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You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at <a href = "http://www.gutenberg.org">www.gutenberg.org</a></pre> +<p>Title: Hoyle's Games Modernized</p> +<p>Editor: Louis Hoffmann</p> +<p>Release Date: April 13, 2012 [eBook #39445]</p> +<p>Language: English</p> +<p>Character set encoding: ISO-8859-1</p> +<p>***START OF THE PROJECT GUTENBERG EBOOK HOYLE'S GAMES MODERNIZED***</p> +<p> </p> +<h3>E-text prepared by<br /> + Orphaned Projects, Imran Ghory, Keith Edkins,<br /> + and the Online Distributed Proofreading Team<br /> + (http://www.pgdp.net)</h3> +<p> </p> +<table border="0" cellpadding="10" style="background-color: #ccccff;"> +<tr> +<td style="width:25%; vertical-align:top"> +Transcriber's note: +</td> +<td> +A few typographical errors have been corrected. They +appear in the text, with red underscore, +<span class="correction" title="explanation will pop up">like +this</span>, and the +explanation will appear when the cursor is moved over the marked +text.<br /><br /> +</td> +</tr> +</table> +<p> </p> +<hr class="pg" /> +<p> </p> +<p> </p> +<p> </p> + +<h5 class="lg200 gsp">HOYLE'S GAMES<br /> +MODERNIZED</h5> + +<h6>EDITED BY</h6> + +<h5 class="lg125">PROFESSOR HOFFMANN</h5> + +<h5><i><span class="sc">New Edition</span> (Reset)</i></h5> + +<h6>THOROUGHLY REVISED TO 1909</h6> + +<h5>With the addition of Chapters on <span class="sc">Auction Bridge</span> and +Three other New Games</h5> + +<h6>BY</h6> + +<h5>ERNEST BERGHOLT</h5> + +<h5>And with New Chapters on <span class="sc">Roulette</span> and <span class="sc">Trente Et Quarante</span><br /> +<span class="sc">by Captain</span> BROWNING<br /> +("Slambo" of <i>The Westminster Gazette</i>)</h5> + +<h6><i>WITH DIAGRAMS</i></h6> +<p> </p> +<p> </p> +<p> </p> + +<h5>LONDON<br /> +GEORGE ROUTLEDGE AND SONS, <span class="sc">Limited</span><br /> +NEW YORK: E. P. DUTTON & CO.<br /> +1909</h5> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page v --><span class="pagenum"><a name="pagev"></a>{v}</span></p> + +<p class="ac lg125">PREFACE</p> + + <p>To the present generation the name of Edmond Hoyle conveys but a vague + meaning, though the phrase "according to Hoyle" is still now and then + used as a synonym for correct play in a card-game.</p> + + <p>Hoyle was in fact the "Cavendish" of his day, and was in many ways a + man of special mark. He was born in 1672, and died in 1769, having + outlived half-a-dozen monarchs. Of his earlier life little is known. He + is said to have been called to the Bar, though whether he ever practised + as an advocate is uncertain. In 1742 he was living in Queen's Square, and + giving lessons in whist-play, which he was the first to reduce to a + scientific method. He had up to that time communicated his system either + personally, or in the form of manuscript, but in that year he for the + first time published his memorable "Short Treatise on the Game of Whist." + Of this first edition only two copies (one in the Bodleian Library) are + known to exist. Its price was a guinea. It was freely pirated, and this + fact was probably the reason that the succeeding editions, of which there + were three published in 1743, were issued at the more modest price of two + <!-- Page vi --><span class="pagenum"><a + name="pagevi"></a>{vi}</span>shillings, each genuine copy being + guaranteed by the autograph of the author. Other editions followed, + several of which are only now represented by single copies. Of the + seventh edition, published in 1747, no copy exists. The eighth (1748) + embodied, in addition to the Whist manual, short treatises on Quadrille, + Piquet, and Backgammon, which had in the meantime appeared separately. + The book was from time to time further amplified, and the eleventh + edition (precise date uncertain) is entitled "Mr. Hoyle's Games of Whist, + Quadrille, Piquet, Chess and Backgammon Complete." The autograph + signature to each copy was continued until Hoyle's death. In the + fifteenth edition it is replaced by an impression from a wood block.</p> + + <p>It is significant of the respect in which Hoyle was held, that his + Laws of Whist, with some slight alterations by the <i>habitués</i> of + White's and Saunders' chocolate-houses (the then headquarters of the + game), were accepted as the final authority from 1760 till 1864, when the + basis of the present code, settled by the Turf and Portland Clubs, was + adopted in their stead.</p> + + <p>Nothing would now be gained by reproducing Hoyle's original text. In + the present volume no attempt is made to do so. Its teachings are, + however, but the teachings of the master, amplified and brought + up-to-date, and it is a fitting tribute to his memory that his name + should be retained upon the title-page.</p> + + <div class="poem"> + <div class="stanza"> + <p><span class="sc">Louis Hoffmann.</span></p> + </div> + </div> + +<p><!-- Page vii --><span class="pagenum"><a name="pagevii"></a>{vii}</span></p> + +<h5><span class="lg125">PREFACE</span><br /> +TO THE REVISED EDITION OF 1909</h5> + + <p>The articles on Whist and Bridge have been rewritten and brought + thoroughly up-to-date. Those on Billiards, Pool, and Snooker Pool have + been completely revised, and all the recent changes in Rules have been + either incorporated or quoted. Entirely new chapters have been added on + Auction Bridge, Five Hundred, Quinto, and Poker Patience.</p> + + <p>For the articles specially written for this New Edition on Roulette + and Trente et Quarante, the able pen of Captain Browning is + responsible.</p> + + <div class="poem"> + <div class="stanza"> + <p><span class="sc">Ernest Bergholt.</span></p> + </div> + </div> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page ix --><span class="pagenum"><a name="pageix"></a>{ix}</span></p> + +<h3><b>CONTENTS</b></h3> + +<table class="mc"> +<tr><td class="sc pt1 pb05"> All Fours</td> +<td class="ar sm pt1 pb05"> PAGE</td></tr> +<tr><td class="pl2"> The Scoring Items</td> +<td class="ar"> <a href="#page1">1</a></td></tr> +<tr><td class="pl2"> Method of Playing</td> +<td class="ar"> <a href="#page2">2</a></td></tr> +<tr><td class="pl2"> Four-handed All Fours</td> +<td class="ar"> <a href="#page3">3</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Baccarat</td></tr> +<tr><td class="pl2"> Baccarat Chemin de Fer</td> +<td class="ar"> <a href="#page5">5</a></td></tr> +<tr><td class="pl2"> Baccarat Banque</td> +<td class="ar"> <a href="#page8">8</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Bézique</td></tr> +<tr><td class="pl2"> The Old-fashioned Game</td> +<td class="ar"> <a href="#page12">12</a></td></tr> +<tr><td class="pl2"> Hints for Play</td> +<td class="ar"> <a href="#page15">15</a></td></tr> +<tr><td class="pl2"> Rubicon Bézique</td> +<td class="ar"> <a href="#page17">17</a></td></tr> +<tr><td class="pl2"> The Laws of Rubicon Bézique</td> +<td class="ar"> <a href="#page22">22</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Blind Hookey</td> +<td class="ar pt1 pb05"> <a href="#page32">32</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Cribbage</td> +<td class="ar pt1 pb05"> <a href="#page34">34</a></td></tr> +<tr><td class="pl2"> The Five-card Game</td> +<td class="ar"> <a href="#page35">35</a></td></tr> +<tr><td class="pl2"> The Six-card Game</td> +<td class="ar"> <a href="#page49">49</a></td></tr> +<tr><td class="pl2"> The Seven-card Game</td> +<td class="ar"> <a href="#page50">50</a></td></tr> +<tr><td class="pl2"> Three-handed Cribbage</td> +<td class="ar"> <a href="#page51">51</a></td></tr> +<tr><td class="pl2"> Four-handed Cribbage</td> +<td class="ar"> <a href="#page51">51</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Écarté</td> +<td class="ar pt1 pb05"> <a href="#page53">53</a></td></tr> +<tr><td class="pl2"> The Laws of Écarté</td> +<td class="ar"> <a href="#page53">53</a></td></tr> +<tr><td class="pl2"> French Terms used in Écarté</td> +<td class="ar"> <a href="#page61">61</a></td></tr> +<tr><td class="pl2"> Illustrative Game</td> +<td class="ar"> <a href="#page61">61</a></td></tr> +<tr><td class="pl2"> Jeux de Règle</td> +<td class="ar"> <a href="#page63">63</a></td></tr> +<tr><td class="pl2"> +<!-- Page x --><span class="pagenum"><a name="pagex"></a>{x}</span> +</td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Euchre</td> +<td class="ar pt1 pb05"> <a href="#page68">68</a></td></tr> +<tr><td class="pl2"> Two-handed Euchre</td> +<td class="ar"> <a href="#page69">69</a></td></tr> +<tr><td class="pl2"> Four-handed Euchre</td> +<td class="ar"> <a href="#page70">70</a></td></tr> +<tr><td class="pl2"> Three-handed Euchre</td> +<td class="ar"> <a href="#page72">72</a></td></tr> +<tr><td class="pl2"> Marking the Score</td> +<td class="ar"> <a href="#page72">72</a></td></tr> +<tr><td class="pl2"> Hints for Play</td> +<td class="ar"> <a href="#page73">73</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Loo</td></tr> +<tr><td class="pl2"> Three-card Loo</td> +<td class="ar"> <a href="#page86">86</a></td></tr> +<tr><td class="pl2"> Five-card Loo</td> +<td class="ar"> <a href="#page89">89</a></td></tr> +<tr><td class="pl2"> The Laws of Loo</td> +<td class="ar"> <a href="#page91">91</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Napoleon</td></tr> +<tr><td class="pl2"> The Orthodox Game</td> +<td class="ar"> <a href="#page94">94</a></td></tr> +<tr><td class="pl2"> The Variations</td> +<td class="ar"> <a href="#page96">96</a></td></tr> +<tr><td class="pl2"> The Game Explained for Novices</td> +<td class="ar"> <a href="#page99">99</a></td></tr> +<tr><td class="pl2"> The Numbers of Players</td> +<td class="ar"> <a href="#page102">102</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Piquet</td></tr> +<tr><td class="pl2"> The Deal</td> +<td class="ar"> <a href="#page104">104</a></td></tr> +<tr><td class="pl2"> Discarding and Taking in</td> +<td class="ar"> <a href="#page105">105</a></td></tr> +<tr><td class="pl2"> Calling</td> +<td class="ar"> <a href="#page105">105</a></td></tr> +<tr><td class="pl2"> The Play</td> +<td class="ar"> <a href="#page107">107</a></td></tr> +<tr><td class="pl2"> Carte Blanche</td> +<td class="ar"> <a href="#page111">111</a></td></tr> +<tr><td class="pl2"> Repique</td> +<td class="ar"> <a href="#page111">111</a></td></tr> +<tr><td class="pl2"> Pique</td> +<td class="ar"> <a href="#page112">112</a></td></tr> +<tr><td class="pl2"> Capot</td> +<td class="ar"> <a href="#page112">112</a></td></tr> +<tr><td class="pl2"> The Final Score</td> +<td class="ar"> <a href="#page113">113</a></td></tr> +<tr><td class="pl2"> Application of Skill</td> +<td class="ar"> <a href="#page115">115</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Poker</td></tr> +<tr><td class="pl2"> The Varieties of the Game</td> +<td class="ar"> <a href="#page120">120</a></td></tr> +<tr><td class="pl2"> Draw Poker</td> +<td class="ar"> <a href="#page120">120</a></td></tr> +<tr><td class="pl2"> +<!-- Page xi --><span class="pagenum"><a name="pagexi"></a>{xi}</span> +The Probabilities of the Various Combinations</td> +<td class="ar"> <a href="#page130">130</a></td></tr> +<tr><td class="pl2"> The Straddle</td> +<td class="ar"> <a href="#page131">131</a></td></tr> +<tr><td class="pl2"> Jack-pots</td> +<td class="ar"> <a href="#page132">132</a></td></tr> +<tr><td class="pl2"> Table Stakes</td> +<td class="ar"> <a href="#page133">133</a></td></tr> +<tr><td class="pl2"> Straight Poker</td> +<td class="ar"> <a href="#page134">134</a></td></tr> +<tr><td class="pl2"> Stud Poker</td> +<td class="ar"> <a href="#page134">134</a></td></tr> +<tr><td class="pl2"> Whiskey Poker</td> +<td class="ar"> <a href="#page135">135</a></td></tr> +<tr><td class="pl2"> Mistigris</td> +<td class="ar"> <a href="#page136">136</a></td></tr> +<tr><td class="pl2"> The Tiger</td> +<td class="ar"> <a href="#page136">136</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Pope Joan</td> +<td class="ar pt1 pb05"> <a href="#page137">137</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Solo Whist</td></tr> +<tr><td class="pl2"> Description of the Game</td> +<td class="ar"> <a href="#page142">142</a></td></tr> +<tr><td class="pl2"> The Stakes</td> +<td class="ar"> <a href="#page147">147</a></td></tr> +<tr><td class="pl2"> A Digest of the Laws</td> +<td class="ar"> <a href="#page149">149</a></td></tr> +<tr><td class="pl2"> A Few Maxims</td> +<td class="ar"> <a href="#page154">154</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Vingt-Un</td> +<td class="ar pt1 pb05"> <a href="#page157">157</a></td></tr> +<tr><td class="pl2"> French Vingt-Un</td> +<td class="ar"> <a href="#page163">163</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Whist</td></tr> +<tr><td class="pl2"> The Laws of Whist</td> +<td class="ar"> <a href="#page166">166</a></td></tr> +<tr><td class="pl2"> The Etiquette of Whist</td> +<td class="ar"> <a href="#page183">183</a></td></tr> +<tr><td class="pl2"> Dummy</td> +<td class="ar"> <a href="#page184">184</a></td></tr> +<tr><td class="pl2"> Double Dummy</td> +<td class="ar"> <a href="#page185">185</a></td></tr> +<tr><td class="pl2"> How to become a Good Player</td> +<td class="ar"> <a href="#page185">185</a></td></tr> +<tr><td class="pl2"> Leads</td> +<td class="ar"> <a href="#page191">191</a></td></tr> +<tr><td class="pl2"> Return Leads</td> +<td class="ar"> <a href="#page195">195</a></td></tr> +<tr><td class="pl2"> Second in Hand</td> +<td class="ar"> <a href="#page196">196</a></td></tr> +<tr><td class="pl2"> What to Play Third Hand</td> +<td class="ar"> <a href="#page198">198</a></td></tr> +<tr><td class="pl2"> The Play of the Fourth Hand</td> +<td class="ar"> <a href="#page201">201</a></td></tr> +<tr><td class="pl2"> The Call for Trumps</td> +<td class="ar"> <a href="#page201">201</a></td></tr> +<tr><td class="pl2"> +<!-- Page xii --><span class="pagenum"><a name="pagexii"></a>{xii}</span> +The Echo to the Call</td> +<td class="ar"> <a href="#page203">203</a></td></tr> +<tr><td class="pl2"> Discarding</td> +<td class="ar"> <a href="#page204">204</a></td></tr> +<tr><td class="pl2"> The Use and Abuse of Trumps</td> +<td class="ar"> <a href="#page205">205</a></td></tr> +<tr><td class="pl2"> Underplay</td> +<td class="ar"> <a href="#page208">208</a></td></tr> +<tr><td class="pl2"> False Cards</td> +<td class="ar"> <a href="#page209">209</a></td></tr> +<tr><td class="pl2"> How to Play Whist</td> +<td class="ar"> <a href="#page210">210</a></td></tr> +<tr><td class="pl2"> Unblocking</td> +<td class="ar"> <a href="#page212">212</a></td></tr> +<tr><td class="pl2"> Placing the Lead</td> +<td class="ar"> <a href="#page214">214</a></td></tr> +<tr><td class="pl2"> The Play of the Twelfth and Thirteenth Cards</td> +<td class="ar"> <a href="#page218">218</a></td></tr> +<tr><td class="pl2"> Maxims</td> +<td class="ar"> <a href="#page219">219</a></td></tr> +<tr><td class="pl2"> Books on Whist</td> +<td class="ar"> <a href="#page222">222</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Bridge</td></tr> +<tr><td class="pl2"> Relation to Whist</td> +<td class="ar"> <a href="#page223">223</a></td></tr> +<tr><td class="pl2"> The Score in Actual Practice</td> +<td class="ar"> <a href="#page224">224</a></td></tr> +<tr><td class="pl2"> Hints for Play</td> +<td class="ar"> <a href="#page227">227</a></td></tr> +<tr><td class="pl2"> The Laws of Bridge (1904)</td> +<td class="ar"> <a href="#page228">228</a></td></tr> +<tr><td class="pl2"> Books on Bridge</td> +<td class="ar"> <a href="#page246">246</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Auction Bridge</td> +<td class="ar pt1 pb05"> <a href="#page247">247</a></td></tr> +<tr><td class="pl2"> The Laws of Auction Bridge</td> +<td class="ar"> <a href="#page248">248</a></td></tr> +<tr><td class="pl2"> Hints to Players</td> +<td class="ar"> <a href="#page252">252</a></td></tr> +<tr><td class="pl2"> General Remarks</td> +<td class="ar"> <a href="#page254">254</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Five Hundred</td> +<td class="ar pt1 pb05"> <a href="#page257">257</a></td></tr> +<tr><td class="pl2"> Revokes</td> +<td class="ar"> <a href="#page261">261</a></td></tr> +<tr><td class="pl2"> Book on Five Hundred</td> +<td class="ar"> <a href="#page262">262</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Quinto</td> +<td class="ar pt1 pb05"> <a href="#page263">263</a></td></tr> +<tr><td class="pl2"> Dummy (or Three-Handed) Quinto</td> +<td class="ar"> <a href="#page266">266</a></td></tr> +<tr><td class="pl2"> Book on Quinto</td> +<td class="ar"> <a href="#page266">266</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Poker Patience</td> +<td class="ar pt1 pb05"> <a href="#page267">267</a></td></tr> +<tr><td class="pl2"> Serpent Poker Patience</td> +<td class="ar"> <a href="#page268">268</a></td></tr> +<tr><td class="pl2"> +<!-- Page xiii --><span class="pagenum"><a name="pagexiii"></a>{xiii}</span> +</td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Backgammon</td></tr> +<tr><td class="pl2"> The Board and Men</td> +<td class="ar"> <a href="#page271">271</a></td></tr> +<tr><td class="pl2"> Playing</td> +<td class="ar"> <a href="#page273">273</a></td></tr> +<tr><td class="pl2"> Bearing off the Men</td> +<td class="ar"> <a href="#page275">275</a></td></tr> +<tr><td class="pl2"> Hints for Play</td> +<td class="ar"> <a href="#page277">277</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Bagatelle</td></tr> +<tr><td class="pl2"> The Appliances of the Game</td> +<td class="ar"> <a href="#page281">281</a></td></tr> +<tr><td class="pl2"> How to Play</td> +<td class="ar"> <a href="#page284">284</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Billiards</td></tr> +<tr><td class="pl2"> The Implements of the Game, and Terms used in connection with it</td> +<td class="ar"> <a href="#page287">287</a></td></tr> +<tr><td class="pl2"> The Half-ball Stroke</td> +<td class="ar"> <a href="#page293">293</a>, <a href="#page298">298</a></td></tr> +<tr><td class="pl2"> Losing Hazards into the Top Pockets from Baulk</td> +<td class="ar"> <a href="#page302">302</a></td></tr> +<tr><td class="pl2"> Middle-Pocket Hazards</td> +<td class="ar"> <a href="#page305">305</a></td></tr> +<tr><td class="pl2"> Position</td> +<td class="ar"> <a href="#page307">307</a></td></tr> +<tr><td class="pl4"> Losing Hazards</td> +<td class="ar"> <a href="#page308">308</a></td></tr> +<tr><td class="pl4"> Winning Hazards</td> +<td class="ar"> <a href="#page309">309</a></td></tr> +<tr><td class="pl4"> Cannons</td> +<td class="ar"> <a href="#page311">311</a></td></tr> +<tr><td class="pl2"> The Billiards Control Club Rules</td> +<td class="ar"> <a href="#page320">320</a></td></tr> +<tr><td class="pl2"> Pyramids</td> +<td class="ar"> <a href="#page321">321</a></td></tr> +<tr><td class="pl2"> Shell Out</td> +<td class="ar"> <a href="#page322">322</a></td></tr> +<tr><td class="pl2"> Works of Reference</td> +<td class="ar"> <a href="#page323">323</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Pool</td></tr> +<tr><td class="pl2"> General Counsels</td> +<td class="ar"> <a href="#page324">324</a></td></tr> +<tr><td class="pl2"> The National Rules of Pool</td> +<td class="ar"> <a href="#page325">325</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Snooker Pool</td></tr> +<tr><td class="pl2"> Description of the Game</td> +<td class="ar"> <a href="#page331">331</a></td></tr> +<tr><td class="pl2"> The National Rules of Snooker Pool</td> +<td class="ar"> <a href="#page332">332</a></td></tr> +<tr><td class="pl2"> +<!-- Page xiv --><span class="pagenum"><a name="pagexiv"></a>{xiv}</span> +</td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Chess</td></tr> +<tr><td class="pl2"> The Board and Men</td> +<td class="ar"> <a href="#page336">336</a></td></tr> +<tr><td class="pl2"> The Movements of the Men and their Power to Take</td> +<td class="ar"> <a href="#page337">337</a></td></tr> +<tr><td class="pl2"> Chess Notation</td> +<td class="ar"> <a href="#page343">343</a></td></tr> +<tr><td class="pl4"> Example</td> +<td class="ar"> <a href="#page345">345</a></td></tr> +<tr><td class="pl2"> Technical Terms used in the Game</td> +<td class="ar"> <a href="#page347">347</a></td></tr> +<tr><td class="pl2"> Value of the Pieces</td> +<td class="ar"> <a href="#page352">352</a></td></tr> +<tr><td class="pl2"> The Openings</td> +<td class="ar"> <a href="#page353">353</a></td></tr> +<tr><td class="pl4"> The Giuoco Piano</td> +<td class="ar"> <a href="#page354">354</a></td></tr> +<tr><td class="pl4"> The Evans Gambit</td> +<td class="ar"> <a href="#page363">363</a></td></tr> +<tr><td class="pl4"> The Evans Gambit Declined</td> +<td class="ar"> <a href="#page371">371</a></td></tr> +<tr><td class="pl4"> The Two Knights' Defence</td> +<td class="ar"> <a href="#page373">373</a></td></tr> +<tr><td class="pl4"> The Ruy Lopez</td> +<td class="ar"> <a href="#page377">377</a></td></tr> +<tr><td class="pl4"> Philidor's Defence</td> +<td class="ar"> <a href="#page381">381</a></td></tr> +<tr><td class="pl4"> Three Knights' Game</td> +<td class="ar"> <a href="#page383">383</a></td></tr> +<tr><td class="pl4"> Four Knights' Game</td> +<td class="ar"> <a href="#page384">384</a></td></tr> +<tr><td class="pl4"> The Vienna Opening</td> +<td class="ar"> <a href="#page385">385</a></td></tr> +<tr><td class="pl4"> The Steinitz Gambit</td> +<td class="ar"> <a href="#page386">386</a></td></tr> +<tr><td class="pl4"> The Scotch Game</td> +<td class="ar"> <a href="#page387">387</a></td></tr> +<tr><td class="pl4"> The Scotch Gambit</td> +<td class="ar"> <a href="#page389">389</a></td></tr> +<tr><td class="pl4"> The Danish and Centre Gambits</td> +<td class="ar"> <a href="#page391">391</a></td></tr> +<tr><td class="pl4"> Petroff's Defence</td> +<td class="ar"> <a href="#page392">392</a></td></tr> +<tr><td class="pl2"> The King's Gambits</td> +<td class="ar"> </td></tr> +<tr><td class="pl4"> The King's Knight's Gambit</td> +<td class="ar"> <a href="#page393">393</a></td></tr> +<tr><td class="pl4"> The Muzio Gambit</td> +<td class="ar"> <a href="#page394">394</a></td></tr> +<tr><td class="pl4"> The Salvio Gambit</td> +<td class="ar"> <a href="#page396">396</a></td></tr> +<tr><td class="pl4"> The Kieseritzky Gambit</td> +<td class="ar"> <a href="#page397">397</a></td></tr> +<tr><td class="pl4"> The Allgaier Gambit</td> +<td class="ar"> <a href="#page398">398</a></td></tr> +<tr><td class="pl4"> The Cunningham Gambit</td> +<td class="ar"> <a href="#page400">400</a></td></tr> +<tr><td class="pl4"> The Bishop's Gambit</td> +<td class="ar"> <a href="#page400">400</a></td></tr> +<tr><td class="pl2"> The Gambit declined</td> +<td class="ar"> <a href="#page403">403</a></td></tr> +<tr><td class="pl2"> +<!-- Page xv --><span class="pagenum"><a name="pagexv"></a>{xv}</span> +Close Games</td> +<td class="ar"> <a href="#page405">405</a></td></tr> +<tr><td class="pl4"> The French Defence</td> +<td class="ar"> <a href="#page406">406</a></td></tr> +<tr><td class="pl4"> The Sicilian Defence</td> +<td class="ar"> <a href="#page408">408</a></td></tr> +<tr><td class="pl4"> The Queen's Gambit</td> +<td class="ar"> <a href="#page409">409</a></td></tr> +<tr><td class="pl4"> The Fianchetto</td> +<td class="ar"> <a href="#page409">409</a></td></tr> +<tr><td class="pl2"> The End Game</td> +<td class="ar"> </td></tr> +<tr><td class="pl4"> King and Pawn against King</td> +<td class="ar"> <a href="#page410">410</a></td></tr> +<tr><td class="pl4"> King and Queen against King</td> +<td class="ar"> <a href="#page415">415</a></td></tr> +<tr><td class="pl4"> King and Two Rooks against King</td> +<td class="ar"> <a href="#page417">417</a></td></tr> +<tr><td class="pl4"> King and Rook against King</td> +<td class="ar"> <a href="#page418">418</a></td></tr> +<tr><td class="pl4"> King and Two Bishops against King</td> +<td class="ar"> <a href="#page419">419</a></td></tr> +<tr><td class="pl4"> King, Bishop and Knight against King</td> +<td class="ar"> <a href="#page420">420</a></td></tr> +<tr><td class="pl4"> End Game with Two Knights</td> +<td class="ar"> <a href="#page423">423</a></td></tr> +<tr><td class="pl2"> General Observations</td> +<td class="ar"> <a href="#page424">424</a></td></tr> +<tr><td class="pl2"> Bibliography of Chess</td> +<td class="ar"> <a href="#page425">425</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Draughts</td></tr> +<tr><td class="pl2"> The Rules of the Game</td> +<td class="ar"> <a href="#page427">427</a></td></tr> +<tr><td class="pl2"> General Advice</td> +<td class="ar"> <a href="#page432">432</a></td></tr> +<tr><td class="pl2"> Names of the Various Openings and how Formed</td> +<td class="ar"> <a href="#page433">433</a></td></tr> +<tr><td class="pl2"> End Games</td> +<td class="ar"> </td></tr> +<tr><td class="pl4"> Two Kings to One</td> +<td class="ar"> <a href="#page436">436</a></td></tr> +<tr><td class="pl4"> Three Kings to Two</td> +<td class="ar"> <a href="#page437">437</a></td></tr> +<tr><td class="pl2"> The Elementary Positions</td> +<td class="ar"> </td></tr> +<tr><td class="pl4"> First Position</td> +<td class="ar"> <a href="#page439">439</a></td></tr> +<tr><td class="pl4"> Second Position</td> +<td class="ar"> <a href="#page441">441</a></td></tr> +<tr><td class="pl4"> Third Position</td> +<td class="ar"> <a href="#page443">443</a></td></tr> +<tr><td class="pl4"> Fourth Position</td> +<td class="ar"> <a href="#page445">445</a></td></tr> +<tr><td class="pl2"> Works of Reference</td> +<td class="ar"> <a href="#page446">446</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Roulette</td></tr> +<tr><td class="pl2"> Description of the Game</td> +<td class="ar"> <a href="#page447">447</a></td></tr> +<tr><td class="pl2"> +<!-- Page xvi --><span class="pagenum"><a name="pagexvi"></a>{xvi}</span> +The Different Modes of Staking</td> +<td class="ar"> <a href="#page449">449</a></td></tr> +<tr><td class="pl2"> Systems</td> +<td class="ar"> </td></tr> +<tr><td class="pl4"> The "<i>Montant et Demontant</i>" System</td> +<td class="ar"> <a href="#page455">455</a></td></tr> +<tr><td class="pl4"> The Fitzroy System</td> +<td class="ar"> <a href="#page455">455</a></td></tr> +<tr><td class="pl4"> The "<i>Labouchere</i>" System</td> +<td class="ar"> <a href="#page456">456</a></td></tr> +<tr><td class="pl2"> </td> +<td class="ar"> </td></tr> +<tr><td class="sc pt1 pb05"> Trente et Quarante</td></tr> +<tr><td class="pl2"> Description of the Game</td> +<td class="ar"> <a href="#page464">464</a></td></tr> +<tr><td class="pl2"> Staking</td> +<td class="ar"> <a href="#page465">465</a></td></tr> +<tr><td class="pl2"> Method of Play</td> +<td class="ar"> <a href="#page469">469</a></td></tr> +</table> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 1 --><span class="pagenum"><a name="page1"></a>{1}</span></p> + +<h5 class="lg150">HOYLE’S GAMES<br /> +MODERNIZED</h5> + +<h5>ALL-FOURS.</h5> + + <p><span class="sc">All-Fours</span>, known in America as <span + class="sc">Old Sledge</span>, or <span class="sc">Seven Up</span>, is + usually played by two players, with the full pack of fifty-two cards, + which rank in play as at Whist, the ace being the highest, and the two + the lowest. The game is seven points.</p> + + <p>There are four different items which count towards the score, whence + the name <i>All-Fours</i>. Such items are as follows:</p> + + <p><i>High.</i>—The highest trump out, scoring one to the original + holder.</p> + + <p><i>Low.</i>—The lowest trump out, scoring one to the original + holder.</p> + + <p><i>Jack.</i>—The knave of trumps, scoring one to the dealer, if + turned up; if otherwise, to the winner of the trick to which it + falls.</p> + + <p><i>Game.</i>—Scoring one to the ultimate holder of the more + valuable cards in the tricks won by him, according to the following + scale:—</p> + +<table class="mc"> +<tr><td colspan="2"> For each ten (trump or otherwise)</td> +<td class="ar"> 10</td></tr> +<tr><td> For each ace</td> +<td class="ac pr4"> "</td> +<td class="ar"> 4</td></tr> +<tr><td> For each king</td> +<td class="ac pr4"> "</td> +<td class="ar"> 3</td></tr> +<tr><td> For each queen</td> +<td class="ac pr4"> "</td> +<td class="ar"> 2</td></tr> +<tr><td> For each knave</td> +<td class="ac pr4"> "</td> +<td class="ar"> 1</td></tr> +</table> + +<p><!-- Page 2 --><span class="pagenum"><a name="page2"></a>{2}</span></p> + +<blockquote class="b1n"> + + <p>N.B.—In the case of the players being equal in this particular, + or of neither party holding any card which counts towards Game, the elder + hand scores the point.</p> + +</blockquote> + +<h5><span class="sc">Method of Playing.</span></h5> + + <p>The players cut for deal, the highest card having the preference.<a + name="NtA_1" href="#Nt_1"><sup>[1]</sup></a> The dealer gives six cards + to each, turning up the thirteenth as trump. If the elder hand is + dissatisfied with his cards, he may say, "I beg," in which case the + dealer is bound either to allow him (by the phrase, "Take one") to score + one point, or to give each player three more cards from the pack, turning + up that next following by way of fresh trump card. If this should be of + the same suit as the original trump, the dealer is bound to give three + more cards to each, again turning up the seventh, until a new suit does + actually turn up. If the turn-up card be a knave, the dealer scores one, + this taking precedence of any other score. If, by reason of the elder + hand "begging," there is a further deal, and the dealer a second time + turns up a knave, he again scores one. The elder hand leads any card he + pleases. His antagonist must follow suit or trump, his right to do the + latter not being affected by his holding cards of the suit led. If, + however, having a card of the suit led, he neither follows suit nor + trumps, he becomes liable to the penalty of a revoke.</p> + + <p>The player of the highest card of the suit led, or a trump, wins the + trick, which is turned down as at <!-- Page 3 --><span class="pagenum"><a + name="page3"></a>{3}</span>Whist, and so on throughout the six tricks. In + scoring, the order of precedence is (1) High, (2) Low, (3) Jack, (4) + Game; subject, as we have seen, to the contingency of "Jack" having been + the turn-up card, the point for this being scored before the hand is + played.</p> + + <p>The play is mainly directed to capturing the Jack, and such cards as + may score towards Game.</p> + + <p>Some players score a point whenever the adversary does not follow suit + or trump. Some, again, make it the rule that each player must count his + score without looking at his tricks, under penalty of losing one or more + points, as may be agreed, in the event of a miscalculation.</p> + +<h5><span class="sc">Four-handed All-Fours.</span></h5> + + <p>The players cut to decide who shall be partners; the two highest + playing against the two lowest, and facing each other, as at Whist. The + right to the first deal is decided by the cut, the highest dealing.<a + name="NtA_2" href="#Nt_2"><sup>[2]</sup></a> Afterwards each player deals + in rotation.</p> + + <p>The dealer and the elder hand alone look at their cards in the first + instance, the option of begging resting with the latter. The other two + players must not take up their cards till the dealer has decided whether + he will "give one" or "run the cards" for a new trump.</p> + + <p>The players play in succession as at Whist, four cards constituting a + trick. In other respects, the play is the same as in the two-handed + game.<a name="NtA_3" href="#Nt_3"><sup>[3]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 4 --><span class="pagenum"><a name="page4"></a>{4}</span></p> + +<h3>BACCARAT.<a name="NtA_4" href="#Nt_4"><sup>[4]</sup></a></h3> + + <p>Baccarat has many points of resemblance to Vingt-un, but the element + of chance is much more prominent. The stakes are made before any card is + dealt, and one player plays for several. There is therefore, save on the + part of the banker, scarcely any scope for personal skill or + judgment.</p> + + <p>The object of the game is to hold such cards as shall together amount + to the point of <i>nine</i>. The cards from ace to nine count each + according to the number of its pips. Court cards are equivalent to tens, + and ten at this game is <i>baccarat</i>, a synonym for zero. Thus a + player holding a three and a ten (or court card) is considered to have + three only; a player holding two tens and a five counts five only. And + not only is a tenth card baccarat (0), but ten occurring as part of a + total score, however made, is disregarded; so that a five and a six + count, not as eleven, but as one only; three, seven and five, not as + fifteen, but as five; and so on.</p> + + <p>There are two forms of Baccarat, known respectively as <i>Baccarat + Chemin de Fer</i> and <i>Baccarat</i> <!-- Page 5 --><span + class="pagenum"><a name="page5"></a>{5}</span><i>Banque</i>, the latter + being the version more frequently played. A description of Baccarat + Chemin de Fer will, however, be the best introduction to the explanation + of Baccarat Banque, and we therefore take it first in order.</p> + +<h5><span class="sc">Baccarat Chemin de Fer.</span></h5> + + <p>Six full packs of cards of the same pattern are used, shuffled + together. The players seat themselves round the table. In the centre is a + basket for the reception of the used cards. If there is any question as + to the relative positions of the players, it is decided by lot. The + person who draws the first place seats himself next on the right hand of + the croupier, and the rest follow in succession. The croupier shuffles + the cards, and then passes them on, each player having the right to + shuffle in turn. When they have made the circuit of the table, the + croupier again shuffles, and, having done so, offers the cards to the + player on his left, who cuts. The croupier places the cards before him, + and, taking a manageable quantity from the top, hands it to the player on + his right, who for the time being is dealer, or "banker." The other + players are punters. The dealer places before him the amount he is + disposed to risk, and the players "make their stakes." Any punter, + beginning with the player on the immediate right of the dealer, is + entitled to "go bank," viz. to play against the whole of the banker's + stake. If no one says "Banco" (which is the formula by which the desire + to go bank is expressed), each player places his stake before him. If the + total so staked by the seated players is not equal to the amount for the + <!-- Page 6 --><span class="pagenum"><a name="page6"></a>{6}</span>time + being in the bank, other persons standing round may stake in addition. If + it is more than equal to the amount in the bank, the punters nearest in + order to the banker have the preference up to such amount, the banker + having the right to decline any stake in excess of that limit.</p> + + <p>The stakes being made, the banker proceeds to deal four cards, face + downwards, the first, for the punters, to the right; the second to + himself; the third for the punters, the fourth to himself. The player who + has the highest stake represents the punters. If two punters are equal in + this respect, the player first in rotation has the preference. Each then + looks at his cards. If he finds that they make either <i>nine</i>, the + highest point at Baccarat, or <i>eight</i>, the next highest, he turns + them up, announcing the number aloud, and the hand is at an end.</p> + + <p>If the banker's point is the better, the stakes of the punter become + the property of the bank. If the punters' point is the better, the banker + (or the croupier for him) pays each punter the amount of his stake. The + stakes are made afresh, and the game proceeds. If the banker has been the + winner, he deals again. If otherwise, the cards are passed to the player + next in order, who thereupon becomes banker in his turn.</p> + + <p>We will now take the case that neither party turns up his cards; this + is tantamount to an admission that neither has eight or nine. In such + case the banker is bound to offer a third card. If the point of the + punter is baccarat (<i>i.e.</i> cards together amounting to ten or + twenty, = 0), one, two, three, or four, he accepts as a matter of course, + replying, "Yes," or "Card." A third card is then given to <!-- Page 7 + --><span class="pagenum"><a name="page7"></a>{7}</span>him, face upwards. + If his point is already six or seven, he will, equally as a matter of + course, <i>refuse</i> the offered card. To accept a card with six or + seven, or refuse with baccarat, one, two, three, or four (known in either + case as a "false draw"), is a breach of the established procedure of the + game, and brings down upon the head of the offender the wrath of his + fellow-punters; indeed, in some circles he is made liable for any loss + they may incur thereby, and in others is punishable by a fine. At the + point of five, and no other, is it optional to the punter whether to take + a card or not; nobody has the right to advise him, or to remark upon his + decision.</p> + + <p>The banker has now to decide whether he himself will draw a card, + being guided in his decision partly by the cards he already holds, partly + by the card (if any) drawn by the punter, and partly by what he may know + or guess of the latter's mode of play. If he has hesitated over his + decision, the banker may be pretty certain (unless such hesitation was an + intentional blind) that his original point was five, and as the third + card (if any) is exposed, his present point becomes equally a matter of + certainty. The banker, having drawn or not drawn, as he may elect, + exposes his cards, and receives or pays as the case may be. Ties neither + win nor lose, but the stakes abide the result of the next hand.</p> + + <p>The banker is not permitted to withdraw any part of his winnings, + which go to increase the amount in the bank. Should he at any given + moment desire to retire, he says, "I pass the deal." In such case each of + the other players, in rotation, has the option of taking it, but he must + start the bank with the same amount at which it stood when the last + banker <!-- Page 8 --><span class="pagenum"><a + name="page8"></a>{8}</span>retired. Should no one present care to risk so + high a figure, the deal passes to the player next on the right hand of + the retiring banker, who is in such case at liberty to start the bank + with such amount as he thinks fit, the late banker now being regarded as + last in order of rotation, though the respective priorities are not + otherwise affected.</p> + + <p>A player who has "gone bank," and lost, is entitled to do so again on + the next hand, notwithstanding that the deal may have "passed" to another + player.</p> + + <p>When the first supply of cards is exhausted, the croupier takes a + fresh handful from the heap before him, has them cut by the player on his + left, and hands them to the banker. To constitute a valid deal, there + must be not less than seven cards left in the dealer's hand. Should the + cards in hand fall below this number, they are thrown into the + waste-basket, and the banker takes a fresh supply as above mentioned.</p> + +<h5><span class="sc">Baccarat Banque.</span></h5> + + <p>In Baccarat Chemin de Fer, it will have been noticed that a given bank + only continues so long as the banker wins. So soon as he loses, it passes + to another player. In Baccarat Banque the position of banker is much more + permanent. <i>Three</i> packs of cards,<a name="NtA_5" + href="#Nt_5"><sup>[5]</sup></a> shuffled together, are in this case used, + and the banker (unless he retires either of his own free will, or by + reason of the exhaustion of his finances) <!-- Page 9 --><span + class="pagenum"><a name="page9"></a>{9}</span>holds office until the + whole of such cards have been dealt.</p> + + <p>The bank is at the outset put up to auction, <i>i.e.</i> belongs to + the player who will undertake to risk the largest amount. In some + circles, the person who has first set down his name on the list of + players has the right to hold the first bank, risking such amount as he + may think proper.</p> + + <p>The right to begin having been ascertained, the banker takes his place + midway down one of the sides of an oval table, the croupier facing him, + with the waste-basket between. On either side the banker are the punters, + ten such constituting a full table. Any other persons desiring to take + part remain standing, and can only play in the event of the amount in the + bank for the time being not being covered by the seated players.</p> + + <p>The croupier, having shuffled the cards, hands them for the same + purpose to the players to the right and left of him, the banker being + entitled to shuffle them last, and to select the person by whom they + shall be cut. Each punter having made his stake, the banker deals three + cards, the first to the player on his right, the second to the player on + his left, and the third to himself; then three more in like manner. The + five punters on the right (and any bystanders staking with them) win or + lose by the cards dealt to that side; the five others by the cards dealt + to the left side. The rules as to turning up with eight or nine, offering + and accepting cards, and so on, are the same as at Baccarat Chemin de + Fer.</p> + + <p>Each punter continues to hold the cards for his side so long as he + wins. If he lose, the next <!-- Page 10 --><span class="pagenum"><a + name="page10"></a>{10}</span>hand is dealt to the player next following + him in rotation.</p> + + <p>Any player may "go bank," the first claim to do so belonging to the + punter immediately on the right of the banker; the next to the player on + his left, and so on alternatively in regular order. If two players on + opposite sides desire to "go bank," they go half shares.</p> + + <p>A player going bank may either do so on a single hand, in the ordinary + course, or <i>à cheval</i>, <i>i.e.</i> on two hands separately, one-half + of the stake being played upon each hand. A player going bank and losing, + may again go bank; and if he again loses, may go bank a third time, but + not further.</p> + + <p>A player undertaking to hold the bank must play out one hand, but may + retire at any time afterwards. On retiring, he is bound to state the + amount with which he retires. It is then open to any other player (in + order of rotation) to continue the bank, starting with the same amount, + and dealing from the remainder of the pack used by his predecessor. The + outgoing banker takes the place previously occupied by his successor.</p> + + <p>The breaking of the bank does not deprive the banker of the right to + continue, provided that he has funds wherewith to replenish it, up to the + agreed <i>minimum</i>.</p> + + <p>Should the stakes of the punters exceed the amount for the time being + in the bank, the banker is not responsible for the amount of such excess. + In the event of his losing, the croupier pays the punters in order of + rotation, so far as the funds in the bank will extend; beyond this, they + have no claim. The banker, may, however, in such a case, instead of <!-- + Page 11 --><span class="pagenum"><a name="page11"></a>{11}</span>resting + on his right, declare the stakes accepted, forthwith putting up the + needful funds to meet them. In such event the bank thenceforth becomes + unlimited, and the banker must hold all stakes (to whatever amount) + offered on any subsequent hand, or give up the bank.<a name="NtA_6" + href="#Nt_6"><sup>[6]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 12 --><span class="pagenum"><a name="page12"></a>{12}</span></p> + +<h3>BÉZIQUE.</h3> + + <p>Bézique is a game for two players. The piquet pack of thirty-two cards + is used, but in duplicate, two such packs of like pattern being shuffled + together.</p> + + <p>The players cut for deal, the <i>highest</i> card having the + preference. The rank of the cards in cutting (as also in play) is as + under: ace, <i>ten</i>, king, queen, knave, nine, eight, seven. Eight + cards are dealt (by three, two, and three) to each player; the + seventeenth card being turned up by way of trump, and placed between the + two players. The remaining cards, known as the "stock," are placed face + downwards beside it. Should the turn-up card be a seven, the dealer + scores ten.</p> + + <p>The non-dealer leads and the dealer plays to such lead any card he + pleases. If he play a higher card (according to the scale above given) of + the same suit, or a trump, he wins the trick; but he is not bound to do + either, or even to follow suit. Further, he is at liberty to trump, even + though holding a card of the suit led. If the two cards played are the + same (<i>e.g.</i> two nines of diamonds), the trick belongs to the + leader. <!-- Page 13 --><span class="pagenum"><a + name="page13"></a>{13}</span></p> + + <p>The winner of one trick leads to the next, but before doing so he + marks any points to which his hand may entitle him, leaving the cards so + marked on the table, and draws one card from the top of the stock. His + opponent draws a card in like manner, and so the game proceeds until the + stock is exhausted.</p> + + <p>The holder of the seven of trumps is entitled to exchange it for the + turn-up card, at the same time scoring ten for it. The holder of the + duplicate seven of trumps scores ten for it, but gains no further benefit + thereby.</p> + + <p>The game is usually 1000 up, but, as the score proceeds by tens or + multiples of ten, this number is pretty quickly reached.</p> + + <p>At the earlier stage of the game, the player scores for the cards he + holds in his hand; certain cards or combinations of cards, duly + "declared," entitling him to score so many points, as under:—</p> + +<table class="mc"> +<tr><td> </td> +<td class="ar sm"> Points.</td></tr> +<tr><td class="pl25 hang2 vbm"> For the seven of trumps, turned up by the<br /> +dealer, or declared by either player</td> +<td class="ar vbm"> 10</td></tr> +<tr><td> For the second seven of trumps</td> +<td class="ar vbm"> 10</td></tr> +<tr><td> For the last (<i>i.e.</i> thirty-second) trick</td> +<td class="ar vbm"> 10</td></tr> +<tr><td class="pl25 hang2 vbm"> For a Common Marriage, <i>i.e.</i> king and<br /> +queen of any plain suit, declared together</td> +<td class="ar vbm"> 20</td></tr> +<tr><td class="pl25 hang2 vbm"> For a Royal Marriage, <i>i.e.</i> king and queen<br /> +of the trump suit, declared together<span class="gap"></span></td> +<td class="ar vbm"> 40</td></tr> +<tr><td class="pl25 hang2 vbm"> For Single Bézique (queen of spades and<br /> +knave of diamonds)</td> +<td class="ar vbm"> 40</td></tr> +<tr><td class="pl25 hang2 vbm"> For Double Bézique—the same combination<br /> +again declared by same player with fresh<br /> +cards.<span class="right">(additional)</span></td> +<td class="ar vbm"> 500</td></tr> +<tr><td class="pl25 hang2 vbm"> For Four Knaves (of any suits, <i>e.g.</i> two<br /> +knaves of spades and two of hearts), duly<br /> +declared</td> +<td class="ar vbm"> 40</td></tr> +<tr><td> For Four Queens, duly declared</td> +<td class="ar vbm"> 60</td></tr> +<tr><td> For Four Kings, duly declared</td> +<td class="ar vbm"> 80</td></tr> +<tr><td> +<!-- Page 14 --><span class="pagenum"><a name="page14"></a>{14}</span> +For Four Aces, duly declared</td> +<td class="ar vbm"> 100</td></tr> +<tr><td class="pl25 hang2 vbm"> For Sequence of five best trumps—ace, ten,<br /> +king, queen, knave</td> +<td class="ar vbm"> 250</td></tr> +<tr><td class="pl25 hang2 vbm"> Brisques—aces or tens in the tricks won by<br /> +either player, <i>each</i><a name="NtA_7" href="#Nt_7"><sup>[7]</sup></a></td> +<td class="ar vbm"> 10</td></tr> +</table> + + <p>In order to score, the cards composing the given combination must be + all at the same time in the hand of the player. A card played to a trick + is no longer available (unless a brisque) to score.</p> + + <p>A player can only "declare" after winning a trick. Having won a trick, + he is at liberty to score any combination he may hold, laying the cards + forming it face upwards on the table. If the cards exposed show two + combinations he may declare both, but must elect which of them he will + score, reserving the other till he again wins a trick. Thus, having king + and queen of spades and knave of diamonds on the table, he would say, "I + score 40 for Bézique, and 20 to score." When he has again won a trick, + having meanwhile retained the needful cards unplayed, he can then score + the second combination (Marriage).</p> + + <p>A card which has once scored cannot be again used to form part of a + combination of <i>the same kind</i>: <i>e.g.</i> a queen once used to + form a Marriage cannot again figure in a Marriage, though it may still + score as part of a Sequence, or as one of "Four Queens." In like manner, + a card which has once figured in "Bézique" cannot be used to form part of + a second Bézique, though it may be used to score Double Bézique. Neither + can a card which has been <!-- Page 15 --><span class="pagenum"><a + name="page15"></a>{15}</span>declared in a given combination again be + declared in a combination of an inferior order; <i>e.g.</i> if a king and + queen have been declared as part of a Sequence, a Marriage cannot + afterwards be declared with the same cards—though their having + figured in a Marriage would be no bar to their subsequent use as part of + a Sequence.</p> + + <p>The declared cards, though left face upwards on the table, still form + part of the hand, and are played to subsequent tricks at the pleasure of + the holder.</p> + + <p>When no more cards are left in the stock, the method of play alters. + No further declarations can be made, and the only additional score now + possible is for the brisques (aces or tens) in the remaining tricks + (scored by the winner of the trick), with ten for the last trick, as + before stated.</p> + + <p>The mode of play as to these last eight tricks is according to Whist + rules. Each player must now follow suit, if he can; if not, he is at + liberty to trump.<a name="NtA_8" href="#Nt_8"><sup>[8]</sup></a></p> + +<h5><span class="sc">Hints for Play.</span></h5> + + <p>In the earlier stage of the game, tricks are of no value save in so + far as they contain brisques, or enable the winner to "declare," the + scoring of the different combinations being the main object of the game. + The player will probably at the outset find that he has in hand + <i>some</i> of the component parts of two or more combinations; but as he + must furnish a card to each trick, he will be forced to abandon <!-- Page + 16 --><span class="pagenum"><a name="page16"></a>{16}</span>the one or + the other. In choosing between them, two points should be considered; + viz. first, the value of the combination, and, secondly, the prospect of + making it. As to the last point, he may derive important information from + the cards declared by his opponent. Suppose, for instance, that he holds + a queen of spades and two knaves of diamonds. These he would naturally + retain at any cost, in the hope of making Double Bézique; but should his + adversary declare a marriage in spades, showing that he holds the + remaining queen of that suit, all hope of Double Bézique is clearly at an + end. In the case supposed, it would be the policy of the opponent, + knowing or suspecting that Double Bézique was aimed at, to keep the queen + of spades in his hand as long as he possibly could, even at some + considerable sacrifice.</p> + + <p>When a brisque is led, the second player should win the trick if he + can do so without too great a cost, for, though a brisque only scores ten + to the winner, the capture of the trick means a loss of ten to the + opposite party, and practically, therefore, makes a difference of twenty + to the score.