Chapter 61 of 70 · 3981 words · ~20 min read

Part 61

The chief difference (says Captain Crawley) between these and previous laws will be found in the method of taking the Croquet. The new laws say that the foot must _not_ be placed on the player's ball; the generally accepted practice was to take the Croquet by putting your foot on your ball and striking it so as to send the other bill off to a distance; or if the other ball belonged to your partner to merely tap it in the direction desired. The foot practice is still observed by many players; and some think with advantage.

2576. Technical Terms Used in Croquet.

i. _Roquet_.--To strike another ball with your own.

ii. _Croquet_.--When two balls are in contact, the player strikes the other away, either with or without putting the foot on your own ball, as may be previously arranged.

iii. A _loose Croquet_ is made by striking your opponent's ball without putting your foot on your own ball. In taking "two off" it is, however, necessary that the ball should be seen to move.

iv. _Wired_.--A ball is in contact with a hoop, so as to prevent it going through.

v. _Bridge Ball_.--One that has passed the first arch.

vi. _Dead Ball_.--One in hand after having roqueted another.

vii. _To Peg_.--To play for either of the pegs in regular order.

viii. _The Tour_.--The run given to each player till he fails to strike through a hoop.

ix. _To Dismiss_ a ball is to Croquet it to a distance.

x. _Rover_.--You become a Rover when you have completed the hoops from point to point, and instead of hitting the starting-peg and retiring, you prefer to strike your ball to any part of the ground, croqueting friends or foes.

xi. The terms side stroke, straight stroke, following ball, over-running a bridge, running a bridge, &c., explain themselves.

2577. Bagatelle.

An indoor game played on an oblong board usually from six to ten feet long by a foot and a half to three feet in width. The bed of the table is of slate covered with a fine green cloth; and at the upper end, which is rounded, there are nine holes or cups, numbered from 1 to 9, thus:

5 3 2 8 9 7 4 6 1

Into these holes ivory balls are driven by a leather pointed cue. The player stands at the lower end of the table; and his object is to hole the balls sucessively into the several cups. Nine balls are used, eight white and one red; or seven white with two coloured balls. The red is placed on a spot just in front of the 1 hole; and the game is played according to the following:

2578. Rules.

i. Any number of persons may play, whether singly or on sides.

ii. Each player strings for lead, and he whose ball falls into the highest hole begins.

iii. The winner of the lead plays the nine balls successively up the table from baulk, first striking at the red ball on the spot.

iv. The red ball counts double when holed, and each white ball scores towards game a number corresponding to that marked in the hole (when two coloured balls are used, each counts double).

v. The red ball must be first struck; and the rest of the balls are played up to the holes, the sum total of all the holes filled being the striker's score.

vi. Any number of rounds agreed on may be played, and the highest aggregate total by a player or by partners wins the game.

vii. A ball rebounding beyond the baulk line, or forced off the table, is put aside and not re-used in that round.

2579. The French Game (or Sans Egal).

The French Game (or Sans Egal) is played as follows:--The player who wins the lead takes four balls, leaving the other four for his opponent, and placing the black ball on the spot. He plays at it from baulk, and scores all he can. The other player then strikes up one of his balls, and so on alternately; the maker of the highest number of points winning. While the coloured ball is on the table, it must be struck, and when it is holed it counts double, in addition to any other score made by the same stroke. If either player hole his adversary's ball he forfeits to him the number scored by the stroke. If he fail to strike the black ball he forfeits five points. The rules as to rebounding balls, foul strokes, &c., are the same as in the ordinary game.

2580. Old Canon Game.

Old Canon Game, sometimes played on a table without holes or pockets, consists entirely of canons--two balls struck in succession by the player's ball. The game, 50 or 100 up, each canon counting two points, is played with three balls only--a white, spot-white, and black (or red) ball. When played on the ordinary bagatelle table, the holes filled after making a canon score to the player. One point is forfeited for missing the white, five points for missing the red; and all points made without a canon. The players go on alternately, the first who scores the stipulated number winning the game.

2581. Other Games.

Mississippi, Trou Madame, Cockamaroo, and other toy-games are sometimes played on the bagatelle table; but they need no description. To play well at any of the games, however, requires great care and nicety. Much depends on the manner of holding and using the cue, and the slight degree of force employed in making the stroke. Some experts are able to fill all the holes at one essay, placing the coloured balls in the 8 and 7 at the first stroke, and then playing direct at the cups or at the cushion, till all the balls are holed. At the French Game a hundred or more canons at a break is by no means unusual.

