, 1; 1, 1, 1, 1, 1, 1)
ROIL: [pair:run::proil:?] run with proil (12, 12, 12, 11, 10; 12, 11, 10, 10, 10; 11, 10, 10, 10, 9, 8; 10, 9, 8, 8, 8; 9, 8, 8, 8, 7; 8, 7, 6, 6, 6; 7, 6, 6, 6, 5; 7, 6, 5, 5, 5; 6, 6, 6, 5, 4; 6, 5, 5, 5, 4; 6, 5, 4, 4, 4; 5, 5, 5, 4, 3; 5, 4, 4, 4, 3; 5, 4, 3, 3, 3; 4, 4, 4, 3, 2; 4, 3, 3, 3, 2; 4, 3, 2, 2, 2; 3, 3, 3, 2, 1; 3, 2, 2, 2, 1; 3, 2, 1, 1, 1; 2, 2, 2, 1, 0; 2, 1, 1, 1, 0; 2, 1, 0, 0, 0)
ROULETTE CASHOMUMBUBO: [run:rugunun::Roulette run:?] 20, 11, alternating on wheel
ROULETTE COMBO: [Roulette] 20, 7; 17, 5; 12, 8; 2, 0, consecutive on
ROULETTE RUN: [Roulette] 20, 11, 7, consecutive on wheel
RUGUNUN: [English:Double Dutch::straight:?] Double Dutch run with two-number gaps (12, 9, 6; 11, 8, 5; 10, 7, 4; 9, 6, 3; 8, 5, 2; 7, 4, 1; 6, 3, 0)
RUMMY: playing all cards at once or a discard that can be played
RUN: three or more numbers in meld; see chow, counterrun, drun, qrun, samba and trun
RUNT: [Poker] below a pair, see bobtail straight, double-dutch straight, Dutch straight, inside straight, skeet
S DOUBLET: 6, 7
SAMBA: [Samba] seven-number meld in suit at least four low (12, 11, 10, 9, 8, 7, 6; 11, 10, 9, 8, 7, 6, 5; 10, 9, 8, 7, 6, 5, 4)
SANCHO: [Pedro] 9 of trump
SCHNEIDER: 7 pairs
SENARY PAIR: with sum of 14, 21, 28 or 35
SENARY PROIL: with sum of 43
SEPTENARY PAIR: with sum of 16, 32 or 48
SEPTENARY PROIL: with sum of 57
SEPTET: [Piquet] seven-number straight (12, 11, 10, 9, 8, 7, 6; 11, 10, 9, 8, 7, 6, 5; 10, 9, 8, 7, 6, 5, 4; 9, 8, 7, 6, 5, 4, 3; 8, 7, 6, 5, 4, 3, 2; 7, 6, 5, 4, 3, 2, 1; 6, 5, 4, 3, 2, 1, 0)
SEPTUPLETS: seven-of-a-kind (10, 6, 5, 4, 3, 2, 1, 0)
SEVEN-UP: 7, 8, 9, 10, 11, 12
SEVENTY-FIVE: quarter-Dutch straight (7, 5, 4, 3, 2)
SEXTETTE: [Piquet] six-number meld
SEXTUPLETS: six-of-a-kind, sesquibook
SKEET: [Poker] 9, 5, 2 and any two of 8, 7, 6, 4, 3 or 1
SOFT: [Black Jack] with an 11
SPIT: [Poker] upcard usable in every player's hand
SPLIT: [bowling] 10, 8; 10, 7; 10, 4; 9, 7; 9, 4; 6, 4
SQUARE DRUN: 76 squared = 5776 [7, 7, 6, 5]
SQUARE FULL: 173 squared = 29929 [9, 9, 9, 2, 2]
SQUARE QRUN: palindrome 111 squared = 12321 [3, 2, 2, 1, 1], 188 = 35344 [5,4, 4, 3, 3]
SQRUN: [pair royal:proil::square run:?] 18 squared = 324 [4, 3, 2], 24 [7, 6, 5]
SQUARE TRUN: 216 squared = 46656 [6, 6, 6, 5, 4]
SQUARE PAIR: 88 squared = 7744 [7, 7, 4, 4]
SRAE: [forward:backward::ears:?] 9, 8, 5, 3, 2, 1
STEVEN: [even Steven] even Dutch straight
STIFF: [Blackjack] hard 12, 13, 14, 15 or 16
STRAIGHT: usually five-card meld
STREIGHT: straight with eight ({8, 7, 6, 5, 4), (9, 8, 7, 6, 5), {10. 9, 8, 7, 6})
STRIKE: [bowling] 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 in units
STRUNG FLOWERS: [See-low] 6, 5, 4
SUFFIX 6: six at end of straight (10, 9, 8, 7, 6)
TARACCAB: [1:«::taraccab:?] ten with sum divisible by 2 or 3
TEEKS: [forward:backward:skeet:?] any three of 1, 3, 4, 6, 7, 8 and any two of 2, 5, 9
TEKCUB: [forward:backward::bucket:?] left (10, 7, 6, 3, 1) or right (10, 8, 7, 4, 2), center (5, 9)
THREE-QUARTER DUTCH STRAIGHT: straight with three of the four gaps of the Dutch straight (12, 11, 9, 7, 5; 12, 10, 8, 6, 5; 11, 10, 8, 6, 4; 11, 9, 7, 5, 4; 10, 9, 7, 5, 3; 10, 8, 6, 4, 3; 9, 8, 6, 4, 2; 9, 7, 5, 3, 2; 8, 7, 5, 3, 1; 8, 6, 5, 3, 1; 8, 6, 4, 3, 1; 8, 6, 4, 2, 1; 7, 6, 4, 2, 0; 7, 5, 4, 2, 0; 7, 5, 3, 2, 0; 7, 5, 3, 1, 0)