</p> + + <p>Unless a brisque be led, or you have something to declare, pass the + trick or win it with a brisque. The best cards to throw away are the + sevens, eights, nines, and knaves of plain suits (other than the knave of + diamonds, which should be retained on the chance of making Bézique).</p> + + <p>It is generally better to risk losing an ace than a queen or king, the + two latter having the greater chance of scoring.</p> + + <p>If you chance to hold three aces at an early stage of the game, with + no prospect of a more valuable combination, retain them, in the hope of + drawing a <!-- Page 17 --><span class="pagenum"><a + name="page17"></a>{17}</span>fourth. In any other case, make tricks with + aces in plain suits whenever you can.</p> + + <p>"Sequence" cards should be kept in reserve as long as possible. A + duplicate of a sequence card, though valueless for scoring purposes, + should still be held up, as the uncertainty respecting it may hamper your + opponent.</p> + + <p>Even more important than sequence cards are the bézique cards. After + scoring Bézique, the declared cards should still be retained until it + becomes clear that Double Bézique is unattainable.</p> + + <p>At a late period of the game, when the opportunities for declaration + are growing limited, it is often wise to declare (say) Double Bézique + without previously declaring single Bézique, or Sequence without + previously declaring a Royal Marriage. If you declare the smaller score, + and do not again win a trick, you lose the larger score altogether.</p> + + <p>When the stock is nearly exhausted, take a trick whenever you can, as + you thereby deprive the adversary of the opportunity of scoring his + remaining cards. Note at this stage the exposed cards of the adversary, + as you will thereby play the last eight tricks to greater advantage.</p> + + <p>In the play of the last eight tricks, your main object is to make your + brisques, and capture those of the enemy. Reserve, if possible, a good + trump wherewith to secure the last trick.</p> + +<h5>RUBICON BÉZIQUE.</h5> + + <p>"Rubicon" or "Japanese" Bézique is a modification of the ordinary + game, which has for some years found much favour in Paris. In 1887, a + code of <!-- Page 18 --><span class="pagenum"><a + name="page18"></a>{18}</span>laws, which we append, was drawn up by a + committee of the Portland Club, and Rubicon Bézique may now be regarded + as the standard game.</p> + + <p>Four packs, of like pattern and shuffled together, are used. The cards + rank as at ordinary Bézique; but <i>nine</i> instead of eight cards are + dealt, singly or by threes, to each player. There is no "turn-up," the + first "marriage" scored determining the trump suit. If a "sequence" be + declared and scored before any marriage, such sequence determines the + trump suit.</p> + + <p>The scores at Rubicon Bézique are as under:—</p> + +<table class="mc"> +<tr><td> Carte Blanche (a hand without a single court card)<a name="NtA_9" href="#Nt_9"><sup>[9]</sup></a></td> +<td class="ar"> 50</td></tr> +<tr><td> Marriage in plain suits</td> +<td class="ar"> 20</td></tr> +<tr><td> Marriage in trumps<a name="NtA_10" href="#Nt_10"><sup>[10]</sup></a></td> +<td class="ar"> 40</td></tr> +<tr><td> Sequence in plain suits</td> +<td class="ar"> 150</td></tr> +<tr><td> Sequence in trumps</td> +<td class="ar"> 250</td></tr> +<tr><td> Single Bézique</td> +<td class="ar"> 40</td></tr> +<tr><td> Double Bézique</td> +<td class="ar"> 500</td></tr> +<tr><td> Treble Bézique</td> +<td class="ar"> 1500</td></tr> +<tr><td> Quadruple Bézique</td> +<td class="ar"> 4500</td></tr> +<tr><td> Four Knaves (irrespective of suit)</td> +<td class="ar"> 40</td></tr> +<tr><td style="padding-right:12em"> Four Queens <span class="right">"</span></td> +<td class="ar"> 60</td></tr> +<tr><td style="padding-right:12em"> Four Kings <span class="right">"</span></td> +<td class="ar"> 80</td></tr> +<tr><td style="padding-right:12em"> Four Aces <span class="right">"</span></td> +<td class="ar"> 100</td></tr> +</table> + + <p>The procedure as to playing and drawing is the same as at ordinary + Bézique, save that the tricks are <!-- Page 19 --><span + class="pagenum"><a name="page19"></a>{19}</span>left face upwards in a + heap between the players until a brisque is played, when the winner of + the trick takes them up, and turns them face downwards, near himself. The + value of each brisque is ten points, but they are not scored till the + close of the game, and in certain events (see <i>post</i>) may not be + scored at all.</p> + + <p>Only one declaration can be scored at a time, and that only (save in + the case of <i>carte blanche</i>) by the winner of a trick; but if, on + the cards exposed, the player has more than one combination to score, he + may score whichever he prefers, at the same time calling attention to his + further claim by saying, "And —— to score." A player is not + bound to declare any combination, even when exposed upon the table, + unless he thinks fit. If he is compelled to play a card of the + combination before he has actually scored it, the right to score is at an + end.</p> + + <p>A card declared in a given combination may not again be declared in an + <i>inferior</i> combination of the same class—<i>e.g.</i> a king + and queen declared in Sequence cannot be afterwards made available to + score a Royal Marriage. The same card may, however, be used in + conjunction with a new card or cards to form, not merely a combination of + the same kind, but the same combination over again.<a name="NtA_11" + href="#Nt_11"><sup>[11]</sup></a> Thus, if Four Queens have been + declared, the player may play one of them, and, when he next wins a + trick, add a fifth queen to the three left on the table, and again score + four queens.</p> + + <p>If a combination, duly scored, is broken up, one <!-- Page 20 --><span + class="pagenum"><a name="page20"></a>{20}</span>or more cards must be + substituted, either from the cards upon the table or from the hand of the + player, to entitle him to a fresh score. There is an apparent exception + to this rule in the fact that, if a player has declared two independent + marriages in the same suit, and all four cards are on the table + simultaneously, he may make two more declarations of marriage with the + same cards. In truth, however, this merely follows the rule. King 1 + (already "married" to queen 1) may again be married to queen 2; and king + 2 (already married to queen 2) to queen 1 in like manner.</p> + + <p>A player who has two or more declarations to score may elect which he + will score first, the other remaining in abeyance; <i>e.g.</i> a player + having declared Four Kings, including the king of spades, and + subsequently declaring Bézique (the king of spades still remaining on the + table) would <i>ipso facto</i> become entitled to score a Marriage, royal + or ordinary, as the case might be. We will suppose the former. In such a + case, he would say, "I score forty, and forty for marriage to score." + This declaration should be repeated, by way of reminder, after each + trick, till actually scored. If, in the meantime, the player becomes + entitled to score some other combination, he may, on winning a trick, + score the latter in preference to the one previously declared, still + keeping this in reserve. The mere fact of having declared a given + combination "to score" does not preserve the right to score it, if in the + meantime the declarant either plays one of the cards composing it or + makes use of them to score some higher declaration of the same class.</p> + + <p>The last nine tricks are played like the last eight <!-- Page 21 + --><span class="pagenum"><a name="page21"></a>{21}</span>in the ordinary + game; but the winner of the last trick, instead of 10, scores 50.</p> + +<h5><span class="sc">How the Score is dealt with.</span></h5> + + <p>The game is complete in one deal, and is won by the player who scores + most points, according to the foregoing table, exclusive of brisques. + These latter are only taken into account where the scores are otherwise + equal. If, after the addition of the brisques, the scores are still + equal, the game is drawn.</p> + + <p>There is one other case in which the brisques are reckoned. The score + of 1000 points is known as the "Rubicon," and a player not reaching this + score is "rubiconed." In this case, also, each player adds in his + brisques; and if the score of the loser is thereby brought up to 1000, he + "saves the rubicon."</p> + + <p>Assuming that the rubicon is saved, the score of the loser is deducted + from that of the winner, fractions of a hundred being disregarded in both + cases. To the difference are added 500 points for game, and the total is + the value of the game, the stakes being usually so much per hundred + points. If it happen that the difference between the two scores is less + than 100, it is reckoned at that figure, making, with the 500 for game, + 600. Thus, if the respective scores are, A, 1510; B, 1240; A wins 1500 + <span class="nw">-</span> 1200 + 500 = 800. If A's score were 1550, and + B's 1520, A would win 100 + 500 = 600.</p> + + <p>If B is rubiconed, the value of the game is computed after a different + method. The points made by him (still disregarding fractions of a + hundred) instead of being subtracted from, are <i>added</i> to the <!-- + Page 22 --><span class="pagenum"><a name="page22"></a>{22}</span>score of + the winner, who is further entitled to 1000 for the game and 300 for + brisques.<a name="NtA_12" href="#Nt_12"><sup>[12]</sup></a> Thus, if A + has won 1320, and B 620, the value of A's game will be 1300 + 600 + 1000 + + 300 = 3200.</p> + + <p>If the rubiconed player has scored less than 100, that amount (100) is + added to the score of the other player, as well as the 1000 for game and + 300 for brisques, as before mentioned.</p> + +<h5>THE LAWS OF RUBICON BÉZIQUE.</h5> + +<h5><span class="sc">Shuffling.</span></h5> + + <p>1.—Rubicon Bézique is played with four packs of thirty-two + cards, shuffled together.</p> + + <p>2.—Each player has a right to shuffle the pack. The dealer has + the right of shuffling last.</p> + + <p>3.—The pack must not be shuffled below the table, nor in such + manner as to expose the faces of the cards.</p> + +<h5><span class="sc">Cutting.</span></h5> + + <p>4.—A cut must consist of at least five cards, and at least five + must be left in the lower packet.</p> + + <p>5.—The cards rank as follows, both in cutting and in playing: + ace (highest), ten, king, queen, knave, nine, eight, seven (lowest).</p> + + <p>6.—The player who cuts the higher card has choice of deal, seats + and markers. The choice determines both seats and markers during the + play.</p> + + <p>7.—If, in cutting for deal, a player expose more than one card, + he must cut again.</p> + +<p><!-- Page 23 --><span class="pagenum"><a name="page23"></a>{23}</span></p> + + <p>8.—The cut for deal holds good even if the pack be + incorrect.</p> + + <p>9.—If, in cutting to the dealer, or in reuniting the separated + packets, a card be exposed, or if there be any confusion of the cards, + there must be a fresh cut.</p> + +<h5><span class="sc">Dealing.</span></h5> + + <p>10.—The dealer must deal the cards by one at a time, giving the + top card to his adversary, the next card to himself, and so on; or by + three at a time, giving the top three cards to his adversary, the next + three to himself, and so on; until each player has nine cards. The + undealt cards (called the "stock") are to be placed face downward, in one + packet, in the middle of the table, to the left of the dealer.</p> + + <p>11.—If the dealer deal the cards wrongly, he may rectify the + error, with the permission of his adversary, prior to either player + having taken up any of his cards.</p> + + <p>12.—If, after the deal, and before the dealer has played to the + first trick, it be discovered that either player has more than nine cards + there must be a fresh deal. If it be similarly discovered that either + player has less than nine cards, the deal may be completed from the top + of the stock by mutual agreement, otherwise there must be a fresh + deal.</p> + + <p>13.—If the dealer expose a card belonging to his adversary or to + the stock, the non-dealer has the option of a fresh deal. If the dealer + expose any of his own cards, the deal stands good.</p> + + <p>14.—If a faced card be found in the pack before the play of the + hand has begun, there must be a fresh deal. <!-- Page 24 --><span + class="pagenum"><a name="page24"></a>{24}</span></p> + +<h5><span class="sc">Carte Blanche.</span></h5> + + <p>15.—If a player have a hand dealt him without king, queen or + knave, he may declare <i>carte blanche</i> before playing a card. Carte + blanche must be shown by counting the cards, one by one, face upward, on + the table.</p> + + <p>16.—If, after playing a card, a player who has declared carte + blanche draw a card other than king, queen or knave, he is entitled to + declare another carte blanche on showing the card drawn to his adversary; + and so on after every card drawn, until he draws a king, queen or + knave.</p> + +<h5><span class="sc">Playing.</span></h5> + + <p>17.—If a player play with more than nine cards he is rubiconed; + but the amount to be added to his adversary's score is not to exceed nine + hundred, exclusive of the thirteen hundred for a rubicon game.</p> + + <p>18.—If both players play with more than nine cards, the game is + null and void.</p> + + <p>19.—If a player play with less than nine cards, the error cannot + be rectified. He is liable to no penalty; his adversary wins the last + trick.</p> + + <p>20.—If both players play with less than nine cards, the deal + stands good, and the winner of the last trick scores it.</p> + + <p>21.—If one player play with more than nine cards, and the other + with less than nine, the deal stands good. The player with more than nine + cards is rubiconed (as provided in Law 17), and neither player scores the + last trick.</p> + + <p>22.—If a faced card be found in the stock after the play of the + hand has begun, it must be turned <!-- Page 25 --><span + class="pagenum"><a name="page25"></a>{25}</span>face downward, without + altering its place in the stock.</p> + + <p>23.—A card led in turn may not be taken up after it has been + played to. A card played to a trick may not be taken up after the trick + has been turned, or after another card has been drawn from the stock; but + if two or more cards be played together, all but one may be taken up; and + cards accidentally dropped may be taken up.</p> + + <p>24.—A card led out of turn must be taken up, unless it has been + played to. After it has been played to, it is too late to rectify the + error.</p> + + <p>25.—A player who wins a trick containing a brisque should at + once take up all the played cards on the table, and turn them face + downward near himself. If he fail to do so, his adversary is entitled, as + soon as he has won a trick, to take up all the played cards on the table. + Tricks turned may not be looked at (except as provided in Law 27).</p> + + <p>26.—The stock may be counted, face downwards, at any time during + the play. A player counting the stock should be careful not to disturb + the order of the cards.</p> + + <p>27.—A player may not count the brisques in his tricks so long as + more than twelve cards remain in the stock.</p> + +<h5><span class="sc">Drawing.</span></h5> + + <p>28.—If the winner of a trick see two cards when drawing from the + stock, he must show the top card to his adversary.</p> + + <p>29.—If the loser of a trick draw the top card of the stock and + see it, he must restore the card drawn in error, and must show the next + card to his adversary; but, if the loser of a trick draw the top card, + <!-- Page 26 --><span class="pagenum"><a name="page26"></a>{26}</span>and + the winner draw the next card and see it, it is too late to rectify the + error, and the players retain the cards erroneously drawn.</p> + + <p>30.—If the loser of a trick, after the winner has drawn, see two + cards when drawing from the stock, his adversary has choice of the two + cards of the following draw, and is entitled to look at both before + choosing. If he choose the second card, he need not show it.</p> + + <p>31.—If a player see several cards when drawing from the stock, + his adversary has choice of the two cards of the following draw, and then + of the cards of the next draw; and so on, as long as any card which has + been seen remains undrawn; and he is entitled to look at the cards before + choosing.</p> + + <p>32.—If there be an odd number of cards in the stock, the last + card is not drawn.</p> + +<h5><span class="sc">Declaring.</span></h5> + + <p>33.—Declared cards must be placed face upward on the table + separate from the tricks, and (except in the case of carte blanche) must + remain there until played, or until the stock is exhausted.</p> + + <p>34.—If a declared card be played, and a card which restores any + scoring combination or combinations be substituted, these combinations + may be declared again.</p> + + <p>35.—If a player declare more than one marriage in the same suit, + he may declare a fresh marriage whenever he plays one of the declared + cards, so long as a king and queen remain on the table.</p> + + <p>36.—A player who has declared marriage may afterwards add the + ace, ten, and knave of the same suit as the marriage, and declare + sequence; or he <!-- Page 27 --><span class="pagenum"><a + name="page27"></a>{27}</span>may declare sequence without first declaring + the marriage.</p> + + <p>37.—A king or queen, once declared in sequence, cannot be + afterwards used to form part of a marriage; but a player, having declared + sequence, may declare marriage with a fresh king and queen of the same + suit.</p> + + <p>38.—Bézique combinations may be declared separately, and may be + afterwards united to form a superior combination; or single, double, or + triple bézique may be added to any already declared combination, to form + a superior one; or, double, triple, or quadruple bézique may be at once + declared, without having been previously declared separately. Bézique + cards once declared in a superior bézique combination cannot be + afterwards used to form part of an inferior one; but they may be used to + form part of equal or superior combinations with a substituted card, or + with added cards, or with both.</p> + + <p>39.—A player who has cards on the table with which he might form + a scoring combination, is not bound to declare it.</p> + +<h5><span class="sc">Scoring.</span></h5> + + <p>40.—A player declaring—</p> + +<table class="mc"> +<tr><td> Carte Blanche</td> +<td class="ac"> scores</td> +<td class="ar"> 50</td></tr> +<tr><td> Marriage in trumps</td> +<td class="ac"> "</td> +<td class="ar"> 40</td></tr> +<tr><td> Marriage in plain suits</td> +<td class="ac"> "</td> +<td class="ar"> 20</td></tr> +<tr><td> Sequence in trumps</td> +<td class="ac"> "</td> +<td class="ar"> 250</td></tr> +<tr><td> Sequence in plain suits<span class="gap"></span></td> +<td class="ac"> "</td> +<td class="ar"> 150</td></tr> +<tr><td> Bézique</td> +<td class="ac"> "</td> +<td class="ar"> 40</td></tr> +<tr><td> Double Bézique</td> +<td class="ac"> "</td> +<td class="ar"> 500</td></tr> +<tr><td> Triple Bézique</td> +<td class="ac"> "</td> +<td class="ar"> 1500</td></tr> +<tr><td> Quadruple Bézique</td> +<td class="ac"> "</td> +<td class="ar"> 4500</td></tr> +<tr><td> Four Aces</td> +<td class="ac"> "</td> +<td class="ar"> 100</td></tr> +<tr><td> +<!-- Page 28 --><span class="pagenum"><a name="page28"></a>{28}</span> +Four Kings</td> +<td class="ac"> "</td> +<td class="ar"> 80</td></tr> +<tr><td> Four Queens</td> +<td class="ac"> "</td> +<td class="ar"> 60</td></tr> +<tr><td> Four Knaves</td> +<td class="ac"> "</td> +<td class="ar"> 40</td></tr> +</table> + + <p>41.—The first marriage scored makes the trump suit. If no + marriage his been scored, the first sequence scored makes the trump + suit.</p> + + <p>42.—A player can only score a declaration on winning a trick and + before drawing, except in the case of carte blanche, which is scored + before playing, and independently of winning a trick.</p> + + <p>43.—Only one declaration can be scored at a time; but if a + player declare a carte blanche which contains four aces, he may also + score four aces if he win the trick, notwithstanding that he has already + scored carte blanche.</p> + + <p>44.—If the winner of a trick have two or more declarations to + score, he may choose which he will first score. On winning another trick, + he may similarly choose which of the remaining declarations he will + score, or he may make and score a fresh declaration, and leave any + unscored declarations still to score on winning another trick.</p> + + <p>45.—A player who has a declaration to score should repeat after + every trick what he has to score. He may score it at any time on winning + a trick, and before drawing.</p> + + <p>46.—If a player who has a declaration to score play a card of + the combination before scoring it, he loses the score.</p> + + <p>47.—If a player have a marriage to score, and, on winning a + trick, add to the marriage the ace, ten, and knave of the suit, and score + sequence, he loses the score for the marriage.</p> + + <p>48.—If a player have an inferior bézique <!-- Page 29 --><span + class="pagenum"><a name="page29"></a>{29}</span>combination to score, + and, on winning a trick, add to the bézique combination cards which form + a superior bézique combination, and score the superior combination, he + loses the score for the inferior one.</p> + + <p>49.—A player who has a declaration to score is not bound to + score it.</p> + + <p>50.—If a player erroneously score a declaration which does not + constitute a scoring combination, and the error be not discovered before + a card of the next trick has been played, the score marked stands good; + and so on for all subsequent scores similarly marked before the discovery + of the error.</p> + + <p>51.—If an error in marking the score be proved, it may be + corrected at any time during the game.</p> + + <p>52.—No declaration can be scored after the stock is + exhausted.</p> + +<h5><span class="sc">The Last Nine Tricks.</span></h5> + + <p>53.—The winner of the last trick adds fifty to the score.</p> + + <p>54.—The winner of the last trick is bound to score it (except as + provided in Law 21).</p> + + <p>55.—If, during the play of the last nine tricks, a player fail + to follow suit when able, or fail to win the card led when able—on + detection of the error, the card erroneously played, and all cards + subsequently played, must be taken up and replayed. <!-- Page 30 --><span + class="pagenum"><a name="page30"></a>{30}</span></p> + +<h5><span class="sc">Computing the Game.</span></h5> + + <p>56.—The brisques (aces and tens) score ten each to the player + having them in his tricks; but the brisques are only taken into account + as provided in Laws 60 and 61.</p> + + <p>57.—The winner of the game deducts the score of the loser from + his own (excluding fractions of a hundred), and the difference, with five + hundred added for the game, is the number of points won. If the + difference between the scores be less than a hundred, the winner adds a + hundred to the score of five hundred for the game.</p> + + <p>58.—If the loser fail to score a thousand, he is rubiconed. The + winner, whether his score reach a thousand or not, adds the score of the + loser to his own (excluding fractions of a hundred) and the sum, with + thirteen hundred added for the game, is the number of points won.</p> + + <p>59.—If a player who is rubiconed has scored less than a hundred, + the winner adds a hundred to his score, in addition to the score of + thirteen hundred for the game.</p> + + <p>60.—If the loser of a game fail to score a thousand, but have in + his tricks a sufficient number of brisques to bring his total score to a + thousand, he is not rubiconed. Each player adds his brisques to his + score, and the game is computed as provided in Law 57.</p> + + <p>61.—If the scores be so nearly equal that the brisques must be + taken into account in order to decide who wins the game, and the loser be + not rubiconed, each player adds his brisques to the score, and the game + is then computed as provided in <!-- Page 31 --><span class="pagenum"><a + name="page31"></a>{31}</span>Law 57; but if the loser be rubiconed, the + brisques, though taken into account in order to decide who wins the game, + are not added to the scores, and the game is computed as provided in Law + 58. In the case of a tie after adding the brisques, the game is null and + void.</p> + +<h5><span class="sc">Incorrect Packs.</span></h5> + + <p>62.—If a pack be discovered to be incorrect, redundant, or + imperfect, the deal in which the discovery is made is void. All preceding + deals stand good.</p> + + <p>63.—If a card or cards which complete the pack be found on the + floor, the deal stands good.</p> + +<h5><span class="sc">Changing Cards.</span></h5> + + <p>64.—Before the pack is cut to the dealer, a player may call for + fresh cards at his own expense. He must call for four fresh packs.</p> + + <p>65.—Torn or marked cards must be replaced, or fresh packs called + for at the expense of the two players.</p> + +<h5><span class="sc">Bystanders.</span></h5> + + <p>66.—If a bystander call attention to any error or oversight, and + thereby affect the score, he may be called on to pay all stakes and bets + of the player whose interest he has prejudicially affected.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 32 --><span class="pagenum"><a name="page32"></a>{32}</span></p> + +<h3>BLIND HOOKEY.</h3> + + <p>The players, of whom there may be any number, cut for deal, the lowest + having the preference. The pack is then shuffled by the player on the + dealer's right hand, and afterwards, if he so please, by the dealer + himself, after which it is cut by the right-hand player. The two halves + are then re-united, and the pack is passed to the player on the left of + the dealer, who cuts from the top a small quantity of cards (not less + than four, nor more than his due proportion of the pack). The pack is + then passed to the next player, who cuts a similar portion, and so on + round the circle, the cards left belonging to the dealer. No one looks at + his cards, but makes his stake on pure speculation; hence the name + "blind" hookey. The dealer then turns up his cards, and shows the bottom + one; the other players do the same. Each player holding a higher card + than that of the dealer receives the amount of his stake; all below or + equal pay the dealer. This is repeated until a hand occurs in which the + dealer is a loser all round, when the deal is at an end, and the next + player deals.</p> + + <p>A second method is as under: The cards having <!-- Page 33 --><span + class="pagenum"><a name="page33"></a>{33}</span>been shuffled and cut, + the dealer cuts them into three portions. Two of these are for the + company, the third for himself. The other players place their stakes on + whichever two packets they please, the rejected packet being taken by the + dealer.<a name="NtA_13" href="#Nt_13"><sup>[13]</sup></a> The stakes + having been made, the cards are turned up, and the players receive or pay + as the bottom cards of their packets prove to be higher or lower than + that of the dealer.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 34 --><span class="pagenum"><a name="page34"></a>{34}</span></p> + +<h3>CRIBBAGE.</h3> + + <p>Cribbage is primarily a game for two players, though it may also be + played by three, or even four persons; in the latter case, two playing + against two, as at Whist. Of the two-handed game there are three + varieties, known, from the number of cards dealt to each player, as + "five-card," "six-card," and "seven-card" cribbage. The number of points + to be made in the first case is 61; in the second, 121; and in the third, + 181. If the loser has made less than half the specified number of points, + he is "lurched," and pays double the agreed stake.</p> + + <div class="figcenter" style="width:19%;"> + <a href="images/ill-034.png"><img style="width:100%" src="images/ill-034.png" + alt="Cribbage Board" title="Cribbage Board" /></a> + Cribbage Board. + </div> + + <p>The score is marked by means of pegs of ivory or bone, on a special + board, as depicted above. It will be observed that there is on either + side of the board a double row of holes, thirty in each, divided, for + convenience in counting, into sets of five. The board is placed + cross-wise between the players, and <!-- Page 35 --><span + class="pagenum"><a name="page35"></a>{35}</span>both start from the same + end (which should be that to the left of the first dealer), each + travelling up the outer and down the inner row (once round in the + "five-card," twice in the "six-card," and thrice in the "seven-card" + game), terminating with the "game-hole" at the end from which they + started. In scoring, the hinder peg for the time being is advanced the + requisite number of points beyond the foremost.</p> + + <p>We will commence with the five-card game.</p> + + <p>The pack of fifty-two cards is used, and the players cut for deal, the + lowest dealing. For this and for "sequence" purposes, the cards rank in + regular order from ace (lowest) up to king (highest), but in counting + court cards count as tens.</p> + + <p>The pack having been shuffled, the non-dealer cuts, and his opponent + deals, one at a time, five cards to each player. Meanwhile the non-dealer + scores three holes, known as "three for last," and regarded as a set-off + for the advantage of first deal. The undealt portion of the pack is + placed face downwards between the players. Each player now "lays out" two + of his cards (placed face downwards to the right hand of the dealer) to + form what is called the "crib." The principles which govern the "lay out" + will be discussed later.</p> + + <p>The crib having been laid out, the non-dealer cuts, by lifting off the + upper half of the pack. The dealer turns up the card left uppermost and + places it on the top of the pack. This card is known as the "start." + Should it chance to be a knave, the dealer is entitled to "two for his + heels," and scores two points.</p> + + <p>The score depends partly upon the course of play, <!-- Page 36 + --><span class="pagenum"><a name="page36"></a>{36}</span>and partly upon + the player's holding certain combinations of cards. These latter are + scored at the close of the hand.</p> + + <p>The scores which may be made in course of play are as + under:—</p> + + <p><span class="sc">Pairs.</span>—A player playing a similar card + to the card last played by his adversary (as a king to a king, or a seven + to a seven) is entitled to score <i>two</i> for a <i>pair</i>.<a + name="NtA_14" href="#Nt_14"><sup>[14]</sup></a></p> + + <p><span class="sc">Pairs-royal.</span>—If the first player in the + case last supposed can follow with a third card of the same description, + he scores <i>six</i> for a <i>pair-royal</i>.</p> + + <p><span class="sc">Double Pairs-royal.</span>—If the second player + replies with a fourth card of the same description, he scores + <i>twelve</i> for a <i>double pair-royal</i>.</p> + + <p><span class="sc">Sequences, or Runs.</span>—Three or more cards + of any suit but forming a regular numerical succession (as two, three, + four; knave, ten, nine), count one for each card to the last player. The + sequence need not be played in regular order, so long as the cards + exposed for the time being form an unbroken series. Thus, suppose that A + plays a five, and B a four. If A now plays either a six or a three, he is + entitled to score a run of three (three points). We will suppose that he + plays a three. If B can play either a six or a two, he will be entitled + to score <i>four</i>; and if A can then add another card at either end, + he will score <i>five</i>. Suppose, again, that A has played a five and a + three, and B a two and a six. If A now plays a four, he is entitled to + score five for the complete sequence. The highest number that can be + scored <!-- Page 37 --><span class="pagenum"><a + name="page37"></a>{37}</span>for a sequence is <i>seven</i>, for ace, + two, three, four, five, six, seven. Ace, king, queen, do not count as a + sequence.</p> + + <p><span class="sc">Fifteen</span> or <span + class="sc">Thirty-one</span>.—A player whose card makes, with those + already exposed, the number <i>fifteen</i>, scores two. If either player + makes <i>thirty-one</i>, he scores two in like manner. If, when the cards + on the table approach thirty-one, the player whose turn it is can go no + further without passing that number, he says, "Go." His opponent then + plays any other card or cards up to that limit. If they make thirty-one + exactly, he scores two; if not, he scores one for "last card," + <i>i.e.</i> the last card played. This (at five-card cribbage) terminates + the hand.</p> + + <p>The hand being over, the players, beginning with the non-dealer, + proceed to "show," <i>i.e.</i> turn up their cards, and reckon how many + points they may contain conjointly with the turn-up card, which is + regarded as belonging, for this purpose, to the hand of each player, as + also to the "crib" of the dealer. The first point noted is the + <i>fifteens</i> they may contain, <i>two</i> points being reckoned for + each, and the cards being combined in every possible way to make that + number. Thus three fives and a ten or court card make (apart from their + value under other aspects) four fifteens (technically spoken of as + "fifteen eight"<a name="NtA_15" href="#Nt_15"><sup>[15]</sup></a>), each + of the fives forming one fifteen with the ten, and the three fives united + forming another.</p> + + <p>The next thing to be noted is the presence of any pairs, pair-royal, + or double pair-royal. Thus, in the <!-- Page 38 --><span + class="pagenum"><a name="page38"></a>{38}</span>case supposed, the + player, after claiming "fifteen eight," would go on to say "and six for a + pair-royal, fourteen."</p> + + <p>If all the three cards in the hand are in sequence (independent of + suit), three points are reckoned for this, or if the three form a + sequence with the turn-up card, four.</p> + + <p>If three of the cards are in sequence, and the fourth is a duplicate + of one of them, such fourth card is regarded as making a fresh sequence + with the other two, the "double run," as it is called, scoring six + points. Besides this, the holder is entitled to two for his "pair" (the + two duplicate cards), bringing the total value (irrespective of + "fifteens") up to eight.</p> + + <p>Where (as in crib at five-card, or hand or crib at six-card Cribbage) + five cards have to be reckoned, it may happen that three are in sequence, + and that the other two are duplicates of one of them. In this case they + constitute a treble run of three (nine points) and a pair-royal (six + points), total fifteen.</p> + + <p>If the three cards of the hand are all of one suit, the player scores + three points for a <i>flush</i>. If the turn-up is of the same suit, four + points.</p> + + <p>If the hand chance to contain a <i>knave of the same suit as the + turn-up card</i>, the holder is entitled to score one point, "for his + nob."</p> + + <p>The non-dealer having scored his points, as above indicated, the + dealer proceeds to score any points, first in his hand, and then in the + crib, in like manner. There is only one distinction, viz., that, in + counting crib, a flush is not reckoned unless the "start" is of the same + suit as the rest. In this case the flush is worth five points (one for + each card). <!-- Page 39 --><span class="pagenum"><a + name="page39"></a>{39}</span></p> + + <p>The following table indicates the method of counting some of the more + important combinations (including the start) of the hand at five-card + Cribbage:—</p> + +<table class="mc"> +<tr><td> Four fives (<i>Fifteen eight and a double pair-royal</i>)</td> +<td class="ar vmi"> 20</td></tr> +<tr><td> </td> +<td class="ar vmi"> </td></tr> +<tr><td> Three fives and a ten (<i>Fifteen eight and a pair-royal</i>)</td> +<td class="ar vmi"> 14</td></tr> +<tr><td><table><tr><td class="plr0"> Two fives, a four, and a six</td> + <td class="vmi plr025" rowspan="3"><img src="images/rbrace.png" class="middle" style="height:8ex;width:0.75em;" alt="brace" /></td><td class="vmi" rowspan="3"><i>Fifteen-four, pair, and<br />double run of three</i></td></tr> + <tr><td class="plr0"> Two fours, a five, and a six</td></tr> + <tr><td class="plr0"> Two sixes, a four, and a five</td></tr></table></td> +<td class="ar vmi"> 12</td></tr> +<tr><td><table><tr><td class="plr0">Three threes and a nine</td> + <td class="vmi plr025" rowspan="7"><img src="images/rbrace.png" class="middle" style="height:20ex;width:0.75em;" alt="brace" /></td><td class="vmi" rowspan="7"><i>Fifteen six and a pair-royal</i></td></tr> + <tr><td class="plr0">Three sixes and a nine</td></tr> + <tr><td class="plr0">Three sixes and a three</td></tr> + <tr><td class="plr0">Three sevens and an eight</td></tr> + <tr><td class="plr0">Three eights and a seven</td></tr> + <tr><td class="plr0">Three nines and a six</td></tr> + <tr><td class="plr0">Three sevens and an ace</td></tr></table></td> +<td class="ar vmi"> 12</td></tr> +<tr><td><table><tr><td class="plr0">Two eights, a six (or nine), and a seven</td> + <td class="vmi plr025" rowspan="3"><img src="images/rbrace.png" class="middle" style="height:8ex;width:0.75em;" alt="brace" /></td><td class="vmi" rowspan="3"><i>Fifteen four, pair, and<br />double run of three</i></td></tr> + <tr><td class="plr0">Two sevens, a six, and an eight</td></tr> + <tr><td class="plr0">Six, five, and two fours</td></tr></table></td> +<td class="ar vmi"> 13</td></tr> +<tr><td class="pl15 hang1"> Two fives and two tens or court cards of like<br /> + denomination (<i>Fifteen eight and two pairs</i>)</td> +<td class="ar vmi"> 12</td></tr> +<tr><td class="pl15 hang1"> Two nines and two sixes (<i>Fifteen eight, and two pairs</i>)</td> +<td class="ar vmi"> 12</td></tr> +<tr><td class="pl15 hang1"> Two fives, a ten, and a court card (<i>Fifteen eight<br /> + and a pair</i>)</td> +<td class="ar vmi"> 10</td></tr> +<tr><td class="pl15 hang1"> Two sixes, a seven, and an eight (<i>Fifteen two, pair,<br /> + and double run of three</i>)</td> +<td class="ar vmi"> 10</td></tr> +<tr><td class="pl15 hang1"> A five and any three court cards in sequence, or<br /> + ten, knave, queen (<i>Fifteen six and run of three</i>)</td> +<td class="ar vmi"> 9</td></tr> +<tr><td class="pl15 hang1"> A five and three court cards, or a ten and court<br /> + cards, in sequence (<i>Fifteen six and run of three</i>)</td> +<td class="ar vmi"> 9</td></tr> +<tr><td class="pl15 hang1"> Any sequence of three cards, with a duplicate of<br /> + one of them, but no "fifteen" (<i>Pair and double</i><br /> + <i>run of three</i>)</td> +<td class="ar vmi"> 8</td></tr> +</table> + + <p>Where the four cards of the hand (or all four of the crib, and the + start) are of the same suit, the value of the flush (four or five, as the + case may be) must be added. Where either includes a knave of <!-- Page 40 + --><span class="pagenum"><a name="page40"></a>{40}</span>the same suit as + the start, one "for his nob" will be scored in addition.</p> + + <p>A study of the foregoing table should be a material aid to the player + in discarding for "crib." If he is dealer, he desires the crib to be as + productive as possible; if non-dealer, the reverse. On the other side, he + desires to retain such cards as shall be likely to score best in his + hand, and these two objects frequently clash. It is therefore, important + to know which to prefer.</p> + + <p>We will first examine the question from the dealer's point of view. + Both hand and crib belong to him, but the hand consists (including the + start), of <i>four</i> cards only, while the crib has <i>five</i>. The + possible combinations of five cards are so numerous that space will only + permit us to give examples of a few leading hands. The highest possible + score is twenty-nine, which is made by three fives and a knave, with a + fourth five, of the same suit as the knave, turned up by way of start.<a + name="NtA_16" href="#Nt_16"><sup>[16]</sup></a></p> + + <p>The mode of reckoning is as follows: the four fives, in four + combinations of three, score fifteen eight. Each of them again scores a + fifteen in conjunction with the knave, making eight more. To these are + added twelve for the double pair-royal, and "one for his nob," making + twenty-nine.</p> + +<table class="mc"> +<tr><td><table><tr><td class="plr0">Two fives, two fours, and a six</td> + <td class="vmi plr025" rowspan="4"><img src="images/rbrace.png" class="middle" style="height:11ex;width:0.75em;" alt="brace" /></td> + <td class="vmi" rowspan="4"><i>Fifteen eight, two<br />pairs, and a run<br />of three four<br />times repeated</i></td></tr> + <tr><td class="plr0">Two fives, two sixes, and a four</td></tr> + <tr><td class="plr0">Two fours, two sixes, and a five</td></tr> + <tr><td class="plr0">Two sevens, two eights, and a nine</td></tr></table></td> +<td class="ar vmi"> 24</td></tr> +<tr><td class="pl15 hang1"> +<!-- Page 41 --><span class="pagenum"><a name="page41"></a>{41}</span> +Four threes and a nine (<i>Fifteen twelve and a<br /> + double pair-royal</i>)</td> +<td class="ar vmi"> 24</td></tr> +<tr><td class="pl15 hang1"> Three fives, a four, and a six (<i>Fifteen eight, a pair-royal,<br /> + and run of three thrice repeated</i>)</td> +<td class="ar vmi"> 23</td></tr> +<tr><td><table><tr><td class="plr0">Three fours, a five, and a six</td> + <td class="vmi plr025" rowspan="4"><img src="images/rbrace.png" class="middle" style="height:11ex;width:0.75em;" alt="brace" /></td> + <td class="vmi" rowspan="4"><i>Fifteen six, a<br />pair-royal, and<br />run of three<br />thrice repeated</i></td></tr> + <tr><td class="plr0">Three sixes, a four, and a five</td></tr> + <tr><td class="plr0">Three sevens, an eight, and a nine</td></tr> + <tr><td class="plr0">Three eights, a seven, and a nine</td></tr></table></td> +<td class="ar vmi"> 21</td></tr> +<tr><td><table><tr><td class="plr0">Four twos and a nine</td> + <td class="vmi plr025" rowspan="2"><img src="images/rbrace.png" class="middle" style="height:5ex;width:0.75em;" alt="brace" /></td><td class="vmi" rowspan="2"><i>Fifteen eight and a double<br />pair-royal</i></td></tr> + <tr><td class="plr0">Four threes and a six</td></tr></table></td> +<td class="ar vmi"> 20</td></tr> +<tr><td><table><tr><td class="plr0">Two sixes, two sevens, and an eight</td> + <td class="vmi plr025" rowspan="3"><img src="images/rbrace.png" class="middle" style="height:8ex;width:0.75em;" alt="brace" /></td> + <td class="vmi" rowspan="3"><i>Fifteen four, two pairs,<br />and run of three four<br />times repeated</i></td></tr> + <tr><td class="plr0">Two sevens, an eight, and two nines</td></tr> + <tr><td class="plr0">Two eights, a seven, and two nines</td></tr></table></td> +<td class="ar vmi"> 20</td></tr> +<tr><td><table><tr><td class="plr0" rowspan="2">Three tens, or court cards of like<br /><span class="gap" style="width:1em;"></span>denomination, and two fives</td> + <td class="vmi plr025" rowspan="4"><img src="images/rbrace.png" class="middle" style="height:11ex;width:0.75em;" alt="brace" /></td> + <td class="vmi" rowspan="4"><i>Fifteen twelve,<br />pair-royal, and<br />pair</i></td><td></td></tr> + <tr><td></td></tr> + <tr><td class="plr0">Three threes and two nines</td></tr> + <tr><td class="plr0">Three sevens and two aces</td></tr></table></td> +<td class="ar vmi"> 20</td></tr> +<tr><td class="pl15 hang1"> Three threes and two sixes<a name="NtA_17" href="#Nt_17"><sup>[17]</sup></a> (<i>Fifteen ten, pair, and<br /> + pair-royal</i>)</td> +<td class="ar vmi"> 18</td></tr> +<tr><td class="pl15 hang1"> Three fours, three, and five (<i>Fifteen two, pair-royal,<br /> + and run of three thrice repeated</i>)</td> +<td class="ar vmi"> 17</td></tr> +<tr><td class="pl15 hang1"> Three tenth cards in sequence and two fives (<i>Fifteen<br /> + twelve, pair, and run of three</i>)<a name="NtA_18" href="#Nt_18"><sup>[18]</sup></a></td> +<td class="ar vmi"> <span class="correction" title="Original reads '11'">17</span></td></tr> +<tr><td class="pl15 hang1"> Any three cards in sequence, with duplicates of<br /> + two of them, but no "fifteen" (<i>Two pairs and<br /> + run of three four times repeated</i>)</td> +<td class="ar vmi"> 16</td></tr> +<tr><td class="pl15 hang1"> Any three cards in sequence, with one of them<br /> + thrice repeated, but no "fifteen" (<i>Pair-royal<br /> + and run of three thrice repeated</i>)</td> +<td class="ar vmi"> 15</td></tr> +</table> + + <p>As for combinations of minor value, their name is legion.</p> + +<p><!-- Page 42 --><span class="pagenum"><a name="page42"></a>{42}</span></p> + + <p>With four cards only, the general average is very much lower, as will + have been seen from the table on p. <a href="#page39">39</a>.</p> + + <p>A comparison of the foregoing tables show that the crib at five-card + Cribbage is likely to be much more important than the hand, and this + furnishes us with a safe principle for the guidance of the player in + laying out. In the case of the dealer, he should lay out for crib such + cards as are most likely to form valuable combinations, even though he + may, to some extent, sacrifice the scoring value of his hand. Conversely, + it is to the interest of the non-dealer to lay out such cards as are + likely to "baulk the crib," as it is termed, even though he may to some + extent injure his own hand in doing so. On close examination of the + tables, it will be found that the cards most likely to help the crib are + <i>pairs</i>. If the other three cards chance to be in sequence, they are + worth, standing alone, three only, but the addition of duplicates of + either of the series will bring their value (for runs and pair-royal) up + to fifteen, independently of any other points they may contain. Or + suppose, with six as start, that the dealer has thrown out a four and a + five, these are worth five only; but if the non-dealer had been rash + enough to throw out a pair, either of fours or sixes, the score would run + up to twenty-one. If the non-dealer had thrown out a pair of fives, it + would have been twenty-three.</p> + + <p>Next to a pair, two cards forming a fifteen, or two cards in sequence, + are most likely to help the crib, and should therefore be preferred by + the dealer, and eschewed by the non-dealer—the more so, if they + chance to answer both conditions—<i>e.g.</i> a seven <!-- Page 43 + --><span class="pagenum"><a name="page43"></a>{43}</span>and eight. Next + to cards in sequence come cards only one or two points apart, as the + cards of the opposite player may fill up the gap, and convert them into + sequence cards. Of single cards, a five is the most likely to score, + inasmuch as there are sixteen tenth cards to four of any other + denomination, and the chances of its forming part of one or more fifteens + are therefore considerable. The cards which are least likely to make for + crib are king and ace, inasmuch as nothing save queen, knave can convert + a king into a sequence card, and nothing save a two and three can convert + the ace into a sequence card. The best cards for the non-dealer to throw + out are therefore a king or ace, and some second card so far removed from + the first that the two cannot form part of the same sequence. King or + queen, with nine, eight, seven, six, or ace, are good "baulking" cards; + likewise two or ace, with seven, eight, nine, or ten. The non-dealer + should never throw out a knave if he can help it, as the start may cause + it to score a point for "nob." In like manner, the non-dealer should + avoid laying out two cards of the same suit, as he thereby runs the risk + of a flush in crib.</p> + + <p>In the play of the hand the guiding principle should be to give to the + adversary the fewest possible opportunities of scoring. Bearing this in + mind, it will be seen that the best card to lead at the outset is an ace, + two, three, or four, as the second player cannot make fifteen, and the + chance of doing so will revert to the first player. A five, on the other + hand, is a very bad lead, inasmuch as, from the greater number of tenth + cards in the pack, it gives the second player the best possible + opportunity of making fifteen. If the leader holds duplicates of <!-- + Page 44 --><span class="pagenum"><a name="page44"></a>{44}</span>ace, + two, three, or four, one of them is a very good lead; for if the second + player should pair, the leader will have the opportunity of making a + pair-royal. Failing pairs, if the leader hold two cards which together + make five, <i>i.e.</i> two and three, or ace and four, it is good to play + one of them, when, if the adversary play a tenth card, the leader will be + enabled to make fifteen. Likewise, if the leader hold a six and a three, + a four and a seven, or a three and a nine, the first card of the couple + is a safe lead, for if it is paired, the second will make fifteen. On the + other hand, should the second player play a tenth card to the lead, the + first player may pair it with perfect safety, for no pair-royal can be + made without overpassing the limit, thirty-one.</p> + + <p>As regards the second player, he will generally do well to make + fifteen if he can. If a low card, <i>i.e.</i> a four or less, has been + led, he has no choice, in the majority of cases, but to leave the fifteen + to his adversary; but he should carefully avoid playing such a card as + will enable the adversary to score not merely the fifteen, but a pair or + sequence in addition. On a four led, for instance, it would be very + unwise to play either a six or a five, as in such cases respectively, a + five or six played by the first player would give him both fifteen and a + sequence. On a three it would be equally wrong to play a six; on a seven + a four; on a nine a three, or on an ace a seven; for a like card played + by the first player would give him both fifteen and a pair. Again, it is + in general unwise for second player to play a close card (<i>i.e.</i> + next or next but one to the lead), as he thereby gives the adversary the + chance of a "run." If he is in a position to continue the run, he may of + course play <!-- Page 45 --><span class="pagenum"><a + name="page45"></a>{45}</span>a close card with impunity. The points of + "five" and "twenty-one" are to be avoided, as a tenth card played by the + adversary will in such case make him fifteen or thirty-one. Similarly, it + is bad play to make fourteen or thirty (<i>i.e.</i> one short of fifteen + or thirty-one) with an <i>ace</i>; to make thirteen or twenty-nine + (<i>two</i> short) with a <i>two</i>; twelve or twenty-eight with a + <i>three</i>; eleven or twenty-seven with a <i>four</i>; as in either of + such cases, should the adversary be able to pair, he will thereby score + four holes. The only exception is where the player chances to hold two + deuces or aces, in which case it will be worth while to make twenty-nine + or thirty respectively with one of such cards, on the chance of the + opponent holding no deuce or ace, in which case the first player will + himself gain the advantage of the double score.</p> + + <p>Some discretion is needful in pairing the card first led, as the first + player may be aiming at a pair-royal, and the temporary gain of two + points may be counter-balanced by six to the adversary. Where, however, + the player holds two of the card led, it may be paired without + hesitation. The chances are much against the dealer's being in a position + to make a pair-royal, and if he should, it can be capped (unless the card + be over seven) by the double pair-royal of the last player.