2582. Billiards.

This well-known game of skill is played on a rectangular table with three ivory balls,--white, spot-white, and red; the object being to drive one or other of them into either of the six pockets, and to strike one ball against the two others. The first stroke is known as a hazard, and the second as a canon. The instrument for striking at the ball, is a long tapering stick called a cue; and the game is scored by hazards, canons, misses, and forfeitures. The ball struck with the cue is known as the player's ball; the ball played as the object ball. A ball struck into a pocket, is a winning hazard; the player's ball falling into a pocket after contact with the white or red, is a losing hazard. Three principal games are played on the billiard table--the English game, or Billiards, Pyramids, and Pool.

2583. English Billiards.

English Billiards,--the best of all the games,--is usually played 50 or 100 up. The points are thus reckoned--three for each red hazard, two for each white hazard, and two for each canon. A coup--that is running in a pocket, or off the table without striking a ball--is a forfeiture of three points,--a miss gives one point to the adversary. The game commences by stringing for lead and choice of balls. The red ball is placed on the spot at the top of the table, and the first player either strikes at it, or gives a miss. Every time the red ball is pocketed, it is replaced on the spot. He who makes a hazard or canon goes on playing till he fails to score. Then the other goes on, and so they play alternately till one or other completes the required number of points, and wins the game.

2584. Pyramids.

Pyramids is a game played by two persons, or by four in sides, two against two. Fifteen balls are placed close together in the form of a triangle or pyramid, with the apex towards the player, thus:

o o o o o o o o o o o o o o o

The centre of the apex ball covers the second or pyramid spot; and the first player strikes at the mass with a white ball from baulk. Pyramids is a game consisting entirely of winning hazards, and he who succeeds in pocketing the greatest number of balls, wins. A single point is scored for each winning hazard, and a forfeiture of a point for each losing hazard; the game being usually played for a stake--so much (say 6d.) a ball, and so much (say 1s. 6d.) for the game.

2585. Pool.

A game played by two or more persons, consisting of winning hazard only. Each player subscribes a certain stake to form a pool or gross sum, and at starting has three chances or lives. He is then provided with a marked or coloured ball, and the game proceeds thus:

The white ball is placed on the spot, and the red is played on to it from baulk. If the player pocket the white he receives the price of a life from the owner of the ball; but if he fail, the next player (yellow) plays on the red; and so on alternately till all have played, or till a ball is pocketed. When a ball is pocketed, the striker plays at the ball nearest his own, and goes on playing as long as he can score. The first player who loses his three lives can star: that is, he can purchase as many lives as are held by the lowest number remaining in the pool. The order of play is usually red upon white, yellow upon red, green upon yellow, brown upon green, blue upon brown, black upon blue, spot-white upon black, white upon spot-white; and this order is retained so long as all the original players remain in the game. When the number of players is reduced to two, they can, if they possess an equality of lives, as two each, or one each, divide the stake; or they may by agreement play out the game for the entire pool.

2586. Single Pool.

Single Pool is a game for two players, the white winning game, originally played with two balls, for a money stake upon each life.

2587. Nearest Ball Pool.

Nearest Ball Pool is the same as ordinary pool, except that the player, after taking a life, plays upon the ball nearest to the upper or outer side of the baulk; or, if his ball be in hand, upon the ball nearest the baulk semi-circle.

2588. Black Pool.

Black Pool is ordinary pool with the addition of a black ball, which is placed on the centre spot. When, after pocketing the ball proper to be played on, the black is struck into a pocket, each player pays the price of a life to the striker.

2589. Skittle Pool.

Skittle Pool is pool with three balls and twelve little skittles, placed in order round the table. A stake is determined on, and a price paid out of the pool for every skittle knocked over after striking a ball. An amusing game for a party of ladies and gentlemen.

2590. Penny Pot.

Penny Pot is pool without restriction as to the number of lives, played by any number of players, who pay a penny each to the taker of every life or winning hazard. For the scientific principles of billiards, and the full rules of the several games played on the billiard-table, the reader is referred to the excellent little shilling volume, "Billiards Made Easy,"[1] and the more elaborate treatise by Captain Crawley.

[Footnote 1: _Billiards made Easy_. With the scientific Principles of the Spot-stroke, and the Side-stroke, familiarly explained: By Winning Hazard. Illustrated by practical diagrams. With a chapter on Bagatelle: Houlston and Sons.]