TIMBUK TWO: two far from rest of straight (12, 11, 10, 9, 2)
TRIANGULARS: 10, 6, 3, 1
TRICYCLE: [2:3::bicycle:?] bicycle-and-a-half with sum of 22« (5, 4, J,
TRINARY BOOK: with sum of 40
TRINARY PAIR: with sum of 4 or 8
TRINARY PROIL: with sum of 13 or 26
TRIPLE BOOK: [1:3::book:?] twelve-of-a-kind (0, 1, 2, 3, 4, 5, 6, 10)
TRIPLE COUNTERRUN: one from two letter counts, three from other
TRIPLE DOUBLE PUNG: [1:3::double pung:?] 24 with the same rank and suit (2 or 4 in phi, 3 in units)
TRIPLE DWOOD: 9, 8, 5, 3, 2, 1
TRIPLE KUNG: [1:3::kung:?] 12 with same rank and suit (1, 2, 3, 4)
TRIPLE PUNG: [1:3::pung:?] nine with same rank and suit (5 in phi, 6 in units, 1 through 4 in either)
TRIPLE WOOD: [2:3::double wood:?] two from one, one from another of 9, 3; 8, 2; 5, 1 (9, 8, 3; 9, 5, 3; 9, 3, 2; 9, 3, 1; 8, 5, 2; 8, 5, 1; 8, 3, 2; 5, 3, 1; 5, 2, 1)
TRUMP: highest ranking suit
TRUN: [pair royal:proil: triple run:?] run with proil
TUNK: [Tunk Run] deadwood with sum of five or less
TUTU: pair of twos (2, 2)
TWEIRD: [pair royal:proil:triple weird:?] 7, 3, 1
TWENTY-ONE: [Black Jack] with sum of 21
UNSTRAIGHT: big bobtail straight with end pair (12, 12, 11, 10, 9; 11, 11, 10, 9, 8; 10, 10, 9, 8, 7; 9, 9, 8, 7, 6; 8, 8, 7, 6, 5; 7, 7, 6, 5, 4; 6, 6, 5, 4, 3; 5, 5, 4, 3, 2; 4, 4, 3, 2, 1; 3, 3, 2, 1, 0; 12, 11, 10, 9, 9; 11, 10, 9, 8, 8; 10, 9, 8, 7, 7; 9, 8, 7, 6, 6; 8, 7, 6, 5, 5; 7, 6, 5, 4, 4; 6, 5, 4, 3, 3; 5, 4, 3, 2, 2; 4, 3, 2, 1, 1; 3, 2, 1, 0, 0)
UPCARD: [Canasta] card turned face up from stock
VALLE: [Panguingue] 3, 5 or 7; see dix, pedro
WASHOUT: [bowling] (big: 10, 4, 2, 1; 7, 6, 3, 1; little: 10, 2, 1; 7,
WEIRD: [weird numbers] 7, 3 or 1
WIDE COMBO: separated in rank by two or more
WILD: able to take value of another number
WOOLWORTH: wild 5 or 10
YACHT: [Yacht] 6 or less quint
ZEBRA: straight with alternating colors

                         MISCELLANEOUS TERMS
BONEYARD: [Dominoes] aka stock, unplayed numbers
BOORJ: [Indian] lone king
BUG: wild limited to one or other number needed to make a straight or
BURN: unplayed first number after
CRIB: [cribbage] extra from discard belonging to Steward, see widow
DEAD: all of a certain type that have been exposed
DEADWOOD: [Knock Rummy] unmatched, see tunk
DECKHEAD: upturned card that determines trump, see burn
ELDER: more leftward from Steward
ELDEST: immediately to left of Steward
FOUNDATION: used in layout
HOC: [Faro] last card, see soda, kronk
HOLE: still unknown
KRONK: last dealt
PLAIN: not trump, see side
PLACER: [win:place::winner:?] player who takes second place
PONES: hand to right of Steward
SHOWER: [win:show::winner:?] player who takes third place
SIDE: not trump, see plain
SNIFF: [Dominoes] first pair played
SODA: [Faro] first played
STEWARD: player in charge of distributing cards and triangles, position moves with the play
STOCK: unplayed cards
TABLEAU: [Solitaire] layout in rows and columns
TALON: played cards
WIDOW: [Michigan] extra hand traded for by steward; see burn, crib
WIDOWER: Steward's card(s) traded for widow or crip
WINNER: the player who wins or takes first placestart
                                MOVES
A-BOMB: removes all pieces 2 cells away
ABBOT: B2L {-n, n), (n, n), (n, -n), (-n, -n), (2, 0), (0, 2), (-2, 0), (0, -2}