</p> + + <p>A further point to be considered, in deciding whether to make a pair + or sequence, is the state of the score. It is calculated that the + non-dealer, at five-card cribbage, should make, on an average, <i>six</i> + in hand and play; the dealer <i>eleven</i>, or a shade more, in hand, + play, and crib. When each has dealt once, they should stand abreast at + seventeen <!-- Page 46 --><span class="pagenum"><a + name="page46"></a>{46}</span>to eighteen, and so on throughout the game. + The player who has maintained this average is said to be "home," and a + player who is in this condition at an advanced state of the game, should + run as few risks as possible; should avoid pairing, play wide cards to + avoid sequences, and so on. This is known as "playing off." If, on the + other hand, he is behind his proper position, his chance of winning will + depend, in a great degree, on his making more than the average number of + points in play. In such case, he should embrace every opportunity of + making a fifteen, a pair, or a sequence, even at the risk of giving + opportunities to the enemy. This is known as "playing on." As there are + sixteen tenth cards in the pack, and ten out of fifty-two are dealt, the + probabilities are in favour of the players holding originally three + between them, and this probability should be borne in mind, as the so + doing will often help the player to a thirty-one. Suppose that the leader + starts with queen, and that the other player has no tenth card, but has a + seven and a four, an eight and a three, or a nine and a two. In such case + it is good policy to play the seven, eight, or nine. If the first player + again plays a tenth card, the second will be enabled, with his small + card, to score thirty-one. If the second player have no tenth card in his + own hand, the probability of his opponent holding more than one is + proportionately increased.</p> + + <p>It may be useful to illustrate these elementary principles by the play + of a couple of imaginary hands. Let us suppose that A (elder hand) has + the queen and six of hearts, nine of clubs, eight of diamonds and seven + of spades. And B (dealer) the <!-- Page 47 --><span class="pagenum"><a + name="page47"></a>{47}</span>ace and ten of hearts, ten of clubs, five of + spades, and four of diamonds.</p> + + <p>It will be observed that A has four cards, six, seven, eight, nine, in + sequence, of which either the six and nine or the seven and eight will + form a fifteen. His fifth card, the queen, does not and cannot score with + either of the others. Obviously the queen should form one card of his + lay-out. Of the four remaining, he will naturally keep three in sequence. + Which shall he throw out, the six or the nine? The six in one respect is + preferable, inasmuch as it cannot be brought into sequence with the + queen, whereas the nine might possibly be so. On the other hand, the six + is of the same suit as the queen, and might help towards a flush. He + decides, therefore, to throw out queen, nine, retaining the six, seven, + and eight.</p> + + <p>B's proper course is clearly to throw out the ace of hearts and four + of diamonds, retaining the two tens and the five, which are good for six + points, viz. fifteen four and a pair, and with a five or ten start would + be worth twelve. On the other hand, should there be one or more tenth + cards in the crib, the four and ace will give them a scoring value.</p> + + <p>The cards are cut, and B turns up the queen of clubs.</p> + + <p>A leads the seven of spades, saying, "seven." This is his best lead. + If B should play an eight, making fifteen, A will be enabled to continue + with the six, and so score a run of three.<a name="NtA_19" + href="#Nt_19"><sup>[19]</sup></a> But B cannot make a fifteen, and it is + therefore his best policy to <!-- Page 48 --><span class="pagenum"><a + name="page48"></a>{48}</span>go beyond that point. He plays the ten of + hearts, saying, "Seventeen," or more shortly, <span + class="nw">"'-teen."</span> A has no card which will score, and he + therefore plays his highest, as the nearer he gets to thirty-one the + fewer chances does he leave his opponent of getting closer to that + number. He plays the eight of diamonds, saying, "Twenty-five." B plays + the five of spades—"Thirty." "Go," says A. B scores one for last + card, and the play of the hand is at an end.</p> + + <p>The cards are turned up, and A counts his hand. The start has left him + "no better." He scores fifteen two for the seven and eight, and three + points for the run—five in all.</p> + + <p>B is rather better off. With the start he has fifteen six and a + pair—eight in all. In crib the start has helped him considerably. + Without it he had fifteen two only—the ace and four combining with + the queen of hearts; with the start he has six—fifteen four and a + pair. The nine is useless.</p> + + <p>A having taken his three points as non-dealer, the score stands eight + to fifteen. It is now A's turn to deal, and the cards fall as follows: B + has king and eight of hearts, seven of spades, eight of diamonds and + three of clubs. And A (dealer) five and nine of diamonds, three of + spades, ten of hearts and six of clubs.</p> + + <p>B throws out the king of hearts and three of clubs; A, the six of + clubs and nine of diamonds. The cards are cut, and the six of diamonds is + turned up.</p> + + <p>B leads the eight of hearts. This is a safe lead, for, if A scores + fifteen, B can pair him; if A pairs, B can make a pair-royal. A, not + being able to do <!-- Page 49 --><span class="pagenum"><a + name="page49"></a>{49}</span>either, plays the ten of hearts, making + eighteen. This prevents all possibility of B's making fifteen; and should + B play a tenth card, A's three will make thirty-one. There is a + possibility of B's playing a nine, and so making three for the run, but + this risk must be taken. Should he do so, A will in all probability score + one for last card; but B, having only a seven and an eight, plays the + latter, making twenty-six. This is a shade the better card, inasmuch as + it brings the score one point nearer thirty-one. As it happens, the + choice was unfortunate, for A, having a five, is able to make thirty-one + exactly, scoring two points accordingly.</p> + + <p>The cards are shown: B scores fifteen four, a pair, and a run of three + twice over—twelve in all. A has in hand fifteen two only; but in + crib he has fifteen six and a pair, making eight in all.</p> + + <p>The game now stands—A 20, B 27. Both have made their full + average in the two deals; but B's seven points ahead give him a decided + advantage, and, on the principle already explained he will do well to + "play off" during the remainder of the hand.<a name="NtA_20" + href="#Nt_20"><sup>[20]</sup></a></p> + +<h5><span class="sc">Six-card Cribbage.</span></h5> + + <p>In this form of the game <i>six</i> cards are dealt to each player. + Two being laid out for crib, four are still left in hand, and the scores + accordingly average very much higher than in the five-card game. The only + material difference of procedure is <!-- Page 50 --><span + class="pagenum"><a name="page50"></a>{50}</span>that in the six-card game + the scoring of three extra points by the non-dealer is omitted, both + players being considered to start on an equal footing; and secondly, that + the cards, instead of being thrown down as soon as thirty-one or the + nearest possible approach to it, is reached, are played out to the end. + The player who failed to score for the "go" leads again, giving the + adversary the opportunity to make fifteen, or pair him if he can. Each + plays alternately as before, the player of the "last card" scoring "one" + for so doing. If there is only one card left after the "go," the leader + still scores it as "last card." The general principles laid down as to + five-card cribbage apply equally to the six-card game, save that in the + latter, as hand and crib consist of the <i>same number</i> of cards, the + non-dealer is no longer under the same compulsion to baulk the crib, even + to the destruction of his own hand. The two objects—preserving the + hand and baulking the opponent's crib—are in this case on the same + level, and either may legitimately be preferred, as the nature of the + hand may render desirable.</p> + + <p>In consequence of the greater facility of scoring, it is customary to + play six-card cribbage twice round the board, <i>i.e.</i> to make the + game 121 points.</p> + +<h5><span class="sc">Seven-card Cribbage.</span></h5> + + <p>Seven-card cribbage is played in the same manner as the six-card game, + save that <i>seven</i> cards are dealt to each player, two being thrown + out for crib, and <i>five</i> left in hand, or, with the start, six. With + such a largely increased number of possible combinations, very high + scores are frequent, and for this reason it <!-- Page 51 --><span + class="pagenum"><a name="page51"></a>{51}</span>is customary to make the + game three times round the board, <i>i.e.</i> 181 points.</p> + +<h5><span class="sc">Three-handed Cribbage.</span></h5> + + <p>When three persons play, five cards are dealt to each, one card of + each hand being laid out for crib, with one card from the top of the pack + to complete it. The start is then cut for in the usual manner. The player + to the dealer's left has first lead and first show, and deals in the + succeeding hand.</p> + + <div class="figcenter" style="width:22%;"> + <a href="images/ill-051.png"><img style="width:100%" src="images/ill-051.png" + alt="Cribbage-board for Three-handed Game" title="Cribbage-board for Three-handed Game" /></a> + Cribbage-board for Three-handed Game. + </div> + + <p>The score is usually marked on a triangular board, open in the centre, + or the ordinary cribbage-board may be furnished (see illustration) with a + supplementary arm, turning on a pivot, and duly provided with holes, to + keep the score of a third player.</p> + +<h5><span class="sc">Four-handed Cribbage.</span></h5> + + <p>Where four persons engage in the game, two play as partners against + the other two, each pair sitting facing each other. Partners and deal are + cut for, as at Whist, the two lowest playing against the two highest, and + the lowest dealing. Five cards are dealt to each player, and each puts + out one for the crib, which <!-- Page 52 --><span class="pagenum"><a + name="page52"></a>{52}</span>belongs, as in the two-handed game, to the + dealer. The player to the dealer's left has the lead, and each of the + others play to it in rotation. No consultation is allowed during the + play, but partner may assist partner in counting his hand or crib. One + partner scores for both. The cards are played right out, as in the + six-card game.</p> + + <p>The score is usually twice up and down the board, <i>i.e.</i> 121 + points.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 53 --><span class="pagenum"><a name="page53"></a>{53}</span></p> + +<h3>ÉCARTÉ.</h3> + + <p>The game of Écarté is played with what is known as the Piquet pack of + thirty-two cards. The relative value of the cards is the same as at + Whist, with one exception, viz. that the king is the highest card, the + ace ranking between the knave and the ten. Thus the knave can take the + ace, but the ace can take the ten.</p> + + <p>Trumps, as at Whist, are the most powerful cards. A seven of trumps + can take the king of another suit.</p> + +<h5>LAWS OF ÉCARTÉ.</h5> + + <p>The laws of Écarté, as accepted by the principal clubs in London and + elsewhere, are as follows. We here quote them as given in "Cavendish on + Écarté,"<a name="NtA_21" href="#Nt_21"><sup>[21]</sup></a> a standard + authority on the subject. Any reader who desires to become a skilful + player cannot do better than procure and study this work.</p> + + <p>The Club Code laws are—</p> + + <p>1.—Each player has a right to shuffle both his own and his + adversary's pack. The dealer has the right to shuffle last.</p> + +<p><!-- Page 54 --><span class="pagenum"><a name="page54"></a>{54}</span></p> + + <p>2.—The pack must not be shuffled below the table, nor in such a + manner as to expose the faces of the cards, nor during the play of the + hand.</p> + + <p>3.—A cut must consist of at least two cards, and at least two + must be left in the lower packet.</p> + + <p>4.—A player exposing more than one card when cutting for deal + must cut again.</p> + + <p>5.—The player who cuts the highest Écarté card deals, and has + choice of cards and seats. The choice determines both seats and cards + during the play.</p> + + <p>6.—The cut for deal holds good even if the pack be + incorrect.</p> + + <p>7.—If in cutting to the dealer a card be exposed, there must be + a fresh cut.</p> + + <p>8.—The dealer must give five cards to his adversary and five to + himself, by two at a time to each, and then by three at a time to each, + or <i>vice versâ</i>. The dealer, having selected the order in which he + will distribute the cards, must not change it during that game; nor may + he change it at the commencement of any subsequent game, unless he inform + the non-dealer before the pack is cut.</p> + + <p>9.—If the dealer give more or less than five cards to his + adversary or to himself, or do not adhere to the order of distribution + first selected, and the error be discovered before the trump card is + turned, the non-dealer, before he looks at his hand, may require the + dealer to rectify the error, or may claim a fresh deal.</p> + + <p>10.—The hands having been dealt, the dealer must turn up for + trumps the top card of those remaining.</p> + + <p>11.—If the dealer turn up more than one card, the non-dealer, + before he looks at his hand, may <!-- Page 55 --><span class="pagenum"><a + name="page55"></a>{55}</span>choose which of the exposed cards shall be + the trump, or may claim a fresh deal. Should the non-dealer have looked + at his hand, there must be a fresh deal.</p> + + <p>12.—If, before the trump card is turned up, a faced card be + discovered in the pack, there must be a fresh deal.</p> + + <p>13.—If the dealer expose any of his own cards the deal stands + good. If he expose any of his adversary's cards, the non-dealer, before + he looks at his hand, may claim a fresh deal.</p> + + <p>14.—If a player deal out of his turn, or with his adversary's + pack, and the error be discovered before the trump card is turned up, the + deal is void. After the trump card is turned up, it is too late to + rectify the error, and if the adversary's pack has been dealt with, the + packs remain changed.</p> + + <p>15.—If, after the trump card is turned up, and before proposing, + or, if there is no proposal, before playing, it be discovered that the + non-dealer has more than five cards, he may claim a fresh deal. Should + the non-dealer not claim a fresh deal, he discards the superfluous cards, + and the dealer is not entitled to see them.</p> + + <p>16.—If, after the trump card is turned up, and before proposing, + or, if there is no proposal, before playing, it be discovered that the + non-dealer has less than five cards, he may have his hand completed from + the stock, or may claim a fresh deal.</p> + + <p>17.—If, after the trump card is turned up, and before the dealer + accepts or refuses, or, if there is no proposal, before he plays, it be + discovered that he has dealt himself more than five cards, the non-dealer + may claim a fresh deal. Should he not claim <!-- Page 56 --><span + class="pagenum"><a name="page56"></a>{56}</span>a fresh deal, he draws + the superfluous cards from the dealer's hand. Should the dealer have + taken up his hand, the non-dealer is entitled to look at the cards he + draws.</p> + + <p>18.—If, after the trump card is turned up, and before the dealer + accepts or refuses, or, if there is no proposal, before he plays, it be + discovered that the dealer has less than five cards, the non-dealer may + permit the dealer to complete his hand from the stock, or may claim a + fresh deal.</p> + + <p>19.—If a fresh deal be not claimed when the wrong number of + cards are dealt, the dealer cannot mark the king turned up.</p> + + <p>20.—If the non-dealer play without taking cards, and it be then + discovered that he has more or less than five cards, there must be a + fresh deal.</p> + + <p>21.—If the dealer play without taking cards, and it be then + discovered that he has more or less than five cards, his adversary may + claim a fresh deal.</p> + + <p>22.—If a king be turned up, the dealer is entitled to mark it at + any time before the trump card of the next deal is turned up.</p> + + <p>23.—If either player hold the king of trumps, he must announce + it before playing his first card, or he loses the right to mark it. It is + not sufficient to mark the king held in hand without announcing it.</p> + + <p>24.—If the king be the card first led, it may be announced at + any time prior to its being played to. If the king be the card first + played by the dealer, he may announce it at any time before he plays + again.</p> + + <p>25.—If a player, not holding the king, announce it, and fail to + declare his error before he has played a card, the adversary may correct + the score, and has <!-- Page 57 --><span class="pagenum"><a + name="page57"></a>{57}</span>the option of requiring the hands to be + played over again, notwithstanding that he may have abandoned his hand. + If the offender win the point he marks nothing; if he win the vole he + marks only one; if he win the point when his adversary has played without + proposing, or has refused the first proposal, he marks only one. But if + the adversary himself hold the king, there is no penalty.</p> + + <p>26.—If a player propose, he cannot retract; nor can he alter the + number of cards asked for.<a name="NtA_22" + href="#Nt_22"><sup>[22]</sup></a></p> + + <p>27.—The dealer, having accepted or refused, cannot retract. The + dealer, if required, must inform his adversary how many cards he has + taken.</p> + + <p>28.—Each player, before taking cards, must put his discard face + downward on the table, apart from the stock, and from his adversary's + discard. Cards once discarded must not be looked at.</p> + + <p>29.—If the non-dealer take more cards than he has discarded, and + mix any of them with his hand, the dealer may claim a fresh deal. If the + dealer elect to play the hand, he draws the superfluous cards from the + non-dealer's hand. Should the non-dealer have taken up any of the cards + given him, the dealer is entitled to look at the cards he draws.</p> + + <p>30.—If the non-dealer asks for less cards than he has discarded, + the dealer counts as tricks all cards which cannot be played to.</p> + + <p>31.—If the dealer give his adversary more cards than he has + asked for, the non-dealer may claim a fresh deal. If the non-dealer elect + to play the hand, <!-- Page 58 --><span class="pagenum"><a + name="page58"></a>{58}</span>he discards the superfluous cards, and the + dealer is not entitled to see them.</p> + + <p>32.—If the dealer give his adversary less cards than he has + asked for, the non-dealer may claim a fresh deal. If the non-dealer elect + to play the hand, he has it completed from the stock.</p> + + <p>33.—If the dealer give himself more cards than he has discarded, + and mix any of them with his hand, the non-dealer may claim a fresh deal. + If the non-dealer elect to play the hand, he draws the superfluous cards + from the dealer's hand. Should the dealer have taken up any of the cards + he has given himself, the non-dealer is entitled to look at the cards he + draws.</p> + + <p>34.—If the dealer give himself less cards than he has discarded, + he may, before playing, complete his hand from the stock. If the dealer + play with less than five cards, the non-dealer counts as tricks all cards + which cannot be played to.</p> + + <p>35.—If a faced card be found in the stock after discarding, both + players have a right to see it. The faced card must be thrown aside, and + the next card given instead.</p> + + <p>36.—If, in giving cards, any of the non-dealer's are exposed, he + has the option of taking them; should the non-dealer refuse them, they + must be thrown aside and the next cards given instead. If the dealer + expose any of his own cards, he must take them.</p> + + <p>37.—If, after giving the cards, the dealer turn up a card in + error, as though it were the trump card, he cannot refuse another + discard. If another be demanded, the non-dealer has the option of taking + the exposed card. <!-- Page 59 --><span class="pagenum"><a + name="page59"></a>{59}</span></p> + + <p>38.—If the dealer accept when there are not sufficient cards + left in the stock to enable the players to exchange as many cards as they + wish, the non-dealer is entitled to exchange as many as he asked for, or, + if there are not enough, as many as there are left, and the dealer must + play his hand; the dealer is at liberty to accept, conditionally, on + there being cards enough in the stock.</p> + + <p>39.—A card led in turn cannot be taken up again. A card played + to a lead may be taken up again to save a revoke or to correct the error + of not winning a trick when able, and then only prior to another card + being led.</p> + + <p>40.—If a card be led out of turn, it may be taken up again, + prior to its being played to; after it has been played to, the error + cannot be rectified.</p> + + <p>41.—If the leader name one suit and play another, the adversary + may play to the card led, or may require the leader to play the suit + named. If the leader have none of the suit named, the card led cannot be + withdrawn.</p> + + <p>42.—If a player abandon his hand when he has not made a trick, + his adversary is entitled to mark the vole. If a player abandon his hand + after he has made one or two tricks, his adversary is entitled to mark + the point. But if a player throw down his cards, claiming to score, the + hand is not abandoned, and there is no penalty.</p> + + <p>43.—If a player renounce when he holds a card of the suit led, + or if a player fail to win the trick when able, his adversary has the + option of requiring the hands to be played again, notwithstanding that he + may have abandoned his hand. If the offender win the point he marks + nothing; if he win the vole, <!-- Page 60 --><span class="pagenum"><a + name="page60"></a>{60}</span>he marks only one; if he win the point when + his adversary has played without proposing, or has refused the first + proposal, he marks only one. Should the card played in error be taken up + again prior to another card being led (as provided by Law 39), there is + no penalty.</p> + + <p>44.—A player may call for new cards at his own expense, at any + time before the pack is cut for the next deal. He must call for two new + packs, of which the dealer has choice.</p> + + <p>45.—If a pack be discovered to be incorrect, redundant, or + imperfect, the deal in which the discovery is made is void; all preceding + deals stand good.</p> + + <p>46.—The game is five up. By agreement, the game may count a + treble if the adversary has not scored; a double if he has scored one or + two; a single if he has scored three or four.</p> + + <p>47.—A player turning up a king, or holding the king of trumps in + his hand, is entitled to mark one.</p> + + <p>48.—A player winning the point is entitled to mark one; a player + winning the vole is entitled to mark two.</p> + + <p>49.—If the non-dealer play without proposing, and fail to win + the point, his adversary is entitled to mark two. If the dealer refuse + the first proposal, and fail to win the point, the non-dealer is entitled + to mark two. These scores apply only to the first proposal or refusal in + a hand, and only to the point, the score for the vole being + unaffected.</p> + + <p>50.—If a player omit to mark his score, he may rectify the + omission at any time before the trump card of the next deal is turned up. + <!-- Page 61 --><span class="pagenum"><a + name="page61"></a>{61}</span></p> + + <p>51.—An admitted overscore can be taken down at any time during + the game.<a name="NtA_23" href="#Nt_23"><sup>[23]</sup></a></p> + + <p> </p> + + <p>The following French terms are commonly used at Écarté:</p> + +<blockquote class="b1n"> + + <p><span class="sc">Àtout.</span> Trump.—<span + class="sc">Couper.</span> To cut.—<span class="sc">Donner.</span> + To deal.—<span class="sc">Écart.</span> The cards thrown + aside.—<span class="sc">Forcer.</span> To play a superior on an + inferior card.—<span class="sc">La Vole.</span> All five tricks + made by either player.—<span class="sc">Le Point.</span> Three out + of the five made by either player. <span class="sc">Proposer.</span> + Asking for fresh cards.—<span class="sc">Rénoncer.</span> Not to + answer the suit led.</p> + +</blockquote> + + <p>We will now suppose, by way of illustration, that A and Y play a game + of Écarté.</p> + + <p>Two packs of different colour or pattern, say a red and a white pack, + are used. From these packs the cards from two to six are extracted. A and + Y cut for deal; A cuts the knave, Y the ace. A therefore deals, as knave + is in this game higher than ace.</p> + + <p>The cards having been shuffled, A gives the pack to Y to be cut. A + then deals three cards to his adversary, three to himself, then two to + his adversary and two to himself, and turns up the king of spades. "I + mark the king," says A (see Law 22).</p> + + <p>A does not look at his cards, but waits to see what his adversary will + do. Y looks at his hand, and says, "I propose." A looks at his hand, and + finds in it queen, knave, ace of spades, the ace of diamonds, and the + eight of hearts. A has the trick now to a <!-- Page 62 --><span + class="pagenum"><a name="page62"></a>{62}</span>certainty, and cannot + lose it by accepting, the low heart being the weak point in his hand. The + hand of Y was ten of spades, king of hearts, ten and seven of diamonds, + and nine of clubs. Y takes three cards; A takes two. Y takes in the king + of diamonds, the seven of spades, and the seven of hearts; A takes in the + nine and eight of spades, and must win the vole.</p> + + <p>Y now deals, and turns the nine of clubs as trumps. A looks at his + hand, and finds in it the king and ace of diamonds, the eight and seven + of hearts, and the ten of spades. A proposes. Y looks at his hand, and + finds king, queen, knave of spades, eight and seven of clubs. "Play," + says Y, and he wins the vole. Score: Y = 2; A = 3.</p> + + <p>With such a hand as Y held, to accept the proposal would have been + wrong, the chances being in his favour.</p> + + <p>A now deals, and turns knave of diamonds. Y looks at his cards, and + finds they consist of queen, ten of diamonds, ten and eight of clubs, and + eight of hearts. He elects to play without proposing. A's hand consists + of knave of clubs, ace, knave, ten of hearts, and eight of diamonds. Y + may now win or lose the point, according to the cards he leads.</p> + + <p>If he led queen, then ten of diamonds, he would lose the point. If he + led ten of clubs, he would win the point. The reader should place the + cards and play out these hands.</p> + + <p>We will suppose that Y played correctly and won the point; the game + stands at 3 all.</p> + + <p>It is now Y's turn to deal. We will suppose that he does so, and wins + the point; the game is then, Y = 4; A = 3. <!-- Page 63 --><span + class="pagenum"><a name="page63"></a>{63}</span></p> + + <p>A now deals, and turns the nine of diamonds. Y's hand consists of + queen, knave of diamonds, king, queen, ace of spades. Y elects to play. A + looks at his hands, and finds in it the king, ace of diamonds, the ace of + hearts, the king of clubs, and the eight of spades.</p> + + <p>Y must win the game if he play correctly; but, being anxious to win + more tricks than are necessary, he loses it by reckless play. Y leads + king of spades, on which A plays eight of spades, <i>without marking the + king</i>. A does this because Y, having played without proposing, will + lose two if he lose the point. To mark the king will be useless, if Y win + the point; hence A conceals from Y the fact of his holding the king. Y + plays incautiously, and leads as his second lead queen of diamonds; A + wins with king of diamonds, and leads king of clubs, which Y trumps, and + leads queen of spades, which A trumps, and leads ace of hearts, which + wins the game.</p> + + <p>If Y had followed his first lead with queen of spades, he must have + won the game; but, imagining that A could not hold the king because he + did not mark it, he played feebly, and lost the game.</p> + + <p>This example will give some idea of the play of a hand, and of the + different results which follow the correct and incorrect play of even + five cards.</p> + +<h5><span class="sc">Jeux de Règle.</span></h5> + + <p>Great stress is laid by scientific Écarté-players on what are termed + <i>Jeux de règle</i>, that is, hands which ought to be played without + "proposing" or "accepting." When the cards held by a player are so <!-- + Page 64 --><span class="pagenum"><a name="page64"></a>{64}</span>good + that he cannot fail to win three tricks unless his adversary hold two + trumps, it is the rule to play without proposing. It is easy, by an + examination of the five cards, to at once perceive how the trick must be + won, unless the adversary hold two trumps. Here are a few examples:</p> + + <p>King, queen, knave of spades, eight of hearts (trumps), eight of + diamonds. Lead king of spades; if not trumped, follow with queen, + etc.</p> + + <p>With three trumps, play without proposing. Likewise with two trumps, + if the other cards belong to one suit, or with two cards of one suit, one + of which is the king or queen.</p> + + <p>Play if holding only one trump, provided the other cards are four of + one suit, one being a king, or three cards of one suit, one being a king + or queen, and the fifth card being a king or queen.</p> + + <p>Play with no trump if three queens are held, or four court cards.</p> + + <p>When playing these hands (and they apply mainly to the leader) it is + important to remember the disadvantage that follows leading from a suit + of two when one is a high, the other a much lower card, and the advantage + of leading from a suit of two when these are in sequence.</p> + + <p>Take the following hands as examples:</p> + + <p>A holds queen of clubs, queen of diamonds, queen and eight of hearts, + and eight of spades, the ten of spades being turned up as trump.</p> + + <p>Y holds king and nine of hearts, nine and seven of diamonds, and nine + of spades.</p> + + <p>If A lead the queen of hearts, he must lose the point, no matter how Y + plays. If, however, he lead either of his single queens, he <i>may</i> + win the point, if <!-- Page 65 --><span class="pagenum"><a + name="page65"></a>{65}</span>Y, after winning the queen of clubs, lead + the king of hearts.</p> + + <p>Again, A holds queen, ten, of spades; knave, ten, of hearts; ten of + diamonds; diamonds being trumps.</p> + + <p>Y holds knave, seven, of spades; seven of hearts; and knave, eight, of + diamonds.</p> + + <p>If A lead the queen of spades, he loses the trick. If he lead knave + and then ten of hearts, he wins the trick.</p> + + <p>From these examples it will be evident that cards in sequence, or + single cards, are better as leads than one high card, and then a small + one of a two-card suit. Also it is desirable that the adversary should be + the leader when the third lead occurs.</p> + + <p>What is called being "put to a card," is, if possible, to be avoided. + The following will serve as an example:</p> + + <p>A holds king, knave, ten, of hearts; queen of diamonds, and knave of + spades (nine of clubs turned up). A proposes, and is refused. He may now + conclude that Y has two trumps at least.</p> + + <p>A leads king of hearts, which wins; then knave, which wins. If Y holds + ace of hearts, A must lose the point. If, however, Y hold either a + diamond lower than the queen, or a spade lower than the knave, A may win, + if he keep the right card; if, however, A play a third heart, and this is + trumped, and Y play, say, queen of trumps, A must discard either his + queen of diamonds or his knave of spades, and he has no guide as to which + to discard. Instead, therefore, of playing the third heart he should lead + either the diamond or the spade, and thus avoid being "put to a + card."</p> + + <p>The dealer has the option of refusing or accepting; <!-- Page 66 + --><span class="pagenum"><a name="page66"></a>{66}</span>before doing + either, he should not only consider well the cards in his hand, but the + state of the score.</p> + + <p>It is not unusual for a player who may hold the trick for certainty to + propose in the hopes of being refused, in order that he may, by winning + the trick, score two. If this occurred at the score of three, the results + would be fatal.</p> + + <p>As a general rule, refuse if only two cards can be discarded. A king + or a trump should not be discarded in the first instance.</p> + + <p>With three trumps, refuse, unless the king of trumps is one of the + three, when there is a great chance that the cards taken in may enable + the vole to be won.</p> + + <p>With only one trump and one king, no matter what the other suits may + be, if not having a card higher than a ten, accept. But with one trump, + two queens guarded, or a king and queen guarded, refuse. Although in many + cases, where it is the rule to play, it is two to one in favour of the + player winning the point, it must not be imagined that he will always + win. He may win twice out of three times, but it is possible for the + adversary to hold exceptionally good cards, and to win the point against + the <i>jeu de règle</i>. For example, A holds queen, ace, and seven of + hearts (trumps), king of spades, king of diamonds, and, of course, plays + without proposing. Y holds king, knave, nine, and eight of hearts, and + nine of clubs, and must win the point; but for A to propose would have + been wrong, his hand being strong enough to win four times out of + five.</p> + + <p>When a player proposes, and is refused, he may form an estimate of the + suit or suits out of trumps in which his adversary it likely to be + strong. Suppose <!-- Page 67 --><span class="pagenum"><a + name="page67"></a>{67}</span>A, the non-dealer, hold queen, knave of + spades, ace of hearts, seven of clubs, and knave of diamonds (trumps). + The probabilities are that Y is strong in hearts and clubs, or holds two + trumps. The queen of spades in this case should, of course, be led; and, + if it win, should be followed by the knave.</p> + + <p>The condition of the score ought to be considered before proposing or + playing without proposing. If the adversary be at the score of three, it + is dangerous to play without proposing, unless the hand be very strong. + If the adversary be at four, it is better not to propose if the + non-dealer's hand be fairly strong, unless the king be held, as there is + a chance of the dealer drawing the king, and at once scoring game.</p> + + <p>The high cards which have been discarded should be remembered, because + lower cards are then of greater value; thus, if the knave and ace of + hearts have been discarded, and the king and ten are drawn, there can be + only one card, viz., the queen of hearts, which is better than the ten, + and in this suit the ten is equivalent to the knave held originally.</p> + + <p>Inexperienced players, as a rule, are too apt to propose, and to + continue proposing till the pack is exhausted. As there are eight trumps + in the pack, a player gains no advantage if he hold four of these, when + his adversary also holds four. His hand <i>looks</i> better than if he + held only two, but whilst he has furnished himself with trumps, his + adversary has done likewise.</p> + + <p>In order to play Écarté well, take a pack of cards, and deal out the + hands against an imaginary or dummy adversary; remember those hands under + the heading <i>Jeux de règle</i>, and then note how the hand can be best + played to secure the point.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 68 --><span class="pagenum"><a name="page68"></a>{68}</span></p> + +<h3>EUCHRE.</h3> + + <p>Euchre may be played either as a two-, three- or four-handed game, the + latter being the most popular form. For greater facility of explanation, + however, we will commence with the two-handed game.</p> + + <p>Euchre is played with the "piquet" pack of thirty-two cards, + consisting of the ace, king, queen, knave, ten, nine, eight and seven of + each suit. The above is their rank in play, subject to the qualification + that the knave of the trump suit for the time being is known as the + "Right Bower," and takes temporary precedence of all other cards. The + knave of <i>the opposite suit of same colour</i> (<i>e.g.</i> of diamonds + when hearts, or of spades when clubs are trumps) is known as the "Left + Bower," and ranks next in value. The Left Bower is considered for the + time being to belong to the trump suit, so that if this card is led, the + trump suit, and not its own, must be played to it.<a name="NtA_24" + href="#Nt_24"><sup>[24]</sup></a></p> + +<p><!-- Page 69 --><span class="pagenum"><a name="page69"></a>{69}</span></p> + +<h5><span class="sc">Two-handed Euchre.</span></h5> + + <p>The players having cut for deal, five cards are dealt (by twos and + then threes, or <i>vice versâ</i>, at the pleasure of the dealer) to each + player. The eleventh card is turned up by way of trump. If the non-dealer + thinks his hand good enough, with the suit of the turn-up card as trumps, + to make three tricks, he says, referring to that card, "I order it up." + This fixes that suit as trumps. The dealer discards the worst card of his + own hand, placing it face downwards under the pack, and the turn-up card + is thenceforth considered to form part of his hand. He does not, however, + actually take it into his hand until the first trick has been played.</p> + + <p>If the non-dealer does not consider his hand good for three tricks, or + is of opinion that he would be likely to gain by a change of the trump + suit, he says, "I pass," and the dealer examines his own cards from the + same point of view. If he thinks his hand is good enough with the + subsisting trump suit to make three tricks, he says, "I take it up," and + proceeds to place, as before, one card under the pack. If he does not + think his hand safe for three, he says, "I turn it down," and places the + turn-up card below the rest of the pack. This annuls the trump suit, and + the non-dealer has now the option of saying what suit shall be trumps. He + considers what will best suit his hand, and says, "Make it hearts" (or + otherwise, as the case may be), accordingly.</p> + + <p>If he decides to "make it" <i>of the same colour</i> as the previous + turn-up card (<i>e.g.</i> spades in place of clubs, or hearts in place of + diamonds), he is said <!-- Page 70 --><span class="pagenum"><a + name="page70"></a>{70}</span>to "make it next." If otherwise, to "cross + the suit."</p> + + <p>If, even with the privilege of making the trump what he pleases, he + doubts his ability to win three tricks, he again "passes," and the dealer + "makes it" what best suits him. If he too has such a bad hand that he + thinks it safer to "pass" again, the cards are thrown up, and the deal + passes.</p> + + <p>The trump suit having been "made" by the one or the other player, the + non-dealer leads a card, and the dealer plays to it, the two cards + constituting a "trick." The second player must follow suit if he can, + subject to the qualification that (as already stated) if the Left Bower + be led, a trump must be played to it. The higher card wins, trumps + overriding plain suits; and the winner of the trick leads to the + next.</p> + + <p>The player who has "ordered up," "taken up" (save in obedience to + order), or "made" the trump, thereby tacitly undertakes to win at least + three tricks. If he makes less than this number, he is "euchred," and his + opponent scores "two." If he makes three tricks he wins "the point," and + scores one. Four tricks are no better than three, but if he make all five + he wins a "march," which scores two. The non-challenging player is not + under any obligation to win, but scores if his adversary fail to do + so.</p> + + <p>Five points constitute "Game."</p> + +<h5><span class="sc">Four-handed Euchre.</span></h5> + + <p>Where four players take part, two play in partnership against the + other two, partners facing each other, as at Whist. Five cards having + been dealt to <!-- Page 71 --><span class="pagenum"><a + name="page71"></a>{71}</span>each, and the twenty-first turned up by way + of trump, the elder hand (<i>i.e.</i> the player to the left of the + dealer) declares whether he will "order up" the trump card or "pass." In + the latter event, the option passes to the dealer's partner; but he + expresses it in a somewhat different manner, inasmuch as he is dealing + with a friend instead of an enemy. If he thinks his hand good for two or + more tricks he says, "I assist." This is considered a call to his partner + (the dealer) to take up the trump, which he does accordingly, he himself + having no choice in the matter. If the second player passes, the option + rests with the third player, who "orders it up" or passes, as his hand + may warrant. In the latter case the dealer decides for himself whether to + take it up or turn it down. If the trump has either been ordered up or + taken up voluntarily by the dealer, the play proceeds as in the + two-handed game. If, on the other hand, the dealer "turns it down," the + players, beginning with the elder hand, are invited in succession to + "make it" what they please; the challenging party in either case being + bound, in conjunction with his partner, to make three tricks, under + penalty of being euchred.</p> + + <p>A player with an unusually strong hand may elect to "go alone." In + such case his partner turns his cards face downward on the table, and + leaves the "lone hand," as he is termed, to play the game singly against + the two opponents.</p> + + <p>If a player "going alone" is lucky enough to win all five tricks, he + scores <i>four</i> (instead of three) for the "march"; but if he make + three or four tricks only, he scores one for the point in the ordinary + manner. <!-- Page 72 --><span class="pagenum"><a + name="page72"></a>{72}</span></p> + +<h5><span class="sc">Three-handed Euchre</span></h5> + + <p>Here each plays for his own hand. The value of the march and point are + the same as in the two-handed or four-handed game, but if the challenging + player is euchred, each of his adversaries scores two points. If this + should carry them both "out," the elder hand is the winner. To avoid + this, which is hardly a satisfactory termination for the younger hand, + another method of scoring is sometimes adopted, the points for the euchre + being <i>deducted</i> from the score of the euchred player, who is "set + back" accordingly. Should he have made no points towards game, he is + considered to owe the points for the euchre; so that a player, standing + at love when euchred, has seven points to make before he can win.</p> + +<h5><span class="sc">Marking the Score.</span></h5> + + <p>The method of scoring at Euchre is somewhat peculiar. The score is + usually kept by means of spare playing cards, a three and a four (of any + suit) being used by each side. The "three" face upwards, with the "four" + turned down upon it, indicates <i>one</i> (however many pips may chance + to be exposed). The "four" face upwards, with the "three" turned down + upon it, indicates <i>two</i>. The face of the "three" being uppermost + counts <i>three</i>; and the face of the "four" being uppermost counts + <i>four</i>.</p> + + <p>Another method of keeping the score is by means of a cross × chalked + at the outset of the game on the table beside each player. "One" is + scored by rubbing out the centre of the cross, leaving the four <!-- Page + 73 --><span class="pagenum"><a name="page73"></a>{73}</span>arms still + standing, and these in turn are rubbed out, one for each point which the + player becomes entitled to score.</p> + + <p>The hints for play which follow are borrowed, with slight + modification, from the American Hoyle. They refer more especially to the + four-handed game.</p> + +<h5>HINTS FOR PLAY.</h5> + +<h5><span class="sc">Passing and Ordering Up.</span></h5> + + <p>No prudent player will order up the trump unless his hand is + sufficiently strong to render his chances of success beyond reasonable + doubt. There are cases, however, when there would be no imprudence in + ordering up upon a light hand. For instance, supposing the game to stand + four and four, and the elder or third hand to hold an ordinarily good + show of cards in the trump suit as turned up, with nothing better in any + other suit, then it would be proper to order up, for, should the trump be + turned down, your chance of success would be lost. If you are euchred, it + does but give the game to those who would win it anyhow in some other + suit.</p> + + <p>If the player is elder hand, and a suit should be turned in which he + receives both bowers and another large trump, and he has also two cards + of the suit corresponding in colour, it is his best policy to pass; for + the obvious reason that if the dealer's partner should assist, he would + be enabled to euchre the opposing side, and, if the trump were turned + down, his hand would be just as good in the next suit. Having in such + case the first opportunity of making the trump, he could "go alone," with + every probability of making the hand and scoring four. <!-- Page 74 + --><span class="pagenum"><a name="page74"></a>{74}</span></p> + + <p>Elder hand holding the Right Bower, ace or king, and another small + trump and a card of the same colour as the trump suit, should pass; for + if his adversaries adopt the trump, he will, in all probability euchre + them; and if they reject it, he can make the trump next in suit, and the + chances of scoring the point are in his favour.</p> + + <p>As a general rule, the elder hand should not order up the trump unless + he has good commanding cards, say Right Bower, king and ten of trumps, + with an ace of a different suit, or Left Bower, king and two small + trumps. The player at the right of the dealer should hold a very strong + hand to order up the trump, because his partner has evinced weakness by + passing; and if the opposing side turn down the trump, his partner will + have the advantage of first call to make a new trump.</p> + +<h5><span class="sc">Assisting.</span></h5> + + <p>Two court cards usually form a good "assisting" hand, but where the + game is very close it is advisable to assist, even upon a lighter hand. + If, for instance, the game stands four and four, the first hand will + naturally order up if the suit turned is the best in his hand. The fact + of his having passed is, therefore, an evidence of weakness.</p> + + <p>When, as dealer, and assisted by your partner, you hold a card next in + denomination to the card turned up (whether higher or lower), play it as + opportunity offers. If, for instance, you turn up the ace, and hold + either the Left Bower or king, when a chance occurs play the Bower or + king, and thus inform your partner that you have the ace remaining. The + same policy should be adopted when your partner assists <!-- Page 75 + --><span class="pagenum"><a name="page75"></a>{75}</span>and you have a + sequence of three trumps, the trump card being the smallest of the three. + In such a situation, play the highest card of the sequence; this will + inform your partner that you hold the remainder of the sequence, and + enable him to shape his play accordingly.</p> + + <p>As a general rule, always assist when you can win two tricks.</p> + +<h5><span class="sc">Taking up the Trump.</span></h5> + + <p>What constitutes sufficient strength to take up the trump is a matter + of considerable importance to the player. The object being to make a + point, there must, of course, be a reasonable probability of securing + three tricks, but the decision should, to a certain extent, depend upon + the position of the game. If the dealer should be three or four towards + game, while the opponents are one or two, the trump might be turned down, + and the chances of winning the game still be not materially reduced; but + if the position should be reversed the dealer would be warranted in + attempting the hazard upon a light hand, as the prospects of defeat would + be no greater than by adopting the opposite alternative. It is generally + accepted as sound that three trumps, backed by an ace of another suit, + are sufficient to attempt a point. If the game stands four all, it is + better to take up the trump on a small hand than to leave it for the + adversaries to make. With the game three all, it is necessary to be very + cautious in adopting the trump with a weak hand, because a euchre puts + the opponents out. <!-- Page 76 --><span class="pagenum"><a + name="page76"></a>{76}</span></p> + +<h5><span class="sc">Making the Trump.</span></h5> + + <p>Should the dealer turn the trump down, the eldest hand has the + privilege of making it what he pleases, and the rule to be generally + followed is, if possible, to make it next in suit, or the same colour as + the trump turned. The reason for this is evident. If the trump turned + should be a diamond, and the dealer refuse to take it up, it is a fair + inference that neither of the bowers is in the hands of your opponents; + for if the dealer's partner had held one of them, he would in all + probability have assisted; and the fact of the dealer turning down the + trump also raises the presumption that he had neither of them. Then, in + the absence of either bower, an otherwise weak hand could make the point + in the same colour. For reverse reasons, the partner of the dealer would + "cross the suit," and make it clubs or spades; for, his partner having + evidenced weakness in the red suits, by turning a red card down, it would + be but fair to presume that his strength was in the black suits.</p> + + <p>Be careful how you make the trump when your adversaries have scored + three points, and, as a general rule, do not make or order up a trump + unless you are elder hand or the dealer's partner.</p> + +<h5><span class="sc">The Bridge.</span></h5> + + <p>If one side has scored four, and the other side only one, such + position is known as the "bridge," and the following rule should be + observed:</p> + + <p>To make the theory perfectly plain, we will suppose A and B to be + playing against C and D, the former having scored four, and the latter + but one. <!-- Page 77 --><span class="pagenum"><a + name="page77"></a>{77}</span>C having dealt, B looks at his hand, and + finds he has but one or two small trumps; in other words, a light hand. + At this stage of the game, it would be his policy to order up the trump, + and submit to being euchred, in order to remove the possibility of C or D + playing alone; for if they should by good fortune happen to succeed, the + score of four would give them the game. If B were to order up the trump, + the most that could be done by the adversaries would be to get the + euchre, and, that giving but a score of two, the new deal, with its + percentage, would in all probability give A and B enough to make their + remaining point and go out. If, however, B has enough to prevent a lone + hand, he should pass, and await the result. The Right Bower, or the Left + Bower guarded, is sufficient to block a lone hand.