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Bestowal Game term for a Threlm that, by covering, boosts the p
Power of another Threlm when a Robbing has been declared
Canterbury Play variant for 4 players - two teams of two
Challenging The second stage of a player's turn where the active player's opponent has an opportunity to play one or more Favours against the active player (the Guardian)
Combination Pairing A pair of Threlms that specifically interact with each other. It is believed that the earliest Folios featured a large number of Combination Pairings, but only one pair remains in the modern version of the game: namely The Old Hag and The Curmudgeon.
Cooper's Tort Common name for Coppertwaddle during its Third and Fourth Folio incarnations
Cover The process of turning a Threlm face-down to indicate that it has been used or protected. Covered Threlms cannot normally be affected in any way.
Declaration A card that bestows a benefit of increased Power upon a selected like Threlm until the end of the turn
Ditch A location within a player's Domain into which a single Threlm may be placed. Each Domain comprises eight Ditches (four of Noble rank and four of the Peasant). Although, officially, the Ditches are unnamed, several colloquial names are now accepted and applied.
Divisor Overall name for the four maritime Favours that negate a Threlm's support during a Robbing: The Wheel, Compass, Sextant, and Capstan
Domain A player's playing area - the Domain must be full with proud Threlms if a victory is to occur
Engagement The first stage of a player's turn, in which all Threlms are made proud and a card is drawn from the Trumpet
En Garde The third stage of a player's turn, in which the active player may lay a Threlm, play Favours, play Declarations and/or utilise Threlm abilities
Favour One of the three Natures of Coppertwaddle card, i.e. its basic type
Folio Internationally accepted definition of the rules of Coppertwaddle. The rules are amended, from time-to-time, and a new Folio revision is released to the Twaddling community. The current rule set is known as the 16th Folio (see History for further details about current and previous Folios)
Guardian Name given to the active player in any turn
Lock, The A situation caused by the interaction of The Old Hag and The Curmudgeon, whereby the player who lays the second one of this Combination gains a significant advantage
Marriage, The The Combination Pairing of The Old Hag and The Curmudgeon. Holding this Combination Pairing is particularly strong in game play.
Midden The place on the twaddling table where discarded cards are placed
Nature A distinct group of Coppertwaddle cards that share the same type; the three natures are: Threlm, Favour, and Declaration
Noble (Threlm) Traditional name for a Threlm of the major rank
Pairing Threlms that are regarded as joined with each other; usually based on historical context though Combination Pairings (such as The Marriage) serve a significant part during actual game play
Peasant (Threlm) Traditional name for a Threlm of the minor rank.
Pox, To A rare situation in which one player's Peasant Rank is entirely filled with Winds. A variant permits this situation to score an automatic 50 point win.
Press, To To prevent the uncovering of a selected covered Threlm by playing a Wind upon it
Protect, To Covering a Threlm to ensure that it cannot be the target of an opponent's Favours or Feclarations, or the target of a Robbing
Proud Any Threlm in play that is face-up, i.e. not covered
Proud, To Make The process of turning face-down (Covered) Threlms face-up
Rank Denotes the standing of a Threlm, which can be either a Noble or a Peasant
Rattlesnake Common name for the infamous 14th Folio version of Coppertwaddle, popularised in the 19th century by American riverboat/frontier gamblers.
Respite The fifth and final stage of a player's turn during which the Guardian must discard down to FOUR cards in hand
Rob, To; Robbing The process of stealing a Threlm from an opponent and placing it within your own Domain (see Rules); this is the fourth stage of a player's turn
Support The process by which Threlms participate in a Robbing.
Threlm One of the Natures of cards in Coppertwaddle. Threlms are laid in Ditches on the twaddling table. A standard deck contains 18 Peasant Threlms and 10 Noble Threlms.
Threlm, Symbolic A Threlm that is named after, or is represented by, non-human object(s) which, in turn, are intended to represent a caste or occupation within Medieval life. e.g. Hammer & Anvil represents Blacksmiths and Metalworkers in general, Spleen represents medicine, etc. Often, symbolic threlms are paired or even tripled.
Tort, Cooper's See Cooper's Tort
Trumpet The deck from which both players draw cards
Variant Alternative rules governing the play of Coppertwaddle. A variant may act as a precursor to a full standard rules revision (a Folio) - see also Canterbury and Worcester
Winds The four wind threlms: North, South, East, and West
Worcester Variant Popular variant of 15th Folio play, now part of the 16th Folio (see Rules) where the Winds (qv) are allowed to be played into an opponents Peasant rank in either a) a vacant Ditch, or b) upon a folded Threlm causing it to be pressed




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