ACCELERATED: making 2 noncapturing and 1 capturing move per turn
ADJUTANT: [tsiu-yin] {0, 1), (0, -1}
ALCHEMIST: [Bjorn Karlson] kingwise but captures at distance of 3 cells
ALFIL: A [Muslim] root-8 leaper {2, 2), (-2, 2), (2, -2), (-2, -2}), ({choss} {2, 2, 2, 2}
ALFIL KNIGHT: AS {2, 2), (-2, 2), (2, -2), (-2, -2), (2, -1), (2, 1), (1, 2), (-1, 2), (-2, 1), (-2, -1), (-1, -2), (1, -2}
ALFILRIDER: AR, two-cell bishopwise rider, leaping alternate
cells
ALIBABA: 2A {0, 2), (2, 0), (0, -2), (-2, 0), (2, 2), (-2, 2), (2, -2), (-2, -2} 2, root-2 leaper
ALMOST QUEEN: RS, knightrook {2, -1), (2, 1), (1, 2), (-1, 2), (-2, 1), (-2, -1), (-1, -2), (1, -2), (n, 0), (0, n), (-n, 0), (0, -n}
AMAZON: see angel
ANGEL: QS, [general or terror before 1500] queenknight, aka
superqueen, angel, tiger, moves until blocked in any direction and leaps as knight, {L. P. D'Autremont] but cannot be captured ifenemy's angel is threatened, cannot check or capture king if under attack {2, -1), (2, 1), (1, 2), (-1, 2), (-2, 1), (-2, -1), (-1, -2), (1, -2), (n, 0), (n, n), (0, n), (-n, n), (-n, 0), (-n, -n), (0, -n), (n, -n}
ANGRY BEAR: [choshogi] {1, 0), (0, -1), (0, 1), (-1, 0}
ANIMAL: includes angry bear, asp, atlantosaur, bear, bison, blind tiger, brontosaur, buffalo, camel, camelopard, chameleon, crab, crane, dinosaur,dragon, dragon horse, eagle, edgehog, egret, elephant, evil wolf, falcon, ferocious leopard, flamingo, flying ox and stag, fox, frog, gerbil, giraffe, gnu, gorilla, grasshopper, griffin, gryphon, hamster, hippogriff, hippo, horned falcon, hydra, kangaroo, kraken, lark, lion, locust, lynx, mammoth, moa, moose, orix, panther, phoenix, polyp, raven, rhino, serpent, soaring eagle, sparrow, squirrel, tiger, unicorn, whale, white horse, wildebeest, zebra
ANTELOPE: diagonal R25L {3, -4, 3, 4), (-3, -4), (-3, -4), (4, -3), (4, 3), (-4, 3), (-4, -3}, but NOT {0, 5), (5, 0), (0, -5), (-5, 0}
ANTI-KING: [I. E. A. Creed] king only in check when NOT attacked
ANTIPODEAN: [G. P. Jellis] reappears in antipodean position, root-32 away, when "captured"
ARCHANGEL: [bishop:archbishop::angel:?] one-edge reflecting queenknight, moves until blocked in any direction and leaps as knight
ARCHBISHOP: AB, one-edge reflecting bishop
ARCHBISHOPPER: ABH [bishop:bishopper::archbishop:?] one-edge
reflecting bishopper
ARCHDEACON: BW {-n, n), (n, n), (n, -n), (-n, -n), (1, 0), (-1, 0), (0, 1), (0, -1}
ARROW PAWN: [R. Persson] can move both outward and sideward, but
cannot promote
ARROW PIECE: [piece:bishop::arrow bishop:?] commands 2 extra arrowhead cells when checking: arrow bishop {aka bishop's arrow}, demibishop, filerider, rankrider, rook, queen
ASP: [I. van Atten] moves grasshopperwise then as queen at 45 degrees
ATLANTOSAUR: 0-K, zero-king sniper, moves kingwise to capture
ATLANTOSAURRIDER: 0-KR moves kingwise to capture two or more times
ATOMIC: exploding at random destroying all adjacent pieces
AUTOHOPPER: hopper limited to hopping own pieces
AVIATOR: see bishopper
BACKSLIDER: {0, -1}
BALAKLAVA PIECE: [Gianluca Vecchi, 1994] nonroyal with added knight power
BANSHEE: BNR
BARASI: limited to nonbackward moves
BATAK PIECE: [Batak Chess] king can knight move on first move, king's pawn can use double move on other than first move, promoted piece move diagonally immediately