</p> + + <p>The elder hand is the only one who should order up at the bridge, for + if he passes, his partner may rest assured that he holds cards sufficient + to prevent the adversaries making a lone hand. If, however, the elder + hand passes, and his partner is tolerably strong in trumps, the latter + may then order up the trump to make a point and go out; for, by the + eldest hand passing, his partner is informed that he holds one or more + commanding trumps, and may therefore safely play for the point and + game.</p> + + <p>The elder hand should always order up at the bridge when not sure of a + trick; the weaker his hand, the greater the necessity for doing so.</p> + +<h5><span class="sc">Playing Alone.</span></h5> + + <p>If your partner announce that he will play alone, you cannot supersede + him and play alone yourself, but must place your cards upon the table + face <!-- Page 78 --><span class="pagenum"><a + name="page78"></a>{78}</span>downwards, no matter how strong your hand + may be.<a name="NtA_25" href="#Nt_25"><sup>[25]</sup></a> In order to + avail yourself of the privilege of playing alone, it is necessary to + declare your intention of so doing distinctly, and in plain terms thus, + "I play alone"; if you fail to do this, and the adverse side makes a + lead, you forfeit all claim to the privilege. You must also make the + announcement in good time; if you neglect to do so, and the adverse side + make a lead, or if you yourself lead before declaring your intention of + playing alone, you lose the right, and your opponents may compel you to + play with your partner.</p> + + <p>In playing a lone hand, it is a great advantage to have the lead. The + next best thing is to have the last play on the first trick. The elder + hand or the dealer may, therefore, venture to play alone on a weaker hand + than either of the other players.</p> + + <p>When your opponent is playing alone, and trumps a suit led by yourself + or your partner, take every opportunity to throw away cards of that suit + upon his subsequent leads.</p> + + <p>When, opposing a lone hand, you find that your partner throws away + high cards of any particular suit, you may be sure that he holds high + cards in some other suit; you should, therefore, retain to the last your + highest card of the suit he throws in preference to any other card, short + of an ace.</p> + +<p><!-- Page 79 --><span class="pagenum"><a name="page79"></a>{79}</span></p> + +<h5><span class="sc">Discarding.</span></h5> + + <p>When the dealer takes up the trumps before the play begins, it is his + duty to discard or reject a card from his hand in lieu of the one taken + up. We will suppose that the ten of hearts has been turned up, and the + dealer holds the king and Right Bower, with the ace and nine of clubs, + and king of diamonds. The proper card to reject would be the king of + diamonds. There would be no absolute certainty of its taking a trick, for + the ace might be held by the opponents; whereas, retaining the ace and + nine of clubs, the whole suit of clubs might be exhausted by the ace, and + then the nine might be good. If the trump were one of the red suits, and + the dealer held three trumps, seven of spades and seven of hearts, it + would be better for him to discard the spade than the heart; for, as the + dealer's strength is in the red suit, the probabilities are that the + other side will be correspondingly weak, and the heart would therefore be + better than the spade.</p> + + <p>Where you have two of one suit and one of another to discard from, + always discard the suit in which you have one only, for then you may have + an opportunity to trump.</p> + +<h5><span class="sc">Leading.</span></h5> + + <p>Where the dealer has been assisted, it is a common practice to lead + through the assisting hand, and frequently results favourably; for in the + event of the dealer having but the one trump turned, a single lead of + trumps exhausts his strength, and places him at the mercy of a strong + plain suit. It is not, however, <!-- Page 80 --><span class="pagenum"><a + name="page80"></a>{80}</span>always advisable to lead a trump; for, if + the elder hand hold a tenace, his duty is to manœuvre so as to + secure two tricks; but this is an exceptional case. The proper lead must + be determined by the quality of the hand, and the purpose to be + accomplished. The elder hand, holding two aces and a king, with two small + trumps, would, of course, lead trump through the assisting hand; for the + only hope of securing a euchre would be dependent upon the success of the + non-trump suits, and they can only be made available after trumps have + been exhausted.</p> + + <p>Where the dealer takes up the trump voluntarily, the elder hand is, of + course, upon the defensive, and to lead a trump under such circumstances + would be disastrous.</p> + + <p>Should your partner have turned up the Right Bower, lead a small trump + as soon as you can; by so doing you will be sure to weaken your + adversary's hand.</p> + + <p>When your partner makes the trump, or orders it up, lead him the best + trump you hold.</p> + + <p>When you hold the commanding cards, they should be led to make the + "march"; but if you are only strong enough to secure your point, cards of + other suits should be used.</p> + + <p>When opposed to a lone hand, always lead the best card you have of + another suit, so that the possibility of your partner's retaining a card + of the same suit with yourself may be averted. If the card you lead is of + an opposite colour from the trump, so much the better; for if a red card + should be trump, and an opponent plays alone, the chances are against his + holding five red cards. Besides, if the lone player did hold five red + cards, it would, in like <!-- Page 81 --><span class="pagenum"><a + name="page81"></a>{81}</span>proportion, reduce the probability of your + partner having one of the same suit, and give him an opportunity to + weaken the opposing player by trumping.</p> + + <p>The exception to the above rule is when you hold two or three cards of + a suit, including ace and king, and two small cards in other suits; in + this case your best play would be to lead one of the latter, and save + your strong suit, for your partner may hold commanding cards in your weak + suits, and you thus give him a chance to make a trick with them, and if + this does not occur, you have your own strong suit as a reserve, and may + secure a trick with it.</p> + + <p>When playing to make a lone hand, always lead your commanding trump + cards first, reserving your small trumps and other suit for the closing + leads. When you have exhausted your commanding trumps, having secured two + tricks, and retaining in your hand a small trump and two cards of another + suit, lead the highest of the non-trump suit to make the third trick, + then your trump. For instance, suppose that hearts are trumps, and you + hold the Right and Left Bowers and ten of trumps, and ace and nine of + spades; lead your bowers, then the ace of spades, following with the ten + of trumps and nine of spades. The reason for playing thus is obvious. You + <i>may not</i> exhaust your adversaries' trumps by the first two leads, + and if either of them chanced to retain a trump-card superior to your + ten, by leading the latter you would, in all probability, be euchred on a + lone hand.</p> + + <p>Holding three small trumps and good plain cards, and desiring to + euchre your opponents, lead a trump, for when trumps are exhausted you + may possibly make your commanding plain suit cards. <!-- Page 82 --><span + class="pagenum"><a name="page82"></a>{82}</span></p> + + <p>When you make the trump next in suit, always lead a trump, unless you + hold the tenace of Right Bower and ace, and even then it would be good + policy to lead the bower, if you hold strong plain-suit cards.</p> + + <p>When you hold two trumps, two plain cards of the same suit, and a + single plain card of another suit, lead one of the two plain cards, for + you may win a trick by trumping the suit of which you hold none, and + then, by leading your second plain card, you may force your opponents to + trump, and thus weaken them. With such a hand it would not be good play + to lead the single plain card, for you might have the good fortune to + throw it away on your partner's trick, and ruff the same suit when led by + your opponents.</p> + + <p>When your partner has made or adopted the trump, it is bad play to win + the lead, unless you possess a hand sufficiently strong to play for a + march. If your partner assist you, and has played a trump, and you have + won a trick and the lead, do not lead him a trump unless you hold + commanding cards, and are pretty certain of making the odd trick or a + march, for your partner may have assisted on two trumps only, in which + case such lead would draw his remaining trump, and, in all probability, + prove fatal to his plans.</p> + + <p>Having lost the first two tricks and secured the third, if you hold a + trump and a plain card, play the former, for, in this position of the + game, it is your only chance to make or save a euchre.</p> + + <p>There are only two exceptions to this rule, viz. when you have + assisted your partner, or when he has adopted the trump and still retains + the trump <!-- Page 83 --><span class="pagenum"><a + name="page83"></a>{83}</span>card in his hand. In the former instance you + should lead the plain card, trusting to your partner to trump it; in the + latter case you should also lead the plain card, unless your trump is + superior to your partner's, and your plain card is an ace or a king, in + which case you should play a trump, and trust to the plain card to win + the fifth trick.</p> + + <p>The reason for this play is manifest. If your opponents hold a better + trump than you do, it is impossible to prevent their winning the odd + trick, and, therefore, the euchre or point; but if they hold a smaller + trump, your lead exhausts it, and you may win the last trick with your + plain card.</p> + + <p>This position frequently occurs in the game, and we recommend it to + the attention of the novice.</p> + +<h5><span class="sc">Concluding Hints.</span></h5> + + <p>Never lose sight of the state of the game. When the score is four all, + adopt or make a trump upon a weak hand.</p> + + <p>When the game stands three to three, hesitate before you adopt or make + a trump upon a weak hand, for a euchre will put your adversaries out.</p> + + <p>When you are one and your opponents have scored four, you may risk + trying to make it alone upon a weaker hand than if the score were more + favourable to you.</p> + + <p>When you are elder hand, and the score stands four for you, and one + for your opponents, do not fail to order up the trump, to prevent either + of them from going alone. Of course, you need not do this if you hold the + Right Bower, or the Left Bower guarded. <!-- Page 84 --><span + class="pagenum"><a name="page84"></a>{84}</span></p> + + <p>When playing second, do not ruff a small card the first time round, + but leave it to your partner. Throw away any single card lower than an + ace, so that you may afterwards ruff the suit you throw away.</p> + + <p>When your partner assists, and you hold a card next higher than the + turn-up card, ruff with it when an opportunity occurs.</p> + + <p>When third player, ruff with high or medium trumps, so as to force the + high trumps of the dealer.</p> + + <p>When your partner leads the ace of a plain suit, and you have none, do + not trump it; but if you have a single card, throw it away upon it.</p> + + <p>When second hand, if compelled to follow suit, head the trick if + possible.</p> + + <p>When you cannot follow suit or trump, throw away your weakest + card.</p> + +<h5><span class="sc">Progressive Euchre.</span></h5> + + <p>This is a version of the game suitable for mixed gatherings. The party + play in fours, each pair of partners consisting of a lady and a + gentleman. The first table is known as the "head table," and the last as + the "booby" table, those between being "second," "third," and so on. The + head table is furnished with a bell, and the host provides a supply of + cardboard or paper stars in three colours, say gold, red, and green.</p> + + <p>Two packs of cards of different patterns are taken, and a sequence + from ace upwards, equal to the number of tables, is selected from the + club and spade suits of each. These are shuffled, face <!-- Page 85 + --><span class="pagenum"><a name="page85"></a>{85}</span>downwards. The + ladies draw from the one pack, the gentlemen from the other. The lady and + gentleman whose cards correspond play together, and the number of pips + gives the table at which they are to play.</p> + + <p>The bell being struck, play begins, and continues till one pair of + partners at the head table has made five points, when the bell is again + sounded. All play then ceases, but the scores already made stand, and + decide the result of the games.</p> + + <p>The winners at the head table each receive a gold star, and keep their + seats for the next game. The losers are transferred to the booby table, + and the winners at the second table take their places; being in turn + replaced by the winners at the third table, and so on. The losers at all + but the head table keep their places, but exchange partners with the + newcomers at the table. The winners at the inferior tables receive each a + red star, and the <i>losers</i> at the booby table a green star.</p> + + <p>At the close of play the lady and gentleman having the largest number + of stars of a given class each receive a "prize." In the event of a tie + for a gold star prize, the number of red stars held by each player + decides. If this again is a tie, the competitor with the fewest green + stars is the winner.</p> + + <p>In the case of ties in points at any table when the bell is sounded, + the holders of the most tricks toward the next hand are the winners.<a + name="NtA_26" href="#Nt_26"><sup>[26]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 86 --><span class="pagenum"><a name="page86"></a>{86}</span></p> + +<h3>LOO.</h3> + + <p>Loo is played in divers fashions, but there are two leading varieties, + known as "three-card" and "five-card" Loo respectively. There is no limit + in either case to the number of players, but six or seven make the better + game.</p> + +<h5><span class="sc">Three-card Loo.</span></h5> + + <p>The full pack of fifty-two cards is used, the cards ranking as at + Whist. The dealer, having been selected,<a name="NtA_27" + href="#Nt_27"><sup>[27]</sup></a> places an agreed number of counters + (either three or some multiple of three) in the pool. Three cards are + dealt, one by one, to each player, also an extra hand, known as "miss." + The card next following is turned up, and fixes the trump suit. The + dealer then asks each player, beginning with the elder hand, whether he + will play or "take miss." The player looks at his cards. If he holds a + good hand, he will elect to play; if otherwise, he has the option of + either "taking miss," <i>i.e.</i> taking the extra <!-- Page 87 --><span + class="pagenum"><a name="page87"></a>{87}</span>hand in place of his own, + or of "passing," <i>i.e.</i> throwing up his hand altogether for that + round. If miss be declined, the same offer is made to the next in + rotation; but so soon as miss is taken, the remaining players have only + two alternatives—viz. either to play the cards they hold, or to + pass. A player who has taken miss is bound to play. The cards he has + discarded, as also those of any players who pass, are thrown face + downwards in the middle of the table, and no one has a right to look at + them.</p> + + <p>Should one player take miss, and all the rest throw up their cards, he + is entitled to the pool. Should only one player have declared to play, + and not have taken miss, the dealer may play either his own cards or take + miss on his own account, but if he does not care to do either, he is + bound to take miss and play for the pool, <i>i.e.</i> the proceeds of any + tricks he may make remain in the pool, to abide the result of the next + round. In the event of all save the dealer "passing," the dealer is + entitled to the pool.</p> + + <p>The elder hand (as among those who have declared to play) now leads a + card. If he has two trumps he is bound to lead one of them. If he holds + the ace of trumps he is bound to lead it, or if an ace be turned up, and + he holds the king of the same suit, he is bound to lead the latter. If + only two persons have declared to play, and the holder holds two or more + trumps, he must lead the <i>highest</i>, unless his highest trumps are in + sequence or of equal value,<a name="NtA_28" + href="#Nt_28"><sup>[28]</sup></a> when he may lead either of them. (With + <!-- Page 88 --><span class="pagenum"><a + name="page88"></a>{88}</span>more than three declared players the last + rule does not apply.)</p> + + <p>The other players play in rotation to the card led, subject also to + certain fixed rules, viz. each player must follow suit, if possible, and + he must "head the trick," <i>i.e.</i> play a higher card to it, if able + to do so. If unable to follow suit, he is bound to trump, or if the trick + be already trumped, to over-trump, if practicable.</p> + + <p>The winner of each trick leads to the next. He is under the same + obligations as the original leader, and is further bound to lead a trump, + if he has one. This latter obligation is briefly stated as "trump after + trick."</p> + + <p>The hand having been played out, the pool is divided, in the + proportion of one-third to each trick. Suppose, for instance, that five + persons have played; that one of them has taken two, and another one + trick. The first takes two-thirds, and the second one-third. The + remaining three players are "looed," <i>i.e.</i> mulcted in the same + amount as was originally placed in the pool, and these "loos," as they + are called, with alike contribution from the new dealer, form the pool + for the next hand. It may, however, happen that only three players + declare to play, and that each of them takes one trick. In such case no + one is looed, and the only fund to form the pool for the next round is + the contribution of the dealer. The next hand in such case is known as a + "single," and it is a usual, though not invariable, rule, to make it what + is called a "must," meaning that every one, whatever his cards, is bound + to play. This necessarily produces as many loos (less three) as there are + players, and consequently a full pool for <!-- Page 89 --><span + class="pagenum"><a name="page89"></a>{89}</span>the next hand. In the + case of a "must" there is no miss.</p> + + <p>In circles where the interest of a game is gauged by the amount of + money that changes hands, the payment for a loo is sometimes made equal + to the amount which may chance to be in the pool for the time being. + Playing upon this principle, the amount of a loo tends constantly to + increase, until the occurrence of a single (<i>i.e.</i> three players + only declaring to play, and each taking one trick) brings it back to its + normal proportions. Loo in this shape is known as "unlimited." Under such + an arrangement pence grow to pounds with startling rapidity, so much so, + indeed, that no prudent player will ever sit down to the game in this + form, and even among the most reckless it is customary to fix a + <i>maximum</i> beyond which no further advance shall be permitted.</p> + +<h5><span class="sc">Five-card Loo.</span></h5> + + <p>In this case five cards are dealt to each player, the card next + following being turned up by way of trump. There are, therefore, five + tricks to be contended for, and the contributions to the pool are made + divisible by <i>five</i> accordingly. There is, in this case, no miss, + but each player (beginning with elder hand) may discard as many cards as + he pleases, the dealer replacing them with a like number from the + remainder of the pack. It is at the option of each player either to play + or to pass, but having once drawn cards he is bound to play. The + discarded cards are thrown face downwards in the centre of the table.</p> + + <p>There is in this case a variation, in the fact that the knave of + clubs, known as Pam, is made a sort of <!-- Page 90 --><span + class="pagenum"><a name="page90"></a>{90}</span>paramount trump, taking + precedence even of the ace of the trump suit. The rules as to leading, + following suit, and heading the trick, are the same as at the three-card + game. If, however, the ace of trumps be led, and the holder pronounces + the formula "Pam, be civil," the holder of the latter card is bound to + pass the trick, if he can do so without a revoke.</p> + + <p>Special value is in this game given to a flush, <i>i.e.</i> five cards + of the same suit, or (which are regarded as equivalent) four cards of the + same suit and Pam. The holder of such hand at once turns up his cards, + and "looes the board," <i>i.e.</i>, wins every trick as of right, without + playing his hand, even though stronger individual cards were in the hands + of other players. No one is in this case allowed to throw up his cards, + and all save the holder of the flush are looed. Should more than one + player hold a flush, a flush in trumps has priority over one in a plain + suit. As between two flushes in trumps, or two in plain suits, that + consisting of the better cards wins.<a name="NtA_29" + href="#Nt_29"><sup>[29]</sup></a> The holder of the losing flush, or of + Pam, if in the hand of one of the losers, is exempt from payment. In + other respects the game resembles three-card loo.</p> + + <p>Some players at either game maintain what is termed "club law," + meaning that whenever a club is turned up by way of trump, every one is + bound to play. In such case there is no miss or drawing of cards.</p> + +<p><!-- Page 91 --><span class="pagenum"><a name="page91"></a>{91}</span></p> + +<h5>THE LAWS OF LOO.</h5> + + <p>These may be briefly stated as follows:</p> + + <p>1.—Each player has a right to shuffle at the commencement of a + deal, the dealer shuffling last. The cards shall then be cut by the + player to the right of the dealer. To constitute a valid cut, there shall + be at least four cards in each portion of the pack.</p> + + <p>2.—The cards shall be dealt one at a time to each player [with + one card extra in each round for miss].<a name="NtA_30" + href="#Nt_30"><sup>[30]</sup></a> This having been done, the card next + following on the pack shall be turned up as trump. If a card be found + faced in the dealt portions of the pack, the cards shall be reshuffled + and recut, and there shall be a fresh deal by the same dealer.</p> + + <p>3.—If the dealer—</p> + +<blockquote class="b1n"> + + <p>(1) Deals without having the pack cut; or again shuffles after the + pack has been duly cut;</p> + + <p>(2) Exposes a card in dealing; deals too many or too few cards to any + player;</p> + + <p>(3) Misses a hand or deals a hand or part of a hand additional;</p> + + <p>(4) Or otherwise commits any irregularity in dealing, it is a misdeal, + and the dealer forfeits a single to the pool. The cards are again + shuffled and cut, and there is a fresh deal by the same dealer.</p> + +</blockquote> + +<p><!-- Page 92 --><span class="pagenum"><a name="page92"></a>{92}</span></p> + + <p>4.—Players shall declare whether they play or pass in strict + rotation, beginning with the elder hand.</p> + + <p>5.—Any player declaring before his turn, or looking at his cards + before it is his turn to declare, forfeits a single to the pool.</p> + + <p>6.—Any player looking at miss before he has declared to take it, + or exposing a card or cards of another player, forfeits a single to the + pool, and must retire from the game for that round.</p> + + <p>7.—The dealer, taking miss against one player only, must declare + before doing so, whether he play for himself or the pool. In the latter + case he cannot be looed; but the proceeds of any trick he may make are + left in the pool, to abide the result of the next hand.</p> + + <p>8.—If no one declares to play, the dealer is entitled to the + pool.</p> + + <p>9.—A player having the lead, and holding the ace of trumps (or + king, ace being turned up), is bound to lead it.</p> + + <p>10.—A player having the lead, and holding two trumps, is bound + to lead one of them.</p> + + <p>11.—A player having the lead, and holding two trumps, other than + in sequence or of equal value, is bound (when there are two players + only), to lead the highest.</p> + + <p>12.—Every player is bound to follow suit if able to do so.</p> + + <p>13.—Every player is bound to head the trick if able to do + so.</p> + + <p>14.—Every player winning a trick, and still holding one or more + trumps, is bound to lead a trump.</p> + + <p>Any player committing any infractions of Laws 9, <!-- Page 93 --><span + class="pagenum"><a name="page93"></a>{93}</span>10, 11, 12, 13, or 14, + must leave in the pool any tricks he may make, and forfeit to the pool + four times the amount of a single.</p> + + <p>15.—If a player, having declared to play—</p> + +<blockquote class="b1n"> + + <p>(1) Exposes a card before it is his turn to play, <i>or</i></p> + + <p>(2) Plays a card out of turn, <i>or</i></p> + + <p>(3) Plays a card before all have declared, <i>or</i></p> + + <p>(4) Exposes a card while playing, so as to be named by any other + declared player,</p> + +</blockquote> + + <p>He shall be compelled to throw up his cards, and to forfeit a single + to the pool.</p> + + <p>16.—In the case of a revoke, it is in the option of any player, + other than the offender, to require that the cards be taken up and the + hand played again.</p> + + <p>17.—All penalties of a single shall be deemed to belong to the + existing pool; all higher penalties and proceeds of tricks left by way of + penalty in the pool to the pool next following.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 94 --><span class="pagenum"><a name="page94"></a>{94}</span></p> + +<h3>NAPOLEON.</h3> + + <p>There are two or three versions of Napoleon, or "Nap." We will begin + with</p> + +<h5><span class="sc">The Orthodox Game.</span></h5> + + <p>The old game of Napoleon consists simply of five cards being dealt out + singly and in order to each of the party, and then the players declaring + in their turn how many tricks they think they can make. The eldest + hand—that is, the player to the dealer's left—has the first + call, and every one after him can declare by increasing his call, up to + the limit, "Nap," which is a declaration to take all the five tricks. + Whoever makes the highest call has all the other players pitted against + him, and leads out—that is to say, he puts a card face upwards on + the table in front of him, the playing of that card determining the trump + suit, as whatever suit is first led by the caller is trumps by virtue of + the lead. The players then follow in order, it being imperative to follow + suit if possible, but, except for this, any card may be played. There is + no rule as to heading a trick or playing a trump after a trick, or indeed + any restriction <!-- Page 95 --><span class="pagenum"><a + name="page95"></a>{95}</span>whatever beyond following the led suit if + you can, under penalty of a revoke for trumping or discarding when + holding a card of the suit called for. The highest card of the led suit + takes the first trick, and the winner leads a card to the second trick, + the cards played not being packed or gathered together, but being left + face upwards in front of their owners. The winning card is alone turned + down. The winner of the second trick leads to the third, and so on, the + declaration succeeding or failing according as the caller makes or fails + to make the number of tricks that he declared. It matters nothing whether + he makes two or even three tricks more than he declared to make; he is + only paid for the number that he originally announced, and even if he + does not take a trick, he simply pays for the number he called.</p> + + <p>It is a level-money transaction all round; that is to say, if a man + calls three at "penny Nap," he receives 3<i>d.</i> from every other + player if he makes the three tricks, and pays 3<i>d.</i> to every other + player if he does not make three tricks. But if he calls Napoleon (five + tricks) he receives 10<i>d.</i> if he wins, and only pays 5<i>d.</i> if + he loses. We may say here that in most places where penny Nap is played, + the 10<i>d.</i> and 5<i>d.</i> are raised to 1<i>s.</i> to win and + 6<i>d.</i> to lose, on the plea of making it even money. The round being + over and the stakes paid, the deal passes in the usual way to the person + to the left of the last dealer, and so on.</p> + + <p>This is the old simple form of Napoleon, and it is what most people + understand by the game. It is without complication of any kind, and the + skill it requires is of two sorts—first, to judge the value of a + hand with due regard to the number of players <!-- Page 96 --><span + class="pagenum"><a name="page96"></a>{96}</span>and any calls that may + have been made previously, and, next, how to play the hand—whether + as caller or as one of the combination against the call—to the best + advantage.</p> + +<h5><span class="sc">The Variations.</span></h5> + + <p>Here we may first note the call of "Wellington," which is a superior + call to Napoleon, inasmuch as it supersedes the latter. As in the Nap + call, the player undertakes to make the whole five tricks, but at double + the Nap stakes. Thus, if the caller of Nap receives 1<i>s.</i> or pays + 6<i>d.</i>, on a Wellington he would receive 2<i>s.</i>, or pay + 1<i>s.</i> Wellington can only be called over Napoleon, that is, it + cannot be declared unless "Nap" is declared before it.</p> + + <p>Another innovation is an adaptation from Solo Whist, and is called + "Misery." It is on the principle of the Misère, when, there being no + trumps, the caller has to lose the whole five tricks, while his + opponents, of course, endeavour to force him to take a trick. At some + tables trumps, determined in the usual way by the initial lead, are + recognised; but this feature is quite foreign to the original Misère. If + trumps are recognised the caller should invariably lead a single + suit—<i>i.e.</i> a suit consisting of one card only. This + declaration ranks between the calls of <i>three</i> and <i>four</i>, and + is paid for in the same way as a call of three is paid for; that is, at + our stakes, to win would be to receive 3<i>d.</i> from each of the other + players, and to lose would be to pay 3<i>d.</i> to each.</p> + + <p>"Sir Garnet" consists of an excess hand of five cards, dealt in the + usual way and left on the table. <!-- Page 97 --><span class="pagenum"><a + name="page97"></a>{97}</span>Until this extra hand is appropriated, each + player, when it is his turn to call, has the privilege of taking it up + and combining it with his own hand. From the ten cards thus in his + possession he must reject five, which he throws away face downwards, and + on the remaining five he is bound to declare "Nap." The stakes are the + same as on an ordinary Nap call.</p> + + <p>In "Peep Nap" one extra card only is dealt, face downwards on the + table, and each player, on his turn to call, may at his option have a + private peep at the card by paying one penny—or higher, according + to the stakes—into the pool. When all the players have called, the + superior declaring hand has the privilege, if he has "peeped," of + exchanging the table card for one of his own. Nobody but the superior + caller can exchange; nor, even if a player calls Nap, can he appropriate + the peep card until the following hands have had the option of seeing it + as above. In the event of a Nap call, it is as a rule to the advantage of + the following players to peep also, as, if the caller uses the peep card, + they have thereby a guide as to what suit to save.</p> + + <p>"Purchase" or "Écarté" Nap, however, is unquestionably the most + interesting form of Napoleon. After the dealer has dealt, and before + anybody starts calling, the dealer goes round again in turn, and serves + out fresh cards from the pack in exchange for as many cards as the + players may wish to throw away from their original hands. For every fresh + card so exchanged the player has to pay one penny (or more, according to + the stakes) into the pool. He must not exchange cards more than once in + <!-- Page 98 --><span class="pagenum"><a + name="page98"></a>{98}</span>each round, but he can then purchase any + quantity up to five. The cards thrown away are not shown, nor used again + till the next deal. The dealer must sell to each player in turn, and to + himself last, after which the calls start from his left in the usual way. + In view of the extra number of cards brought into the game, Purchase Nap + should be confined to a table of not more than four players, and for the + same reason the calls should be made on much stronger hands than at + ordinary Nap.</p> + +<h5><span class="sc">The Pool.</span></h5> + + <p>Napoleon is better played without a pool, because then players call + the strength of their hands and no more, and are not tempted into + extravagance. There is, however, not much practical harm in playing with + a small pool or "kitty." The simplest way to make up a pool is for every + dealer to put in a penny. If this will not satisfy the players, there are + two ways of making a pool mount up more rapidly. They are, that every + dealer shall put in 3<i>d.</i> and every player 1<i>d.</i> every time, or + that every player of a knave or a five of any other suit than trumps + shall contribute 1<i>d.</i> to the pool. The pool remains and accumulates + until somebody succeeds in the call of Napoleon—or Wellington, + where that higher call is allowed. The player who calls Nap and fails, + does not usually have to double or even increase the pool. At some + tables, however, the caller of Nap who fails to make it has to pay into + the pool the same amount as is already there. This point should be agreed + upon before beginning the game. In Peep or Purchase Nap the pools are + made by the <!-- Page 99 --><span class="pagenum"><a + name="page99"></a>{99}</span>payments for "peeping" and "purchasing" + respectively, and other methods of contributing to the kitty are + dispensed with. The successful caller of Napoleon always takes the + pool.</p> + +<h5><span class="sc">The Game Explained for Novices.</span></h5> + + <p>Nap is played by any number of persons, from two to six, with a full + pack of fifty-two cards, ranking as at Whist, ace highest and deuce + lowest. The original deal is determined by turning up a card in front of + each of the players, when the lowest turned up indicates the first + dealer. The ace is in this case regarded as the lowest card.</p> + + <p>When it is ascertained who is to deal, the player on his left shuffles + the cards, and the dealer may shuffle them after him if he chooses. They + are then cut by the player on the dealer's right, and the dealer + distributes them face downwards, one by one, beginning of course to the + left.</p> + + <p>There is no turn-up, and the undealt cards must be placed in a heap + face downwards in the middle of the table, and not touched until the + round is over, except at Purchase Nap, when the dealer retains possession + of the pack until the purchases have been effected.</p> + + <p>Then follows the process of calling, which has been already + described.</p> + + <p>We have gone upon the principle of calling the stake a penny per + trick, but of course it can be sixpence, or any other amount. It may, + however, be observed that "Penny Purchase" is really as expensive as + threepenny ordinary Nap.</p> + + <p>There are some few points to be remembered. <!-- Page 100 --><span + class="pagenum"><a name="page100"></a>{100}</span></p> + + <p>A declaration once made stands, and cannot be recalled.</p> + + <p>A player at Purchase Nap, having once bought fresh cards or refused to + buy, cannot subsequently amend his decision.</p> + + <p>Unless there is an agreement to the contrary, the dealer must, in + default of any higher call, make one trick, or pay 1<i>d.</i> each to the + other players.</p> + + <p>Any one who has trumped a suit, or renounced upon a suit before all + the five tricks have been played out, and so made or defeated a + declaration, must immediately show his remaining cards to prove that he + has not revoked. So stringent is this rule, that if he should refuse to + show them, he is held to have revoked, and a revoke entails the following + penalties:—</p> + + <p>On the revoke being discovered, the cards must be taken up and + replayed properly—that is to say, players must follow suit, if they + can; and always remember that a revoke is just as much a revoke if you + throw away a card of another suit, holding a card of the suit led, as if + you trumped under the same circumstances.</p> + + <p>The hand having been replayed, the offender pays the stakes for + himself and every one of the other players to the caller, if the call + succeeds. If the call fails, he pays the stakes to every other player, + except the caller.</p> + + <p>A revoke proved against the caller himself entails the immediate + penalty of the loss of the stakes; that is to say, if a man calls three + and revokes, it matters not how many tricks he makes, he must pay (at + penny Nap) 3<i>d.</i> to every one of his opponents.</p> + + <p>If a card is exposed in the pack or in dealing, or <!-- Page 101 + --><span class="pagenum"><a name="page101"></a>{101}</span>if there is a + mis-deal, or if the pack is shown to be faulty, or if the cards are dealt + without being cut, there should be a fresh deal by the same player.</p> + + <p>Any player can demand a fresh deal if any one of these faults is + committed, but the demand must be made before the hands are looked at; + otherwise the deal must stand.</p> + + <p>After all the calls have been declared, should a player discover that + he has too few or too many cards the game must be played out, and if the + number in the superior caller's hand be correct he takes the stakes, if + he succeeds in making his call good, but neither receives nor pays if he + fails. Should the caller, however, hold a wrong number in his hand, he + neither receives nor pays if he wins, but pays if he fails. When a Nap is + declared, the game must be played out subject to the above rules, whether + the other players have their correct number or not; but, failing a Nap + call, the cards must be redealt should any irregularity be discovered + before all the players have declared.</p> + + <p>There is one rule at Napoleon that has fallen into disuse, and that + relates to playing out of turn. It is so common for persons to play + valueless or losing cards out of turn without remark, that many people + forget that the fortunes of a hand may often be influenced by the + premature exposure of the winning card or a trump. A person who, out of + his turn, plays a card that obviously influences the game should be + subjected to the same penalty as if he had revoked. <!-- Page 102 + --><span class="pagenum"><a name="page102"></a>{102}</span></p> + +<h5><span class="sc">The Number of Players.</span></h5> + + <p>By far the best Nap table is made up of four players, because then + dash and prudence must be pretty well equalised to play well. With three + players great risks are commonly run, and with six, failures are so + frequent that the game often gets tedious through a monotonous series of + "two" calls.</p> + + <p>There are so many better games for two players that we need say little + about what is called Single Nap. It consists of a series of bluffing + calls, experience soon teaching that it is safer to call three or four on + a weak hand than to allow your adversary to take the lead.</p> + + <p>"Three" Nap is very nearly a game of chance. Only fifteen cards, or + practically one quarter of the pack, are in play, so that the chances are + nearly three to one against any given card being out. Consequently great + risks are run, and these risks are for the most part justified. A player + should call Nap on any hand of one suit headed by an honour, however + small the remaining cards; while he has a tolerable chance of making the + same call upon any hand consisting of two suits, if he has four cards of + the first suit headed by an honour, and an ace, king, or queen to fill up + his hand. Where the hand consists of three or four suits, the cards that + are not trumps should be aces or kings to make the call a prudent + one.</p> + + <p>Reverting to the game as played by four or five players, the novice + may be advised to lead trumps against the caller when he only requires + one more trick, and, as a general rule, to let trumps alone when <!-- + Page 103 --><span class="pagenum"><a name="page103"></a>{103}</span>the + caller has more than one trick to make to establish his declaration.</p> + + <p>In conclusion, remember that on an ordinary call your first discard + should be from your shortest and weakest suit, and bear the fact in mind + as you note the discards of other players. In a Misery, your original + discard should be your highest card of your shortest suit—a single + card for preference, unless it be a deuce or tray.<a name="NtA_31" + href="#Nt_31"><sup>[31]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 104 --><span class="pagenum"><a name="page104"></a>{104}</span></p> + +<h3>PIQUET.</h3> + + <p>Piquet is generally regarded as the best of card games for two + players.</p> + + <p>It is played with a pack of thirty-two cards, which is called a + "piquet pack," all below the seven being excluded. The cards rank in + Whist order—ace, king, queen, knave, ten, nine, eight, seven.</p> + + <p>The score is made partly by combinations of cards held in the hand, + and partly by points marked in the course of play.</p> + +<h5><span class="sc">The Deal.</span></h5> + + <p>The two players cut for deal, and in this cutting the ace ranks the + highest. The player who cuts the higher card has the choice of first + deal. After this the players deal alternately.</p> + + <p>It is customary to use two packs of cards, and the first dealer has + the choice which pack he will use. Each player has a right to shuffle + both his own and the adversary's pack, the dealer shuffling last. After + this the pack is "cut to the dealer" by the adversary, as at Whist.</p> + + <p>It is customary to call the non-dealer the "elder hand." <!-- Page 105 + --><span class="pagenum"><a name="page105"></a>{105}</span></p> + + <p>The dealer must deal the cards by two at a time or by three at a time, + giving the top cards to his adversary, the next to himself, and so on, + until each has twelve cards.</p> + + <p>The eight cards that remain (called the "stock") are placed face + downwards between the players.</p> + + <p>There are no trumps in this game.</p> + +<h5><span class="sc">Discarding and Taking in.</span></h5> + + <p>Before anything else is done, each player has a right to reject some + of his cards, and take others in their place.</p> + + <p>The elder hand begins. He has the privilege of discarding from his + hand any number of cards not exceeding five (he <i>must</i> discard at + least one), and taking a corresponding number from the top of the stock. + If he does not take all his five, he may look at those he leaves, + concealing them, however, from the other player.</p> + + <p>The dealer may then discard and replace in like manner, taking the + cards from the stock in the order in which he finds them. He is bound to + discard one, and he may, if he pleases, take all that remain, or any + number of them. He may look at any cards of his own portion of the stock + he leaves behind; but if he does, the elder hand may demand to see them + too, after playing his first card, or naming the suit he intends to + play.</p> + +<h5><span class="sc">Calling.</span></h5> + + <p>The hands being thus made up, the elder hand proceeds to declare or + "call" the scoring <!-- Page 106 --><span class="pagenum"><a + name="page106"></a>{106}</span>combinations he may hold, in the following + manner. There are three things in the hand that may be scored, namely (1) + the <i>point</i>; (2) the <i>sequence</i>; (3) the <i>quatorze</i> or + <i>trio</i>.</p> + + <p>(1) The <i>point</i> is scored by the party who has the most cards of + one suit. The elder hand states how many he has. If the dealer has not so + many, he says "Good," and the elder hand scores one for each card; if the + dealer has more, he says "Not good," and the elder hand, scoring nothing, + passes on to the next item. If the dealer happens to have the same + number, he says "Equal," and then the elder hand must count and declare + the number of the pips—the ace counting eleven, the court cards ten + each, and the others what they are. The highest number of pips makes the + cards "good," and invalidates those of the other party. If the number of + pips are equal, neither scores.</p> + + <p>(2) The second item is scored by the party who has the best + <i>sequence</i>, that is, the greatest number of consecutive cards, not + less than three, of the same suit, or, if an equal number, those of the + highest rank. Thus, ten, nine, eight, seven are better than ace, king, + queen; but ace, king, queen are better than king, queen, knave; and so + on. A sequence of three cards, no matter what, counts three; of four + cards, four; beyond this ten are added, so that a sequence of five cards + counts fifteen; of six cards, sixteen; and so on. The elder hand declares + his best sequence. If the dealer has a better, he says "Not good"; if + only inferior ones, he says "Good." In the latter case the holder scores + not only for the <i>best</i> sequence, but for every other he holds in + his hand; all the opposite party may hold being <!-- Page 107 --><span + class="pagenum"><a name="page107"></a>{107}</span>invalidated. If the + best sequences are equal, neither scores.</p> + + <p>(3) The third item is called the <i>quatorze</i>, from the fact that + four aces, four kings, four queens, four knaves, or four tens in one + hand, if "good," score fourteen. Three of either kind (called a + <i>trio</i>) score three. In deciding which party is to score, the higher + cards are better than the lower, but any four like cards take precedence + of the best three. Thus four tens are better than three aces; but three + aces are better than three kings, and so on. The elder hand names his + best quatorze or trio, to which the dealer says "Good" or "Not good," as + the case may be; and, as with the sequence, the one who has the best + scores all others he may hold, while those of the opponent are all + destroyed.</p> + + <p>The point and sequence, when scored by either party, must be shown to + the other, if asked for.</p> + +<h5><span class="sc">The Play.</span></h5> + + <p>The items in the elder hand thus being counted, the holder lays down + one card, thus beginning the "play." The dealer plays to this; but, + immediately before doing so, he calls and counts all <i>he</i> has to + score in his hand.</p> + + <p>The play, the object of which is to gain tricks, follows the ordinary + Whist rule; the second player being obliged to follow suit, if he can, + and the best card winning. If he cannot follow suit, he loses the trick, + throwing away any card he pleases.</p> + + <p>The scoring of the play is peculiar. The first player to every trick + counts one for the card he so plays; but if the second player wins the + trick, he <!-- Page 108 --><span class="pagenum"><a + name="page108"></a>{108}</span>also counts one. The player who takes the + last trick counts an extra one for it.</p> + + <p>If either player wins more than six tricks, he scores <i>ten</i> "for + the cards," as it is called. If the two players win six tricks each, + there is no score "for the cards" on either side.</p> + +<h5><span class="sc">Example.</span></h5> + + <p>What has been above described constitutes the simple or ordinary game. + There are some additional scores for extraordinary cases; but before we + mention them it will be well to illustrate the foregoing directions by an + example of an imaginary hand, which will show that although the + description may appear complicated, the practice is very easy.</p> + + <p>A and B play at Piquet, B being the dealer, and A the elder hand. B + deals out the following cards:</p> + + <div class="poem"> + <div class="stanza"> + <p class="i8">To A.</p> + <p>Spades—nine, seven.</p> + <p>Hearts—ace, nine, eight.</p> + <p>Clubs—knave, ten, seven.</p> + <p>Diamonds—knave, ten, nine, eight.</p> + </div> + + <div class="stanza"> + <p class="i8">To B.</p> + <p>Spades—queen, ten, eight.</p> + <p>Hearts—queen, knave, seven.</p> + <p>Clubs—ace, king, queen, eight.</p> + <p>Diamonds—king, queen.</p> + </div> + </div> + + <p>After the deal the stock contains cards in the following order:</p> + + <div class="poem"> + <div class="stanza"> + <p>Ace of diamonds (top card).</p> + <p>Nine of clubs.</p> + <p>Seven of diamonds.</p> +<!-- Page 109 --><span class="pagenum"><a name="page109"></a>{109}</span> + <p>Ace of spades.</p> + <p>King of hearts.</p> + <p class="i4">———</p> + <p>King of spades.</p> + <p>Ten of hearts.</p> + <p>Knave of spades (bottom card).</p> + </div> + </div> + + <p>A has a poor hand, and must take all his five cards, in the hope of + improving it. He must keep his diamond suit entire; so he discards the + nine and seven of spades, the nine and eight of hearts, and the seven of + clubs, taking in the five upper cards from the stock.</p> + + <p>B's is already a good hand with the quatorze of queens—which he + knows must be "good"—a fair chance for the point, and other + favourable cards for trick-making. But he discards the ten and eight of + spades and the seven of hearts with the hope of improvement, taking in + the three remaining cards of the stock.</p> + + <p>The two hands are then as follows: A (elder hand) has ace of spades, + ace and king of hearts, knave, ten, nine of clubs, and ace, knave, ten, + nine, eight, seven of diamonds. B (dealer) has king, queen, knave of + spades; queen, knave, ten of hearts; ace, king, queen, eight of clubs, + and king and queen of diamonds.</p> + + <p>The following conversation may be supposed to take place:</p> + + <p>A: My point is 6.</p> + + <p>B: Good.</p> + + <p>A (shows his diamonds, or says,—in diamonds; and then adds): My + best sequence in the quint to the knave of diamonds. <!-- Page 110 + --><span class="pagenum"><a name="page110"></a>{110}</span></p> + + <p>B: Good.</p> + + <p>A: I have also a tierce to another knave (shows knave, ten, nine of + clubs, or says,—in clubs).</p> + + <p>A: And I have three aces.</p> + + <p>B: Not good.</p> + + <p>A: Then I score 6 for the point, 15 for the quint sequence, and 3 for + the tierce, making 24.</p> + + <p>He then plays ace of diamonds, and says: 25.</p> + + <p>B: I score 14 for four queens, and 3 for three kings—total + 17.</p> + + <p>B (plays queen of diamonds, and repeats): 17.</p> + + <p>A (plays seven of diamonds): 26.</p> + + <p>B (taking it with king): 18.</p> + + <p>B (leads ace of clubs): 19.</p> + + <p>A (follows with knave): 26.</p> + + <p>B (plays king of clubs): 20.</p> + + <p>A (ten of clubs): 26.</p> + + <p>B (queen of clubs): 21.</p> + + <p>A (nine of clubs): 26.