Suffragetto Rules

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T HE idea of the game is that of a contest between two

opposing factions, viz., The Suffragettes and The Police.

The object of the Suffragettes is to pass through the


lines of the Police and to effect an entry into the House of
Commons; and while doing so to prevent the Police from
entering Albert Hall.

The duty of the Police is to break up a meeting of the


Suffragettes which is being held in Albert Hall, and to keep
the Suffragettes out of the House of Commons.

The game is won by the party which first succeeds in


introducing six of its members into the building guarded by
its opponents.

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Directions and Mode of Play.
The game is played by two players, each of whom has 21
pieces (viz., 5 large pieces and 16 small pieces) representing
the Suffragettes or the Police.

The pieces representing the Suffragettes are coloured green.


The large pieces are distinguished as the Leaders of the party.

The pieces representing the Police Force are coloured dark


blue. The large pieces are the Inspectors of Police.

The pieces representing the Suffragette party are placed


upon the squares marked “S” upon the board near “Albert
Hall.” The Leaders of the party are disposed as follows:—
One Leader is placed in the middle of the front row of the
pieces, and the other four Leaders are placed at the ends of
the front and second rows.

The pieces representing the Police Force are placed upon


the squares marked “P” upon the board near the House of
Commons. One Inspector is placed in the middle of the front
row of these pieces and the remaining four Inspectors at the
ends of the first and second rows.

The object of the game is for each player to get six of his
pieces into the squares constituting the building, i.e., House
of Commons or Albert Hall, defended by his opponent.

Each player alternatively moves or hops one of his own


pieces.

A piece is moved by shifting it in any direction into an


adjoining square provided that such square is unoccupied.

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The pieces can be freely moved over any part of the board
with the following exceptions:—
(a) No piece can be moved (except when arrested or dis-
abled) on to the spaces marked Prison, Prison Yard,
Hospital, or Hospital Grounds.

(b) A Suffragette cannot be moved on to any square in the


space marked Albert Hall.

(c) A Policeman cannot be moved on to any square in the


space marked House of Commons.
A piece hops by jumping over one or a number of pieces
into the unoccupied square or unoccupied squares on the
other side of and adjoining the piece or pieces which are
jumped over. Only one piece can be jumped over at one
time, and if the square behind such piece is one into which
the jumping piece is unable to move the hop cannot be ef-
fected.

A piece may hop over any other pieces whether belonging


to its own or the opposing party, but may not hop over any
square into which it is unable to move under the previous
rule.

The hopping may be effected in any direction and for


any distance and either laterally (viz., across the sides of the
squares) or obliquely (viz., over the angles of the squares).

Any piece standing on one of the squares in the neighbour-


hood of the House of Commons and Albert Hall coloured pink
marked “The Arena” on the board is liable to be arrested or
disabled. No piece can be arrested or disabled while upon
any of the squares coloured yellow outside the Arena but can
move or hop freely upon these squares.

A piece can only arrest or disable its opponents when it


is hopping, not when simply moving.

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A piece representing a Suffragette disables the pieces on
the other side standing on the Arena which the former hops
over in an oblique direction.

A Leader of the party disables any piece on the other side


standing on the Arena which it hops over in any direction.

A piece representing a Policeman arrests the pieces on


the other side standing on the Arena which it hops over in
an oblique direction.

An Inspector of Police arrests the pieces on the other side


standing on the Arena which it hops over in any direction.

Several pieces can be arrested or disabled by one piece, in


the course of one series of jumps.

The Suffragettes who are arrested are removed to the


space marked Prison on the board.

The Police who are disabled are removed to the space


marked Hospital on the board.

If during the course of the game the Prison and the Hospi-
tal should each contain 12 inmates or more, either player may
insist upon an exchange of not more than 6 of such pieces.
The pieces to be exchanged must be of equal value, viz., A
Leader is exchanged for an Inspector, and the rank and file
of the Suffragette party for the rank and file of the Police.

The exchanged pieces are started off from the squares


marked “Prison Yard” and “Hospital Grounds” respectively.

No exchange can be made while any piece remains on


the Prison Yard or the Hospital Grounds. Any piece having
effected an entrance into the House of Commons or Albert
Hall may move about freely on the squares representing the
building but must not move or hop away from those squares.

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