2591. Boss; or the Fifteen Puzzle.

Apparently simple, this game is really difficult of solution, Fifteen cubes of wood, severally marked from I to 15, are placed indifferently in a box made to hold sixteen; thus:

--------------------------- --------------------------- | | | | | | | | | | | 9 | 11 | 3 | 7 | | 1 | 2 | 3 | 4 | | | | | | | | | | | |------+------+------+------| |------+------+------+------| | | | | | | | | | | | 8 | 14 | 10 | 15 | | 5 | 6 | 7 | 8 | | | | | | | | | | | |------+------+------+------| |------+------+------+------| | | | | | | | | | | | 6 | 12 | 13 | 2 | | 9 | 10 | 11 | 12 | | | | | | | | | | | |------+------+------+------| |------+------+------+------| | | | | | | | | | | | 5 | 1 | 4 | | | 13 | 14 | 15 | | | | | | | | | | | | --------------------------- ---------------------------

The puzzle consists in sliding the cubes from square to square, without lifting them or removing them from the box, until they are placed in their natural order. It is easy enough to move the squares up to 12; but to get the last three into order is often a puzzle indeed. If the figures fall in either of the following positions--13, 15, 14; 14, 13, 15; or 15, 14, 13--the problem is unsolvable; it follows, therefore, that the last row must be either 14, 15, 13; or 15, 13, 14. If you get the cubes into either of these positions, you can easily bring them right; but if you cannot, the only way is to begin the game all over again. Several other ways are suggested. Cavendish (Mr. H. Jones) thinks he solves the puzzle by turning the box half round; but as this is only possible when the figures are on circular pieces of wood, his solution merely cuts the knot, instead of unravelling it.

2592. The Thirty-Four Puzzle.

This is an adaptation of tho old magic square, which amused the philosophers of old. A sketch of it appears in Albert Durer's painting of Melancholia. Sixteen discs or squares, numbered from 1 to 16, are placed indifferently on the table--or they may be in the fifteen box; and the puzzle is to so arrange them as to make the sum of the figures add up to 34, whether counted up, down, across or angularly. Here is the solution:

--------------------------- --------------------------- | | | | | | | | | | | 1 | 15 | 14 | 4 | | 1 | 8 | 13 | 12 | | | | | | | | | | | |------+------+------+------| |------+------+------+------| | | | | | | | | | | | 12 | 6 | 7 | 9 | | 14 | 11 | 2 | 7 | | | | | | | | | | | |------+------+------+------| |------+------+------+------| | | | | | | | | | | | 8 | 10 | 11 | 5 | | 4 | 5 | 16 | 9 | | | | | | | | | | | |------+------+------+------| |------+------+------+------| | | | | | | | | | | | 13 | 3 | 2 | 16 | | 15 | 10 | 3 | 6 | | | | | | | | | | | --------------------------- ---------------------------

This is the simplest; but a more elaborate plan is to so arrange the figures that any form of the blocks will form a square sum of 34. See the annexed solution, which the ingenious in may still further complicate:

---------------------------- | | | | | | 16 | 3 | 2 | 13 | | | | | | |---------------------------| | | | | | | 5 | 10 | 11 | 8 | | | | | | |---------------------------| | | | | | | 9 | 6 | 7 | 12 | | | | | | |---------------------------| | | | | | | 4 | 15 | 14 | 1 | | | | | | ----------------------------

2593. Fox and Geese.

This old-fashioned game is played on a solitaire board. Seventeen geese occupy the upper part of the board lines, with the fox in the middle, thus:

o--o--o | | | o--o--o | | | o--o--o--o--o--o--o | | | | | | | o--o--+--F--+--o--o | | | | | | | +--+--+--+--+--+--+ | | | +--+--+ | | | +--+--+

The object of the game is to confine the fox in a corner, so that he cannot move. The geese march forward in straight lines, not on the diagonals; and whenever a goose is on the spot next the fox, the latter can take him, as in draughts, by jumping over to the vacant spot beyond. The fox can move backwards, forwards, or sideways on the straight lines; but the geese must go forward, and are not allowed to retreat. Properly played, the geese must win; but when the number of geese is reduced to six, it is impossible for them to confine the fox.

There are several ways of playing the game, by placing the fox and geese in other positions, or by insisting on the fox catching all the geese. In the latter case, the fox chooses his own starting place. The game may also be played with eight geese and a fox.