</p> + + <p>B (eight of clubs): 22.</p> + + <p>A (throws away king of hearts): 26.</p> + + <p>B (leads king of spades): 23.</p> + + <p>A (takes it with ace): 27.</p> + + <p>A (now leads knave of diamonds): 28.</p> + + <p>B (anything): 23.</p> + + <p>A (ten of diamonds): 29.</p> + + <p>B (anything): 23.</p> + + <p>A (nine of diamonds): 30.</p> + + <p>B (anything): 23.</p> + + <p>A (eight of diamonds): 31.</p> + + <p>B (anything): 23.</p> + + <p>A (ace of hearts): 32.</p> + + <p>B (his last card): 23. <!-- Page 111 --><span class="pagenum"><a + name="page111"></a>{111}</span></p> + + <p>A: Then I score 1 for the last trick—33, and 10 for the cards;<a + name="NtA_32" href="#Nt_32"><sup>[32]</sup></a> that makes me in all + 43.</p> + + <p>B: And I score 23.</p> + + <p>A note is made of these numbers, and the next deal is proceeded with. + We shall hereafter explain how the final score is made up from the + results obtained in the successive hands; but before doing this it will + be well to complete the description of the scoring elements.</p> + + <p> </p> + + <p>Piquet is remarkable for containing certain <i>extraordinary + chances</i>, some of them of great scoring value. These are four in + number, namely, the <i>Carte Blanche</i>, the <i>Repique</i>, the + <i>Pique</i>, and the <i>Capot</i>.</p> + +<h5><span class="sc">Carte Blanche.</span></h5> + + <p>If the hand originally dealt to either player contains neither a king, + a queen, nor a knave (no picture card, in fact, whence the name), it + entitles the holder to score ten.</p> + + <p>As soon as the player is aware that he has this, he is bound to inform + his adversary; and after the adversary has discarded, he is bound to show + his carte blanche by counting the cards, one by one, on the table.</p> + + <p>The score for a carte blanche takes precedence of all other + scores.</p> + +<h5><span class="sc">Repique.</span></h5> + + <p>When either player can score thirty or more by the contents of his + hand alone, before his adversary can score anything, he gets what is + called a repique, which enables him to add <i>sixty</i> to his score.</p> + +<p><!-- Page 112 --><span class="pagenum"><a name="page112"></a>{112}</span></p> + + <p>Thus, if the elder hand finds himself with, say—</p> + +<table class="mc"> +<tr><td class="pr2"> A good point of five</td> +<td class="ar"> 5</td></tr> +<tr><td class="pr2"> A good quint sequence</td> +<td class="ar"> 15</td></tr> +<tr><td class="pr2"> A good quatorze</td> +<td class="ar"> 14</td></tr> +<tr><td class="pr2"> </td> +<td class="ar bt"> 34</td></tr> +</table> + + <p>such a combination will enable him (if the dealer does not hold carte + blanche) to score ninety-four.</p> + +<h5><span class="sc">Pique.</span></h5> + + <p>When the elder hand counts something less than thirty in hand, but can + make it up to thirty by <i>play</i> before his adversary counts one, he + adds <i>thirty</i> on this account to his score. This is a <i>pique</i>. + It is obvious that a pique can never be gained by the dealer, as his + adversary always counts one for the first card he plays.</p> + +<h5><span class="sc">Capot.</span></h5> + + <p>If either of the players gain <i>all</i> the tricks, he scores + <i>forty</i> for them, instead of ten for the majority. This is called a + <i>capot</i>.</p> + + <p>Pique, repique, and capot are not unfrequent; but the occurrence of + carte blanche is exceedingly rare, occurring only about once in nine + hundred deals.</p> + + <p>As an example of how these extraordinary chances tell, suppose that + the elder hand, after discarding, should find himself with four major + tierces in his hand, the dealer having only three cards of each suit, + including at least one knave, so as to prevent a carte blanche; the elder + hand would then score as follows: <!-- Page 113 --><span + class="pagenum"><a name="page113"></a>{113}</span></p> + +<table class="mc"> +<tr><td> <i>In the hand</i>—</td></tr> +<tr><td class="pl2 pr2"> Point</td> +<td class="ar"> 3</td></tr> +<tr><td class="pl2 pr2"> Four tierce sequences</td> +<td class="ar"> 12</td></tr> +<tr><td class="pl2 pr2"> Three quatorzes</td> +<td class="ar"> 42</td></tr> +<tr><td class="pl2 pr2"> </td> +<td class="ar bt"> 57</td></tr> +<tr><td class="pl2 pr2"> Add for the repique</td> +<td class="ar"> 60</td></tr> +<tr><td> <i>In play</i>—</td></tr> +<tr><td class="pl2 pr2"> Twelve cards, all winning</td> +<td class="ar"> 12</td></tr> +<tr><td class="pl2 pr2"> For the last card</td> +<td class="ar"> 1</td></tr> +<tr><td class="pl2 pr2"> For the capot</td> +<td class="ar"> 40</td></tr> +<tr><td class="pl2 pr2"> Total score for one hand</td> +<td class="ar bt"> 170</td></tr> +</table> + + <p>When it is considered that in some hands the score may be nothing, and + that it may vary in all degrees between these, the variety obtainable + will be strikingly evident.</p> + +<h5><span class="sc">The Final Score.</span></h5> + + <p>It is necessary now to explain what is done with the scores made in + the successive hands, and how the final adjustment is effected.</p> + + <p>According to the original mode of playing, the game consisted of 100 + points; indeed, in early times the name <i>Cent</i> (corrupted into Sant + or Saunt) appears to have been applied to it. Hoyle adhered to this, but + at some later period the 100 was altered to 101. This was also the + ordinary way of playing the game in France, and has been generally + adhered to in England until the last few years. According to this, the + score of each hand is registered, either by writing it down, or by some + kind of marking contrivance, and the whole added up until the 100 limit + is reached by one of the parties. The game may extend over several hands, + or it may, by the aid of the extraordinary scores, be completed in one. + <!-- Page 114 --><span class="pagenum"><a + name="page114"></a>{114}</span></p> + + <p>It will, however, often happen that both parties may arrive + simultaneously near the 100 score, and it then becomes necessary to + register carefully and in proper order the scores made at the different + stages of the hand by the two parties respectively. The laws prescribe + that the scores, whether obtained by the elder hand or by the dealer, + shall be reckoned in the following order of precedence—viz.:</p> + + <div class="poem"> + <div class="stanza"> + <p>1. Carte blanche.</p> + <p>2. Point.</p> + <p>3. Sequences.</p> + <p>4. Quatorzes and trios.</p> + <p>5. Points made in play.</p> + <p>6. The cards.</p> + </div> + </div> + + <p>Applying, therefore, the scores made by either player under each of + these heads, in the order named, the one who first reaches 100 will have + won the game.</p> + + <p>This simple game of 100 may suffice for domestic amusement; but a few + years ago an alteration was made in the practice of the clubs, by the + introduction of what is called the <i>Rubicon Game</i>, which is as + follows:</p> + + <p>There is no definite number of points constituting a game, but the + players play six deals, forming what is called a "partie." The scores + made by each player in each deal are registered on a card, and at the end + of the partie they are added together. The partie is won by the player + who has made the highest aggregate score. The winner then deducts his + adversary's score from his own, and 100 is added to the difference, which + makes the number of points won.</p> + + <p>Thus, suppose A has scored in the six deals 120 <!-- Page 115 --><span + class="pagenum"><a name="page115"></a>{115}</span>points, and B 102, A + wins 120 <span class="nw">-</span> 102 + 100 = 118 points, for which he + has to be paid.</p> + + <p>But there is another condition, namely, the establishment of 100 as a + "Rubicon." The law says that, if the loser fail to reach this amount, the + winner reverses the rule, and instead of <i>deducting</i> the loser's + score <i>adds</i> it to his own.</p> + + <p>Thus, if A has scored 120, and B only 98, A wins 120 + 98 + 100 = 318, + although the loser is only four short of his former score.</p> + + <p>This mode of scoring has now superseded, at the clubs, the original + 100 game. It certainly adds a new feature to the play; for if a player + finds, towards the end of the partie, that he is not likely to reach the + Rubicon, it is his interest to score as few points as possible, instead + of trying to win.</p> + +<h5><span class="sc">Application of Skill.</span></h5> + + <p>The skill required in Piquet applies to the rejection of cards from + the original hand, and to the subsequent play, both of which offer + excellent scope for intelligence and judgment. It would be impossible, in + the short space at our disposal, to enter into all the complicated + considerations which influence this matter. These, therefore, must be + studied in larger works on the game.<a name="NtA_33" + href="#Nt_33"><sup>[33]</sup></a> The essay by Hoyle, printed in the + modern editions of his "Games," contains much useful instruction, though + not very clearly conveyed. The following are some hints taken from + it:</p> + + <p>In discarding, it is a great object to retain such cards as will be + likely to favour your winning "the <!-- Page 116 --><span + class="pagenum"><a name="page116"></a>{116}</span>cards," <i>i.e.</i> + making the majority of tricks, which will generally make a difference of + twenty-two or twenty-three points to the score. Do not, therefore, throw + out good trick-making cards for the hope of getting high counting + sequences or quatorzes, the odds for which are considerably against + you.</p> + + <p>The next attention should be to your "point," which will induce you to + keep in that suit of which you have the most cards, or that which is your + strongest. Gaining the point generally makes ten difference in the score. + Good authorities attach even more importance to the point than to the + cards, because it scores earlier, and may save a pique or a repique.</p> + + <p>Of course, you would retain a good sequence—good, that is, + either in respect to length or to rank of cards. A sequence of four is + especially valuable, because, if you happen to take in one card in + addition to it, it may add ten to your score. And even a sequence of + three is not to be despised, as that also invites useful increase from + the take-in.</p> + + <p>Of course, also, you would keep any quatorze if you have it, even if + low, as it would destroy three aces in the adversary's hand.</p> + + <p>A trio should also be kept, if it can be done without detriment to the + cards or the point, as there is always a possibility of converting it + into a quatorze. (If you take in five cards, it is only three to one + against your doing so, <i>i.e.</i> you would probably succeed once in + four times.)</p> + + <p>But Hoyle gives a case to show caution in this respect. Suppose you + have ace, king, queen, and seven of hearts, and two other queens, and + that it was a question whether you should discard one of your queens or + the seven of hearts. If you discard <!-- Page 117 --><span + class="pagenum"><a name="page117"></a>{117}</span>the latter, it is three + to one against your getting the queen quatorze; but if you discard the + queen, it is five to two that you will take in another heart, which would + probably give you not only the point, but also five certain tricks + towards the "cards."</p> + + <p>Suppose you, being elder hand, receive queen, ten, nine, eight, and + seven of clubs, knave, ten of diamonds; king, queen and knave of hearts; + ace and nine of spades, the natural impulse would be to retain the clubs + intact for the point and sequence, and discard from the other suits. But + Hoyle recommends you to <i>discard all the clubs</i>. It is true that if + you took in the knave of clubs it would be a good thing, but it is three + to one against it, whereas, if you keep the other suits intact, you will + take in something that will give you a better chance of scoring than you + could have made by the other course.</p> + + <p>It may assist your discard to consider, by inference from your own + hand, what the adversary can or cannot possibly hold. For example, if you + are very short of a suit, he may have a long point or sequence in it. If + you have any honour or ten, he cannot hold a quatorze of that rank, but + if you are short of one, he may do so; also your holding a knave or ten, + or some other combinations, will prevent him from holding a quint in that + suit, and so on.</p> + + <p>Beware how you unguard kings and queens. If, being elder hand, you + reject a guard to a king, it is probable that in taking five cards you + may replace it; but when you are younger hand, it is highly desirable to + retain the guard, and for this purpose it is considered further advisable + to keep a small card of a bad suit, that it may serve as a guard for a + king if you should take one in. <!-- Page 118 --><span class="pagenum"><a + name="page118"></a>{118}</span></p> + + <p>In some positions you must regulate your discard according to the + score. Thus, if you only want a few points, it would be foolish to lay + out with a view to any large object; you would devote all your attention + to what counts first, namely, the point and sequences; success in which + might carry you out before your opponent could get in. On the other hand, + if your adversary is much in advance of you, you can probably only + retrieve your fortune by a large score, and you would discard with this + view. To consider the "cards," unless with a view to a capot, would be + useless.</p> + + <p>It is considered desirable for you, if elder hand, to take all five of + your cards, unless you have a chance of a great score, and there can be + no repique against you. The consideration is not only whether the cards + will benefit you, but also whether, if you leave them, they may not much + more benefit your adversary.</p> + + <p>If the younger hand should have dealt to him a hand which will enable + him to make six tricks, Hoyle advises that he should not make such a + discard as will incur the risk of losing the "cards," unless he should be + very backward, and have a scheme for a great game.</p> + + <p>In regard to the play of the hand, it is difficult to lay down rules, + but an acquaintance with Whist play will be a very useful general guide + to the student, showing him how to establish and bring in his suits, how + to get tenaces led up to, how to preserve guard to second-best cards, and + so on.</p> + + <p>The most essential thing is to secure the seventh trick, which scores + the "cards"; though, of course, every trick made is of importance to your + score, the last counting two. <!-- Page 119 --><span class="pagenum"><a + name="page119"></a>{119}</span></p> + + <p>But the most important point in play is to discover and to take due + advantage of the contents of the adversary's hand. The compulsory calling + and showing of the various scoring elements give certain positive + indications; but many others may be obtained by a skilful player, by + inference from his own hand, and from the cards he may see of the stock, + and these indications may often be used to considerable advantage.</p> + + <p>For this reason, there is an antagonistic exercise of skill in + concealing the contents of your hand from your adversary, in order to + prevent his drawing correct inferences. For example, a clever player will + sometimes refrain from claiming scoring-elements which he may hold, when + he thinks that by concealing them he may gain greater advantage in the + play. This is called "sinking."</p> + + <p>With a bad hand great care is often necessary, by guarding second-best + cards, or otherwise, to gain a single trick and so save the capot, which + makes such a large score.</p> + + <p>A more powerful aid to skill, both in discarding and playing, is to be + found in the study of the laws of probabilities, which are peculiarly + applicable at Piquet. Lengthy and elaborate statements of the chances + will be found in "Cavendish" and in the earlier editions of "Hoyle"; and + are well worth the attention of those who care to study the game fully.<a + name="NtA_34" href="#Nt_34"><sup>[34]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 120 --><span class="pagenum"><a name="page120"></a>{120}</span></p> + +<h3>POKER.</h3> + + <p>There are several varieties of Poker, distinguished by the names of + "Straight," "Draw," "Stud," and "Whiskey" Poker respectively. These, + again, are played in different ways, varying with the locality, scarcely + any two States of America, the home of the game, being fully agreed as to + its correct form. So fully is this divergence recognised, that even in + America a company, sitting down to play Poker together for the first + time, usually begin by discussing how the game shall be played in respect + of the various points of difference. We shall endeavour to give a clear + idea of what (if any) may be called the standard games, with a few of the + more important variations.</p> + + <p>The most popular variety is Draw Poker, though the full name is rarely + used, the single word "Poker" being usually understood to indicate the + "Draw" game.</p> + + <p>Draw Poker is played with the full pack of fifty-two cards. There is + no set limit to the number of players, but five make the best game and + six should be the maximum. As each player holds five cards at the outset, + and has the right, if he so pleases, to <!-- Page 121 --><span + class="pagenum"><a name="page121"></a>{121}</span>"draw" five more, it is + obvious that if even six players exercised their right to the full + extent, the pack would not suffice to supply their demands. As they never + do fully exercise it, with six players there is a sufficient margin; but + with seven the margin is inconveniently small.</p> + + <p>The stakes are represented by counters, known in America as "chips." + We will suppose that these are equivalent to pence. A certain amount, say + twelve counters, is fixed upon as the limit of the stake. As will be seen + hereafter, such limit is rather imaginary than real, applying merely to + the successive stages by which the ultimate total is reached, the latter + being (unless, by agreement, a limit is placed on this also) an unknown + quantity.</p> + + <p>The dealer having been selected, and the pack shuffled and cut, he + proceeds to deal round, one at a time, five cards to each player. First, + however, the elder hand, at this game known as the "Age," before seeing + his cards, starts the pool with a preliminary stake known as the + "ante."<a name="NtA_35" href="#Nt_35"><sup>[35]</sup></a> This must not + exceed <i>one-half</i> the limit. Thus, in the case supposed of the limit + being twelve counters, the Age has the option of putting up any number + from one to six, as he pleases. This stake, from the fact that it is made + without seeing the cards, is known as a "blind."</p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-122.png"><img style="width:100%" src="images/ill-122.png" + alt="Poker seating" title="Poker seating" /></a> + </div> + <p>We will suppose that five players are taking part, whom we may + distinguish as A, B, C, D and E; that they are seated in the order + indicated in the diagram, and that A is the dealer. The deal passes from + A to B, and so on. B is in such case the Age, <!-- Page 122 --><span + class="pagenum"><a name="page122"></a>{122}</span>and has put up, by way + of ante a single counter.<a name="NtA_36" + href="#Nt_36"><sup>[36]</sup></a> Each player looks at his cards, whose + value depends upon his possession of certain combinations, ranking in + proportion to the rarity of their occurrence. C is the first to declare. + If his cards are so bad that he has no hope of winning, he may "pass," + <i>i.e.</i> go out of the game altogether for that hand. In such case, he + throws his cards, face downwards, in front of the Age, who will in due + course be the next dealer. If, on the other hand, C thinks his cards + worth playing on, he "goes in," <i>i.e.</i> he puts in the pool + <i>double</i> the amount staked by the Age. D, E and A in rotation do the + same, either "passing" and throwing up their cards, or "going in" and + placing in the pool a like amount to that just contributed by C. When the + turn of B (the Age) is reached, he has to make a similar decision, and, + if he decide to go in, must put in the pool a like amount to that <!-- + Page 123 --><span class="pagenum"><a name="page123"></a>{123}</span>which + he first staked, thereby placing himself on an equal footing with the + other players.<a name="NtA_37" href="#Nt_37"><sup>[37]</sup></a></p> + + <p>There is, however, another possible contingency. B has put up, by way + of ante, the minimum, one counter only. If either of the players holds a + hand which seems a probable winner, he may desire to put a heavier stake + on it. In such case, he must first make good the ante (<i>i.e.</i> hand + in two counters), and may then "go better," or offer a higher stake to + the extent of the limit. C, we will suppose, has simply made good the + ante. D not only does the same, but goes four better. He thus contributes + in all, six counters to the pool, and any subsequent player who desires + to "go in," must also hand in six counters. Having done so, such + subsequent player has the option of again going better on his own + account. We will suppose that E makes good D's "raise," and goes three + better, making in all nine counters. A, we will assume, has but a poor + hand, and sees small chance of winning. Such being the case, he passes + out, and throws up his cards, still, however, retaining his functions as + dealer. It is now the turn of B, the Age, who has to consider whether, + under these conditions, it is worth his while to go in. Should he elect + to do so, he must hand in eight counters, <i>i.e.</i> nine, less the + single counter which he staked by way of ante. If C still elects to go + in, he must pay seven counters, in addition to the two he has already + paid. D, in like manner, three counters.</p> + + <p>Having reached this stage, the standing players <!-- Page 124 --><span + class="pagenum"><a name="page124"></a>{124}</span>proceed to draw to + "fill their hands," <i>i.e.</i> discard their least valuable cards + (throwing them face downwards on the table), and receive a like number + from the dealer.</p> + + <p>At this point, it may be convenient to state wherein the strength of a + poker hand lies, and what, therefore, is the object of the players. A + poker hand is valuable in so far as it contains certain cards, or + combinations of cards, ranking as under. We begin with the highest.</p> + + <p>1. A <span class="sc">Straight Flush</span>, <i>i.e.</i> a sequence of + five cards, all of the same suit.</p> + +<blockquote class="b1n"> + + <p>N.B.—As between two sequences, that beginning with the highest + card has the preference. The ace may be treated at pleasure either as the + highest card or the lowest, and will, therefore, form a sequence either + with king, queen, &c., or with two, three, &c. Ace, king, queen, + knave, ten is the highest possible sequence. Ace, two, three, four, five, + the lowest.</p> + +</blockquote> + + <p>2. <span class="sc">Fours</span>, <i>i.e.</i> four cards of the same + denomination, with one indifferent card, the higher four having + priority.</p> + +<blockquote class="b1n"> + + <p>[Aces in this case count as highest, so that a four of aces is the + best possible.]</p> + +</blockquote> + + <p>3. A <span class="sc">Full</span>, <i>i.e.</i> three cards of the same + denomination, and a pair.</p> + +<blockquote class="b1n"> + + <p>[As between two fulls, the comparative value of the <i>three</i> cards + in each case decides priority.]</p> + +</blockquote> + + <p>4. A <span class="sc">Flush</span>, <i>i.e.</i> five cards of the same + suit.</p> + + <p>5. A <span class="sc">Straight</span>, <i>i.e.</i> five cards in + sequence, but not of the same suit. <!-- Page 125 --><span + class="pagenum"><a name="page125"></a>{125}</span></p> + + <p>6. <span class="sc">Threes</span>, <i>i.e.</i> three cards of like + denomination, with two indifferent cards.</p> + + <p>7. <span class="sc">Two Pairs</span>, with an indifferent card.</p> + + <p>8. A <span class="sc">Pair</span>, with three indifferent cards.</p> + + <p>9. <span class="sc">Highest Card.</span> Where no hand has either of + the above combinations, that containing the highest card is the + winner.</p> + +<blockquote class="b1n"> + + <p>[As between pairs or sequences in opposing hands, the highest wins. + Where each holds two pairs, the two best are compared, and the highest + wins. In the event of equality of pairs, the hand containing the highest + indifferent card wins. In the event of absolute equality between the two + best hands, the pool is divided.]</p> + +</blockquote> + + <p>A study of the foregoing table will make clear the objects aimed at by + each player, and the principles which regulate his discard. It may be + taken for granted that a player, having received a scoring combination, + however small, will certainly hold it. Thus with a pair and three + indifferent cards, the player would certainly retain the pair and + exchange the rest, in the hope of converting his pair into threes, or + something better. With threes, he would, as a rule, exchange the two + indifferent cards, in the hope of receiving a pair, and so transforming + his "threes" into a "full." With two pairs, he would exchange the odd + card, in the hope of receiving another of like denomination with one or + other of his pairs, which again would give him a "full."</p> + + <p>It may occasionally happen that a player receives in the first + instance a hand so good that he is not likely to gain anything by + drawing, and prefers, <!-- Page 126 --><span class="pagenum"><a + name="page126"></a>{126}</span>therefore, to stand on the cards given + him. Such a hand is known as a "pat" hand. The most obvious example of a + hand which cannot gain by drawing is that of fours. This, as we have + seen, is the second highest hand that can be held; indeed, a straight + flush is of so rare occurrence, and the holding of two fours by different + players so unlikely a contingency that a hand of "fours" is practically a + safe winner. The odd card is in such case worthless, but nothing for + which it could be exchanged would add to the value of the hand.</p> + + <p>There is, however, another consideration to be taken into account in + determining whether to draw or not. This we shall deal with hereafter. + For the moment we will revert to our imaginary game. A has passed out; B, + C, D and E have respectively raised or made good the raise (to the + extent, including the ante, of nine counters each). We will now examine + their cards. B's hand consists of ace of hearts, queen and three of + diamonds, queen of clubs, and five of spades. He has thus a pair of + queens, but the remaining cards are at present worthless. C has ace of + clubs, three and four of spades, nine of hearts and two of diamonds, four + out of the five cards being in sequence. D has ten and eight of hearts, + ten of spades, knave of clubs, and eight of diamonds; a fairly good hand, + for it contains two pairs. E has five cards without any scoring + combination, say eight and three of clubs, king and four of hearts, and + knave of spades.</p> + + <p>B has the first claim to draw. He might very well discard all three of + his non-scoring cards, but such a proceeding would be tantamount to an + acknowledgement that he only had as yet a pair <!-- Page 127 --><span + class="pagenum"><a name="page127"></a>{127}</span>and one of the main + points at Poker is to keep the adversaries in the dark as to the strength + of the player's hand. He has nearly as good a chance of making a three, + or two pairs, by exchanging two cards only, and accordingly does so, + retaining the pair and the ace of hearts. We will suppose that he draws + the queen of hearts and nine of diamonds. He has now threes of queens. C + exchanges the nine of hearts, in the hope of completing his sequence, but + draws, say, the knave of diamonds, which makes him no better. D, having + already two pairs, discards the odd card on the chance of drawing another + eight or ten, either of which would make him a "full," but actually + draws, say, the five of diamonds, which is useless. E's hand is + absolutely worthless as it stands. He might exchange all five cards, in + the hope of drawing better, but to do so would be to confess his + weakness, and at Poker it is not always the best hand that wins. He + exchanges <i>one card only</i>, leaving it to be inferred that he has + either two pairs, threes, fours, or a flush or sequence lacking one <span + class="correction" title="Original reads 'care'">card</span>. He discards + the three of clubs, and receives, say, the ace of spades, leaving his + hand still worthless.</p> + + <p>The betting is now resumed. In regular order it would be for B (the + Age) to start it, but he has the privilege, if he so pleases, of "holding + the age," <i>i.e.</i> reserving his stake till the other players have had + their say.<a name="NtA_38" href="#Nt_38"><sup>[38]</sup></a> C, + therefore, is the first to declare. His cards are worthless, and he + decides to pass out. <!-- Page 128 --><span class="pagenum"><a + name="page128"></a>{128}</span>D has but a moderate hand, for two pairs + may easily be beaten. On the other hand, they frequently win, and it + would be foolish to show the white feather until he knows a little more + about the hands of his adversaries. He goes five counters. E, as we have + seen, has nothing. He has two alternatives, either to go out and + sacrifice what he has already staked, or to endeavour to drive others out + by a false pretence of strength. Deciding for the latter alternative, he + not only makes good D's stake, but goes ten better, as though he held a + capital hand. A has already passed out; and it is, therefore, B's turn. + He has "threes," a much more than average hand, and far too good to be + driven out of the field without a struggle. Under such circumstances two + alternatives are open to him. He may simply make good the last raise, and + say, "I'll see you" (in which case all turn up their cards, and, having + the better hand, B wins the pool), or he may be inclined to speculate a + little further. He makes good the raise, and goes five better. C, it will + be remembered, has already passed out; and D, inferring from the + persistence of E and B that they hold pretty strong hands, thinks + discretion the better part of valour, and goes out also. The battle is + now solely between B and E. B has a good hand, and E has nothing; but if + he is a bold player, he may still win. B's last raise, which was to only + half the limit, tends to indicate that he has not a <i>very</i> strong + hand, and perhaps a little "bluffing" (as the betting upon a worthless + hand is called) may frighten him out of the field. Accordingly, E not + only makes good B's raise, but again goes the <i>maximum</i> (ten) + better. Unless E has the reputation (a very undesirable one) <!-- Page + 129 --><span class="pagenum"><a name="page129"></a>{129}</span>of a + habitual bluffer, B will probably begin to feel alarmed. E's repeated + raises, coupled with the fact that he only drew one card—a sign of + a pretty strong hand—suggest that he holds probably fours, if not a + "full," "sequence," or "flush," either of which would put B out of the + running. He is again confronted with the same alternatives—viz. to + make good E's raise and see him (in which case B would win); to go + better, which seems hazardous; or to pass out, thereby avoiding the + necessity of making good the last raise. If he is a timid player, he may + possibly (either at this stage or later) adopt the latter course, in + which case E takes the pool <i>without showing his cards</i>, thereby + concealing the fact that they were worthless. This privilege is very + important, for "bluffing" is an essential part of the game of Poker, and + to bluff with success depends mainly on the adversaries' ignorance of the + habitual tendencies of the player in this particular. If a player is + known to be in the habit of bluffing, he does so at a great disadvantage. + The man who can bluff most successfully is the steady-going player with + whom high stakes are the usual indication of good cards. When such a one + begins to "plunge," the other players are apt to place themselves in the + position of the coon sighted by the crack marksman in the American story, + "Don't fire; I'll come down." Obviously, to expose the cards on which a + player has been steadily raising all competitors, and reveal the fact + that, instead of the expected "full," or "flush," there is not even a + solitary "pair" among them, would tend heavily to discount the + effectiveness of the same player's bluffing in a subsequent round. Hence + the <!-- Page 130 --><span class="pagenum"><a + name="page130"></a>{130}</span>rule of not showing the cards in such a + case, which is always adhered to.</p> + + <p>The probabilities of receiving by the deal one or other of the Poker + combinations are thus stated by "Cavendish:"</p> + +<table class="mc"> +<tr><td class="ac pr025"> Odds against</td> +<td class="pl0"> a straight flush</td> +<td class="ar"> 649,999 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> fours</td> +<td class="ar"> 4,164 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> a full</td> +<td class="ar"> 693 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> a flush</td> +<td class="ar"> 507 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> a straight</td> +<td class="ar"> 254 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> triplets</td> +<td class="ar"> 45 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> two pairs</td> +<td class="ar"> 20 to <span class="hid">0</span>1</td></tr> +<tr><td class="ac pr025"> "</td> +<td class="pl0"> one pair</td> +<td class="ar"> 13 to 10</td></tr> +</table> + + <p>It is obvious that the privilege of filling the hands tends greatly to + diminish these odds against any given hand (say by one-half, as the + player may if he pleases have ten instead of five chances), but the + relative frequency of the hands will remain pretty much the same. Bearing + in mind the considerations above suggested, it is obvious that the + ultimate chances are in favour of holding a pair, and as each player has + the same chance, a pair, and particularly a <i>low</i> pair, is but a + poor hand. From this to two pairs is a long step, and a player who + invariably held triplets would, in the long run, be a heavy winner. <i>A + fortiori</i>, any hand above this limit stands to win, and should be + backed accordingly.</p> + + <p>The smaller the number of players, the more freely may a fair hand be + backed, as there is the less probability of its being surpassed by other + players.</p> + + <p>In drawing to a pair, if one of the indifferent cards should be an ace + or court card, this card should be retained, and only the other two + exchanged.</p> + + <p>Holding "threes," the player may please himself whether to draw two + cards or one only, but the <!-- Page 131 --><span class="pagenum"><a + name="page131"></a>{131}</span>latter is preferable, as giving less + information to the enemy.</p> + + <p>With "fours," the odd card should always be exchanged, for the same + reason. The hand cannot be improved by the exchange, but the adversaries + are left in uncertainty as to its value.</p> + + <p>Holding four of the needful cards to make a flush or straight, the + player should go in, and exchange one card, in the hope of completing the + desired combination. With less than five cards, the attempt has but + little chance of success.</p> + +<h5><span class="sc">The Straddle.</span></h5> + + <p>In Poker as originally played, there was no "raise" prior to the + filling of the hands. Each player who went in simply put up the double + ante, and all further staking was suspended until the hands had been + filled. But such a comparatively slow procedure did not suit the more + go-ahead players, and the "straddle" was invented to accommodate them. + This queer term is another name for "doubling." The privilege of starting + a straddle was confined to the player to the left of the Age. Assuming + that the Age had put up one counter by way of ante, the next player, + instead of putting up <i>two</i>, would put up four, saying, "I straddle + you." The next player may in like manner "straddle the straddler," + putting up <i>eight</i> counters, and so on, up to the "limit," which + must not be overpassed. Should any player, however, omit to exercise the + right in his turn, it is thereby extinguished, and cannot be exercised by + any subsequent player.</p> + + <p>Where it is permitted to players to raise on the <!-- Page 132 + --><span class="pagenum"><a name="page132"></a>{132}</span>ante before + filling the hand, the straddle ceases to have any importance, and is not + usually recognised.</p> + +<h5><span class="sc">Jack-Pots.</span></h5> + + <p>This is one of the latest innovations in the game of Draw Poker, and + in New York is accepted as an integral part of the game. It was invented + to meet the not unfrequent case of the whole table declining to "go in," + in which case the Age simply repocketed his ante, and the deal passed, + nobody being either the better or the worse. In such a case, instead of + the Age withdrawing the ante, each of the other players puts up a like + amount (single, <i>not</i> double). The cards are then dealt by the next + player. There is in this case no Age, but any player who chances to hold + <i>a pair of jacks</i>, or anything better (according to the scale + already given), puts down any stake he pleases; thereby "opening the + jack-pot," as it is called. The player to his left must either make good + the stake or go out, and so on round the table in the usual way, any + player having the privilege of raising, in which case the raise must be + made good by the other standing players. And so the round proceeds, till + some one brings it to an end by "calling," <i>i.e.</i> declaring that he + will "see" his predecessors, when the best hand wins. Should no one "go + in" save the original opener of the jack-pot, he takes the pool; but in + this case he is bound to show, to preclude fraud, that his cards really + did include a pair of jacks, or some higher combination.</p> + + <p>It may, however, happen that the second round passes without any + player holding the needful cards <!-- Page 133 --><span + class="pagenum"><a name="page133"></a>{133}</span>to open the jack-pot.<a + name="NtA_39" href="#Nt_39"><sup>[39]</sup></a> In such case each player + puts another chip in the pool, and there is a fresh deal by another + player. This is repeated until the jack-pot is actually opened.</p> + +<h5><span class="sc">Table Stakes.</span></h5> + + <p>These are now made the rule by many players, and the practice is a + wholesome one. The term signifies that each player puts on the table + before him (either in cash, or in counters for which cash has been paid), + the whole amount he intends risking, and cannot be "raised" to any + greater amount. If a player has no money on the table, he must either + make good the deficiency before taking up his cards, or retire from the + game.</p> + + <p> </p> + + <p>For the reasons previously stated, there is no universally accepted + code of Laws for Poker. For a code which is believed to represent the + most usual practice in the cases for which it provides, the reader may be + referred to <i>The Book of Card and Table Games</i>. Another set of laws + will be found in <i>Round Games</i>, by "Cavendish" (De La Rue & + Co.).</p> + + <p> </p> + + <p>We now proceed to discuss the alternative versions of the game. First + in order comes—</p> + +<p><!-- Page 134 --><span class="pagenum"><a name="page134"></a>{134}</span></p> + +<h5><span class="sc">Straight Poker.</span></h5> + + <p>This game, sometimes known as "Bluff," differs from "Draw" Poker in + several particulars—viz.:</p> + + <p>1. There is no filling of hands, each player retaining the cards first + dealt to him.</p> + + <p>2. Each person puts up an agreed amount by way of ante. As a matter of + convenience, it is frequently arranged that each player in turn puts in + for all. To avoid dispute as to whose turn it may be a pocket-knife, + known as the "buck," is passed round, resting with the player whose turn + it is to "chip" for the remainder. Having done his duty, he passes the + buck to his neighbour on the left, who chips for the next deal, and + passes the buck to <i>his</i> next neighbour, and so on in rotation.</p> + + <p>3. The elder hand, or "Age," has no privilege.</p> + + <p>4. The deal passes, not in rotation, but to the player who takes the + pool.</p> + + <p>5. Any player may "pass," and come in again, unless some other player + has raised in the meantime, in which case he is excluded.</p> + + <p>6. If all pass, or if there is a misdeal, there is a fresh + contribution to the pool, and the elder hand deals. The pool is then + known as a "double header."</p> + + <p>In all other respects (as to raising, seeing, &c.), the game is + played precisely as Draw Poker.</p> + +<h5><span class="sc">Stud Poker.</span></h5> + + <p>This is a special form of Straight Poker. Its essential difference is + that one card only of each <!-- Page 135 --><span class="pagenum"><a + name="page135"></a>{135}</span>hand is dealt face downwards, the + remaining four being dealt <i>face upwards</i>. Of course, the value of + the hand depends in great degree on the nature of the concealed card. The + players, beginning with the elder hand, make their stakes, raise, + &c., as at the ordinary game, till either all but one have passed + out, or some player decides to "see" his adversaries. The concealed cards + are then turned up, and the strongest hand takes the pool.</p> + +<h5><span class="sc">Whiskey Poker.</span></h5> + + <p>This is a family version of Poker. Each player puts in the pool an + agreed amount by way of ante. Five cards are then dealt to each player, + with an extra hand, known as "the widow." The elder hand may either play + his own hand, pass, or take the widow. If he adopts either of the former + alternatives, the next player has a similar option, and so on till some + one elects to "take the widow." He takes the spare hand, and lays his own + on the table face upwards. The next in order is entitled to take in + either of the exposed cards, discarding in its place one of his own, + which is added to the remaining four on the table. The next player has a + like choice, and so on round and round, till some player is content with + his hand, which he signifies by a knock on the table. Each of the other + players may still make one more exchange, after which the cards are + exposed, and the best hand takes the pool.</p> + + <p>Should any player knock before the widow is taken, the five cards are + turned up, and each player (other than the one who knocked) has one draw + from them. Should the round of the table have <!-- Page 136 --><span + class="pagenum"><a name="page136"></a>{136}</span>been made without any + one taking the widow, the five cards are turned up, and the players draw + from them in rotation until some one expresses himself content.</p> + + <p>There is in this case no "raising" or betting on the hands, the stakes + consisting solely of the amount originally placed in the pool.</p> + +<h5><span class="sc">Mistigris.</span></h5> + + <p>This is a variation which may be introduced into any version of Poker. + Mistigris is the "blank" card usually sold with a pack to show its + pattern. This is shuffled with the rest, and the fortunate player to whom + it falls is entitled to "make" it represent any suit and value he + pleases. Thus if he has three sevens and mistigris, mistigris will + represent the missing seven, and make him "fours." In conjunction with + two pairs, it makes the hand a "full." If the player has four hearts and + mistigris, he can claim a flush; and should his four hearts be in + sequence, he is considered to hold a straight flush, the mystic mistigris + representing the particular card required to complete it.</p> + +<h5><span class="sc">The Tiger.</span></h5> + + <p>The Tiger consists of the lowest "straight" that can be made, and + reckons as one degree better than an ordinary straight. It is a recent + innovation, and is wisely ignored by the majority of players.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 137 --><span class="pagenum"><a name="page137"></a>{137}</span></p> + +<h3>POPE JOAN.</h3> + + <div class="figcenter" style="width:23%;"> + <a href="images/ill-137.png"><img style="width:100%" src="images/ill-137.png" + alt="Pope Joan Board" title="Pope Joan Board" /></a> + Pope Joan Board. + </div> + + <p>This was formerly a very favourite round game, but of late years is + rarely met with. It is played with a pack of fifty-two cards, from which + the eight of diamonds (for a reason which will presently appear) has been + removed, and with a special board, consisting of a circular tray + revolving round a centre pillar, and divided into eight compartments, as + shown in the illustration, respectively marked <!-- Page 138 --><span + class="pagenum"><a name="page138"></a>{138}</span>Pope (the nine of + diamonds), Matrimony, Intrigue, Ace, King, Queen, Knave and Game. + "Matrimony" signifies the combination in the same hand of king and queen + of the trump suit; "Intrigue" that of knave and queen. Each player is + provided with three or four dozen counters bearing an agreed value. There + is a preliminary deal round with faced cards, and the player to whom the + first knave falls becomes first dealer, and has the privilege of + "dressing" the board, <i>i.e.</i> of paying from his own store, and + distributing between the various divisions fifteen counters, as under: + Six to Pope, two to Matrimony, two to Intrigue, and one each to Ace, + King, Queen, Knave and Game.<a name="NtA_40" + href="#Nt_40"><sup>[40]</sup></a></p> + + <p>The cards, having been shuffled and cut, are dealt round one by one, + but with an extra hand, this last towards the centre of the table, facing + the dealer. The last card of the pack is turned up to decide the trump + suit. Should the turn-up be Pope (nine of diamonds), or an ace, king, + queen or knave, the dealer is entitled to all the counters in the + corresponding compartment of the board.</p> + + <p>The player to the left of the dealer leads any card he pleases, at the + same time naming it. We will suppose that such card is the three of + diamonds. The player who chances to hold the four thereupon plays and + names it; then the persons holding the five, six and seven play them in + like manner. In any other suit it would be possible to continue with the + eight, but the eight of diamonds, as we have stated, is removed from the + pack. This makes the <!-- Page 139 --><span class="pagenum"><a + name="page139"></a>{139}</span>seven what is called a "stop," <i>i.e.</i> + the run of that particular lead can be continued no further, and the + player of the seven is entitled to lead again. But besides the permanent + removal of the eight of diamonds, it will be remembered that a certain + number of cards were dealt as an extra hand. We will suppose that such + cards were the two, five and nine of spades, the six and ten of hearts, + the knave of diamonds, and the king of clubs. These being withdrawn from + circulation make the cards immediately preceding them (viz., the ace, + four and eight of spades, the five and nine of hearts, the ten of + diamonds, and the queen of clubs) "stops" also.<a name="NtA_41" + href="#Nt_41"><sup>[41]</sup></a> As play proceeds other cards also will + become "stops," by reason of the cards next following them having been + already played. Thus, in the case supposed, of the three of diamonds + being led, the two of diamonds thenceforth becomes a stop, and the holder + should note the fact for his subsequent guidance. All kings are + necessarily stops, as being the highest cards of their respective + suits.</p> + + <p>Whenever, in course of play, the ace, king, queen or knave of the + trump suit appears, the holder is entitled to the counters in the + corresponding compartment of the board. Should knave and queen, or queen + and king of trumps fall from <i>the same hand</i>, the holder is entitled + to the proceeds of Intrigue or Matrimony, as the case may be. Any one + playing "Pope" is entitled to all the counters in the <!-- Page 140 + --><span class="pagenum"><a name="page140"></a>{140}</span>corresponding + division. Unless actually played, the above cards have no value, save + that the holding of Pope (unplayed) exempts the possessor from paying for + any surplus cards as hereinafter mentioned.</p> + + <p>The game proceeds as above described until some one of the players is + "out," <i>i.e.</i> has got rid of all his cards. By so doing he becomes + entitled to all the counters in the "Game" compartment of the board, and + to receive in addition from each of the other players one counter for + each card such player may have left in hand, save that the holder of Pope + is exempt from payment. If Pope is played, the exemption ceases.</p> + + <p>The skill of the player will be shown in his keenness to note, on the + one hand, which of the cards are or become "stops," and on the other, + what cards cannot be led to, and which, therefore, it is expedient to get + rid of as soon as possible. At the outset, the only <i>known</i> cards + which cannot be led to are the four aces, Pope (the removal of the eight + of diamonds being purposely designed to place the nine in that position), + and the card next higher than the turn-up (the next lower being a + "stop"). But the list increases as the game goes on. If the nine of + hearts is declared to be a stop by reason of the ten being in the surplus + hand, it is clear that the knave cannot be led to, and must itself be led + in order to get rid of it.</p> + + <p>Sequences are valuable, inasmuch as they enable the player to get rid + of two, three or more cards simultaneously. Nearly, but not quite, as + useful are alternate sequences, as seven, nine, knave. The lowest should, + of course, be led. Whether the card proves to be a "stop" or not, the + leader can still <!-- Page 141 --><span class="pagenum"><a + name="page141"></a>{141}</span>continue the sequence, subject to the + contingency of some other player going "out" with one of the intermediate + cards. A sequence or alternate sequence terminating with king forms a + very strong lead. Next to these, and to known stops, the lower of two + pretty close cards of the same suit (as three and six, three and seven, + or four and eight) should be led; especially if the higher is known or + believed to be a "stop." After these the lowest card of the longest suit, + especially if an ace.</p> + + <p>"Pope," as we have seen, can only be played when the holder has the + lead; and it is usually well, therefore, to play it at the first + opportunity, first, however, playing out any known stops.</p> + + <p>The unclaimed counters in each compartment are left to accumulate. In + the case of Matrimony and Intrigue, a whole evening may occasionally pass + without the necessary combinations of cards being played from the same + hand, and these compartments therefore frequently become very rich. The + counters in "Pope," or one or more of the Ace, King, Queen and Knave + compartments may in like manner be unclaimed during several rounds. The + best method of disposing of any such unclaimed counters at the close of + the game is to deal a final round face upwards (without the surplus + hand); the holders of Pope, and of the ace, king, queen and knave of the + diamond suit (which in this case is regarded as the trump suit) being + entitled to the counters in the corresponding compartments. The holder of + the queen takes, in addition, half the amount in Matrimony and in + Intrigue, the remaining halves going to the holders of the king and knave + respectively.