{
  "leg": "C2",
  "item_id": "c2-ctx-8k",
  "category": "longctx-find-the-fact",
  "proxy_item": false,
  "model": "muse-glimmer:30b",
  "think": false,
  "posture": "think:false",
  "reasoning_strength": null,
  "repeat": 1,
  "started_at": "2026-08-26T10:02:34.990606Z",
  "num_predict": 1536,
  "timeout_s": 240,
  "request": {
    "model": "muse-glimmer:30b",
    "stream": false,
    "think": false,
    "options": {
      "num_ctx": 32768,
      "temperature": 0,
      "top_p": 1,
      "num_predict": 1536
    },
    "messages": [
      {
        "role": "user",
        "content": "The document below is a long extract. Somewhere in it is a single sentence about the Harrowgate Registry.\n\nRead the document and answer in one short sentence: what weight is recorded for the ferry bell at Culloch Sound, and in what year was it cast?\n\nDOCUMENT:\nPiquet is supposed to have been introduced during the reign of Charles\nVII., and was designed as a motif for a ballet of living cards which\nwas given in the palace of Chinon. Of the etymology of the word piquet,\nlittle or nothing is known, but the game itself is one of those\nperennials that have survived much more pretentious rivals, and, thanks\nto its intrinsic merits, it has never since its invention ceased to be\nmore or less à la mode.\n\nThere are several varieties of Piquet, but the straightforward game for\ntwo players, sometimes called _=Piquet au Cent=_, or 100 points up, is\nthe most common and popular, and will be first described.\n\n_=CARDS.=_ Piquet is played with a pack of thirty-two cards, all below\nthe Seven being deleted. The cards rank: A K Q J 10 9 8 7, the Ace\nbeing the highest both in cutting and in play. There is no trump in\nPiquet, and all suits are equal in value. Two packs are sometimes used,\none by each player in his proper turn to deal.\n\nThe cards have a certain pip-counting value, the Ace being reckoned\nfor 11, other court cards for 10 each, and the 7 8 9 10 for their face\nvalue.\n\n_=MARKERS.=_ As the scores are not put down until the end of the hand\nor play the game is usually kept on a sheet of paper, or it may be\nmarked on a cribbage board.\n\n_=PLAYERS.=_ Piquet is played by two persons, who sit opposite each\nother. They are known as the dealer, and the elder hand or pone.\n\n_=CUTTING.=_ They cut for seats and cards, the lower cut having the\nchoice, and dealing the first hand. If a player exposes more than one\ncard the lowest of those exposed must be taken as his cut. Ties are\ndecided by cutting a second time.\n\n_=STAKES.=_ Piquet is played for so much a game of 100 points; but if\nthe loser has not reached 50 points he is lurched, and loses a double\ngame.\n\n_=DEALING.=_ The cards shuffled, they are presented to the pone to be\ncut, and at least two cards must be left in each packet. Twelve cards\nare dealt to each player, either two or three at a time; but whichever\nmethod is first selected must be maintained throughout the game. In\nEngland the cards are always dealt by twos. No trump is turned. The\nremaining eight cards are placed face downward on the table, the five\ntop cards being laid crosswise on the three at the bottom. These eight\ncards are called the _=talon=_ or stock. Each player deals in turn.\n\n_=Irregularities in Dealing.=_ If the pack is proved to be imperfect\nthe deal is void, but all previous scores or cuts made with that pack\nstand good. A misdeal does not lose the deal under any circumstances.\nIf a card is found faced in the pack there must be a fresh deal\nwith the same cards. If a player deals out of turn, and detects the\nerror himself before he sees any of his cards, he may insist on his\nadversary’s dealing, even if the adversary has seen his cards. As the\ndeal is a disadvantage the adversary is not bound to correct the player\nin error.\n\nIf the dealer gives too many or too few cards to either player a new\ndeal is at the option of the adversary. The error will of course be\ndetected when it is found that there are only seven cards in the talon.\nIf the non-dealer elects to have the deal stand, the error in the\nplayer’s hand must be remedied in the discard, as will presently be\ndescribed, and the stock must be divided 4-3 or 5-2, according to which\nplayer has too many cards.\n\n_=Carte Blanche.=_ The cards dealt, each player takes up his twelve\ncards and sorts them into suits. If the pone finds himself without a K\nQ or J, he should immediately claim 10 points for carte blanche. If the\ndealer holds carte blanche, he does not declare it until the pone has\ndiscarded.\n\n_=DISCARDING.=_ The five cards on the top of the talon belong to the\npone, and he may discard from his hand any number of cards from one to\nfive, and replace them by an equal number from the top of the stock.