BEAR: SA2L {0, 2), (2, 0), (-2, 0), (0, -2), (2, -1), (2, 1), (1, 2), (-1, 2), (-2, 1), (-2, -1), (-1, -2), (1, -2), (2, 2), (-2, 2), (2, -2), (-2, -2}
BEM: [M. Crumlish] nonroyal that can move as any other piece could, not as it normally does
BENNEKOM PIECE: double-moves except for very first, unless checking
BEROLINA or BERLIN PAWN: F-W [E. Nebermann, 1926] fers-wazir sniper, limited to moving forward [opposite to orthodox pawn], double first
move
BIGIRAFFE: [choss] diagonal 10L, any combination of {2, 4, 4, 8}
BIHOPPER: [equi:bi:equigrasshopper:?] hops to twice the distance to piece hopped beyond piece hopped {-3n, 3n), (3n, 3n), (3n, -3n), (-3n, -3n}
BION: [bishop + lion] bishopwise hopper
BISHOP: B [15th C., Leufer, Loper, Alfiere, "runner"), (Fou, "jester"]
fersrider {-n, n), (n, n), (n, -n), (-n, -n}
BISHOPPER: [bishophopper] BH, aka aviator, bion, moves like bishop and then hops piece to cell beyond, {-n-2, n+2), (n+2, n+2), (n+2, -n-2), (-n-2, -n-2}
BISHLION: lion limited to diagonals
BISON: {1, 3), (3, 1), (-1, 3), (1, -3), (-3, 1), (3, -1), (-1, -3), (-3, -1), (2, 3), (3, 2), (-2, 3), (2, -3), (-3, 2), (3, -2), (-2, -3), (-3, -2}
BIZEBRA: [aka trigiraffe, tetracamel} like root-25 leaper. 3. 4), (4, 3, not like Five-leaper
BLIND TIGER: [choshogi mau-ko] {1, -1), (0, -1), (-1, -1), (-1, 0), (-1, 1), (0, 1), (1, 1}
BLOCKING PIECE: can block but cannot capture
BOYSCOUT: [Pfadfinder] rider moving along zig-zag diagonal {-2n, 1), (2n+1, 0), (2n, 1), (1, 2n+1), (1, -2n-1), (-2n-1, 0), (-1, -2n-1), (. . .}
BRONTOSAUR: 0-B, zero-bishop sniper, moves bishopwise only when
capturing
BUFFALO: CZ, root-10, root-13 L {1, 3), (-1, 3), (1, -3), (-1, -3), (3, 1), (3, -1), (-3, -1), (-3, -1), (2, 3), (-2, 3), (2, -3), (-2, -3), (3, 2), (-2, 3), (3, -2), (-3, -2}
BURMESE GENERAL: {-1, 1), (1, 1), (1, -1), (-1, -1}
BUTTER: captures by moving adjacent to attacked piece
BYSTANDER: moves all rotated 90 degrees
CADET: [R. Pratt, 1825] pawn qualifying for promotion, but without new rank yet, moves rankriderwise until a triangle opens
CAMEL: C [Muslim] leaps to 3,1; 1,3; called "cook" in cheskers
CAMELRIDER: moves camelwise two or more times
CANNON: see grasshopper
CAPTURING PIECE: moves only to capture, includes atlantosaur, brontosaur, dinosaur, hippo, mammoth, polyp
CHAMELEO: moves alternately knightwise, bishopwise, rookwise and leowise
CHAMELEON: Ch [W. E. Lester, 1925] moves alternately knightwise, bishopwise, rookwise and queenwise
CHAMELEONRIDER: moves alternately nightriderwise, bishopwise, rookwise, and queenwise to any triangle
CHOPPER: [C-hopper] u-turn hopper
COOK: see camel
COWBOY: Cw [J. de A. Almay] "lassoes" any isolated piece in direct line through corners, immobilizing, but not capturing it
COWGIRL: "lassoes" any isolated piece through sides, immobilizing, but not capturing it
COWPOKE: "lassoes" any isolated piece queenwise, immobilizing, but not capturing it
DABBABA: D, [Muslim] 3-step rook-leaper, leaps to 0,4; 4,0
DABBABARIDER: DR, moves rookwise but only every third triangle to 0,4n; 4n,0
DAYRIDER: [night:day::nightrider:?] moves to any triangle a nightrider couldn't
DEMIBISHOP: moves like bishop, but limited to only along one side, which could be called "upright" and "not upright"