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 142 --><span class="pagenum"><a name="page142"></a>{142}</span></p> + +<h3>SOLO WHIST.</h3> + + <p>Solo Whist has features in common with both Whist and Napoleon, and as + both these games are described in the present volume, it will only be + necessary to briefly state the points of resemblance. Like Whist, it is + played with the full pack of fifty-two cards, which range in value from + ace, highest, to deuce, lowest; the last or fifty-second card being + turned up to fix the trump suit. Tricks are made as at Whist, and form + the basis of the score. The affinity to Napoleon is traceable in the + various calls that the players make, and in the further fact that every + hand is a separate game, upon which stakes are won and lost. Solo Whist, + however, possesses special features of its own—viz., that the + partnerships or combinations are always changing round after round, and + that there is a special call named Misère,<a name="NtA_42" + href="#Nt_42"><sup>[42]</sup></a> which is a declaration to <i>lose</i> + the whole of the thirteen tricks.</p> + +<h5><span class="sc">Description of the Game.</span></h5> + + <p>The objects of Solo Whist are—to make eight tricks out of the + thirteen in conjunction with a partner; <!-- Page 143 --><span + class="pagenum"><a name="page143"></a>{143}</span>to make five or nine + tricks out of your own hand against the other three players in + combination; or to play your own hand so as to avoid taking a trick, + however strenuously your three adversaries may endeavour to force you to + do so.</p> + + <p>The cards are dealt round to the four players, <i>three cards at a + time</i>, until there are only four remaining. Then these are dealt + singly, the last card being turned up as the trump, and being the + property of the dealer. The eldest hand, <i>i.e.</i> the player on the + dealer's left, has the first call. He can <i>propose</i>, <i>i.e.</i> ask + for a partner with the object of making with that partner eight of the + thirteen tricks; he can call a <i>solo</i>, which is a declaration to + make five of the thirteen tricks without having a partner; he can declare + <i>misère</i>, <i>i.e.</i> to lose all the thirteen tricks—in this + phase of the game all the four suits are equal, the trump suit being + annulled; or he can call <i>abondance</i>, when, making whatever suit he + likes trumps, and declaring the suit before the first card is led, he + endeavours to make nine tricks out of the thirteen. The call of + <i>abondance</i> is, however, superseded by any other player declaring to + make <i>abondance</i> in trumps, <i>i.e.</i> with the trump suit as it + stands.</p> + + <p>Further than this, he may call an <i>open misère</i>, or <i>misère + ouverte</i>, thereby undertaking not only to lose all the thirteen + tricks, but to expose his own cards on the table as soon as the first + trick is played to and turned. Or—the supreme call of all—he + may announce his intention of taking the whole thirteen tricks by saying, + "<i>Abondance declarée</i>." In this case as in the simple + <i>abondance</i>, he names his own trump suit, and in the case of this + declaration, and this only, he leads, wherever he may chance to sit, the + <!-- Page 144 --><span class="pagenum"><a + name="page144"></a>{144}</span>original lead to the first trick in all + other cases coming from the eldest hand.</p> + + <p>There are thus six things the eldest hand may do after he has examined + his cards, and in showing what the eldest hand can do we have explained + what the various calls are. Recapitulating them in due order of value, + they are—proposition and acceptance when two players (wherever they + sit), undertake to make eight of the thirteen tricks against the other + two in partnership; a solo, where the caller to win must take five tricks + at least, the suit originally turned up being trumps; the misère, the + abondance, and the two exceptional calls, which have already been + sufficiently described. The eldest hand may not, however, have cards that + would justify his attempting either of the things specified. In that case + he says, "I pass;" and here it may be observed that, in the case of the + eldest hand, and to the eldest hand <i>only</i> who has passed, there is + extended the privilege of accepting a proposition made by the second, + third, or fourth players, such proposition, of course, not having been + previously accepted or superseded by a higher call.</p> + + <p>The second hand, whose turn it now is to declare, may accept a + proposal if one has been made, may propose if the eldest hand has passed, + or may make any better call than the eldest hand has made. Of course, an + <i>inferior</i> call is nugatory, <i>i.e.</i> a player cannot call a solo + if a previous hand has called a misère. The higher call always supersedes + the lower one, but a player, having once called, can, if he is + over-called, increase his call up to the highest limit—the + abondance declarée.</p> + + <p>The third hand can accept a proposition if one <!-- Page 145 --><span + class="pagenum"><a name="page145"></a>{145}</span>has been made and has + not been accepted or superseded, can propose if no proposition or higher + call has been made, or can make any call superior to those previously + declared.</p> + + <p>The fourth player—the dealer—may accept a proposition + coming from any quarter under the previously announced stipulations; or + he may propose, in which case only the eldest hand can accept; or he may + make an independent call, provided it is better than any preceding + call.</p> + + <p>The matter may be thus illustrated: suppose the eldest hand passes, + the second proposes, the third and fourth pass, and the eldest hand + accepts, then—calling them A, B, C, D, according to their order at + table—A, B would be partners against C, D, and would be obliged to + make eight of the thirteen tricks. They would occupy their original seats + and play in their proper order, B following A to the first trick, and the + regular progression from left to right being observed all through the + hand. Again we will suppose that A proposed, B passed, C called misère, + and the fourth player (D) called an abondance. The calls of A and C would + be superseded, unless, indeed, A should call an abondance in trumps, + which would supersede the abondance of D in a plain suit; or C should + call a misère ouverte, which would supersede the other calls; though D + would still have the option, if his hand were strong enough to justify + it, of making the supreme call of abondance declarée. We will assume that + D's call of abondance was left unchallenged, and in that case he would + then, but not before, announce the suit that he made trumps, and A, the + player on his left, would lead out for the first trick. A, B, and C + playing together <!-- Page 146 --><span class="pagenum"><a + name="page146"></a>{146}</span>in concert, but not, of course, being + allowed to see each other's cards, or in any way to acquaint each other + with the cards held, except by the legitimate and proper means afforded + by the play of the hand. D's object is now to make nine tricks unaided, + and the aim of his opponents is to score more than four tricks between + them. Sometimes, indeed, an abondance, like a solo or a proposition, + succeeds with two or three tricks to spare. These are called "over + tricks," and are paid for according to an agreed-upon scale. On the other + hand, any tricks short of the number required by the caller are known as + under tricks, and are paid for by the caller in the manner we will + shortly describe.</p> + + <p>Before passing to other matters, it is necessary to draw attention to + some important facts to be impressed upon the memory: (1) that no player, + after having "passed," can make an independent call or a proposition; (2) + that only the eldest hand can accept a proposition after having once + passed; (3) that a superior call always annuls and supersedes a call of + inferior value; and (4) that a player having once made a call, may + increase it to anything up to the supreme call. It should be understood + that a caller, in increasing his declaration, can make any higher call he + chooses. Thus, should he propose, or even accept, and be overcalled by a + solo, he would be at liberty to at once call an abondance declarée, and + "skip" all the declarations of intermediate value.</p> + + <p>In the case of all the players passing, the cards are thrown up, and + there is a fresh deal by the next player in rotation. It is sometimes + arranged, however, rather than throw up a hand that has been <!-- Page + 147 --><span class="pagenum"><a name="page147"></a>{147}</span>dealt, to + play what is called a general misère. This is very simple in its form, + but by no means so easy to play as it appears to be. There are no trumps. + The tricks are led and followed to in the usual way, and the player who + takes the last or thirteenth trick pays an agreed stake, equal as a rule + to the stake of a solo, to each of his adversaries. Generally speaking, + the big cards are thrown away, but it is often necessary to keep one or + more leading cards to force through a suit in which you may be + dangerous.</p> + +<h5><span class="sc">The Stakes.</span></h5> + + <p>These are proportioned to the value of the calls; that is to say, they + progress from low to high, just as the various calls progress from low to + high. It is customary, and distinctly advisable, to play Solo Whist for + small regular stakes. One form of the game is known as "six, twelve, and + eighteen." This means that propositions and solos are paid for at + 6<i>d.</i> each, misères at 1<i>s.</i>, and abondances at 1<i>s.</i> + 6<i>d.</i> The proposition and acceptance being played and succeeding, + the partners receive 6<i>d.</i> each if they make eight tricks, and + 1<i>d.</i> each for every trick over eight. If they, however, make a + "slam," that is to say, get the whole thirteen tricks, they would receive + 1<i>s.</i> 4<i>d.</i>, that is, double for the over-tricks—five + over-tricks at 2<i>d.</i> each = 10<i>d.</i>, and 6<i>d.</i> for the + original declaration. Should they fail to make eight tricks, they pay + their opponents 6<i>d.</i> each, and 1<i>d.</i> for each under-trick, + that is, every trick under eight. It will be seen that they can each win + the 6<i>d.</i> exactly, but if they lose they must lose 7<i>d.</i> each, + or more. It is <!-- Page 148 --><span class="pagenum"><a + name="page148"></a>{148}</span>quite understood that, in the case of a + proposition and acceptance, each partner only receives or pays + once—that is, suppose A and B are playing against C and D, A pays + to or receives from C, and B pays to or receives from D. This proposition + is the only joint call, all other phases of the game being individual + calls, in which one player, the declaring hand, pits himself against the + other three. In these cases, therefore, the stakes are paid to or by + every one of the three adversaries.</p> + + <p>The lowest of the individual calls, the solo, would therefore earn him + who made it 1<i>s.</i> 6<i>d.</i>, or more—that is, the three + sixpences, with over-tricks or not, as the case might be; and in the + event of his failing to make five tricks, it would cost him 1<i>s.</i> + 9<i>d.</i>, or more, that is, three sixpences, with 3<i>d.</i> (or more) + for the under-tricks.</p> + + <p>The misère costs 1<i>s.</i>, neither more nor less, therefore the + caller risks losing 3<i>s.</i> in calling misère. If he makes the + declaration, he receives 1<i>s.</i> from each of the others; if he fails, + he pays 1<i>s.</i> each. There are in this case no over or under-tricks, + the misère having to be played right out to win, and being defeated + directly the caller has to take a trick.</p> + + <p>Next in importance comes the abondance, in which the stake is + 1<i>s.</i> 6<i>d.</i>, and it is not uncommon here to double the value of + the over-tricks, but not of the under-tricks. This must be a matter of + arrangement. A player making ten tricks would, with double over-tricks, + receive 1<i>s.</i> 8<i>d.</i> from each, and, if he only made eight + tricks, would pay 1<i>s.</i> 7<i>d.</i> each. An abondance in trumps is + of the same money value as another abondance, though the trump call + supersedes the call in plain suits. With <!-- Page 149 --><span + class="pagenum"><a name="page149"></a>{149}</span>it we reach the limit + of ordinary calls; but it should be said that the misère ouverte is + double the price of the ordinary misère, and the abondance declarée + double the price of the ordinary abondance. There are no under-tricks at + the call of an abondance declarée, as the caller is beaten directly he + loses a trick.</p> + + <p>You can make the stakes whatever you like, only it is well to preserve + the proportions just laid down. Thus you can have propositions and solos + 1<i>d.</i>, misères 2<i>d.</i>, and abondances 3<i>d.</i>; or you can + make them 1<i>s.</i>, 2<i>s.</i>, and 3<i>s.</i> respectively, with + 3<i>d.</i> each for over-tricks. We need scarcely say that you can + substitute sovereigns for shillings, but not to the advantage of the game + in general company.</p> + +<h5><span class="sc">A Digest of the Laws.</span></h5> + + <p>Solo Whist is not yet fortunate enough to possess an established code + of laws having universal authority. Probably the best and fullest rules + for the game are those given in <i>How to Play Solo Whist</i>, by Abraham + S. Wilks and Charles F. Pardon (Chatto and Windus). We append, however, + an epitome of their more important provisions.</p> + + <p>The cards must be shuffled by the player on the dealer's left; the + dealer may then shuffle if he likes, and the pack is cut by the player to + the right of the dealer.</p> + + <p>A fresh deal is necessary if a card is exposed or faced in the pack, + or if there is a misdeal. This new deal is by the same player, and there + is no penalty. <!-- Page 150 --><span class="pagenum"><a + name="page150"></a>{150}</span></p> + + <p>The trump card must be left exposed on the table until after the first + trick is turned and quitted, but the dealer may play it to the first + trick if he can legally do so.</p> + + <p>When the trump card has been taken up, it must not be named, + although—except when a misère is being played—any one may + ask, and must be told, what is the trump suit.</p> + + <p>There is no penalty if the caller of a solo, misère, or abondance + exposes any or all of his cards, the exposure being in this case to his + own disadvantage. There are, however, penalties if any one playing + <i>against</i> a single caller, or for or against a proposition, exposes + any of his cards.</p> + + <p>If a card is exposed by one of the adversaries of a misère or misère + ouverte, the misère-caller can immediately claim the stakes, and is + regarded as having won the declaration, the stakes being paid by the + offender for himself and his partners. The misère-caller can enforce the + same penalty if a card is led out of turn against him, or if a revoke is + made against him, or, indeed, if any one follows suit out of turn.</p> + + <p>It should be said that an exposed card is a card that is placed face + upwards on the table, or the face of which can be seen by any of the + players except him to whom the card belongs. The aggrieved party can + demand that the card be played or not be played, <i>i.e.</i> he can say, + "Follow suit or play the ——" (naming the exposed card), and + this demand can be repeated as long as the exposed card remains unplayed. + If the exposed card is a trump, and trumps are not led, the adversary may + say, "Follow suit or pass the trick," when the holder of the <!-- Page + 151 --><span class="pagenum"><a name="page151"></a>{151}</span>exposed + card must not trump, but must renounce a card of another suit if he + cannot follow.</p> + + <p>The offender cannot be prevented from throwing away an exposed card if + he has not a card of the led suit, or from leading it when it is his turn + to lead, except against a solo or abondance, when he may be repeatedly + prohibited from leading it. When the suit exposed is led by some one + other than the offender, the adversary may say to him who exposed the + card, "Play"—or "Don't—play that card;" or he can make him + play either the highest or lowest of his suit to the lead.</p> + + <p>A suit cannot be called for exposing a card; the penalty known as + calling a suit is exacted when a man leads out of his turn.</p> + + <p>If a player does lead out of his turn, the card may be treated as an + exposed card by the adversaries if they choose, or they may call a suit + from either the man who exposed the card or his partner when next either + of them has to lead; and any such demand must be complied with, under + penalty of a revoke.</p> + + <p>In exacting any of these penalties, the partners against whom the + offence has been committed may decide which of them shall exact the + penalty, but must not consult, save in the case of a revoke, as to what + that penalty shall be.</p> + + <p>Where a man follows suit out of turn, <i>i.e.</i> plays before one of + his partner who ought to have played before him, that partner can be + compelled to play his highest or lowest of the suit, or to trump or not + to trump at the adversaries' option.</p> + + <p>If all the four men have played to the trick before any irregularity + is discovered, there is no <!-- Page 152 --><span class="pagenum"><a + name="page152"></a>{152}</span>penalty. This, however, does not apply to + a revoke.</p> + + <p>Now, as to revokes. No revoking player or partnership can win a + declaration.</p> + + <p>The penalty for every revoke is the loss of three tricks from the + score of the revoking side.</p> + + <p>A revoke is established when the trick containing it is turned and + quitted, <i>i.e.</i> is covered up and turned over, and the hand has left + it. The offender or his partner leading, or following the lead, to the + succeeding trick, also establishes a revoke.</p> + + <p>If, after the three tricks for a revoke are taken from the score of + the offending side, he or they still have enough tricks to win the + declaration, then he simply loses the declaration—<i>i.e.</i> + supposing a solo-caller revokes, and he has made eight or nine tricks, he + would, after the penalty was paid, have made enough to win the solo. He + then only pays 6<i>d.</i>, at the stakes which we have been explaining, + to each of his opponents.</p> + + <p>If, however, the forfeiture of the tricks brings the offender's number + down below the score required by the declaration, then for each trick + short the agreed-upon price of an under-trick must also be paid.</p> + + <p>The actual offender pays the stakes in all cases of a revoke, except + in the instance of a proposer and acceptor, who, being voluntary + partners, pay the fine between them.</p> + + <p>If a revoke is suspected, those who wish it may, at the close of the + hand, examine all the tricks for proof of their assertion; and if the + other side do not allow this examination to be properly made, the revoke + is established. <!-- Page 153 --><span class="pagenum"><a + name="page153"></a>{153}</span></p> + + <p>It is essential, after a misère is defeated, that the opposing hands + be instantly exposed to prove that no revoke has been made.</p> + + <p>In case of a revoke on both sides, the deal is void.</p> + + <p>In order to prevent revokes as far as possible, the rule should be + stringently observed of calling a player's attention to the fact that he + renounces upon or trumps a led suit. The general question is, "You have + no spade, partner?" or whatever the suit may be to which he has not + followed. These remarks do not apply to a misère, because in the case of + that declaration an exposed card is as fatal as a revoke itself.</p> + + <p>If one man proposes, and another man, not hearing or not noticing, + also says, "I propose," the second declaration cannot be amended to an + acceptance, but any other player may accept, or the original proposer may + amend his call to anything better.</p> + + <p>In the same way, a player may call one thing when he intends something + else. If he correct himself instantly, it is courteous to let the change + be made; but he cannot claim this indulgence.</p> + + <p>What we have said about improper calls applies with increased strength + to improper remarks or suggestions.</p> + + <p>As a general rule, it may be said that any remark made conveying an + unfair intimation to partners entitles the other side to throw up the + cards and demand a fresh deal.</p> + + <p>As at Whist, however, a player may ask for the cards on the table to + be "placed" when it is his turn to play, just as he may ask to see the + last trick, or to know what suit are trumps. This demand to <!-- Page 154 + --><span class="pagenum"><a name="page154"></a>{154}</span>see the last + trick holds good at all declarations except a misère.</p> + + <p>A trick once turned in a misère must not be looked at or referred to; + but in the other phases of the game, any player at the table, whether it + is his turn to play or not, may ask to see the last trick, and must be + shown it, but he can never see more than eight cards, and if there are no + cards on the table he can only see the last trick. He can never see two + tricks that have been turned.</p> + + <p>Should the cards be improperly divided, the declaring hand or hands + win the stakes if their own cards are correct, and any person or + partnership with the incorrect number of cards must, whatever has + happened, lose the stake, unless the error is discovered before the first + call is announced.</p> + +<h5><span class="sc">A Few Maxims.</span></h5> + + <p>If you have to commence the game against a misère, it is wise to lead + from your shortest and weakest suit, and to lead a medium card if you + have one—such as six or seven—and certainly not to commence + by leading a deuce, unless, indeed, it is a single card, and even then it + is not always advisable.</p> + + <p>Against other declarations it is well to commence with your longest + suit.</p> + + <p>When you and your partner sit side by side, you should never finesse + in a lead coming from him if he be sitting on your right, and if your + partner and then an adversary have to play <i>after</i> you, you should + win the trick with the highest of a sequence; <i>i.e.</i> holding king, + queen, put on the <!-- Page 155 --><span class="pagenum"><a + name="page155"></a>{155}</span>king, otherwise your partner will think + the king is against you.</p> + + <p>It is much better that your lead should be up to your partner than + through him; although, should you be proposing and accepting, the latter + contingency should not prevent your leading trumps.</p> + + <p>It is a general principle in propositions and acceptances that trumps + should be used to draw trumps in order to establish plain suits.</p> + + <p>Never force your partner to trump if you are weak in trumps yourself. + If, however, a cross ruff looks probable, go on with it, and do not + change to the more orthodox game.</p> + + <p>Except under extreme circumstances do not lead trumps against a solo + call. But if the caller refuses to lead trumps, an adversary should, if + possible, put the lead with the player on the caller's right, to give him + an opportunity of leading trumps through him.</p> + + <p>As a general rule, your discards should be from your weakest and + shortest suits. You should not, however, leave a king unguarded, and it + is dangerous to leave a queen only singly guarded. With a long plain suit + headed by ace, king, queen, it is sometimes advisable to inform your + partner of the fact by first discarding the ace. In other cases, your + <i>first</i> discard should be from your weakest suit. Subsequent + renounces convey no information, as they may be from strength.</p> + + <p>While returning your partner's suit is generally a wise thing to do, + you should be careful to act as far as possible upon the good old maxim + of playing through the strong hand up to the weak one.</p> + + <p>It it soon learned by experience that the safest <!-- Page 156 + --><span class="pagenum"><a name="page156"></a>{156}</span>places in + which to call are as first or last player, while a long way the most + dangerous place is when you are the second player. Many a second hand + that seemed at first sight of almost commanding strength has been cut up + by a clever or lucky initial lead.</p> + + <p> </p> + + <p>There are two varieties of the game that must be just mentioned before + dismissing the subject. These are Solo Whist for five players, and Solo + Whist for three players.</p> + + <p>Where the table consists of five, one man stands out every round, the + person chosen being he who sits to the dealer's right. The person + standing out neither pays nor receives on that round.</p> + + <p>Solo Whist for three players is not quite so simple. There is in this + no proposal and acceptance, the solo being the lowest call. There are two + very good ways of playing, the best being to throw out the twos, threes, + and fours from the various suits, and to turn up the fortieth card as + trump, but not regarding that card as belonging to any individual. The + tricks, of course, consist of three cards each. The other plan is to play + with three suits only, leaving the fourth suit out altogether. The former + method, however, makes the more scientific game.<a name="NtA_43" + href="#Nt_43"><sup>[43]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 157 --><span class="pagenum"><a name="page157"></a>{157}</span></p> + +<h3>VINGT-UN.</h3> + + <p>Vingt-Un derives its name from the fact that each player aims at + making, by the cards he holds, "twenty-one." Any number may play. The + full pack of fifty-two cards is used. After they have been duly shuffled + and cut, the dealer<a name="NtA_44" href="#Nt_44"><sup>[44]</sup></a> + distributes one card, face downwards, to each of the other players (whom + we will call the punters), and one to himself. The punters look at their + cards, and each places on, or beside his card, the coin (or counters + representing coin) he proposes to stake. A <i>maximum</i> and + <i>minimum</i> stake are usually fixed beforehand, and a prudent player + will make a practice of always <!-- Page 158 --><span class="pagenum"><a + name="page158"></a>{158}</span>staking, according to the nature of his + hand, either the <i>maximum</i> or the <i>minimum</i>, never an + intermediate amount. The reason of this is obvious. With certain cards,<a + name="NtA_45" href="#Nt_45"><sup>[45]</sup></a> say, eight, nine, ten (or + a tenth card), or ace, the holder has the chances in his favour, as a + tenth card, of which there are sixteen, will give him a good hand. With + any other as his first card, the chances are against him, and he should + therefore risk as little as possible.</p> + + <p>The dealer also looks at his card, and, if he thinks fit, says, "I + double you," or simply "Double," the effect of his so doing being that he + will receive or pay, as the case may be, <i>double</i> the stakes offered + by the punters. In deciding whether to double or not, he has two points + to consider, viz. (1) the fact of himself holding an exceptionally good + card, and (2) the absence or rarity of high stakes among the punters, + indicating that their cards are not such as they feel safe in backing + freely. It must, however, be remembered that the dealer has the important + advantage of receiving from ties, also from all players who overdraw. + These two points make a considerable percentage in his favour. With an + ace, tenth card, nine, or eight, he should <i>always</i> double; and the + weighty authority of "Cavendish" is in favour of his doubling with a + seven, or even a lower card. In these latter cases, however, we think the + amounts of the stakes should be taken into consideration, as affording + some gauge of the probable strength of the enemy.</p> + + <p>All court cards at this game count ten; an "ace," eleven or one, at + the option of the holder; all other <!-- Page 159 --><span + class="pagenum"><a name="page159"></a>{159}</span>cards according to the + number of their pips. Differences of suit are not recognized.</p> + + <p>The object of the game is, as we have said, to make twenty-one, and + this may be made either by the conjunction of an ace and a court or other + tenth card, called a "natural," or by three or more cards, say a five, + six and ten; ace, five, seven, eight; or ace, seven, three.</p> + + <p>The ace is, as will readily be perceived, the most valuable card; not + merely from the fact that there are sixteen cards out of the fifty-two + that will form a "natural" with it, but from the fact that (counting as + eleven or one at pleasure), it gives the holder a double chance of making + a winning number.</p> + + <p>The stakes having been made, and the dealer having decided whether to + "double" or not (in the latter case, silence is a sufficient negative), + he deals a second round of cards, still face downwards.</p> + + <p>Each player again looks at his cards. If those of the dealer form a + "natural," he turns them up, and receives from each player double the + amount of his stake, or, if he has "doubled," quadruple.<a name="NtA_46" + href="#Nt_46"><sup>[46]</sup></a> (The proportionate increase in the + latter case will henceforth be taken for granted.) What cards the other + players may hold is, in this case immaterial, save in the event of some + one of them holding a second "natural," in which case the two cancel, + neither paying nor receiving.</p> + + <p>We will now take the case of the dealer finding that his two cards do + <i>not</i> constitute a "natural." <!-- Page 160 --><span + class="pagenum"><a name="page160"></a>{160}</span>If there be any such + among the punters, the holder turns up his cards, and receives double the + amount of his stake. To all other players, beginning with the elder hand, + the dealer is bound to offer cards. This he does by the interrogative, + "Do you stand?" or "Card?" The elder hand looks at his cards. If he has + sixteen points or more, he will usually decide not to draw, conveying his + decision by the word, "Stand," or "Content."<a name="NtA_47" + href="#Nt_47"><sup>[47]</sup></a> If he has less than sixteen, which is + generally accepted as the average limit, he will probably draw a card, + intimating his desire to do so, by replying, "Card," "Please," or "Yes." + He may now be in three different positions. The card given him (as where, + holding a six and an eight, he has received a ten), may make his total + more than twenty-one. In such case he is "over," and at once hands his + stake to the dealer, and throws his cards, face downwards, in the middle + of the table, where they are collected by the player to the right of the + dealer, known as the <i>pone</i>.<a name="NtA_48" + href="#Nt_48"><sup>[48]</sup></a></p> + + <p>The dealer then asks the same question of the next player. We will + suppose that his hand consists of an ace and a two.</p> + + <p>This, according to the value put upon the ace, will represent either + three or thirteen. Thirteen is not good enough to stand upon, and the + player accordingly draws a card. (This third card, and all following, are + dealt face upwards.) He receives, say, a second "two," making him + fifteen. Not <!-- Page 161 --><span class="pagenum"><a + name="page161"></a>{161}</span>caring to stand on this amount, he draws + another card, and receives a "seven," making him twenty-two, or twelve. + With twenty-two he would be over, and with twelve he is worse off than + when he started. Again he says, "Card," and receives, say, a "three," + making him still only fifteen. He draws again, and this time receives, we + will suppose, a "five," when he of course "stands."</p> + + <p>And so the game proceeds, all who overdraw paying and throwing up + their cards forthwith. Last comes the turn of the dealer himself. If his + cards are eighteen or upwards, he will "stand." At seventeen, he should + usually stand. At fifteen, or sixteen, it is an open question, to be + decided partly by the number of punters who may be still standing (and + who, if numerous, will probably have some low hands amongst them), partly + by his knowledge of the idiosyncrasies of his opponents, and partly by + the nature of the cards which have been "drawn" by the other players. + Should he go "over," he pays all, with the exception of those who, having + overdrawn, have already paid up their stakes. If otherwise, he pays or + receives as the cards of the punter, or his own, are nearest to the + critical "twenty-one." Should the cards of any punter amount to exactly + twenty-one, he will receive double the amount of his stake. In like + manner, should the dealer's cards make exactly twenty-one points, each of + the punters pays double the amount of his stake. In the event of "ties" + (twenty-ones included), the punter pays the dealer. It must, however, be + remembered that a natural vingt-un always takes precedence over one made + by drawing. <!-- Page 162 --><span class="pagenum"><a + name="page162"></a>{162}</span></p> + + <p>Should a punter, on receiving his second card, find that both are + alike, <i>e.g.</i> two aces, two kings, or two queens, he may, if he + pleases, go on both. In such case, he places the second card parallel to + the first, at a few inches' distance, and on it a separate stake, of the + same amount as staked on the first card. When it becomes his turn to + draw, he says, "I go on both," and the dealer then gives him another + card, face downwards, on each. The player then draws as he pleases to + complete each hand, but must finish the drawing on one, before beginning + on the other. Should the third card dealt be the same as the first two, + <i>i.e.</i> a third ace, king, or queen, he can go on all three in like + manner. Likewise on a fourth, should the first four be alike. Each hand + pays or receives on its own merits, as though belonging to an independent + punter.</p> + + <p>Where the two first cards are aces, it is a matter of course to go on + both. With a pair of tenth cards, it is more prudent to stand. Two nines, + or two eights (from the probability of a tenth card being dealt to one or + both of them) are favourable cards whereon to go double.</p> + + <p>The occurrence of a natural in any hand but the dealer's usually + terminates the deal. By way of a sort of grace, however, it does not have + this effect in the first round of a deal. Sometimes, by agreement, the + deal is made to consist of a given number of rounds; say, till all the + pack is exhausted, or till two packs are exhausted, the two being + shuffled together. Where the first mentioned rule prevails, the pone + collects the cards thrown up at the end of each hand, and shuffles them + in readiness for the <!-- Page 163 --><span class="pagenum"><a + name="page163"></a>{163}</span>use of the dealer, but does not hand them + to him till the first supply is exhausted. Should the dealer have gone + right through the pack without the occurrence of a natural, he throws the + last card, face upwards, on the table, and, receiving the remade cards + from the pone, gives them a final shuffle, offers them to be cut, and + proceeds as before.</p> + + <p>In some circles the deal does not pass in rotation, but the holder of + a natural (other than in the first round of a deal) becomes thereby + entitled to the next deal. The practice, however, is a bad one, for the + deal being an advantage, it is but fair that each should enjoy such + advantage in turn.</p> + + <p>There is no authoritative Code of Laws for Vingt-Un. A Code which + covers, we believe, all points as to which any difficulty is likely to + arise will be found in <i>The Book of Card and Table Games</i>. A + slightly different Code, which has received the approval of the Editors + of the <i>Field</i> and <i>Bell's Life</i>, will be found in <i>Round + Games at Cards</i>, by "Cavendish" (De la Rue and Co.).</p> + +<h5>FRENCH VINGT-UN.</h5> + + <p>The game which goes by the above name is a variation of ordinary + Vingt-Un. The differences are as follow.</p> + + <p>The deal lasts during eight rounds, each played in a different way, as + under:</p> + + <p>1.—As ordinary Vingt-Un.</p> + + <p>2.—(Known as <i>Imaginary Tens</i>.) Each player stakes before + receiving his card. Whatever the value of such card, <i>ten points are + added to it</i>, and <!-- Page 164 --><span class="pagenum"><a + name="page164"></a>{164}</span>the holder then decides, according to the + total thereby made, whether to draw or otherwise. The holder of an ace is + considered to have a "natural," the holder of a tenth card to have + "twenty," and so on.</p> + + <p>3.—(Known as <i>Blind Vingt-Un</i>.) Each player, having made + his stake, receives two cards, but is not entitled to look at them. He + may, if he pleases, draw one or more cards, but does so at haphazard.</p> + + <p>4.—(Known as <i>Sympathy and Antipathy</i>) Each player, having + made his stake, is called upon to elect for Sympathy or Antipathy. Having + made his election, two cards are dealt to him. If they are of the same + colour, Sympathy is the winner; if of different colours, Antipathy; and + the player receives or pays as he has chosen correctly or otherwise.</p> + + <p>5.—<i>Rouge et Noir.</i> The player, having made his stake, + declares for black or red, at his option. The dealer gives him a card. If + it is of the colour named, the player wins; if otherwise, he loses. (In + some circles the dealer gives <i>three</i> cards to the punter, two out + of three deciding the winning colour).</p> + + <p>6.—<i>Self and Company.</i> The stakes having been made, the + dealer deals two cards, face upwards, one for himself, and one for the + company. If they are alike, he wins. If not, he continues to deal, + turning up the cards one by one, face upwards, before him, until a card + appears which pairs one or the other of the two first exposed. If the + card for "self" is first paired, the dealer wins; if that for "company," + he loses.</p> + + <p>7.—<i>Differences.</i> Two cards are dealt, face upwards, to + each player, and two to the dealer, who pays all hands which are higher, + and receives from <!-- Page 165 --><span class="pagenum"><a + name="page165"></a>{165}</span>all which are lower than his own, at an + agreed rate for each unit of difference. Ties cancel. An ace in this case + counts as "one" only.</p> + + <p>8.—<i>The Clock.</i> The full pack having been duly shuffled and + cut, the dealer begins to deal the cards, face upwards, saying, as he + deals the first, "One," as he deals the second, "Two," and so on up to + king. If at any point the card turned up accords with the number named, + <i>e.g.</i> if the fourth card is a four, or the tenth card a ten, he + wins an agreed stake from each of the company. If he reaches thirteen + without any card having responded to the call, he pays a like amount to + each player.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 166 --><span class="pagenum"><a name="page166"></a>{166}</span></p> + +<h3>WHIST.</h3> + + <p>It is pretty safe to assume that every reader of these pages has some + general knowledge of the game of Whist, though comparatively few may be + conversant with the <i>minutiæ</i> of Whist practice. Whist is governed + by an elaborate and carefully considered code of laws, which is + universally accepted by all English players. In this instance, therefore, + contrary to our usual course of procedure, we shall begin by stating + these laws, which should be carefully studied, as forming the best + possible introduction to further instruction in the game.</p> + + <p> </p> + +<h5>THE LAWS OF WHIST.</h5> + +<h6>(Reprinted, by permission, from the Revised Code, 1900.)</h6> + +<h5><span class="sc">Cards.</span></h5> + + <p>1.—Two packs of cards are used, one being used by each side.</p> + + <p>2.—A card or cards torn or marked must be either replaced by + agreement, or new cards called for at the expense of the table.</p> + + <p>3.—Any player, before the pack is cut for the deal, may call for + fresh cards on paying for them. He must call for two new packs, of which + the dealer takes his choice. <!-- Page 167 --><span class="pagenum"><a + name="page167"></a>{167}</span></p> + +<h5><span class="sc">Cutting or Drawing.</span></h5> + + <p>4.—The ace is the lowest card in cutting or drawing.</p> + + <p>5.—In all cases, every one must cut or draw from the same + pack.</p> + + <p>6.—Should a player expose or draw more than one card, he must + cut or draw again.</p> + +<h5><span class="sc">Formation of Table.</span></h5> + + <p>7.—(<i>a</i>) The candidates first in the room have the + preference. When there are more than six candidates, and there is a doubt + or question as to the preference of two or more of them, they determine + their preference by drawing. Those drawing the lower cards have the + preference. The table is complete with six players. On the retirement of + any of those six players, the candidates who, in the first draw, drew the + lowest cards have the prior right to enter the table.</p> + + <p>(<i>b</i>) If there are more than four players they all draw, and the + four who draw the lowest cards play first.</p> + + <p>(<i>c</i>) When two or more candidates or players draw cards of equal + value they draw again, if necessary, to determine their precedence.</p> + +<h5><span class="sc">Partners.</span></h5> + + <p>8.—The four who play first again draw to decide on partners. The + two lowest play against the two highest. The lowest is the dealer and has + choice of cards and seats, and, having once made his selection, must + abide by it. <!-- Page 168 --><span class="pagenum"><a + name="page168"></a>{168}</span></p> + + <p>9.—Two players drawing cards of equal value, which are not the + two highest, draw again. If the equal cards are not the two lowest, the + higher in the new draw plays with the highest in the original draw; if + the equal cards are the two lowest, the new draw decides who is to + deal.<a name="NtA_49" href="#Nt_49"><sup>[49]</sup></a></p> + + <p>10.—Three players drawing cards of equal value draw again; + should the fourth (or remaining) card be the highest in the original + draw, the two lowest of the new draw are partners, the lower of those two + the dealer; should the fourth card be the lowest, the two highest are + partners, the original lowest the dealer.<a name="NtA_50" + href="#Nt_50"><sup>[50]</sup></a></p> + +<h5><span class="sc">Cutting Out.</span></h5> + + <p>11.—At the end of a rubber, should admission be claimed by any + one, or by two candidates, he who has, or they who have, played a greater + number of consecutive rubbers than the others is, or are, out; but when + two or more have played the same number, they must, when necessary, cut + or draw to decide upon the outgoers; the highest are out.</p> + +<p><!-- Page 169 --><span class="pagenum"><a name="page169"></a>{169}</span></p> + +<h5><span class="sc">Entry and Re-entry.</span></h5> + + <p>12.—A candidate wishing to enter a table must declare such + intention prior to any of the players having drawn a card, either for the + purpose of commencing a fresh rubber or of cutting out.</p> + + <p>12<i>a</i>.—Any candidate may declare into any table that is not + complete. If he do so he shall have priority over any candidate who has + not previously declared in.</p> + + <p>13.—In the formation of fresh tables, those candidates who have + not played at any other table have the prior right of entry; the others + decide their right of admission by drawing.</p> + + <p>14.—Any one quitting a table prior to the conclusion of a rubber + may, with consent of the other three players, appoint a substitute in his + absence during that rubber.</p> + + <p>15.—A player cutting into one table, whilst belonging to + another, loses his prior right of re-entry into that latter, and takes + his chance of cutting in, as if he were a fresh candidate, and last in + the room.</p> + + <p>16.—If any one break up a table, the remaining players have the + prior right to him of entry into any other, and should there not be + sufficient vacancies at such other table to admit all those candidates, + they settle their precedence by drawing.</p> + +<h5><span class="sc">Shuffling.</span></h5> + + <p>17.—After the selection of cards for the first deal has been + made, it is the duty of an adversary to shuffle the pack selected, and of + the player who is about to deal, or of his partner, to shuffle the other + pack. <!-- Page 170 --><span class="pagenum"><a + name="page170"></a>{170}</span></p> + + <p>18.—The pack must neither be shuffled below the table, nor so + that the face of any card be seen.</p> + + <p>19.—The pack must not be shuffled during the play of the + hand.</p> + + <p>20.—A pack, having been played with, must not be shuffled by + dealing it into packets.</p> + + <p>21.—Each player has a right to shuffle once only, except as + provided by Law 24, prior to a deal, after a false cut,<a name="NtA_51" + href="#Nt_51"><sup>[51]</sup></a> or prior to a new deal.<a name="NtA_52" + href="#Nt_52"><sup>[52]</sup></a></p> + + <p>22.—The dealer's partner must collect the cards for the ensuing + deal, and has the first right to shuffle that pack.</p> + + <p>23.—Each player, after shuffling, must place the cards, properly + collected and face downwards, to the left of the player about to deal + them.</p> + + <p>24.—The dealer has always the right to shuffle last. Should a + card or cards be seen during his shuffling or whilst giving the pack to + be cut, he may be compelled to re-shuffle.</p> + +<h5><span class="sc">The Deal.</span></h5> + + <p>25.—The deal commences with the player who cut the original + lowest card, the next deal falls to the player on his left, and so on + until the rubber is finished.</p> + + <p>26.—When the pack has been finally shuffled, the player about to + deal shall present it to the adversary on his right, who shall cut it, + and, in dividing it, must not leave fewer than four cards in either + packet; if in cutting, or in replacing one of the two packets on the + other, a card be exposed,<a name="NtA_53" + href="#Nt_53"><sup>[53]</sup></a> or if there be any confusion of the + cards, or a doubt as to the exact <!-- Page 171 --><span + class="pagenum"><a name="page171"></a>{171}</span>place in which the pack + was divided, there must be a fresh cut.</p> + + <p>27.—When the player whose duty it is to cut has once separated + the pack, he cannot alter his intention; he can neither re-shuffle nor + re-cut the cards.</p> + + <p>28.—When the pack is cut, should the dealer shuffle the cards, + he loses his deal.</p> + + <p>29.—There must be a new deal by the same dealer<a name="NtA_54" + href="#Nt_54"><sup>[54]</sup></a>—</p> + +<blockquote class="b1n"> + + <p>I. If, during a deal, or during the play of a hand, the pack be proved + incorrect or imperfect.</p> + + <p>II. If any card, excepting the last, be faced in the pack.</p> + + <p>III. If a player takes up another player's hand.</p> + +</blockquote> + + <p>30.—If, whilst dealing, a card be exposed on or below the table + by the dealer or his partner, should neither of the adversaries have + touched the cards, the latter can claim a new deal; a card exposed by + either adversary gives that claim to the dealer, provided that his + partner has not touched a card; if a new deal does not take place, the + exposed card cannot be called.</p> + + <p>31.—If, during dealing, a player touch any of his cards, the + adversaries may do the same, without losing their privilege of claiming a + new deal, should chance give them such option.</p> + + <p>32.—If, in dealing, one of the cards be exposed, and the dealer + turn up the trump before there is reasonable time for his adversaries to + decide as to a fresh deal, they do not thereby lose their privilege.</p> + + <p>33.—If a player, whilst dealing, look at the trump card, his + adversaries have a right to see it, and either may exact a new deal.</p> + + <p>34.—Any one dealing out of turn, or with the <!-- Page 172 + --><span class="pagenum"><a name="page172"></a>{172}</span>adversary's + cards, may be stopped before the trump card is turned up, after which the + game must proceed as if no mistake had been made.</p> + + <p>35.—A player can neither shuffle, cut, nor deal for his partner, + without the permission of his opponents.</p> + + <p>36.—If the adversaries interrupt a dealer whilst dealing, either + by questioning the score or asserting that it is not his deal, and fail + to establish such claim, should a misdeal occur, he may deal again.</p> + +<h5><span class="sc">A Misdeal.</span></h5> + + <p>37.—It is a misdeal<a name="NtA_55" + href="#Nt_55"><sup>[55]</sup></a>—</p> + +<blockquote class="b1n"> + + <p>I. Unless the cards are dealt into four packets, one at a time in + regular rotation, beginning with the player to the dealer's left.</p> + + <p>II. Should the dealer place the last (which is called the trump) card, + face downwards, on his own or on any other packet.</p> + + <p>III. Should the trump card not come in its regular order to the + dealer; but he does not lose his deal if the pack be proved + imperfect.</p> + + <p>IV. Should a player have fourteen or more cards, and any of the other + three less than thirteen;<a name="NtA_56" + href="#Nt_56"><sup>[56]</sup></a> unless the excess has arisen through + the act of an adversary, in which case there must be a fresh deal.</p> + + <p>V. Should the dealer touch, for the purpose of counting, the cards on + the table or the remainder of the pack.</p> + + <p>VI. Should the dealer deal two cards at once, or two cards to the same + hand, and then deal a third; but if, prior to dealing that third card, + the dealer can, by altering the position of one card only, rectify such + error, he may do so, except as provided by the second paragraph of this + Law. <!-- Page 173 --><span class="pagenum"><a + name="page173"></a>{173}</span></p> + + <p>VII. Should the dealer omit to have the pack cut to him, and his + adversaries discover the error, prior to the trump card being turned up, + and before looking at their cards, but not after having done so.</p> + +</blockquote> + + <p>38.—Should a player take his partner's deal, and misdeal, the + latter is liable to the usual penalty, and the adversary next in rotation + to the player who ought to have dealt then deals.</p> + + <p>39.—A misdeal loses the deal;<a name="NtA_57" + href="#Nt_57"><sup>[57]</sup></a> unless, during the dealing, either of + the adversaries touch the cards prior to the dealer's partner having done + so; but should the latter have first interfered with the cards, + notwithstanding either or both of the adversaries have subsequently done + the same, the deal is lost.</p> + + <p>40.—Should three players have their right number of + cards—the fourth have less than thirteen, and not discover such + deficiency until the first trick has been turned and quitted, the pack + shall be assumed to be complete, and the deal stands good; and he will be + answerable for any revoke he may have made, in the same way as if the + missing card or cards had been in his hand.