\nHe must take at least one card, and he must take from the talon in the\nnatural order of the cards. If he has elected to let a deal stand in\nwhich he has been given thirteen cards, he is entitled to four cards\nonly from the talon, and must in all cases leave himself with twelve\ncards after his discard and draw are completed. If he does not take all\nfive cards, he must announce distinctly how many he leaves, for if he\nfails to do so the dealer is not liable for having too many cards.\n\nThe dealer then discards, first declaring carte blanche if he holds it.\nIn England, he need not draw at all, in France he must draw at least\none card. Besides the three cards which belong to him, he is entitled\nto take as many as he pleases of those left by the pone, and in drawing\nfrom the talon he must take the cards in the order in which they come.\nIf two cards are left by the pone, for instance, and the dealer wants\nthree only, he must take the two left by the pone and one of his own\nthree, leaving the two others face down on the table. The number of\ncards in hand after the discard and draw must be exactly twelve. Only\none discard is allowed, and having been made it cannot be changed after\nthe stock has been touched.\n\nIf the pone does not take all the cards to which he is entitled, he is\nallowed to look at those that remain of the first five that were on\nthe talon; but on no account may he look at any of the dealer’s three.\nIf the dealer leaves any cards in the stock, he has a right to look\nat them, but the pone may not see them until he has led for the first\ntrick, or announced the suit he will lead. If he announces a suit, and\nafter seeing the cards in the stock does not lead that suit, the dealer\nmay call a suit. If the dealer does not look at the remaining cards the\npone cannot see them either.\n\nEach player keeps his discards separate from those of his adversary,\nand is allowed to refer to them at any time during the play of the\nhand, but on no account can he see his adversary’s discards, unless\nthat adversary has mixed with them one or more of the unseen cards\nthat were left in the stock, and afterward picks up and looks at his\ndiscard, including the card which the other is entitled to see. For\ninstance: The dealer leaves a card without looking at it. This he\nafterward mixes with his discard. Now, if he looks at his discard, of\ncourse he sees the card left in the stock, and the pone may demand\nto see not only the card left, but the entire discard. The same rule\napplies to the pone if he takes into his discards an unseen card of the\nstock.\n\n_=Irregular Discards.=_ If a player discards less cards than he\nintended, it is too late to remedy the error if he has touched the\nstock. If he discards too many cards, as the dealer frequently will by\nlaying out five instead of three, he may take them back if he has not\ntouched those in the stock, but if he touches any card in the stock, he\nmust play with the short hand if there are not enough cards left in the\nstock to make his hand up to twelve.\n\n_=Irregular Drawing.=_ If the pone draws one of the three cards which\nproperly belong to the dealer, he loses the game; and if the dealer\ndraws any of the first five, before the pone has announced that he\nleaves them, the dealer loses the game. The dealer has no right to\ntouch any part of the stock until the pone has discarded and drawn; but\nif the pone draws without making any announcement about leaving cards,\nthe dealer has a right to assume that five cards have been taken, and\nthat only three remain in the stock. For instance: The pone discards\nfive cards, but draws four only, without saying anything. The dealer\nproceeds to discard and draw. He has of course taken one of the pone’s\ncards, but it is too late to remedy the error or claim a penalty, and\nthe pone must play with eleven cards. It is evident that the dealer\nwill have too many cards, but as he has been led into the error by his\nadversary, he must be allowed to discard to reduce his hand to twelve.\n\nIf a player takes a card too many from the stock, he may replace it\nif he has not put it with the other cards in his hand. If he has seen\nit, he must show it to his adversary. If the superfluous card has\nbeen taken into the hand, the player must have too many cards, and\ncan score nothing that deal. This does not prevent the adversary from\nscoring anything he may have in hand or play, even if it is inferior.\n\nIf a player is found to have too few cards after the draw, he may still\nplay and count all he can make, but he cannot win a capot, because he\nhas no card for the last trick, which must be won by his adversary.\n\n_=The Stock.