DEMIQUEEN: RD, rook+dabbaba, moves rookwise, able to leap once
DIPLOMAT: able to block capture of any piece in adjacent triangle, cannot capture or be captured
DOUBLE-MOVE PIECE: [originally queen, A. W. Baillie and T. H. Willcocks] compound piece that moves alternately one way then otherwise
DRAGON: Sp [Drache] moves both pawnwise and knightwise
DUMMY PIECE: [originally pawn, Scheinbauer] cannot move but can be captured, compare with zero
DWAR: K+S+3L [Barzoomian] three-step wazirwise leaper, like king, knight and three-leaper
EDGEHOG: [John Drive, 1966, Randschwein] moves rookwise but limited to edge triangles
EIGHTLEAPER: 8L, leaps rookwise to 0,8; 8,0
EMPRESS: RS [Kaiserin] moves both rookwise and knightwis
EQUIGRASSHOPPER: see orix
EQUIHOPPER: E, [G. Leathem, Gleichpfer] hops to triangle equidistant beyond hopped piece
EQUINOXHOPPER: [knight:equihopper::nightrider:?] hops to triangle equidistant beyond hopped pieces but changing direction over them by 60o like nightrider
FALCON: B/R, [Falke] bishop/rook hunter, moves bishopwise forward and rookwise backward
FERS: F, [Muslim, "minister"] one-step bishop leaper, moves bishopwise but only one triangle like king
GIRAFFE: GF, leaps to 4,1; 1,4
GIRAFFERIDER: GFR, leaps to 4n,n; n,4n
GIRLSCOUT: [boy:boyscout::girlly:?] rider moving along a zag-zig line
GNU: CS, moves both camelwise and knightwise to leap to 1,2; 1,3; 2,1; 3,1;
GNURIDER: moves both camelriderwise and nightriderwise to n,2n; n,3n; 2n,n; 3n,n
GRANDBISHOP: GB [Grossl„ufer] cyclic bishop
GRANDQUEEN: GQ [Grossdame] rook and grandbishop
GRASSHOPPER: G [T. R. Dawson, 1912, from Chinese cannon, Grashöpfer, grillo, Saltamontes, Sprinkhaan, Sauterelle] moves queenwise but hops just beyond blocking piece
GRASSHOPPERRIDER: GR [R. J. Darvall, 1938] hops along rookwise and bishopwise
GRIFFIN: [Greif] Bp, moves both pawnwise and bishopwise
HALMA/GRASSHOPPER: H/G [Fritz Hoffmann] makes n grasshopper hops as long as landing triangles are open
HIPPOGRIFF: SG [P. Monr‚al, 1964; named by Jean Oudot] knight+grasshopper; not to be confused with Ippogrifo or Nightrider
HIPPOGRIFFRIDER: moves both nightriderwise and grasshopperriderwise
HOPPER: H [T. R. Dawson from Chinese] bishopper, filehopper, equigrasshopper, grasshopper, kangaroo, leo, locust, orix, pao, rankhopper, vao
HOLEHOPPER: hops holes
HOPPING PIECE: [imitator:imitating piece::hopper:?] hops before moving normally
HUNTER: [originally only J„ger, R/B, wazirrider/bishophunter, K. Schulz, 1943] moves one way forward and another backward
HYDRA: H, [Peter Pratt, 1803] double-leaping knight able to change directions, to 0,0; 0,4; 1,3; 2,4; 3,1; 3,3; 4,0; 4,2
IMITATOR: I [Dr. Th. Kok] imitates opponent's move
IMITATORIX: imitator equigrasshopper
IMITATING PIECE: IX [A. S. M. D., 1967] imitates opponent's move before moving normally
IMITATIVE PIECE: I/X, [H. Cheney] assumes checking power of any piece it commands
INTANGIBLE PIECE: piece without the power to block
INVISIBLE PIECE: IV [A. S. M. D., 1966] becomes visible when moving from any open triangle on board as any visible piece on board, if not checking, then becomes invisible again
JEDDAK: [Barzoomian] moves 3 steps bishopwise, rookwise or combinationally
JEDDARA: [Barzoomian] jeddakleaper
JESTER: see bishop
JOKER: J, [Otto Dehler] assumes power of opponent's last moved piece