</p> + + <p>41.—If a pack, during or after a rubber, be proved incorrect or + imperfect, such proof does not alter any past score, game, or rubber; + that hand in which the imperfection was detected is null and void (except + in the case of such deficiency as is provided for by Law 40); the dealer + deals again.</p> + +<h5><span class="sc">The Trump Card.</span></h5> + + <p>42.—The dealer, when it is his turn to play to the first trick, + should take the trump card into his hand; if left on the table after the + second trick be <!-- Page 174 --><span class="pagenum"><a + name="page174"></a>{174}</span>turned and quitted, it is liable to be + called.<a name="NtA_58" href="#Nt_58"><sup>[58]</sup></a> His partner may + at any time remind him of the liability.</p> + + <p>43.—After the dealer has taken the trump card into his hand, it + must not be asked for; a player naming it at any time during the play of + that hand, is liable to have his highest or lowest trump called. Such + call cannot be repeated. Any player may at any time inquire what the + trump suit is.</p> + + <p>44.—If the dealer take the trump card into his hand before it is + his turn to play, he may be desired to lay it on the table; should he + show a wrong card, this card may be called, as also a second, a third, + &c., until the trump card be produced.</p> + + <p>45.—If the dealer declare himself unable to recollect the trump + card, his highest or lowest trump may be called at any time during that + hand, and, unless it cause him to revoke, must be played; the call may be + repeated, but not changed (<i>i.e.</i> from highest to lowest, or <i>vice + versâ</i>) until such card is played.</p> + +<h5><span class="sc">The Rubber.</span></h5> + + <p>46.—The rubber is the best of three games. If the first two + games be won by the same players, the third game is not played.</p> + +<h5><span class="sc">Scoring.</span></h5> + + <p>47.—A game consists of five points. Each trick, above six, + counts one point.</p> + + <p>48.—Honours, <i>i.e.</i> Ace, King, Queen, and Knave of trumps, + are thus reckoned:</p> + +<p><!-- Page 175 --><span class="pagenum"><a name="page175"></a>{175}</span></p> + + <p>If a player and his partner, either separately or conjointly, + hold—</p> + +<blockquote class="b1n"> + + <p>I. The four honours, they score four points.</p> + + <p>II. Any three honours, they score two points.</p> + +</blockquote> + + <p>49.—Those players who, at the commencement of a deal, are at the + score of four, cannot score honours.</p> + + <p>50.—The penalty for a revoke<a name="NtA_59" + href="#Nt_59"><sup>[59]</sup></a> takes precedence of all other scores. + Tricks score next. Honours last.</p> + + <p>51.—Honours, unless claimed before the trump card of the + following deal is turned up, cannot be scored.</p> + + <p>52.—To score honours is not sufficient; they must be claimed at + the end of the hand; if so claimed, they may be scored at any time during + the game. If the tricks won, added to honours held, suffice to make game, + it is sufficient to call game.</p> + + <p>53.—The winners gain—</p> + +<blockquote class="b1n"> + + <p>I. A treble, or game of three points, when their adversaries have not + scored.</p> + + <p>II. A double, or game of two points, when their adversaries have + scored one or two.</p> + + <p>III. A single, or game of one point, when their adversaries have + scored three or four.</p> + +</blockquote> + + <p>54.—The winners of the rubber gain two points (commonly called + the rubber points) in addition to the value of their games.</p> + + <p>55.—Should the rubber have consisted of three games, the value + of the losers' game is deducted from the gross number of points gained by + their opponents.</p> + + <p>56.—If an erroneous score be proved, such mistake can be + corrected prior to the conclusion of the game in which it occurred, and + such game is not <!-- Page 176 --><span class="pagenum"><a + name="page176"></a>{176}</span>concluded until the trump card of the + following deal has been turned up.</p> + + <p>57.—If an erroneous score, affecting the value of the rubber,<a + name="NtA_60" href="#Nt_60"><sup>[60]</sup></a> be proved, such mistake + can be rectified at any time during the rubber.</p> + +<h5><span class="sc">Cards liable to be Called.</span></h5> + + <p>58.—The following are exposed cards:—</p> + +<blockquote class="b1n"> + + <p>I. Two or more cards played at once, face upwards.</p> + + <p>II. Any card dropped with its face upwards, in any way on or above the + table, even though snatched up so quickly that no one can name it.</p> + + <p>III. Every card named by the player holding it.</p> + +</blockquote> + + <p>59.—All exposed cards are liable to be called, and must be left + or placed face upwards on the table. If two or more cards are played at + once, the adversaries have a right to call which they please to the trick + in course of play, and afterwards to call the remainder. A card is not an + exposed card, under the preceding Law, when dropped on the floor, or + elsewhere below the table. An adversary may not require any exposed card + to be played before it is the turn of the owner of the card to play; + should he do so, he loses his right to exact the penalty for that + trick.</p> + + <p>60.—If any one play to an imperfect trick the winning card on + the table, and then lead without waiting for his partner to play, or lead + one which is a winning card as against his adversaries, and then lead + again, without waiting for his partner to play, or play several such + winning cards, one after the other, without waiting for his partner to + play, the latter may be called on to win, if he can, the first or any + <!-- Page 177 --><span class="pagenum"><a + name="page177"></a>{177}</span>other of those tricks, and the subsequent + cards thus improperly played are exposed cards.</p> + + <p>61.—If a player or players (not being all) throw his or their + cards on the table face upwards, such cards are exposed, and liable to be + called, each player's by the adversary; but no player who retains his + hand can be forced to abandon it.</p> + + <p>62.—If all four players throw their cards on the table face + upwards, the hands are abandoned; and no one can again take up his cards. + Should this general exhibition show that the game might have been saved + or won by the losers, neither claim can be entertained unless a revoke be + established. The revoking players are then liable to the following + penalties: they cannot under any circumstances win the game by the result + of that hand, and the adversaries may add three to their score, or deduct + three from that of the revoking players, for each revoke.</p> + + <p>63.—If a card be detached from the rest of the hand, which an + adversary at once correctly names, such card becomes an exposed card; but + should the adversary name a wrong card, he is liable to have a suit + called when he or his partner next have the lead.</p> + + <p>64.—If any player lead out of turn, his adversaries may either + call the card erroneously led, or may call a suit from him or his partner + when it is next the turn of either of them to lead. The penalty of + calling a suit must be exacted from whichever of them next first obtains + the lead. It follows that if the player who leads out of turn is the + partner of the person who ought to have led, and a suit is called, it + must be called at once from the right leader. If <!-- Page 178 --><span + class="pagenum"><a name="page178"></a>{178}</span>he is allowed to play + as he pleases, the only penalty that remains is to call the card + erroneously led. The fact that the card erroneously led has been played + without having been called, does not deprive the adversaries of their + right to call a suit. If a suit is called, the card erroneously led may + be replaced in the owner's hand.</p> + + <p>65.—If it is one player's lead, and he and his partner lead + simultaneously, the penalty of calling the highest or lowest card of the + suit properly led may be exacted from the player in error, or the card + simultaneously led may be treated as a card liable to be called.</p> + + <p>66.—If any player lead out of turn, and the other three have + followed him, the trick is complete, and the error cannot be rectified; + but if only the second, or the second and third, have played to the false + lead, their cards, on discovery of the mistake, are taken back; there is + no penalty against any one, excepting the original offender, whose card + may be called—or he, or his partner (whichever of them next first + has the lead), may be compelled to play any suit demanded by the + adversaries.</p> + + <p>67.—In no case can a player be compelled to play a card which + would oblige him to revoke.</p> + + <p>68.—The call of a card may be repeated at every trick, until + such card has been played.</p> + + <p>69.—If a player called on to lead a suit have none of it, the + penalty is paid.</p> + +<h5><span class="sc">Irregular Play.</span></h5> + + <p>70.—If the third hand play before the second, the fourth hand + may play before his partner.</p> + + <p>71.—Should the third hand not have played, and <!-- Page 179 + --><span class="pagenum"><a name="page179"></a>{179}</span>the fourth + play before his partner, the latter may be called on to win or not to win + the trick.</p> + + <p>72.—If any one omit playing to a trick, and such error be not + discovered until he has played to the next, the adversaries may claim a + new deal; should they decide that the deal stand good, the surplus card + at the end of the hand is considered to have been played to the imperfect + trick, but does not constitute a revoke therein.</p> + + <p>73.—If any one play two cards to the same trick, or mix his + trump, or other card, with a trick to which it does not properly belong, + and the mistake be not discovered until the hand is played out, he is + answerable for all consequent revokes he may have made.<a name="NtA_61" + href="#Nt_61"><sup>[61]</sup></a> If, during the play of the hand, the + error be detected, the tricks may be counted face downwards, in order to + ascertain whether there be among them a card too many; should this be the + case they may be searched, and the card restored; the player is, however, + liable for all revokes which he may have meanwhile made. If no revoke has + been made, the card can be treated as an exposed card.</p> + +<h5><span class="sc">The Revoke.</span></h5> + + <p>74.—It is a revoke when a player, holding one or more cards of + the suit led, plays a card of a different suit.</p> + + <p>75.—The penalty for a revoke—</p> + +<blockquote class="b1n"> + + <p>I. Is at the option of the adversaries, who, at the end of the hand, + may either take three tricks from the revoking player, and add them to + their own tricks, or deduct three points from his score, or add three to + their own score (the adversaries may consult as to which penalty they + will exact);</p> + +</blockquote> + +<p><!-- Page 180 --><span class="pagenum"><a name="page180"></a>{180}</span></p> + +<blockquote class="b1n"> + + <p>II. Can be claimed for as many revokes as occur during the hand, and a + different penalty may be exacted for each revoke;</p> + + <p>III. Is applicable only to the score of the game in which it + occurs;</p> + + <p>IV. Cannot be divided, <i>i.e.</i> a player cannot add one or two to + his own score, and deduct one or two from the revoking player;</p> + + <p>V. Takes precedence of every other score—<i>e.g.</i>, The + claimants two—their opponents nothing—the former add three to + their score—and thereby win a treble game, even should the latter + have made thirteen tricks, and held four honours.</p> + +</blockquote> + + <p>76.—If a player who has become liable to have the highest or + lowest of a suit called, or to win or not to win a trick (when able to do + so), fail to play as desired, or if a player, when called on to lead one + suit, lead another, having in his hand one or more cards of that suit + demanded, he incurs the penalty of a revoke.</p> + + <p>77.—A revoke is established, if the trick in which it occur be + turned and quitted, <i>i.e.</i>, the hand removed from that trick after + it has been turned face downwards on the table—or if either the + revoking player or his partner, whether in his right turn or otherwise, + lead or play to the following trick. Throwing down the hand, or claiming + game, constitute acts of play within the meaning of leading or playing to + the following trick.</p> + + <p>78.—A player may ask his partner whether he has not a card of + the suit which he has renounced, or whether he has played as desired or + demanded; should the question be asked before the trick is turned and + quitted, subsequent turning and quitting by the adversaries does not + establish the revoke, and the error may be corrected, unless the question + be answered in the negative, or unless the revoking player or his partner + have led or played to the <!-- Page 181 --><span class="pagenum"><a + name="page181"></a>{181}</span>following trick; but if the revoking + player or his partner has turned the trick before the question is + answered, the revoke is established.</p> + + <p>79.—At the end of a hand, the claimants of a revoke may search + all the tricks.<a name="NtA_62" href="#Nt_62"><sup>[62]</sup></a></p> + + <p>80.—If a player discover his error in time to save a revoke, the + adversaries, whenever they think fit, may call the card thus played in + error, or may require him to play his highest or lowest card to that + trick in which he has renounced;—any player or players who have + played after him may withdraw their cards and substitute others; the + cards withdrawn are not liable to be called.</p> + + <p>81.—If a revoke be claimed, and the accused player or his + partner, after such claim has been made, mix the cards before they have + been sufficiently examined by the adversaries, the revoke is established. + Prior to such claim, the mixing of the cards renders the proof of a + revoke difficult, but does not prevent the claim, and possible + establishment, of the penalty.</p> + + <p>82.—A revoke cannot be claimed after the cards have been duly + cut for the following deal.</p> + + <p>83.—The revoking player and his partner may under all + circumstances, require the hand in which the revoke has been detected to + be played out.</p> + + <p>84.—If a revoke occur, be claimed and proved, bets on the odd + trick, or on amount of score, must be decided by the actual state of the + latter, after the penalty is paid.</p> + + <p>85.—Should the players on both sides subject themselves to the + penalty of one or more revokes, neither can win the game, and the revokes + cancel each other.</p> + +<p><!-- Page 182 --><span class="pagenum"><a name="page182"></a>{182}</span></p> + + <p>86.—In whatever way the penalty be enforced, under no + circumstances can a player win the game by the result of the hand during + which he has revoked; he cannot score more than four.</p> + +<h5><span class="sc">Exaction of Penalties.</span></h5> + + <p>87.—Where a player and his partner have an option of exacting + from their adversaries one of two penalties, they must agree who is to + make the election, and must not consult with one another which of the two + penalties it is advisable to exact; if they do so consult, they lose + their right to demand any penalty; and if either of them, with or without + consent of his partner, demand a penalty to which he is entitled, such + decision is final.</p> + +<blockquote class="b1n"> + + <p>This rule does not apply in exacting the penalties for a revoke; + partners have then a right to consult.</p> + +</blockquote> + + <p>88.—Any player demanding a penalty which is not authorised for + the offence committed, forfeits all right to exact any penalty for the + offence in question.</p> + +<h5><span class="sc">General Rules.</span></h5> + + <p>89.—Any one during the play of a trick, or after the four cards + are played, and before, but not after, they are touched for the purpose + of gathering them together, may demand that the cards be placed before + their respective players.</p> + + <p>90.—If any one, prior to his partner playing, should call + attention to the trick—either by saying that it is his, or by + naming his card, or, without being required so to do, by drawing it + towards him—the adversaries may require that opponent's partner + <!-- Page 183 --><span class="pagenum"><a + name="page183"></a>{183}</span>to play the highest or lowest of the suit + then led, or to win or not to win the trick.</p> + + <p>91.—In all cases where a penalty has been incurred, the offender + is bound to give reasonable time for the decision of his adversaries.</p> + + <p>92.—If a bystander make any remark, before the stakes have been + paid, which calls the attention of a player or players to an oversight + affecting the score, he is liable to be called on, by the players only, + to pay the stakes and all bets on that game or rubber.</p> + + <p>93.—A bystander, by agreement among the players, may decide any + question.</p> + + <p>94.—When a trick has been turned and quitted, it must not again + be looked at until the hand has been played out, except as provided by + Law 73. A violation of this Law renders the offender, or his partner, + liable to have a suit called when it is the next turn of either of them + to lead.</p> + +<h5><span class="sc">The Etiquette of Whist.</span></h5> + + <p>The following rules belong to the established Etiquette of Whist. They + are not called Laws, as it is difficult, in some cases impossible, to + apply any penalty to their infraction.</p> + + <p>Any one having the lead should not draw a second card out of his hand + until his partner has played to the trick, such act being a distinct + intimation that the former has played a winning card.</p> + + <p>No intimation whatever, by word or gesture, should be given by a + player as to the state of his hand or of the game.</p> + + <p>A player who desires the cards to be placed, or <!-- Page 184 --><span + class="pagenum"><a name="page184"></a>{184}</span>who asks what the trump + suit is, should do it for his own information only, and not in order to + invite the attention of his partner.</p> + + <p>No player should object to refer to a bystander, who professes himself + uninterested in the game and able to decide, any disputed question of + facts; as to who played any particular card, whether honours were + claimed, though not scored, or <i>vice versâ</i>, &c. &c.</p> + + <p>It is unfair to revoke purposely. Having made a revoke, a player is + not justified in making a second in order to conceal the first.</p> + + <p>Until the players have made such bets as they wish, bets should not be + made with bystanders.</p> + + <p>Bystanders should make no remark; neither should they, by word or + gesture, give any intimation of the state of the game, nor should they + walk round the table to look at the different hands.</p> + + <p>No one should look over the hand of a player against whom he is + betting.</p> + +<h5><span class="sc">Dummy</span></h5> + + <p>Is played by three players.</p> + + <p>One hand, called Dummy's, lies exposed on the table.</p> + + <p>The Laws are the same as those of Whist, with the following + exceptions:—</p> + + <p>1. Dummy deals at the commencement of each rubber.</p> + + <p>2. Dummy is not liable to the penalty for a revoke, as his adversaries + see his cards. Should he revoke, and the error not be discovered until + the trick is turned and quitted, it stands good. If Dummy's partner + revokes, he is liable to the usual penalties. <!-- Page 185 --><span + class="pagenum"><a name="page185"></a>{185}</span></p> + + <p>3. There is no misdeal.</p> + + <p>4. Dummy being blind and deaf, his partner is not liable to any + penalty for an error whence he can gain no advantage. Thus he may expose + some or all of his cards, or declare that he has the game or trick, + &c., without incurring any penalty; if, however, he lead from Dummy's + hand when he should lead from his own, or <i>vice versâ</i>, a suit may + be called from the hand which ought to have led.</p> + +<h5><span class="sc">Double Dummy</span></h5> + + <p>Is played by two players, each having a Dummy or exposed hand for his + partner.</p> + + <p>The Laws of the game do not differ from those of Dummy Whist.</p> + +<h5>HOW TO LEARN WHIST, AND TO +BECOME A GOOD PLAYER.</h5> + + <p>Whist is a game that has been played during so many years, and has + occupied the attention of so many clear-headed men, that certain + principles of play have been established from long experience, as those + best suited to gain success.</p> + + <p>The first step towards becoming a good whist-player is to learn the + leads; then what to play second and third in hand. These systems of play + ought to be so thoroughly known that there is never a moment's hesitation + as to the card to lead, or the card to play second or third in hand.</p> + + <p>The leads, &c., are merely what we may term <!-- Page 186 --><span + class="pagenum"><a name="page186"></a>{186}</span>the mechanical portions + of the game, and do not require any reasoning on the part of the player. + They have already been reasoned out by long and continued investigation. + Immediately other cards have been played by the adversaries and the + partner, then reason and judgment come in, so as to draw inferences from + the cards played by each individual.</p> + + <p>The object of a lead is—first, to secure tricks; secondly, to + give your partner as much information as is desirable of the cards which + you possess in the suit you have led. You may give him a very fair idea + of the numerical strength or of the actual strength in high or court + cards. It is always correct to assume that a partner, if even a + moderately good player, leads from his strongest suit. Then comes the + question, Of what does this suit consist? By the card led, an approximate + idea is conveyed. By the cards played by the other players compared with + those held in one's own hand, a more accurate opinion may be formed. A + second round of the same suit often indicates exactly the cards held by + the original leader. Such a conclusion, however, could be formed only + when the original leader is a whist-player, and is not one of those + persons who lead at random, according as their fancy at the time impels + them.</p> + + <p>In considering the lead, the selection, as a general rule, should be + from the strongest suit, and the strongest suit is that consisting of the + greatest number of cards. Thus five spades, consisting of knave, nine, + eight, four, and two, is a stronger suit than is another consisting of + king, queen, and one small card.</p> + + <p>What card to lead of the strong suit is the next question, one object + being to convey to the partner as much useful information as is possible. + Two <!-- Page 187 --><span class="pagenum"><a + name="page187"></a>{187}</span>forms of lead now come under + consideration, viz., first, when the cards led are winning cards of the + suit; second, when the cards led are not winning cards. Winning cards + will first be spoken of.</p> + + <p>Suppose a player led the ace of clubs. His partner would at once be + justified in concluding that the original leader did not hold the king of + that suit; and if this ace were trumped by the fourth player, the partner + would place the king in the hand of the original second player. If, + however, the king had been led originally, and had been similarly + trumped, it would be right to conclude that the ace was in the hand of + the original leader.</p> + + <p>Again, if the king of a suit were led, and won the trick, and the + queen were led, and also won, the ace would be placed in the hand of the + original leader. If, however, the king had been led originally, and + followed by the ace, then the queen would be placed by the leader's + partner in the hand of one of the adversaries.</p> + + <p>These simple cases serve to show the general principle on which leads + should be made. The first lead gives a preliminary indication; the second + lead reveals the whole or nearly the whole secret.</p> + + <p>This being the case, it is most remarkable to find that there are + certain persons at the present time who claim to be reasonable, and to + play scientific Whist, who yet strongly object to any extension of the + principles of leads beyond those to which they have been accustomed. + These objectors admit that to lead the king, with ace, king, is correct + play, as the lead of the king indicates that the leader holds the ace + also. They stop, however, at a certain point, and assert that to lead the + penultimate from <!-- Page 188 --><span class="pagenum"><a + name="page188"></a>{188}</span>a suit of five, an anti-penultimate from a + suit of six, to call for trumps, or to echo to a partner's lead of + trumps, is like kicking your partner under the table. Why is it not like + kicking your partner under the table to lead the king, with ace, king, + instead of leading the ace? The cases are exactly similar, and are based + on the same principles of play.</p> + + <p>The whist-player who wishes to hold his own with modern players + <i>must</i> learn the modern leads. These leads are based on reason, and + convey, by each card, intimation to an intelligent partner as regards the + number and strength of the suit from which the card was originally + led.</p> + + <p>As one among many examples of the information conveyed by a lead, the + following may be given:—</p> + + <p>My partner being a good player, I conclude he leads from his strongest + suit. He is original leader, and leads the seven of spades, hearts being + trumps.</p> + + <p>In my hand there are the ace, queen, five, and two of spades.</p> + + <p>The second player plays the three; I play the queen; fourth player + plays the six.</p> + + <p>What do these cards mean?</p> + + <p>My right adversary is not asking for trumps, because asking for trumps + is playing an unnecessarily high card (as will be fully explained further + on); and the two of spades being in my own hand, the three is the next + lowest card. The three may be a single card, but single cards are the + exception oftener than the rule.</p> + + <p>Having won with the queen, I return the ace of spades. The second + player plays the eight, my partner plays the four, and the fourth player + plays the ten. <!-- Page 189 --><span class="pagenum"><a + name="page189"></a>{189}</span></p> + + <p>By these two rounds of spades I have obtained a considerable amount of + information. My partner led the seven, and his four dropped to my ace on + the second round. He therefore led the penultimate of a five suit; and he + holds three more spades which I can name—that is, the king, knave, + and nine. Neither of the adversaries holds another spade, because, as + there are two more in my hand, three more in my partner's, and eight + spades played, the thirteen of the suit are accounted for. To lead + another spade, therefore, would be folly, as one adversary would make a + small trump, and the other would discard a worthless card of another + suit.</p> + + <p>My partner also would know that—as the eight was played by one + adversary, and the ten by the other, whilst he held king, knave, and + nine—the two other spades were in my hand.</p> + + <p>When, then, my partner obtained the lead, he would avoid playing his + king of spades, unless all the trumps were out, or he wished to force out + the best trump.</p> + + <p>A bad player distinguishes himself by not noticing such details as + those given above, and then, by jumping at erroneous conclusions, comes + to utter grief. A bad player would not perceive why a third round of + spades was not led by his partner, and would almost to a certainty + imagine that it must be because his partner held no more. At the very + first opportunity, therefore, he would lead his king of spades, and then + discover that the second player trumped with the two, and the fourth + player discarded from another suit.</p> + + <p>Now, how was this information obtained? It was obtained by the + original leader starting from a <!-- Page 190 --><span class="pagenum"><a + name="page190"></a>{190}</span>penultimate, or lowest card but one of a + five suit. If this original leader had led the lowest card his partner + could not have obtained the information described above.</p> + + <p>To lead, therefore, the correct card, according to the number and + strength of a suit, is one of the first and most important items + connected with Whist.</p> + + <p>In the most modern game of Whist the number of conventional leads has + been considerably increased; and, although only a few of the more + advanced players practise these at the present time, those who do so must + be reckoned with. It is, therefore, necessary for a player to ascertain + the amount of knowledge of the game possessed and practised by his + partner, otherwise he may be giving information as to the cards in his + hand which his partner fails to comprehend, but which is at once + understood by the adversaries.</p> + + <p>If the chance be offered, the game of the players who are playing + should be watched, so as to ascertain whether they are modern or + old-fashioned players. This fact can be discovered by noting the cards + they lead. When joining a rubber with strangers, it is uncertain what + style of game they play, and the first hand is played under great + disadvantage. After two or three hands have been played, a partner's + strength or weakness ought to be correctly estimated.</p> + + <p>If you find that your partner does not understand the scientific game, + it is worse than useless to attempt to play first-class Whist with him. + He fails to perceive the information you give him, or draws erroneous + conclusions from such information, and does the very thing he ought not + to do. With a bad partner and <!-- Page 191 --><span class="pagenum"><a + name="page191"></a>{191}</span>strong adversaries, it is more likely that + success will be gained by playing incorrect cards than by playing those + which, with a good partner, would have been played.</p> + + <p>Having thus, we hope, established the importance of the lead, we + proceed to discuss the subject in detail.</p> + +<h5><span class="sc">Leads.</span></h5> + + <p>In selecting a card for a first and original lead, this card should be + from the longest suit as a rule. <i>Numerical</i> strength is the kind of + strength which is most to be considered. Thus a suit of five, though + headed by a ten, is a better suit than one containing ace, king, and one + small card. When a suit is headed by high court cards, the leads are + different from those which should be adopted when the highest card in the + suit is a ten or a single court card (not the ace). In the case of a long + suit not headed by the ace, and with only one court card, <i>the lead + should be the fourth best card of the suit</i>, that is, the fourth card + counting from the top downwards.</p> + + <p>When the suit from which a lead has to be selected is of three cards + only, the highest card of this suit should be led, unless such highest + card be ace, king, or queen; then lead the smallest. It frequently + happens that the leader holds four small trumps, and an honour, say king + or ace, has been turned up to his right. The original leader cannot lead + from his numerically strongest suit, which is trumps, up to this honour; + he must therefore open a weak suit, and he should select that in which he + is strongest.</p> + + <p>One of the first principles in leads is to lead through <!-- Page 192 + --><span class="pagenum"><a name="page192"></a>{192}</span>the strong up + to the weak. At the first lead it is impossible to tell where the + strength and where the weakness may be, except in trumps when an honour + is turned up. After the first round of a suit, a fair idea may be formed + as to the position of the strength and weakness.</p> + + <p>When the original leader possesses two or more honours in a suit, the + order in which these are led conveys important information to an + intelligent partner. The second lead of the same suit will in some cases + indicate the number of cards in the suit, from which the original card + was played. For example, original leader plays knave of spades, which + wins the trick. He follows with king of spades. The leader's partner now + knows (see Table of Leads, <i>post</i>) that the original lead was from + king, queen, knave, and at least two small spades; because leading knave, + then king, shows five at least in the suit. If the leader held only four + spades, he would have commenced with the king.</p> + + <p>Another piece of valuable information may be gained by the lead of the + knave from king, queen, knave, and two others, which is as follows. The + leader's partner, if a good player, and holding the ace and one other + spade only, will take his partner's knave with the ace, and will then + return the small spade. He plays this ace to "unblock," or get out of the + way of his partner. If, however, he does not play his ace on the knave, + but does play it on the king, it may be assumed that he holds a third + spade, and played his ace to prevent blocking his partner's suit. Only a + very feeble player, with ace and one other, would fail to play this ace + on the original lead of knave. <!-- Page 193 --><span class="pagenum"><a + name="page193"></a>{193}</span></p> + + <p>The leader will now know whether either adversary holds another spade. + If he led from six spades, neither adversary holds a spade. If he led + from five, one adversary may hold a spade, unless his partner originally + held four; and, from the cards that fell from his partner's hand, he can + tell whether three or four were originally held. The partner knows that, + as he held, say, three originally, and the original leader showed five, + one of the adversaries, after two rounds of the suit, cannot hold a + spade. This is one among numerous cases proving the advantage of + informing a partner, by the lead, of the number of cards in the suit from + which the original lead was made. When the accepted leads are known and + practised, a game of Whist proceeds like a well-oiled machine, the + intelligence being employed to take advantage of the information given. + When the leads are not known, and incorrect cards are played, there are + perpetual catastrophes, losses and surprises, which usually culminate in + losing a rubber which ought to have been won.</p> + + <p>After the Laws of the game have been learnt, the next proceeding is to + learn the leads. No man can ever hope to be more than a very indifferent + player who does not know the leads; yet, from a long Whist experience, it + can be stated that at least one-third of those who have played the game + of Whist, probably during twenty or more years, have never become + familiar with them.</p> + + <p>The following Table gives the original leads now adopted, and the + second lead:<a name="NtA_63" href="#Nt_63"><sup>[63]</sup></a>—</p> + +<p><!-- Page 194 --><span class="pagenum"><a name="page194"></a>{194}</span></p> + +<table class="mc bartab"> +<tr class="h6"><th>Holding, in plain suits—</th><th>First<br />lead.</th><th>Second lead.</th></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, queen, knave</td> +<td class="vtp pl15 hang1"> king</td> +<td class="nbr pl15 hang1 vtp"> knave</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, queen</td> +<td class="vtp pl15 hang1"> king</td> +<td class="nbr pl15 hang1 vtp"> queen</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, and others</td> +<td class="vtp pl15 hang1"> king</td> +<td class="nbr pl15 hang1 vtp"> ace</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king only</td> +<td class="vtp pl15 hang1"> ace</td> +<td class="nbr pl15 hang1 vtp"> king</td></tr> +<tr><td class="pl15 hang1 vtp"> King, queen, knave, with one<br />small one</td> +<td class="vtp pl15 hang1"> king</td> +<td class="nbr pl15 hang1 vtp"> knave</td></tr> +<tr><td class="pl15 hang1 vtp"> King, queen, knave, and more<br />than one other</td> +<td class="vtp pl15 hang1"> knave</td> +<td class="nbr pl15 hang1 vtp"> king, if five; queen,<br />if more than five</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace and four or more small</td> +<td class="vtp pl15 hang1"> ace</td> +<td class="nbr pl15 hang1 vtp"> fourth best of those<br />remaining</td></tr> +<tr><td class="pl15 hang1 vtp"> King, queen, and others</td> +<td class="vtp pl15 hang1"> king</td> +<td class="nbr pl15 hang1 vtp"> if king wins, fourth<br />best of those remaining</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, queen, knave, with or<br />without one small one</td> +<td class="vtp pl15 hang1"> ace</td> +<td class="nbr pl15 hang1 vtp"> queen</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, queen, knave, with two<br />or more</td> +<td class="vtp pl15 hang1"> ace</td> +<td class="nbr pl15 hang1 vtp"> knave</td></tr> +<tr><td class="pl15 hang1 vtp"> King, knave, ten, nine</td> +<td class="vtp pl15 hang1"> nine</td> +<td class="nbr pl15 hang1 vtp"> king, if ace or queen<br /> falls</td></tr> +<tr><td class="pl15 hang1 vtp"> King, knave, ten</td> +<td class="vtp pl15 hang1"> ten</td> +<td class="nbr pl15 hang1 vtp"> </td></tr> +<tr><td class="pl15 hang1 vtp"> Queen, knave, ten, nine</td> +<td class="vtp pl15 hang1"> queen</td> +<td class="nbr pl15 hang1 vtp"> nine</td></tr> +<tr><td class="pl15 hang1 vtp"> Queen, knave and one small</td> +<td class="vtp pl15 hang1"> queen</td> +<td class="nbr pl15 hang1 vtp"> </td></tr> +<tr><td class="pl15 hang1 vtp"> Queen, knave, and two or<br />more</td> +<td class="vtp pl15 hang1"> fourth<br />best</td> +<td class="nbr pl15 hang1 vtp"> </td></tr> +<tr class="h6"><th class="pt2 nbb"> In trumps.</th> +<td class="vtp pl15 hang1"> </td> +<td class="nbr pl15 hang1 vtp"> </td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, queen, knave</td> +<td class="vtp pl15 hang1"> knave</td> +<td class="nbr pl15 hang1 vtp"> queen</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, queen</td> +<td class="vtp pl15 hang1"> queen</td> +<td class="nbr pl15 hang1 vtp"> king</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, and five others</td> +<td class="vtp pl15 hang1"> king</td> +<td class="nbr pl15 hang1 vtp"> ace</td></tr> +<tr><td class="pl15 hang1 vtp"> Ace, king, and fewer than<br />five small</td> +<td class="vtp pl15 hang1"> fourth<br />best</td> +<td class="nbr pl15 hang1 vtp"> </td></tr> +</table> + + <p>These leads give the majority of cases that occur; there are many + other combinations of the cards, but the general principle will be + understood from those which have been given. To deviate from these leads + is to court disaster, since random leads tend <!-- Page 195 --><span + class="pagenum"><a name="page195"></a>{195}</span>to puzzle a good + partner, and to conceal from him the number and value of the cards in the + leader's hand. These leads refer primarily to the first lead of the suit + only. When a <i>second</i> lead of that suit is adopted, the card to be + played may depend on the cards which fell in the first round.</p> + + <p>The first lead of a suit, and the card to lead, belong to the mere + elementary routine of Whist. These leads require no skill and no reason. + They may be learned as the alphabet is learned, and committed to memory. + To know them renders Whist a much more easy game to play than if they are + not known. A player whose turn it is to open the game with the lead ought + to know at once what card to lead. If he has to consider whether he ought + to commence with this, that, or the other card, he too often plays the + game from beginning to end in opposition to the well-established + principles, which have been proved to be those best adapted for gaining + success.</p> + +<h5><span class="sc">Return Leads.</span></h5> + + <p>When returning a partner's lead, the card to return him is the higher + of two remaining, the lowest of three or more remaining. Thus, if you + held originally ace, knave, and the three, and your partner led this + suit, you should play the ace third in hand, and return the knave. If you + held ace, knave, four, and three, you win with the ace, and return the + three.</p> + + <p>It does not follow that you should return your partner's lead + <i>immediately</i>. You may wish him to abandon his suit, and to play for + one of your own. <!-- Page 196 --><span class="pagenum"><a + name="page196"></a>{196}</span>If so, the correct card of this suit + should be led, so that your partner may be informed of the change of + policy which you advocate. If he has confidence in you, he will then + abandon his own suit and play for yours. To return your partner's lead at + once means that you have no better game of your own.</p> + + <p>Although, as a general rule, it is advisable to lead from a + numerically strong suit, yet to continue this suit when the partner is + found to hold no high card in it is not winning play. For example, a + player holds six diamonds, headed by the nine; one trump, the five + (clubs); three spades, headed by the queen; three hearts, headed by the + knave. He leads the fourth best diamond; his partner, third in hand, + plays knave; fourth hand wins with queen. The original leader may now + feel confident that both the ace and king of diamonds are against him; + if, therefore, he win a trick with the queen of spades, it would be + useless to lead another diamond, unless he is anxious to force his + partner, which, with one trump only, would not be sound play.</p> + +<h5><span class="sc">Second in Hand.</span></h5> + + <p>After the lead, the card to play second in hand is the most important + item in Whist. The card played second hand may be to protect your + partner, or to inform him of the remaining cards of the suit in your + hand. The play second hand in trumps is different from what is adopted + with other suits, for the obvious reason that other suits may be trumped. + The following Table shows the cards to be played second hand:— <!-- + Page 197 --><span class="pagenum"><a name="page197"></a>{197}</span></p> + +<table class="mc bartab"> +<tr><th>Holding—</th><th>Card led.</th><th>Play, second hand.</th></tr> +<tr><td> Ace, king, queen</td> +<td class="ac"> small</td> +<td class="ac"> queen</td></tr> +<tr><td> Ace, king, knave</td> +<td class="ac"> small</td> +<td class="ac"> king</td></tr> +<tr><td> Ace, king, and others</td> +<td class="ac"> small</td> +<td class="ac"> king</td></tr> +<tr><td> Ace, queen, ten, &c.</td> +<td class="ac"> small</td> +<td class="ac"> queen</td></tr> +<tr><td> Ace, queen, ten, &c.</td> +<td class="ac"> knave</td> +<td class="ac"> ace</td></tr> +<tr><td> <span class="gap"></span>In trumps</td> +<td class="ac"> small</td> +<td class="ac"> ten</td></tr> +<tr><td> Ace, queen, and small</td> +<td class="ac"> small</td> +<td class="ac"> small</td></tr> +<tr><td> Ace, knave, ten, &c.</td> +<td class="ac"> small</td> +<td class="ac"> small</td></tr> +<tr><td> <span class="gap"></span>In trumps</td> +<td class="ac"> small</td> +<td class="ac"> ten</td></tr> +<tr><td> Ace and small</td> +<td class="ac"> small</td> +<td class="ac"> small</td></tr> +<tr><td> King, queen, knave, &c.</td> +<td class="ac"> small</td> +<td class="ac"> knave</td></tr> +<tr><td> King, queen, &c.</td> +<td class="ac"> small</td> +<td class="ac"> queen</td></tr> +<tr><td> Queen, knave, ten, &c.</td> +<td class="ac"> small</td> +<td class="ac"> ten</td></tr> +<tr><td> Queen, knave, and small</td> +<td class="ac"> small</td> +<td class="ac"> knave</td></tr> +<tr><td> Ace and small</td> +<td class="ac"> queen</td> +<td class="ac"> ace</td></tr> +<tr><td> King and others small</td> +<td class="ac"> queen</td> +<td class="ac"> small</td></tr> +<tr><td> King and one other</td> +<td class="ac"> small</td> +<td class="ac"> small</td></tr> +<tr><td> Queen and one other</td> +<td class="ac"> small</td> +<td class="ac"> small</td></tr> +<tr><td> Queen and one other</td> +<td class="ac"> knave or ten</td> +<td class="ac"> queen</td></tr> +</table> + + <p>When a card is led by the original leader, the second player ought at + once to draw conclusions as to the other cards in the leader's hand. For + example, original leader plays the two of clubs, spades being trumps. The + first conclusion is, that the two is the lowest of a four suit. If it + were a five suit, the lowest card would not have been led. It may be a + three suit; if so, the leader probably holds four trumps, but considers + he is not strong enough to lead these. If he held a four suit, not + trumps, he would have commenced with the lowest of this four suit.</p> + + <p>Judging from the lead, as to the value of the suit from which the + original lead has been made, is the result first of observation, then of + reason. <!-- Page 198 --><span class="pagenum"><a + name="page198"></a>{198}</span></p> + + <p>In order to be able to derive all the advantages from observing the + first card led, a player should practise sorting his cards rapidly, so as + to have these ready before a card is led. Some players sort each suit + separately, and thus "go over" their cards four times, and take more than + twice as long to arrange their cards as would be required if the four + suits were sorted simultaneously. In consequence of this delay, they are + looking at the cards in their hand when they ought to be looking at those + on the table; they are so much occupied with the sorting of their cards + whilst the game is being played, that they cannot observe and draw + conclusions from the cards which fall from each player's hand.</p> + +<h5><span class="sc">What to play Third Hand.</span></h5> + + <p>The play of the third hand is much more simple than is that of the + second. The third hand should play his best card, save under one or other + of the three following conditions, viz.:—</p> + + <p>1. That the second hand plays a card higher than any card held by the + third hand; the lowest card is then played.</p> + + <p>2. If a sequence be held, such as king, queen, knave; queen, knave; + ace, king; &c., then play the lowest or lower card of the + sequence.</p> + + <p>3. When a finesse is considered desirable.</p> + + <p>It is a remarkable fact, but no less a truth, that many persons who + have played the game of Whist during several years do not seem to realise + what a finesse is.</p> + + <p>To finesse is to play a card, not the best in the hand, on the chance + that the higher card which <!-- Page 199 --><span class="pagenum"><a + name="page199"></a>{199}</span>might win the trick is on the right of the + third player. To take the most simple example, we will assume that the + king of spades is turned up to the right of the player A; B, who is A's + partner, obtains the lead, and plays a spade. Z, who was the dealer, + plays a small spade; A, third player, plays the queen, holding ace and + queen of spades. If A did not <i>know</i> that Z held the king, he ought + yet to play the queen third in hand, on the chance that Z held the king; + this would be <i>finessing</i> the queen. If, however, the king had not + been turned to A's right, and A led a small spade, which B, A's partner, + won with the knave, then A would know that the king of this suit could + not be in the hand of his right adversary; and if his partner returned + this suit, A must play his ace, third in hand, not his queen. To play his + queen would not be a finesse, but would be playing the queen to be taken + by the king; when, perhaps, his ace, if the suit were other than trumps, + might be trumped in the third round.</p> + + <p>When it is known that a certain high card cannot be in the hand of the + right-hand adversary, it is worse than useless to play as though it might + be there.</p> + + <p>Finesses are of two kinds, speculative and obligatory.</p> + + <p>The finesse speculative is as follows:—You hold ace, queen; or + ace, queen, knave of a suit, which your partner leads. Third in hand, you + play the queen, if you hold ace, queen; or knave if you hold ace, queen, + knave. This play is adopted on the chance that the king is to your right, + and is therefore a speculation.</p> + + <p>The finesse obligatory is as follows:—You hold king, ten, seven, + and three of a suit, and you lead <!-- Page 200 --><span + class="pagenum"><a name="page200"></a>{200}</span>the three; your partner + plays the queen, and wins the trick, and returns a small card of the + suit. From the fact of the queen winning, you know the ace is not held by + your right-hand adversary; you also know your partner does not hold the + knave. When your partner returns a small card of the suit, you know he + does not hold the ace. If both the ace and knave are to your left, it + matters not whether you play king or ten third in hand. If, however, the + knave be to your right, your ten draws the ace, and you remain with the + king, the best card of the suit. Hence you are obliged to play the ten + third in hand in order to give yourself one chance—viz., that the + knave is to your right; consequently, this is called the finesse + obligatory.</p> + + <p>Before a speculative finesse is attempted, the state of the score + should be considered; if only one trick is required to win the game, and + you hold ace, queen of a suit, the ace should be played, unless there is + a certainty of this ace being trumped. Also a player should consider + whether it is specially desirable that he obtain the lead, when he has + the chance of a finesse. If the lead is important, the finesse should not + be made; if the lead would be detrimental, it should generally be + attempted.</p> + + <p>What a finesse really is should now be comprehended. It is not merely + playing the queen third in hand when holding ace, queen, but it is + playing the queen on the chance that the king may be in the hand of the + second player. If the second player hold none of the suit, no finesse can + be made; the ace <i>must</i> be played by the third player, if second + hand has not trumped. It is curious how often bad players will commit the + error of playing queen third <!-- Page 201 --><span class="pagenum"><a + name="page201"></a>{201}</span>hand, holding ace, queen, when the second + player has failed to follow suit, and has refused to trump.</p> + +<h5><span class="sc">The Play of the Fourth Hand.</span></h5> + + <p>The fourth player has to win the trick if he can, with the lowest card + in his hand. If he cannot win the trick, he plays his most worthless + card.</p> + +<h5><span class="sc">Whist Conventions.</span></h5> + + <p>From an examination of the leads, it will be seen that one main object + is to convey information to your partner. The king is led before the ace, + so that your partner may fairly conclude that, if the king wins the + trick, you hold the ace. If, after the king, the queen be led, he obtains + an additional piece of information. The science of Whist is in great + measure based on this principle of giving information to your partner by + means of the cards you play.</p> + + <p>Among the conventions now universally adopted, perhaps the most + important is—</p> + +<h5><span class="sc">The Call for Trumps.</span></h5> + + <p>If a player be desirous to obtain a lead of trumps from his partner, + he can intimate such desire by playing <i>an unnecessarily high card</i> + to a trick.</p> + + <p>It must be distinctly understood that the play of an unnecessarily + high card means a demand on the partner to lead a trump. What, then, is + an unnecessarily high card?