=_ If a player looks at one of his adversary’s cards in the\nstock before or during the draw, he can count nothing that hand. If\nhe looks at a card left in the talon after the draw, which he is not\nentitled to see, his adversary may call a suit from him as many times\nas he has seen cards. If a card of the talon is accidentally exposed,\nthe player to whom it would naturally belong may demand a fresh deal.\n\n_=OBJECTS OF THE GAME.=_ In order to understand the principles that\nguide players in discarding, the objects of the game must first be\nexplained. There are three classes of counting combinations at Piquet,\nand the player that holds the better of each class, scores it. These\ncombinations are: Point; Sequence; Fours and Triplets.\n\n_=The Point=_ is the suit having the greatest pip value, reckoning\nthe Ace as 11, court cards as 10 each, and the 10 9 8 7 at their face\nvalue. If one player’s best suit contains five cards, worth 48 points,\nand his adversary has a suit worth 51, the latter would be the only one\nto count, and it would be called the point for that deal.\n\nThe value of the point is the number of cards that go to make it. In\nEngland, they count a point containing the 7 8 and 9 as worth one less\nthan the number of cards. This is a modern invention, unknown to the\nolder writers on the game, and not always played.\n\n_=Sequence.=_ Three or more cards of the same suit, if next in value\nto one another, form a sequence. The French terms are generally used\nto designate the number of cards in the sequence: Tierce, Quatrième,\nQuinte, Sixième, Septième, Huitième. Many English works on cards\nerroneously spell quinte without the “e,” and give “quart” for a\nsequence of four. If one is going to use the French language at all, it\nmay as well be used correctly.\n\nSequences outrank one another according to the best card, if they are\nof equal length; so that a quinte to a King would be better than a\nquinte to a Queen; but a longer sequence always outranks a shorter one,\nregardless of the high cards. The player holding the best sequence is\nentitled to score it, together with any inferior sequences he may hold\nin other suits. Should his adversary hold intermediate sequences, they\nare of no value. For instance: One player holds a quinte to the Jack\nin spades, a tierce to the Ten in hearts, and a tierce to the Nine in\nclubs; while the other holds a quatrième majeure (A K Q J) in hearts,\ndiamonds, and clubs. None of the latter are of any value; but all those\nin the other hand are good. If the best sequence is a tie, no sequences\ncan be scored by either player.\n\nThe value of a sequence is ten more than the number of cards that go to\nform it, provided that number exceeds four. A tierce counts 3 only, and\na quatrième 4 only; but a quinte is worth 15, a sixième 16, and so on.\n\n_=Fours, and Triplets.=_ Any four cards of the same denomination,\nhigher than a Nine, is called a Quatorze; three of any kind higher than\nthe Nine is called a Trio, or sometimes a Brelan. As a trio is seldom\nmentioned without naming the denomination, it is usual to say; “Three\nKings,” or “Three Jacks,” as the case may be. The 7 8 and 9 have no\nvalue except in point and sequence. The player holding the quatorze of\nthe highest rank may score any inferior ones that he may hold, and also\nany trios. Should his adversary hold any intermediate ones, they are of\nno value. In the absence of any quatorze, the best trio decides which\nplayer shall count all the trios he may have in his hand, his adversary\ncounting none. For instance: One player holds four Tens and three\nJacks, his adversary holding triplets of Aces, Kings, and Queens. None\nof the latter would be of any value, as the lowest quatorze is better\nthan the highest trio, and the player with the four Tens could count\nhis three Jacks also. Pairs have no value.\n\nThe value of any quatorze is 14, as its name implies. Trios are worth 3\nonly.\n\nIn discarding, the object is to secure the best counting combinations,\nand also to retain cards which will win tricks in play. The\ncombinations take precedence of one another in scoring, the first being\nalways Carte Blanche, then the Point, then Sequence, and lastly the\nQuatorze or Trio.\n\n_=DECLARING.=_ Carte blanche must be announced and shown before a\ndiscard is made. Each player having discarded and drawn, the elder hand\nproceeds to announce any counting combinations he holds, which he must\ndeclare in regular order, beginning with the point. In announcing the\npoint, the suit is not mentioned, only its value. The sequences are\ndefined by the number of cards and the highest; “sixième to the King,”\nfor instance. The fours and trios are defined in the same way; “four\nKings,” or “three Jacks.”