KADIDDLEHOPPER: [Clem Kadiddlehopper] lost hopper, able to keep hopping only if changing directions on each hop
KAMIKAZE PIECE: [R. P. Monr‚al] vanishes with piece it captures
KANGAROO: [J. de A. Almay] two-piece hopper, see roo
KING: K [Koning, Roi, König, Re, Rey, Shah] onerider, moves both ferswise and wazirwise
KNIGHT: S [Springer, Paard, Cavalier, Cavallo, Caballo, India, A.D. 600] leaps to 1,2; 2,1
LASER PIECE: La [Daniel Gu‚rithault, 1968] cannot capture, but laser-beams along all its lines of control destroying first-line pieces
LASING PIECE: [imitator:imitating piece::laser:?] lases before moving normally
LEAPER: L, includes alfil, camel, dabbaba, double leapers, eight-leaper, fers, five-leaper, four-leaper, giraffe, hydra, knight, pawn, root-leapers, seven-leaper, six-leaper, three-leaper, trizebra, two-leaper, wazir, zebra, zero
LEO: Le [from Chinese, T. R. Dawson, before 1914 ] queenwise hopper that must hop to capture, but can hop to any triangle beyond
LION: Li, [Löwe] hopping queen must hop piece to any triangle beyond
LIONIGHTRIDER: moves lionwise and nightriderwise
LIONRIDER: hopping queen must hop piece and may continue to hop any blocking pieces
LIVING PIECE: includes animals, archbishop, bishop, boyscout, cadet, cardinal, cowboy, cowgirl, cowpoke, diplomat, empress, girlscout, Horner, hunter, jeddak, joker, king, knight, minister, mythic pieces, odwar, padwar, panthan, pawn, pope, prince, princess, queen, red-crosser, rider, shah, wazir
LOCUST: Lo [Heuschrecke] hops queenwise to block to empty triangle just beyond
LOST PIECE: [originally king, Scott Kim] cannot reoccupy a triangle, must change direction after every move [minimal king path crossings for 3x3, 1; 4x4, 0; 5x5, 2; greater, 0]
MAGNETIC PIECE: [originally only queen, W. Hagemann] attracts rather than captures piece along its line of control, but loses power if attacking more than one
MAMMOTH: Mm [Mammut] 0-R, only moves when capturing rookwise
MAO: Ma [Chinese] control two-step nightriderwise that blocks and pins but cannot capture
MINISTER: see fers
MINOTAUR: Mi [J. de A. Almay] moves ferswise only on 2-triangle corners
MODIFIED PIECE: arrow, blocking, capturing, Circe, cloverleaf, cyclic, double, double-move, hopping, imitating, imitative, intangible, invisible, kamikaze, laser, lasing, magic, magnetic, moving, neutral, non-checking, nostalgic, overrunning, passing, passive, progressive, protean, pushing, reversing, tangible, u-turning, vaulting, x-ray
MYTHIC PIECE: Amazon, dragon, edgehog, griffin, hippogriph, hydra, mermaid, minotaur
N-HOPPER: two-hop equigrasshopper rider that makes alternate 72o right and left turns over piece hopped
NIGHTHOPPER: NH [Nachthpfer] 2-hop nightrider-hopper
NIGHTRIDER: N [Nachtruiter, Nachtreiter, Ippogrifo, Noctamblos, 1925] knight-rider, moves to n,2n; 2n,n; not to be confused with hippogriff
ODWAR: [Manatorian, Edgar Rice Burroughs] 3-triangle diagonal or combination leaper
ORIX: aka equigrasshopper, EG, [Gleichgrashöpfer, J. de A. Almay] equihopper limited to ranks, files and diagonals]
PADWAR: [Barsoomian, Edgar Rice Burroughs] moves 2 forward, 2 sideward or 1 forward, 1 sideward
PANTHAN: [Barsoomian, Edgar Rice Burroughs] K/0 , king/zero hunter,moves 1 forward, sideward or diagonally