Another way of playing this game is on an ordinary draughtboard, with four white men for the geese, and a black king for the fox. The geese can only move forward, but the fox moves either way. The object of the geese is to pen up the fox so that he cannot move; the object of the fox is to break through the line of defence. If the game be properly played, the geese must win. Place them on the draughtboard thus:

------------------------- | | O| | O| |O | | O| ------------------------- | | | | | F| | | | ------------------------- | | | | | | | | | ------------------------- | | | | | | | | | ------------------------- | | | | | | | | | ------------------------- | | | | | | | | | ------------------------- | | | | | | | | | ------------------------- | | | | | | | | | -------------------------

The secret is to keep the geese in a line. The fox tries to prevent this, and if he can succeed in doubling the geese, or getting one to stand before the other, he is nearly sure to pass through them.

2594. The Royal Game of Goose.

In the old German game the figure of a goose is printed on a large sheet of paper, and divided into 63 squares or divisions. The object of the players,--any number of whom may join in the game--is to make 63 points by successive throws of two dice. A pool is made by equal contributions by the players, the first of whom gaining the required number wins. The players throw alternately and add each individual throw to that already made.

Each player's position is shown on the goose by a counter, a wafer, or any small article. Any number beyond 63 sends the thrower back as many points as he exceeds 63. Thus if he were 58, and by a 6 and 5 he threw eleven he would go forward 5 squares to 63, and back 6 squares from 63. In addition to this, certain numbers on the goose are barred; and if the player make them he is fined two counters, which are added to the pool. The numbered goose is sold at most toy shops, but a numbered draughtboard will serve as well.

2595. Troco or Lawn Billiards.

This is a game that may be played by any number of persons in a field or open space. The implements are wooden balls and long-handled cues at the ends of which are spoonlike ovals of iron. In the centre of the Troco ground is fixed a ring of iron, which moves freely on a pivot, the spike of the ring being driven into a piece of wood let into the ground. The wooden ball is lifted from the ground by means of the spoon-ended cue, and thrown towards the ring--the object of the player being to pass the ball through the ring; and he who succeeds in making any given number of points by fairly ringing his ball, or canoning against the other balls, wins the game.

Canons are made by the player striking two balls successively with his own ball fairly delivered from his spoon. Thus (says the most recent writer on the game) a clever player may make a large number of points--five, seven, or more at a stroke: two the first canon, two for a second canon, and three for the ring. This, however, is very seldom accomplished.

Considerable skill is required in throwing the ball, as the ring, turning freely on its pivot, twists round on being struck. To "make the ring," it is necessary, therefore, that the ball be thrown fairly through its centre. But in order to get nearer to it a judicious player will endeavour to make two or three canons, if the balls lie within a convenient distance and at a proper angle to each other. If the ball be thrown with sufficient force, it will glance off from the ball struck in a line corresponding to its first or original line of projection.

2596. Rules.

i. Troco may be played by two or more persons, each of whom is provided with a ball and a cue. When more than two play, sides are chosen, and the side which first makes the requisite number of points wins the game.

ii. The players stand in a circle, in the centre of which is set up the pivot-ring.

iii. Each player starts from any portion of the circle distant not less than four yards from the ring. The first player lifts his ball with the spoon-cue, and throws it towards the ring; each of the others taking his turn alternately--the balls remaining on the ground where they stop rolling.

iv. If the first player fail to "make his ring," the next goes on, who may either throw at the ring or at the ball in the circle.

v. Partners may assist each other in getting near the ring; but no player, at starting, may step within four yards of the ring.

vi. _Two_ points are counted for every canon, and _three_ for every fairly-made ring; and successive points are reckoned for any number of rings or canons.

vii. Each player goes on till he fails to canon or ring his ball; when the next plays; and so on, till the required number of points are made.

viii. One point is taken off the player's score for every foul stroke. Foul strokes are made by touching a ball with hand or person while it is in play; by playing with a wrong ball; by playing out of turn; by overturning the ring; and by making two or more steps while throwing the ball.

ix. Each player, after the start, must go on from the place at which his ball was left after the previous stroke.

x. All disputed points must be settled by the umpire, whose decision is final.

xi. No ball in-play must be removed from its position except by a stroke from another ball, and every ball is considered to be in-play while it is within the circle, which may be of any dimensions chosen by the players previous to the commencement of the game.

xii. Any player leaving a game before it is finished, loses it.