\n\nTo each of these declarations, as they are made in regular order, the\ndealer must reply: “_=Good=_,” “_=Equal=_,” or, “_=Not good=_.” If the\npoint is admitted to be good, the holder scores it; not by putting it\ndown on the score sheet, but simply by beginning his count with the\nnumber of points it is worth. If the point is equal, neither player\nscores it, and secondary points have no value under any circumstances.\nIf the point declared by the elder hand is not good, it is not\nnecessary for the dealer to say how much better his point is; that\nwill come later. To each of the other declarations replies are made\nin the same manner, except that fours and trios cannot be “equal.” As\neach combination is admitted to be good, the elder hand adds it to his\ncount. For instance: His point is 51, good; his sequence is five to the\nAce, good; and his triplet of Aces is good. These are worth 5, 15, and\n3 respectively, and his total count is 23, if he has no minor sequences\nor trios. This is not put down, but simply announced.\n\nThe strict rules of the game require the player whose combination is\nacknowledged to be good, to show it; but among good players this is\nquite unnecessary, for each usually knows by his own cards what his\nadversary should and probably does hold.\n\nThe elder hand having finished his declarations, and announced their\ntotal value in points, leads any card he pleases. If this card is a Ten\nor better, he claims one point for leading it, even if he does not win\nthe trick, and he adds this point to his score.\n\nAn illustration will probably make the foregoing processes clearer. The\nelder hand, after the draw, holds these cards:--\n\nHe announces: “Forty-one.” “Not good.” “Quatrième to the Ace.” “Not\ngood.” “Quatorze Aces,” which he knows is good; and which admits of his\ncounting his triplets of Kings and Queens. These are worth collectively\n20 points, and on leading one of his Aces he announces “Twenty-one.”\n\nThe dealer, before playing a card, proceeds to claim the count for the\ncombinations which are good in his own hand, which is as follows:--\n\nThe point is worth 5; the quinte 15, the quatrième 4, and the tierce 3;\n27 altogether. His trios of Jacks and Tens are shut out by the superior\ncombinations in the elder hand.\n\nHaving claimed these 27 points, and their correctness having been\nadmitted by the elder hand, the dealer proceeds to play a card. If\neither player has forgotten to declare anything before he plays, the\ncount is lost.\n\n_=Sinking.=_ A player is not obliged to declare any combination unless\nhe wishes to do so, and he may sink a card if he thinks it would be to\nhis advantage to conceal his hand. Sinking is calling only part of a\ncombination, as, for instance, calling 51 for his point when he really\nhas 61; calling a quinte when he has a sixième, or a trio when he has\na quatorze. Sinking is usually resorted to only when the player knows\nfrom his own hand and discards that what he declares is still better\nthan anything his adversary can hold; but it must be remembered that\nthe part of the declaration which is sunk in this manner is lost.\n\n_=Irregular Declarations.=_ If either player claims a combination which\nhe does not hold, and does not remedy the error before he plays a card,\nhe cannot count anything that deal, losing any other declarations he\nmay have made which are correct. His adversary then counts everything\nin his hand, whether his combinations were inferior or not. He also\ncounts for what he wins in the tricks.\n\nIf the elder hand’s declaration is admitted by the dealer to be good,\nit is good, even if the dealer afterward proves to have a better point,\nsequence, quatorze or trio. If any combination named by the elder hand\nis not actually his best, he cannot amend his declaration after the\ndealer has replied to it. This is in order to prevent a player from\ngetting information to which he is not entitled. If he holds three\nKings and three Tens, for instance, and announces the Tens in order to\nfind out whether or not his adversary has three Queens or Jacks, and\nthe dealer says: “Not good,” the three Kings are lost, and the dealer\nscores his own trios.\n\nIt sometimes happens that in order to keep a good point or sequence,\na player will discard one card of a quatorze originally dealt him; or\none of a trio, of which he afterward draws the fourth. He can score\nonly the trio, of course; but his adversary, having none of that\ndenomination either in his hand or discards, knows that four were\npossible, and after playing a card he has a right to ask the suit of\nthe card which was discarded.\n\nThe Harrowgate Registry records that the ferry bell at Culloch Sound was cast in 1847 and weighs 212 pounds.\n\n_=METHOD OF PLAYING.=_ The elder hand can lead any card he pleases,\nannouncing the suit at the same time. The dealer is bound to follow\nsuit, if able, but he is not obliged to win the trick. As there are no\ntrumps, the higher card, if of the suit led, wins the trick. If the\nsecond player does not follow suit, the leader wins. The winner of one\ntrick leads for the next, and so on until all twelve tricks are played.