PASSIVE PIECE: [imitating piece:imitative piece::passing piece:?]piece assumes checking power of piece passing it
PAWNIGHTRIDER: Np, moves as both pawn and nightrider
POLYP: Po, non-checking dinosaur [0-Q]
POLYPAWN: p-Q, pawn moving queenwise to capture but not check
POLYPYRAMID: non-checking pawn which blocks lines of control and capture of adjacent pieces
PRINCE: KQ [Moslem] king+queen
PRINCESS: BS [Prinzessin] bishop+knight
PROGRESSIVE PIECE: moves alternately pawnwise, knightwise, bishopwise, rookwise, queenwise; compare with double queen
PYRAMID: [J. Boyer] immobile piece which blocks lines of control ofadjacent pieces
QUEEN: Q [15th C., Koningin, Dame, Regina, Donna, Dama] kingrider or rookbishop
RED-CROSSERS: RC [J. G. Ingram, Rote-Kreuzer] cannot capture or be captured but can move to block check
REVERSING PIECE: [pawn before 1911, p/p, pawnhunter] king is reversing panthan
RIDER: R, has extended motive power along "riding-line"; bishop is fersrider, queen is kingrider, rook is alfilrider
RIDER/HUNTER: R/H, moves as one piece's rider forward, as another piece backward
ROO: kangaroo, two-piece hopper
ROOK: R [A.D. 600, India, Turm, Tour, Torem, Torre] wazir rider
ROORIX: [kangaroo+orix]
ROYAL PIECE: Ro, [S.M., 1895] mates kingwise
RUNNER: see bishop
SCOUTMASTER: moves both boyscoutwise and girlscoutwise
SEMIHOPPER: hopper which hops to half the number of triangles beyond the piece hopped as it was in front of it
SERPENT: Se, [V. K. Menon, Schlange] moves nightriderwise with power extended wazirwise to outward diagonal triangles
SESQUIHOPPER: [equi:sesqui::equihopper:?] hops even number of triangles to hopped piece and half as many beyond
SEVENLEAPER: moves rookwise to 0,7; 7,0
SHAH: KL, kingwise leaper
SNEAK: see wazir
SNIPER: moves as one piece and attacks as another, symbolized by hyphen, e.g., Berolina or Berlin pawn
SQUIRREL: Sq, [N. Kovacs, Eichh”rnchen] combination alfil, dabbaba, knight
SUPERPAWN: pR, pawnrider, cannot capture en passant
SUPERQUEEN: see amazon
TANGIBLE PIECE: invisible piece with power to block
TAXI: X, [Dr. Karl Fabel, 1961] pawn with added power to move two or three steps forward or backward until reaching promotion level
TRISHOP: [bi:tri::bishop:?] moves both bishopwise and fileleaperwise to 1,-1; 1,1; 0,2n forward
TRICAMEL
TRIFERS
TRIGIRAFFE
TRIHYDRA
TRIKNIGHT: see zebra
TRIWAZIR: see threeleaper
TRIZEBRA: [N. M. Gibbons, Dreizebra] triple leaps zebrawise in zig-zag path to 3,6
U-TURNING PIECE: UT, moves at edge as if making u-turn, re-entering equidistant from center line; see chopper
VAULTING PIECE: [originally king, J. G. Ingram] has equigrasshopper power when threatened
VICTORY-HOPPER: VH [Sieghpfer] bishopwise equihopper with even number of triangles in hop bent back to form a 36o "V", moves to n,n
WAZIR: W [Muslim, Wesir; in Courier Game A.D. 1200-1800 called "sneak"] moves rookwise but only one step to 0,1; 1,0
WHOPPER: Wh [V:W::victory-hopper:?] two-hop victory-hopper rider
X-RAY PIECE: XR [E. Felgin and N. Givoli, R”ntgenfigur] with power to play through any piece
Y-HOPPER: equigrasshopper that makes 36o turn over hopped piece right or left
ZEBRA: Z, moves to 2,3; 3,2
ZEBRARIDER: ZR, moves to 2n,3n; 3n,2n
ZEPPELIN: [J. A. Lewis] moves along curves given by 1, n; 1, n+1; 1, n+2, ...