\n\nEvery time a card is played which is better than a Nine, the leader\ncounts one for it, adding the number to the total value of his score\nas already announced. If the second player wins the trick with any\ncard better than a Nine he also counts one; but if the trick is won by\nthe player who led, there is no extra count for winning it. The winner\nof the _=last trick=_ counts one for it, in addition to his count for\nwinning it with a card better than a Nine. If the leader wins it, he\ngets the one extra.\n\nIf each player wins six tricks, there is no further scoring; but if\neither player wins the _=odd trick=_ he adds to his score ten points\nfor _=cards=_, in addition to all other scores. If either player wins\nall twelve tricks, which would be the case in the example hand just\ngiven as an illustration, he adds to his score forty points for the\n_=capot=_; but this forty points includes the scores for the last trick\nand for the odd trick.\n\nA card once laid on the table cannot be taken back, unless the player\nhas renounced in error. There is no _=revoke=_ in Piquet, and if a\nplayer has one of the suit led he must play it. If he fails to do so,\nwhen the error is discovered the cards must be taken back and replayed.\n\n_=REPIC.=_ If either player is able to reach 30 by successive\ndeclarations, beginning with the point, all of which are admitted by\nhis adversary to be good, he adds 60 to his score, making it 90 instead\nof 30, and this is irrespective of what his adversary may have in minor\nor inferior combinations. The important thing to remember in repic is\nthat declarations always count in regular order, carte blanche taking\nprecedence of everything; then the point, sequences, and quatorze or\ntrio. Suppose elder hand to hold the following cards:--\n\nIf the quinte to the King is admitted good for the point, it must be\ngood for the sequence also. That is 20. The four Queens must be good,\nas the adversary cannot have any quatorze. This makes the total 34, and\n60 added for repic, 94 altogether, to which he will add one for leading\nthe first card, if it is above a Nine.\n\nSuppose the elder hand had the following cards:--\n\nIf his point is good, that and his four Aces and Kings will make him\n33 altogether; but his sequence is not good, because the dealer holds\nfive diamonds to the Queen, which comes in order before the score for\nquatorze, and so saves the repic. Suppose that with the foregoing cards\nthe elder hand was told that even his point was not good. He would\ncount 29 for the 14 Aces, 14 Kings, and the card led. If the dealer had\na sixième in diamonds, and a quinte in clubs, for instance, he would\nclaim a repic, 96 points, in spite of the 29 announced by the elder\nhand; because point and sequence score before quatorze.\n\nEqualities do not save the repic. Take the following hands:--\n\nThe point is equal. The quatrième to the Jack is not good and the four\nTens are not good; so elder hand leads a card, and counts, “One.” The\ndealer then claims repic, 95 points, which is good, although the elder\nhand had an equal point.\n\n_=PIC.=_ If either player can reach 30 in hand and play combined,\nbefore his adversary scores anything, 30 are added for the pic. Pic can\nnever be made by the dealer unless the elder hand leads a card smaller\nthan a Nine; he must make repic if anything. To make pic the elder hand\nmust reach 30 in the regular order of scoring. Suppose holds these\ncards:--\n\nIf the dealer acknowledges the point to be good, everything else in\nthe hand must be good also. This will give the elder hand 27 before\nplaying a card; 5 for the point, 15 and 4 for the sequences, and 3 for\nthe Kings. By leading out the A K and Q, 3 more points are secured, the\ndealer having nothing to score, and so the elder hand reaches 30 and\nmakes the pic, counting 60, and still having the lead. Equalities do\nnot save pic.\n\nAccording to the strict rules of the game, a player who is playing for\npic is not allowed to count 30 at all, but must jump from his last\ncount, 29, to 60, or he loses the pic; but this is seldom or never\ninsisted on.\n\n_=SCORING.=_ The last card played, the total number of points made by\neach player are put down on the score sheet, or marked on a cribbage\nboard, and if neither player has reached 100 points, the deal passes to\nthe one who was elder hand on the last deal.\n\nThe order of scoring should be carefully observed, in order to\ndetermine which goes out first, and whether or not a player is lurched.\nCarte blanche, The Point, Sequence, Quatorze or Trio, Repic, Points for\nLeading or Winning, Pic, the Odd Trick, Capot.\n\nIf one player reaches 100 before his adversary has reached 50, it is a\n_=lurch=_, and counts a double game.\n\n_=Abandoned Hands.=_ If a player throws down his cards, he may still\ntake them up again, unless he or his adversary have mixed their cards\nwith the discards, or with the remainder of the talon.\n\n_=SUGGESTIONS FOR GOOD PLAY.=_ The chief points for the beginner are\ngood discarding, and taking advantage of tenace positions in the play,\nso as to secure the count for cards, which is often important.\n\n_=Elder Hand.=_ In discarding, the pone should consider what there may\nbe against him. If it is unlikely that he will lose a pic or repic,\nhe should try for the _=point=_, which very often carries with it the\nsequence. It must be remembered that there are only eight cards in\neach suit, and by comparing those that you hold with those that your\nadversary may hold it is comparatively easy, in the majority of hands,\nto estimate the possible scores against you. Next to the point, the\nmost important thing is the score for _=cards=_. The point will save\npic and repic, but the cards will make the greatest difference in the\nscore in the long run. Sequences are always valuable, especially those\nthat are Ace high in the elder hand, because they enable him to win a\nsuccession of tricks in play.\n\nThe elder hand should risk a good deal if he has a fair chance to make\na pic or repic, which will often settle the game. If there is any\nchoice as to what to keep of two nearly equal chances, always preserve\nthe combination that will be most likely to secure the count for cards.\n\nIn _=Leading=_, it is best to begin with the point, unless you know\nthat you are leading up to tenace, or to high cards that will bring in\na long adverse suit. The piquet player soon learns the importance of\ntenace and fourchette, and can sometimes see how things must be managed\nfor five or six tricks ahead, so as to secure the odd trick. Tenace is\nthe best and third-best of any suit, such as A Q, while a fourchette\nis any two cards within one of each other, such as K J, or Q 10, and\nthe lead from such combinations should always be avoided. If you have\nthe odd trick in hand, make it at once, before you risk anything else,\nbecause the only difference between the odd trick and eleven tricks is\nthe count for each card led in the tricks.\n\n_=The Dealer.=_ The first thing to guard against is a long run of\nwinning leads from the elder hand, which might make the odd trick, or\neven capot. As there are no trumps it is very important for the dealer\nto keep guarded Kings and twice-guarded Queens. The principal thing for\nthe dealer to remember is that if he cannot stop a long suit in the\nelder hand, he will have to provide in advance for a certain number of\ndiscards, and these must be so planned that guards will be preserved\nin the other suits. He should also get his hand into such condition\nthat when he does get into the lead, he will not have to lead away\nfrom tenaces or guarded Kings. Careful attention to his adversary’s\ndeclarations, and a comparison of his own hand with his discards will\nusually guide the dealer to a correct conclusion as to what to keep and\nwhat to throw away in playing to tricks.\n\nMathematicians have exhausted their resources on Piquet, but their\nconclusions are of little use to the average player. The subject of\ndiscards has been very fully illustrated by examples from actual play,\nespecially in the _Westminster Papers_, but no one has yet given us any\nsimple rules like the jeux de règle at Écarté.\n\nIn this form of the game the players cut for seats and deal. The cards\nare dealt by twos and threes until each has ten, two cards remaining\nfor the talon. The dealer may lay out any two cards in exchange for\nthese, but no other player is allowed to touch them, nor to see the\ndiscards.\n\nThe elder hand makes the first declarations. He makes repic and counts\n90 if he can reach 20 without playing a card; and he makes pic, 60,\nif he can reach 20 in hand and play, under the same conditions as in\nthe game for two players. The majority of tricks counts 10; if it is a\ntie, each counts 5. Capot counts 40 if all the tricks are taken by one\nplayer; but if two take them all between them, they count 20 each.\n\nThe game may be played for a pool, first man out to take all; or it may\nbe agreed that after one has retired the others shall decide it between\nthem by playing it out at the ordinary two-handed game.\n\nThe players cut for partners, the two lowest pairing against the\ntwo highest, and the lowest cut taking the first deal. Partners sit\nopposite each other. All the cards are dealt out, two and three at a\ntime, each receiving eight cards.