ZERO: 0-0, not able to leap, capture or check, but capturable LEVEL 8 The moving holes need not be limited to just oblivion at the edge, or perpetual confinement like the following pieces:
ARCHBISHOP: AB, one-edge reflecting bishop
ARCHBISHOPPER: ABH [bishop:bishopper::archbishop:?] one-edge reflecting bishopper
CARDINAL: [bishop: archbishop::archbishop:?] 2-edge reflecting bishop
OVERRUNNER: bishop able to reflect from edge one triangle beyond
OVERRUNNING PIECE: [bishop:overrunner::piece:?] reflecting piece limited to one triangle beyond edge
POPE: [archbishop:cardinal::cardinal:?] 3-edge reflecting bishop
Q-BALL: [cue ball] reflector queen
REFLECTOR: acts as if a reflecting edge
REFLECTORIX: reflector equigrasshopper
REFLECTING PIECE: able to continue at edge as if reflected by it until blocked or capturing, like archbishop
REFLECTIVE PIECE: [imitating piece:imitative piece::reflecting piece:?] assumes reflecting power when blocked, reflecting off piece as if an edge
UNDERRUNNER: UR, [over:under::overrunner:?] piece unable to move to edge triangles, non-reflecting, non-cyclic Rather magic holes could combine into a "hole hole" or antihole, a new triangle, and so reduce the field's holeyness in another way.
ARROW PIECE: [piece:bishop::arrow bishop:?] commands 2 extra arrowhead triangles when checking: arrow demibishop, filerider, rankrider, rook, queen
ATLANTOSAUR: 0-K, zero-king sniper, moves kingwise to capture
ATLANTOSAURRIDER: moves kingwise to capture two or more times
BEROLINA or BERLIN PAWN: F-WS [E. Nebermann, 1926] fers-wazir sniper, limited to moving forward [opposite to orthodox pawn], double first move
BRONTOSAUR: 0-B, zero-bishop sniper, moves bishopwise only when capturing
BRONTOSAURRIDER: moves bishopwise to capture two or more times
DINOSAUR: 0-Q, zero-queen sniper, moves queenwise only to capture
DINOSAURRIDER: moves queenwise to capture two or more times
DOUBLE PIECE: [originally grasshopper, G/G, or knight, DS] two-leap sniper, leaps twice to capture
HIPPO: HP, [J. de A. Almay, 1940] zero-knight sniper
HIPPORIDER: HPR, zero-nightrider sniper
JIBBER: Q-0, [C. D. Locock] queen-zero sniper
MAGIC PIECE: [1964] changes piece attacked rather than capturing it
MERMAID: Me [Nixe, G. Brogi] queenhopper-locust sniper
MOVING PIECE: Mo, zero sniper, only able to move not to capture or check, even if promoted
PAO: P [Chinese, before 1914, T. R. Dawson] zero-rookhopper sniper
PASSING PIECE: like pawn en passant, captures by passing by not occupying triangle of captured piece, fers sniper
PAWN: p [12th C. Moslem Baidaq, Bauer, Pion, Peon, Pedone] double triangle on first move, wazir-fers sniper
PUSHER: tankwise sniper
ROYALFIL: royal alfil, alfil-king sniper
ROYALFILRIDER: royal alfilrider, alfil-queen sniper
TANK: [K. J. Goodare] king pusher sniper
TANKRIDER: queen pusher sniper
VAO: V [Chinese] bishopper sniper that captures on any triangle beyond hopped piece
ZEBRONTOSAUR: Z/B, zebra/bishop sniper

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