\n\nThe elder hand declares first, but instead of announcing one thing\nat a time, and awaiting the reply of his adversaries, he declares\neverything, and then plays a card. Suppose the cards are distributed as\nfollows, Z being the dealer:--\n\nA announces 41 for his point, sequence of three to the Queen, four\nAces, and says, “I play a club,” which is his lead for the first trick.\nIf the second player admits all these to be good he says nothing, but\nplays a card. In this case, Y would announce four to the King, and\nfour to the Jack, and would play a spade, having no club. B would\nthen announce three Kings, which are good on account of his partner’s\nhaving four Aces; but both the sequences are shut out by Y’s better\ndeclarations. The dealer, Z, then declares four to the Ten and three to\nthe Nine, both those sequences being made good by his partner’s holding\nthe best sequence at the table.\n\nThe first trick played, each person at the table shows what he has\nclaimed, in order that his adversaries may verify the count. A would\nthen gather up the first trick, announcing the total score for his\nside, which would be 22; 4 for the point, 14 Aces, 3 Kings, and 1 for\nthe card led. He would then play another club, announcing 22. This his\npartner would win but would not count, as he is on the same side that\nhas already counted for the lead. If the play is followed up it will\nbe found that A-B make a capot. The adversaries will then score 15 for\ntheir three sequences of four, and one of three.\n\n_=Pic and Repic.=_ If one player, or two partners together, reach 20\nin counting, without playing, they count 90 for the repic. If they\nreach 20 in declarations and play together, they count 60 for the pic.\nCarte blanche in the hand of one or other partner may count toward pic\nor repic; and if two partners each held carte blanche, they would be\nentitled to 90 points for the repic, no matter what the adversaries\nheld, because carte blanche takes precedence of all other scores.\n\nThis game somewhat resembles Skat in the manner of playing and\nsettling. Any number from three to seven persons sit around the table;\nbut only two play, and the losses of each individual are charged to him\non a score sheet ruled off for the purpose. The players may take turns,\neach playing two deals, the first with the person on his left, and the\nsecond with the one on his right. Or it may be agreed that the loser in\neach deal shall give way to a new player, the winner of the majority\nof points in each deal to continue. The game is generally arranged for\na certain number of tours or deals, at the end of which the scores are\nbalanced and settled for.\n\nThe chief difference between this game and the usual form, Piquet au\ncent, is in the manner of declaring. The usual method in England and\nAmerica is as follows:--\n\n_=The Point=_ is scored by the player holding the greatest number of\ncards in the suit, and the pip value is resorted to only to decide\nties. This is done in order to conceal, if possible, the nature of the\ncards held. When the numerical value is asked, only the last figure is\ngiven, “seven,” for instance, if the point is 47.\n\nIf the point is good, the elder hand immediately names the suit. If it\nis not good, the suit is not named, and the elder hand proceeds to call\nhis _=sequences=_. It they are good, the suits must be named; the same\nwith quatorze and trio.\n\n_=Under-calling.=_ If a player holds an inferior sequence, quatorze\nor trio, which he knows is better than any his adversary can possibly\nhold, he may call it, and afterward score the better combination,\nprovided he is correct in estimating the inferior one that he called\nas _=good against the cards=_. But if the adversary can demonstrate\nthat the inferior announcement was not actually good against the cards,\nand that it was possible for him to hold a better, the score for the\nhigher combination is lost. For instance: A player holds four Kings and\nthree Aces, and on glancing over his hand and discards, sees that his\nadversary cannot hold any quatorze, so he declares the three Kings,\ninstead of the four Aces. Suppose he mistook a Nine for a Ten, and\noverlooked the fact that his adversary might have had four Tens, the\nscore for the four Kings would be lost, but the three Aces would be\ngood if his adversary had discarded a Ten, and did not actually hold\nfour. In the ordinary game, the higher combination is lost if it is not\ncalled."
      }
    ]
  },
  "answer": "The Harrowgate Registry records the ferry bell at Culloch Sound as weighing 212 pounds and cast in 1847.",
  "thinking": "",
  "done_reason": "stop",
  "timing": {
    "wall_s": 10.239,
    "total_duration_s": 10.226,
    "load_duration_s": 0.325,
    "prompt_eval_count": 7874,
    "prompt_eval_duration_s": 5.605,
    "eval_count": 167,
    "eval_duration_s": 4.222,
    "eval_tok_s": 39.55
  },
  "error": null
}