</p> + + <p>If a player, second or fourth in hand, play, say a six, and on the + second round of the same suit play a <!-- Page 202 --><span + class="pagenum"><a name="page202"></a>{202}</span>two, three, four, or + five, he has played an unnecessarily high card, and has called for + trumps. If a player third in hand win with the ace, return the king, and + then play a small card, he has intimated, by playing the ace, that he + wishes his partner to lead a trump, the ace being an unnecessarily high + card.</p> + + <p>The play by the second hand of a high, then a low, card may not + indicate that an <i>unnecessarily</i> high card had been first played. + For example, second hand holds queen, knave, and two of a suit; the three + is led, second hand plays knave, and, on the return of the suit, plays + the two. Some unreasoning partners would at once jump at the conclusion + that this was a call for trumps, because a high, then a low, card was + played by their partner. If the second player wished to call for trumps, + he would play his queen, not the knave, under the above conditions.</p> + + <p>Some partners are so dense in these matters that it is dangerous to + play a protecting card second hand for fear they may assume this to be a + call for trumps. If one holds knave, ten, and a small card, and the ten, + which is the correct card to play second hand, be put on, a bad partner + will conclude, when he sees the small card played in the next round, that + his partner must have asked for trumps, because a ten, then a small card + had been played. This erroneous conclusion is usually arrived at when the + partner is only superficially acquainted with the card that ought to be + played second hand.</p> + + <p>The player who calls for trumps intimates to his partner that he is so + strong that if trumps are led to him he is prepared to undertake all + responsibility for the consequences. To ignore such a signal is + unjustifiable. <!-- Page 203 --><span class="pagenum"><a + name="page203"></a>{203}</span></p> + + <p>It is a serious step to call for trumps, even with five trumps and two + honours, if the other suits are very weak. When, however, the player + holds one or two queens, with such other cards in those suits as to + render it probable that the queen may be trumped in the third round by + one of the adversaries, then a "call" may be allowable.</p> + + <p>When calling for trumps, the card selected with which to call should, + if possible, be a middle card, so that, if necessary, the call may be + temporarily concealed. For example, suppose one holds the six, five, and + four of diamonds, and five or six trumps (clubs), and one is second + player. Original leader starts with the diamond suit; second player, + wishing to call, should play the five, not the six; third hand plays + queen; partner drops ten. Ace of diamonds is returned; partner drops + knave, and thus shows no more diamonds; original caller may now, with + advantage, conceal his call by playing the six. When the original caller + obtains the lead, he may play his four, thus allowing his partner to make + a small trump, and, at the same time, showing that the five which he + originally played was a call.</p> + +<h5><span class="sc">The Echo to the Call.</span></h5> + + <p>If partner has called for trumps, and you are able to lead trumps to + him, lead the highest of three, the lowest of four, unless the ace be one + of the four, when lead the ace, then the lowest. If your partner lead + winning trumps, and you hold four, play to his leads, first, the lowest + but one, then the lowest. This shows four trumps at least. Also if, + before either you or your partner obtain the lead, you have <!-- Page 204 + --><span class="pagenum"><a name="page204"></a>{204}</span>the chance of + playing an unnecessarily high card which does not damage your hand, do + so, if you hold four or more trumps and your partner has called. If the + adversaries either "call" or lead trumps, then, conceal the fact that you + hold four. It is even sometimes advisable, if you know your partner is + weak in trumps, and the adversaries are leading trumps, and you hold only + three, to play these as though you held four; the strong hand may then + draw his partner's last trump, under the impression that you hold it. + Such "false-carding," however, should not be attempted until one has + acquired proficiency in the game.</p> + +<h5><span class="sc">Discarding.</span></h5> + + <p>It is a most important matter to know what to discard, when you hold + none of the suit led, and either cannot or do not think it desirable to + trump. The discard may be grouped under three heads:—</p> + + <p>1. When trumps have not been led, nor have been called for by either + adversary. Then discard the lowest of the weakest suit.</p> + + <p>2. When your partner has led trumps, and you have to discard on a + winning card of his, throw away the lowest card of your weakest suit.</p> + + <p>3. If the adversaries have either led trumps or have called for + trumps, throw away the lowest card of the strongest suit.</p> + + <p>Simple as this system of discarding really is, and sound as it is, + some players never seem to comprehend it. They will too often do the very + opposite, and will throw away from their strong suit when their partner + has led trumps, and from their weak suit when the adversaries have led + trumps. <!-- Page 205 --><span class="pagenum"><a + name="page205"></a>{205}</span></p> + + <p>When a player has had the original lead, and has shown strength in one + suit, it is unnecessary that he tell his partner that he is strong in + that suit by discarding from it when the adversaries have led trumps; he + may then discard from a weak suit, unless he has to keep it guarded.</p> + + <p>Towards the end of a hand, and when only four or five cards remain, + the discard is often of vital importance, and should be carefully + attended to by a partner.</p> + + <p>Attention may be called to the occasional advisability of discarding + falsely, when one has mastered the principles of the game. Such false + discard may be understood by the following example. Suppose you hold ace, + queen, and two small clubs and two small spades. The adversaries have led + trumps, and your left-hand player has drawn the last trump from your + partner. According to rule, you ought to discard a club, to show your + partner your strong suit. As, however, your left adversary has the lead, + he would at once lead a spade up to your indicated weak suit. You may + therefore discard a spade, in the hope that he may lead a club up to your + ace, queen.</p> + +<h5><span class="sc">The Use and Abuse of Trumps.</span></h5> + + <p>The suit that is trumps is the most powerful suit of all. A two of + trumps will beat the ace of another suit. Consequently, it is of the + utmost importance that trumps be treated with the greatest respect. As a + general rule, the original leader with a strong numerical hand of trumps + should lead them, six or even five trumps being numerical strength, even + though no honour is held. If the original leader <!-- Page 206 --><span + class="pagenum"><a name="page206"></a>{206}</span>hold six trumps, there + are only seven others against him; and if these be divided as they most + generally will be, viz. two each in two hands and three in one other, + three rounds of trumps will extract all the trumps except the three + remaining in the leader's hand; in which case three certain tricks are + held by the leader. If one player hold six trumps, it is probable that + his partner holds a long suit (not trumps); and if trumps be extracted, + his partner may make several tricks in this long suit. There is no fear + of the adversaries doing so, as the long suit would be trumped by the + leader who held originally five or six trumps. If, on the contrary, + partner has no good cards, a valuable score can hardly be made by any + method of play. Therefore, to lead trumps, if strong in them, is almost + imperative, although the leader may hold no winning card in any other + suit. If the partner only hold one trump, which will be discovered in the + second round, it is advisable to continue leading a trump in order to + draw two of the adversaries' trumps together, and thus to prevent them + from making these separately.</p> + + <p>One of the great difficulties which players only partially acquainted + with the game experience, is when to trump or not to trump a doubtful + card.</p> + + <p>It has been laid down as a law not to trump a doubtful card if strong + in trumps, and many players will never trump a doubtful card if they hold + only four small trumps, as they seem to consider such a hand is + strong.</p> + + <p>It must be remembered that refusing to trump a doubtful card is in + reality declining to make certain of a trick, in exchange for a + possibility that one's partner may hold the winning card of the suit. If + <!-- Page 207 --><span class="pagenum"><a + name="page207"></a>{207}</span>the adversary hold the winning card, then + a trick has been actually lost by declining to trump. How, then, can the + loss of this trick be recovered? It may be recovered if the player who + refused to trump is able to extract the adversaries' trumps, and bring in + one or more cards of a long suit, a proceeding which he would have been + unable to accomplish had he trumped the doubtful card. Also, the player + who refused to trump may get rid of a worthless card of some other suit, + which he may then be able to trump should the winning card of that suit + be against him.</p> + + <p>When, however, no card that is worthless can be thrown away, and when + strength in trumps has been indicated against him, a player can with + advantage trump a doubtful card, even though he hold four trumps, one of + which is an honour.</p> + + <p>Another important item in connection with trumping a doubtful card is + whether one desires the lead, or does not wish for it. If the lead would + be disadvantageous, then the doubtful card should <i>not</i> be trumped, + and <i>vice versâ</i>.</p> + + <p>When one's partner has either led or has called for trumps, then the + doubtful card should be trumped without hesitation, and the best trump + led to the partner's call or lead of trumps.</p> + + <p>One very common and oft-repeated error of the bad player is to refuse + to trump a winning card merely because he holds four trumps with one + honour. He will refuse to trump more than once, and imagines he is + playing a strong winning game by discarding one or more worthless cards + of a short suit, which he believes he will be able to trump when this + suit is led. <!-- Page 208 --><span class="pagenum"><a + name="page208"></a>{208}</span></p> + + <p>With a hand of trumps not sufficiently strong to make certain of + extracting all the trumps and remaining with the lead, it is advisable to + consider how many tricks are likely to be won by the trumps in one's own + hand. For example, the trumps held are queen, nine, four, and two. It is + not likely that more than one trump will make a trick, and possibly not + one. We have the chance of trumping a doubtful card, and we refuse to + make even one of our trumps, and throw away a certain trick if our + partner does not hold the winning card of that suit. If our partner does + hold the winning card of the suit, he may not be obliged to play it on + our trump; and it is no severe loss to make one trump out of four, even + if the partner does hold the winning card.</p> + + <p>It cannot be too strongly impressed on the young player that the great + object of Whist is to win tricks, and to refuse to win a trick when you + can do so is to accept a dangerous responsibility.</p> + +<h5><span class="sc">Underplay.</span></h5> + + <p>One of the worst forms of bad play is to repeatedly change the suit, + and thus, by continuing to make your partner third player, to incur the + risk of sacrificing the best cards of each suit that are in his hand. + Instead, therefore, of leading a fresh suit in which you may be very + weak, it is frequently safer to return the adversaries' lead, especially + if it is evident that you can lead through the strong hand up to the + weak.</p> + + <p>In order to take full advantage of this lead, what is termed + "underplay" may be attempted. As an example of underplay, the following + is given. A, original leader, leads the two of spades, thus indicating + <!-- Page 209 --><span class="pagenum"><a + name="page209"></a>{209}</span>most probably a four suit; A, it is + evident by this lead, does not hold king, queen of the suit. Y, the + second player, plays the three of spades; B, third player, plays the + nine; and Z, fourth player, holding ace, ten, and four of spades, wins + the trick with the ten.</p> + + <p>Z, having no court card in the three remaining suits, fears to lead + any one of these. Z knows that he possesses the ace of spades, but this + fact is not known to A. Z then underplays by leading back the four of + spades. A, who holds king, knave, eight, plays knave second hand; Y wins + with queen, and now knows that his partner holds the ace, for had A held + the ace he would have played it second in hand. Y, now having the lead, + can show his strong suit, and may fairly assume that his partner has no + good suit, because, had he been strong in any suit, he would have led a + card of it, instead of at once resorting to underplay.</p> + +<h5><span class="sc">False Cards.</span></h5> + + <p>False cards are played either in consequence of ignorance, or for the + purpose of deception. A player who has never troubled himself to learn + the leads is perpetually playing false cards, and deceiving his partner. + Thus, with a suit of five headed by one honour (not the ace), a player + who leads the lowest of this suit, instead of the fourth best, has led a + false card, and has, according to Whist rules, told his partner a + falsehood, viz. that he holds only four instead of five cards in this + suit.</p> + + <p>A player who holds ace, king, and queen of a suit, and leads king then + ace, also tells his partner a <!-- Page 210 --><span class="pagenum"><a + name="page210"></a>{210}</span>falsehood, inasmuch as he makes the cards + say: "I don't hold the queen of this suit."</p> + + <p>False cards, played deliberately, are those which a player knows he + ought not to play according to rule; such, for example, as winning a + trick with the ace when it could have been won with the king, or playing + the queen of a suit on an adversary's king when the knave was held.</p> + + <p>The cases in which false cards can be played with advantage are rare, + but sometimes, especially in trumps, success may follow the play of a + false card. The following is an example:—A holds ace, king, ten, + and eight of diamonds (trumps). When Y, the left-hand adversary, obtains + the lead, he plays a small diamond; Z, the right-hand adversary, plays + queen third in hand. A may now win with ace, thus stating, in effect, + that he does not hold the king.</p> + + <p>Y may now conclude that his partner probably holds the king, and, on + again obtaining the lead, may play another diamond up to king, ten, + eight, when A is certain to make both king and ten.</p> + +<h5><span class="sc">How to play Whist.</span></h5> + + <p>When a player has learnt the leads, and what to play second and third + in hand, he can play a fairly intelligent game. In the present day, when + there are so many ably written books on Whist, there is no excuse for an + habitual whist-player remaining ignorant of such elementary matters as + the leads. The skill and general principles of the game may then be + studied. The following suggestions should at this stage be attended + to:—</p> + + <p>Sort your hand as quickly as possible, so as to be <!-- Page 211 + --><span class="pagenum"><a name="page211"></a>{211}</span>able to form + some idea of the style of game you ought to play before a single card is + led. Remember that an average hand contains four court cards, of honours, + one in each suit. If these four court cards be four knaves, the hand is + below the average; if four kings, or two kings, two queens, and a knave, + it is about the average.</p> + + <p>When the hand has been sorted, and the adversary's score his been + examined, a player can estimate his chances (or the certainty) of saving + the game. If the adversaries have nothing scored towards the game, and + you hold ace, king, queen of trumps, you know that you must win three + tricks, and nothing but a revoke can lose you the game. A bolder game may + then be attempted than would be advisable if you had not the saving of + the game in your own hand. It is always desirable to make certain of + saving the game before you attempt to win it. We frequently hear rash + players remark, "I never dreamed it possible that we could lose the game; + if I had thought so I could have easily saved it." The safer plan is to + always think it possible to lose the game, unless you have the saving of + it in your own hand.</p> + + <p>Although it is correct play to lead from the longest numerical suit, + especially when strong in trumps, it is most detrimental to continue to + do so when very weak in trumps, and when you have found, by the card your + partner has played third in hand, that he has no winning or protecting + card in that suit. It frequently happens, if this lead be repeated, that + one adversary holds the winning cards of the suit; the other falls short, + and is consequently able to get rid of worthless cards on his partner's + winning cards.</p> + + <p>As we have already had occasion to remark, and <!-- Page 212 --><span + class="pagenum"><a name="page212"></a>{212}</span>the fact should be + persistently borne in mind, the great object at Whist is <i>to win + tricks</i>. Many inexperienced players, who have superficially learnt + certain rules, seem to imagine that it is better to refuse to win tricks + in order to convey information to a partner, or to deceive one or both of + the adversaries. This proceeding is most commonly adopted when the + unskilled player holds four small trumps, and is not provided with a long + suit, and believes it to be good play to decline to trump a doubtful card + second in hand. With four small trumps, it is more than probable that not + one of these will win a trick except by trumping. To refuse to trump a + doubtful card indicates strength in trumps, and this strength ought not + to be less than five trumps, with or without an honour or honours, or + four trumps with two honours.</p> + +<h5><span class="sc">Unblocking.</span></h5> + + <p>One of the most important results of the modern system of leading is + that a player may know when to unblock his partner's suit; that is, to + avoid being left with the winning card of a suit of which his partner + holds the remainder. The disasters that may result from not unblocking + are of frequent occurrence with those players who either do not know the + leads, or are incompetent to grasp the situation. The following is a + simple example:—</p> + + <p>Y holds the ace, knave, 3 of clubs, and four losing cards in spades + and hearts. Z (Y's partner) has extracted all the trumps (diamonds), and + leads the king of clubs; A follows suit with the 2, Y plays the 3, B + plays the 5.</p> + + <p>Z then leads the 4 of clubs; A plays the 9. Z, <!-- Page 213 --><span + class="pagenum"><a name="page213"></a>{213}</span>knowing from his + partner's lead that the latter has the queen of clubs, ought to perceive + at once that, as regards winning the trick, his ace and knave are equal + cards; but that the former may obstruct Y's other clubs, whereas the + latter cannot. If Z mechanically plays his lower card (perhaps being even + deluded by the belief that he is "finessing"!), he has successfully + blocked his partner's suit; because, when he has played out his ace, he + must lead another suit, and his partner, who had king, queen, 10, 8, 4 of + clubs, and two small hearts, can never get in again to make his two + remaining clubs. If Y had won the second round of clubs with his ace, and + returned the knave, Z would have taken the knave with his queen, and + would then have won tricks with his ten and four. Consequently, Y and Z + would have won five tricks in clubs, instead of only three; Y therefore, + by not unblocking his partner's suit, lost two tricks in that one + hand.</p> + + <p>Another form of not unblocking is the following:—Y leads the + knave of spades, which wins; he then leads the king of the same suit. Z, + his partner, held originally ace, three, and two of that suit. When Y + leads the king after the knave, Z ought to know that his partner led + originally from five spades headed by king, queen, knave. It is therefore + Z's duty to play his ace on his partner's king, and thus unblock his + partner's suit. Z now knows that, as his partner led originally from five + spades, and he held originally three, making eight, a third round of + spades must be trumped by one of the adversaries. Y, if he knows his + partner to be a sound player, will feel certain that his partner holds + one more spade; because, had his partner held ace and only one other + spade, he would <!-- Page 214 --><span class="pagenum"><a + name="page214"></a>{214}</span>have played the ace on the knave, in order + to unblock his partner's suit.</p> + + <p>To be able to thus aid a partner, the leads must be thoroughly known, + so that from a partner's original lead it may be fairly estimated what + other cards of the suit he holds in his hand, and when, consequently, it + is desirable to unblock his suit.</p> + +<h5><span class="sc">On Placing the Lead.</span></h5> + + <p>The player who has to play last has an advantage over the other + players. If this last player hold the king and one other card of a suit, + he is certain to make a trick with the king, unless it be trumped. If + this last player hold ace, queen of a suit, he is certain to make them + both, unless one or the other is trumped. Towards the end of a hand, and + when a fairly correct estimate may be formed of where certain cards are + located, it is of the utmost importance to place the lead either to the + right or left, according as you wish your partner or yourself to be led + up to as last player. Some simple examples such as the following will + illustrate these cases.</p> + + <p>A player, Y, holds the king and one other trump (spades), and one + trick is required to win the game; he holds also a winning heart. His + partner Z plays a thirteenth diamond, which is not trumped by the second + player, who discards a heart. The ace and queen of spades are in hand + somewhere, and may both be held by an adversary. Y must therefore play + his winning heart on the thirteenth diamond, when the left adversary, + after trumping, must lead up to the king of spades guarded, when + consequently the king must win a trick, and the game. Simple <!-- Page + 215 --><span class="pagenum"><a name="page215"></a>{215}</span>at this + proceeding is, bad players will frequently fail to grasp the situation, + and will indulge in vain imaginations, such as that their partner has + played this thirteenth card in order to ask for the best trump to be + played on it. Or that the partner holds the ace of trumps, and fears to + play it out, lest he might catch his partner's king, not perceiving that, + if that is so, the game is a certainty in any case. Such singular ideas + are by no means uncommon with the bad player.</p> + + <p>Each time a player leads a fresh suit in which he is weak, he is + playing a dangerous game, inasmuch as he is giving an adversary the + advantage of being last player. It is a common error of the bad player to + change the suit at random, when he finds his partner possesses little + strength in the one originally led by him. He thus continues to sacrifice + his partner, and loses trick after trick. The following is an example + from actual play. A held queen, eight, five, and two of spades, ten, + eight, and three of diamonds (trumps), knave, eight, five, and two of + clubs, the six and four of hearts.</p> + + <p>B, his partner, held king, and two small spades, king, and two small + diamonds (trumps), king, and three small clubs, king, and two small + hearts.</p> + + <p>A led two of spades, B played king third in hand, which was captured + by ace in the fourth (Z's) hand.</p> + + <p>Z returned a spade, which A won with the queen.</p> + + <p>A now led two of clubs, B played king, which was also captured by Z + with ace. Z returned a small club, which Y, his partner, won with + queen.</p> + + <p>Y then led a small heart, which Z won with queen, and returned ace, + then a small heart. A trumped the small heart, and B's king fell. A, + after due <!-- Page 216 --><span class="pagenum"><a + name="page216"></a>{216}</span>consideration, now led one of his two + remaining trumps. B's king was captured by the ace; and thus, by his + partner's changes of suit and trumping, B, with four kings, did not win a + trick with any one of them.</p> + + <p>It is an old and well-known maxim, that a player should be cautious + how he changes suits. If the adversaries hold the best cards of a suit, + they must make these, and it is far better to let them do so by playing a + third round of that suit, and thus placing the lead in the hand of one of + the adversaries, than to open another suit in which no high card is + held.</p> + + <p>The following examples of placing the lead are useful, and should be + remembered, because either exactly such cases or others which are very + similar are perpetually recurring towards the end of a hand.</p> + + <p>You hold the losing trump—one other in against you and to your + left (trumps being spades)—the ace, queen of clubs, the ace, queen + of hearts.</p> + + <p>The king of clubs and the king of hearts are somewhere in the other + three hands. Three tricks are required to win or save the game. The + diamonds are all out. To make a certainty of winning three tricks, play + the losing trump; you must then be led up to either in clubs, or hearts, + and must win three tricks out of your own hand.</p> + + <p>It is sometimes advisable to throw away what would be the best card in + your hand in order to place the lead, or at least to attempt to place it. + The following is an example of such a case.</p> + + <p>You hold four cards, the ace, queen of spades (trumps), the king and + one other heart. The king of spades was turned up to your right, and you + know <!-- Page 217 --><span class="pagenum"><a + name="page217"></a>{217}</span>another trump guards the king; no trumps + are in the other hands.</p> + + <p>Your left adversary leads the ace of hearts; when he leads another + heart you must win with the king and must lead up to the king of trumps, + when you win only two tricks. If you throw your king of hearts on the + ace, you avoid obtaining the lead, and your partner may hold the queen, + and your ace, queen of trumps will then both win tricks. Should your + partner not hold the queen, you lose nothing by this play, as you must + make your ace, queen of trumps if you have not the lead, and if you + retained the king of hearts you could not by any possibility win more + than two tricks.</p> + + <p>Sometimes one holds what is called a trump too many; such a case is + the following. You hold ace, queen, and one small trump (spades), and a + losing diamond; your partner holds the best diamond. The king of spades + is on your right and is guarded, and this adversary has but two trumps. + Your partner has no trump, and leads the ace of hearts. If you discard + your diamond on this ace of hearts, you must trump the best diamond, and + must then lead up to the king of trumps, when you win only three tricks + out of the four. If, however, you trump your partner's ace of hearts, and + lead the diamond, you again transfer the lead to your partner, and you + make all four tricks, as the king of trumps cannot win.</p> + + <p>In order to thoroughly master these simple problems, it is advisable + to place the cards on the table before you, and examine such cases. They + frequently occur, and are, more frequently than not, quite overlooked by + bad players, who would think <!-- Page 218 --><span class="pagenum"><a + name="page218"></a>{218}</span>it quite absurd to trump a partner's ace, + and who omit to notice the importance of placing the lead.</p> + + <p>It is by the manner in which the last four or five cards in a hand are + played that skill in Whist is shown; two and sometimes three or four + tricks are lost by bad play, when only five or six cards remain in each + hand.</p> + +<h5><span class="sc">The Play of the Twelfth and Thirteenth Cards.</span></h5> + + <p>The play of a twelfth or a thirteenth card is one requiring careful + consideration. A player may hold the twelfth card, and he may know that + his partner does not hold the thirteenth. He may know, and ought to know, + whether his card is the higher or lower of the two remaining. He ought + also to know, from the leads and return leads, whether the right or left + adversary holds the other card of the suit. A player who does not note + such details would be better employed in a game of Beggar-my-neighbour + than at Whist, the former game being more suited to his intellectual + capacity.</p> + + <p>The least dangerous form in which the twelfth card can be played is + when it is the better of the two, and when the thirteenth is in the hand + of the adversary on the right. The most dangerous, except when placing + the lead for a specific purpose, is when the twelfth card is the lower of + the two, and the best is held by the left-hand adversary. When the right + adversary holds the better card, to play the losing card affords the + left-hand adversary the opportunity of discarding a worthless card. A + trick <!-- Page 219 --><span class="pagenum"><a + name="page219"></a>{219}</span>is frequently lost by the eagerness of an + inexperienced player to play his losing twelfth card in order to allow + his partner to make a trump. Before playing this twelfth card, winning + cards should be played in order to prevent the second player getting rid + of a loser and then trumping the winning card. For example, two rounds of + hearts have been played, ace and king being out. A holds the queen of + hearts and a losing twelfth card. Left-hand adversary holds small heart + and small trump. When the losing twelfth card is played, he discards his + heart, and is thus enabled to trump the queen. If the queen of hearts had + been played first, an extra trick would have been won.</p> + + <p>The play of a thirteenth card means one of two things. It is either a + demand on your partner to trump with his best trump, or it is an attempt + to place the lead. It is for the partner to use his judgment as to which + of these proceedings should be adopted. To lead a thirteenth card merely + because, as some persons assert, they "did not know what else to do," is + an exhibition of feebleness of intelligence.</p> + +<h5><span class="sc">Maxims.</span></h5> + + <p>Those persons who desire to become whist-players, and not mere players + at Whist, should bear in mind that Whist is a combination of + well-established rules, which should be obeyed; of observation, which is + usually misnamed memory, and of reason, which is one of the most + essential items towards becoming a whist-player. In order to put as + little strain as possible on the reasoning powers, it is advisable to + <!-- Page 220 --><span class="pagenum"><a + name="page220"></a>{220}</span>become acquainted with certain maxims + which can be committed to memory like proverbs, and can then be acted on + during the game. The following will be found useful:—</p> + + <p>1. Note whether you hold a sufficient number of winning cards in your + hand to make certain of saving the game. If you do, you may run risks in + order to win it.</p> + + <p>2. Be very careful that you do not make a mistake and imagine that the + game cannot be lost, when, by some unusual combination of cards, it + <i>may</i> be lost.</p> + + <p>3. Immediately your partner leads a card, examine the cards of the + suit in your own hand, and form a preliminary opinion of the strength of + the suit from which he led. For example, your partner leads the six of + spades; you hold ace, queen, and five. The second hand plays the two, you + play the queen, fourth hand plays the seven. You thus find the three and + four have not been played. Where are they? If the fourth player hold + either, he is calling for trumps. You return the ace of spades, the then + second player plays the ten, your partner plays the three, and the last + player plays the eight. You ought now to know just as well as if you had + seen it, that your partner led from king, knave, nine, six, four, and + three, and started with the fourth best card. To take a third round of + this suit would be childish, as one adversary would make a small trump, + the other get rid of a worthless card, and thus show his partner his weak + suit.</p> + + <p>4. If very strong in two suits, and your partner lead from the third + suit, in which you are weak, lead him a trump immediately you gain the + lead, although you hold only one or two small trumps. <!-- Page 221 + --><span class="pagenum"><a name="page221"></a>{221}</span></p> + + <p>5. Never hesitate to give your partner the <i>chance</i> of a ruff, + unless he has led trumps, or has "called." To refuse to give him this + chance merely because you are weak in trumps, is to play a losing + game.</p> + + <p>6. At the end of a hand, consider the importance of placing the lead. + For example, you hold the losing, your partner the winning, trump + (clubs), and you hold ace, queen, ten of diamonds. Right-hand adversary + leads a small diamond, you play your ten, and it wins the trick; there + are other diamonds in your partner's hand, the value of which you do not + know. Lead your losing trump, and your partner wins this and returns a + diamond, and you win all four tricks. If the king of diamonds be to your + right, you would lose a trick by playing ace then queen of diamonds. + Feeble players, however, would be certain to lead the ace of diamonds, + hoping that their partner would trump the queen, and that thus the trumps + would make separately. They give up a certainty for a chance, and + consider it safe play to do so.</p> + + <p>7. Do your best to help your partner, not to play in opposition to + him. Thus, if your partner call for trumps, lead him your best if you + have less than four, your lowest if you hold four, and your fourth best + if you hold more than four—the exception being when you hold the + ace, which always lead to your partner's call. Do not refuse to lead a + trump to your partner's call merely because there is a chance of your + ruffing a suit. This is selfish play, and usually results in a loss, the + suit you wish to trump not unusually being your partner's strong + suit.</p> + + <p>When your partner, by his discard (or otherwise), has declared + strength in one suit and weakness in another, lead the best card of the + suit in which he <!-- Page 222 --><span class="pagenum"><a + name="page222"></a>{222}</span>has declared strength. It is a criminal + act to lead his weak suit, unless you hold all the winning cards of that + suit.</p> + + <p>It is towards the end of a hand that bad players display the greatest + ingenuity in selecting cards, which, when led or played, can alone lose + the game. Also revokes are more commonly committed by a player who holds + only two or three cards, than they are when he has in his hand seven or + eight cards. Never dash out a card, after you have won a trick, without + examining the card that both you and your partner have just previously + played.</p> + + <p>When you have the game in your hand, play as calmly as though you had + a difficult hand to play. Time is rarely, if ever, saved by throwing down + your cards. The adversaries examine these deliberately as their only + chance, and too often it is found that, had the player played in the + usual manner, he must have won the game, but, in consequence of his cards + being called, he has just missed winning it.</p> + +<h5><span class="sc">Books on Whist.</span></h5> + + <p>If the reader is ambitious to become a genuine whist-player, the + following should be studied—not glanced at and forgotten, but + thoroughly mastered—and their principles systematically + practised:</p> + + <div class="poem"> + <div class="stanza"> + <p><span class="sc">A Treatise on Short Whist.</span> By James Clay.</p> + </div> + + <div class="stanza"> + <p><span class="sc">Cavendish on Whist.</span></p> + </div> + + <div class="stanza"> + <p><span class="sc">The Art of Practical Whist.</span> By Major-General Drayson.</p> + </div> + + <div class="stanza"> + <p><span class="sc">The Philosophy of Whist.</span> By Dr. W. Pole.</p> + </div> + + <div class="stanza"> + <p><span class="sc">Whist</span>: (The Club Series). By Dr. W. Pole.</p> + </div> + + <div class="stanza"> + <p><span class="sc">The Principles and Practice of Whist.</span> By</p> + <p>Ernest Bergholt and Leonard Leigh (Philadelphia).</p> + </div> + </div> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 223 --><span class="pagenum"><a name="page223"></a>{223}</span></p> + +<h3>BRIDGE.</h3> + + <p>This is a recent development of the grand old game of Whist. Though + differing widely in many particulars from its prototype, it is still + essentially Whist, the innovations, while introducing a new speculative + element, affording even larger opportunities for the exercise of the + judgment and skill which Whist proper demands; and the best proof of its + merit lies in the fact that even by the "old stagers" of the London clubs + it is now generally played in preference to the classic game.</p> + + <p>The main elements of novelty in Bridge, as distinguished from Whist, + may be classed under the following heads:—</p> + + <p>1. The manner of deciding the trump suit.</p> + + <p>2. Different values of tricks and honours according to the suit made + trumps.</p> + + <p>3. Licence to each party in turn to double and re-double the normal + value of tricks.</p> + + <p>4. The dealer playing two hands, his partner becoming a "dummy."</p> + + <p>Before proceeding to the Laws in detail, it should be premised that + Bridge, like ordinary Whist, is played by four persons, two against two, + with the full pack of fifty-two cards (two such packs being <!-- Page 224 + --><span class="pagenum"><a name="page224"></a>{224}</span>used + alternately). The players cut for partners and for deal; the cards are + shuffled, cut, and dealt in the usual way, thirteen to each player; but + no card is turned up, the trump suit being named by the dealer, or by his + partner, as hereafter explained.</p> + + <p>Before perusing the following general remarks, the reader should study + the Club code of Laws, which will be found at the end of this chapter, + and which contains full particulars as to naming the trump suit, doubling + and re-doubling, revoke penalty, mode of reckoning up points, &c.</p> + +<h5><span class="sc">The Score in Actual Practice.</span></h5> + + <p>This is usually kept upon a scoring block, ruled as shown upon the + following page. Each column is intended to receive the score of one + rubber. It will be observed that the column is divided midway by a + horizontal line. The portion below this is for recording the value of the + tricks won; the portion above for the scoring of honours and the other + subsidiary elements affecting the ultimate value of the rubber.</p> + + <p>A practical example will best illustrate the working of the plan. A + and B, we will suppose, are playing against C and D. Diamonds have been + declared to be trumps, and A and B have won in the first deal nine + tricks. The value of each trick, when diamonds are trumps, being 6 + points, A and B score in their own column, immediately below the central + line, 18. They have also together held four honours, value in diamonds, + 24. They accordingly mark 24 above the line.</p> + +<p><!-- Page 225 --><span class="pagenum"><a name="page225"></a>{225}</span></p> + +<h5><span class="sc">Bridge Scoring Block.</span></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-225.png"><img style="width:100%" src="images/ill-225.png" + alt="Bridge Scoring Block" title="Bridge Scoring Block" /></a> + </div> +<blockquote class="b1n"> + + <p><span class="sc">Note.</span>—Scoring Blocks of this pattern, + but usually of larger size, are issued by all card-making stationers at + low prices.</p> + +</blockquote> + +<p><!-- Page 226 --><span class="pagenum"><a name="page226"></a>{226}</span></p> + + <p>The next deal is played <i>sans atout</i>. C and D are the winners by + two tricks, and between them hold three aces. The value of the two tricks + is 24, which is scored below the line, and the value of the three aces + 30, which is scored above the line.</p> + + <p>In the third deal, hearts are trumps. A and B win two tricks, value 16 + points. This, added to their previous 18, makes them 32, and therefore + gives them the game. But C and D hold three honours, value in hearts 16: + these they score above their previous 30. The points are not yet added + up, but a pencil line is drawn above and below the scores of both + parties, to indicate that they represent a completed game.</p> + + <p>In the next deal, clubs are trumps. A and B win the odd trick, value 4 + points. They have also four honours (divided), value in clubs 16.</p> + + <p>The next hand is played <i>sans atout</i>. A and B win two tricks, + value 24, but D holds four aces, value 100.</p> + + <p>In the next hand, spades are trumps, and A and B make the odd trick, + value 2 points. This makes them game, giving them the rubber as well, but + C and D hold between them four honours, value in spades 8, which number + is accordingly placed to their credit.</p> + + <p> </p> + + <p>We are now in a position to assess the value of the rubber. Each + column is added up. The total of A and B's score is 104, while that of C + and D is 178. But the 100 points for the rubber have yet to be taken into + consideration. These are accordingly added to the score of A and B, + bringing it up to 204. From this total is deducted the 178 standing to + the credit of C and D, and the difference, <!-- Page 227 --><span + class="pagenum"><a name="page227"></a>{227}</span>26, is the number of + points by which A and B are the gainers.</p> + + <p>As the points at Bridge frequently run into high figures, it is as + well to keep their individual value small, or a loser may find himself + let in for an amount which he had not intended risking.</p> + +<h5><span class="sc">Hints for Play.</span></h5> + + <p>So far as the science of the game is concerned, the main point, in so + far as it differs from Whist, is to be able to judge correctly what suit + should be made trumps; whether to play without trumps; or, lastly, + whether to pass the option to one's partner. Hands are, of course, + capable of almost infinite variety, and it is difficult to lay down rules + which shall govern all cases. The novice may, however, safely take to + heart the following maxims:—</p> + + <p>1. Holding four aces, the dealer plays <i>sans atout</i>, inasmuch as + he thereby secures four certain tricks, besides one hundred for his + aces.</p> + + <p>2. Holding three aces, he should do likewise, unless he has a strong + red suit, giving assurance of a high score without risk, while the + No-trump call involves dangerous weakness in one suit. In this case, the + strong red suit should be declared.</p> + + <p>3. Early in the game, if he cannot safely declare No-trumps or a red + suit, and is not exceptionally strong in clubs, he should pass the option + to his partner.</p> + + <p>4. When the score of the dealer and his partner is approaching game, + if the dealer can make game a certainty by declaring a black suit trumps, + he should usually do so. <!-- Page 228 --><span class="pagenum"><a + name="page228"></a>{228}</span></p> + + <p>For more detailed advice as to Bridge tactics, the reader may be + referred to two handy little works by W. Dalton, entitled <i>Bridge at a + Glance</i> and <i>Bridge Abridged</i>, published by Messrs. De la Rue + & Co. By the courtesy of these gentlemen, we are enabled to reprint + the authoritative Laws of the game, as revised by a joint committee of + the Portland and Turf Clubs. It will be observed that they follow very + closely the Laws of Whist; but the special features of Bridge have been + minutely considered and provided for, and a careful study of the Laws + will form the best possible introduction to a knowledge of the game.</p> + + <p> </p> + +<h5>THE LAWS OF BRIDGE (1904).</h5> + +<h6>(Reprinted, by permission, <i>verbatim</i> from the Club Code.)</h6> + +<h5><span class="sc">The Rubber.</span></h5> + + <p>1. The Rubber is the best of three games. If the first two games be + won by the same players, the third game is not played.</p> + +<h5><span class="sc">Scoring.</span></h5> + + <p>2. A game consists of thirty points obtained by tricks alone, + exclusive of any points counted for Honours, Chicane, Or Slam.</p> + + <p>3. Every hand is played out, and any points in excess of the thirty + points necessary for the game are counted.</p> + + <p>4. Each trick above six counts two points when spades are trumps, four + points when clubs are trumps, six points when diamonds are trumps, eight + points when hearts are trumps, and twelve points when there are no + trumps. <!-- Page 229 --><span class="pagenum"><a + name="page229"></a>{229}</span></p> + + <p>5. Honours consist of ace, king, queen, knave, and ten of the trump + suit. When there are no trumps they consist of the four aces.</p> + + <p>6. Honours in trumps are thus reckoned:</p> + + <p>If a player and his partner conjointly hold—</p> + +<blockquote class="b1n"> + + <p>I. The five honours of the trump suit, they score for honours five + times the value of the trump suit trick.</p> + + <p>II. Any four honours of the trump suit, they score for honours four + times the value of the trump suit trick.</p> + + <p>III. Any three honours of the trump suit, they score for honours twice + the value of the trump suit trick.</p> + +</blockquote> + + <p>If a player in his own hand holds—</p> + +<blockquote class="b1n"> + + <p>I. The five honours of the trump suit, he and his partner score for + honours ten times the value of the trump suit trick.</p> + + <p>II. Any four honours of the trump suit, they score for honours eight + times the value of the trump suit trick. In this last case, if the + player's partner holds the fifth honour, they also score for honours the + single value of the trump suit trick.</p> + +</blockquote> + + <p>The value of the trump suit trick referred to in this Law is its + original value, <i>e.g.</i> two points in spades and six points in + diamonds; and the value of honours is in no way affected by any doubling + or re-doubling that may take place under Laws 53 to 56.</p> + + <p>7. <span class="sc">Honours</span>, when there are no trumps, are thus + reckoned:</p> + + <p>If a player and his partner conjointly hold—</p> + +<blockquote class="b1n"> + + <p>I. The four aces, they score for honours forty points.</p> + + <p>II. Any three aces, they score for honours thirty points.</p> + +</blockquote> + + <p>If a player in his own hand holds—</p> + +<blockquote class="b1n"> + + <p>The four aces, he and his partner score for honours one hundred + points.</p> + +</blockquote> + +<p><!-- Page 230 --><span class="pagenum"><a name="page230"></a>{230}</span></p> + + <p>8. <span class="sc">Chicane</span> is thus reckoned:</p> + +<blockquote class="b1n"> + + <p>If a player holds no trump, he and his partner score for Chicane twice + the value of the trump suit trick. The value of Chicane is in no way + affected by any doubling or re-doubling that may take place under Laws 53 + to 56.</p> + +</blockquote> + + <p>9. <span class="sc">Slam</span> is thus reckoned:</p> + + <p>If a player and his partner make, independently of any tricks taken + for the revoke penalty—</p> + +<blockquote class="b1n"> + + <p>I. All thirteen tricks, they score for Grand Slam forty points.</p> + + <p>II. Twelve tricks, they score for Little Slam twenty points.</p> + +</blockquote> + + <p>10. Honours, Chicane, and Slam are reckoned in the score at the end of + the rubber.</p> + + <p>11. At the end of the rubber, the total scores for tricks, honours, + Chicane and Slam obtained by each player and his partner are added up; + one hundred points are added to the score of the winners of the rubber, + and the difference between the two scores is the number of points won, or + lost, by the winners of the rubber.</p> + + <p>12. If an erroneous score affecting tricks be proved, such mistake may + be corrected prior to the conclusion of the game in which it occurred, + and such game is not concluded until the last card of the following deal + has been dealt, or, in the case of the last game of the rubber, until the + score has been made up and agreed.</p> + + <p>13. If an erroneous score affecting honours, Chicane, or Slam be + proved, such mistake may be corrected at any time before the score of the + rubber has been made up and agreed. <!-- Page 231 --><span + class="pagenum"><a name="page231"></a>{231}</span></p> + +<h5><span class="sc">Cutting.</span></h5> + + <p>14. The ace is the lowest card.</p> + + <p>15. In all cases, every player must cut from the same pack.</p> + + <p>16. Should a player expose more than one card, he must cut again.</p> + +<h5><span class="sc">Formation of Table.</span></h5> + + <p>17. If there are more than four candidates, the players are selected + by cutting, those first in the room having the preference. The four who + cut the lowest cards play first, and again cut to decide on partners; the + two lowest play against the two highest; the lowest is the dealer, who + has choice of cards and seats, and, having once made his selection, must + abide by it.</p> + + <p>18. When there are more than six candidates, those who cut the two + next lowest cards belong to the table, which is complete with six + players; on the retirement of one of those six players, the candidate who + cut the next lowest card has a prior right to any after-comer to enter + the table.</p> + + <p>19. Two players cutting cards of equal value, unless such cards are + the two highest, cut again; should they be the two lowest, a fresh cut is + necessary to decide which of those two deals.</p> + + <p>20. Three players cutting cards of equal value cut again; should the + fourth (or remaining) card be the highest, the two lowest of the new cut + are partners, the lower of those two the dealer; should the fourth card + be the lowest, the two highest are partners, the original lowest the + dealer. <!-- Page 232 --><span class="pagenum"><a + name="page232"></a>{232}</span></p> + +<h5><span class="sc">Cutting Out.</span></h5> + + <p>21. At the end of a rubber, should admission be claimed by any one, or + by two candidates, he who has, or they who have, placed a greater number + of consecutive rubbers than the others is, or are, out; but when all have + played the same number, they must cut to decide upon the out-goers; the + highest are out.</p> + +<h5><span class="sc">Entry and Re-entry.</span></h5> + + <p>22. A candidate, whether he has played or not, can join a table which + is not complete by declaring in at any time prior to any of the players + having cut a card, either for the purpose of commencing a fresh rubber or + of cutting out.</p> + + <p>23. In the formation of fresh tables, those candidates who have + neither belonged to nor played at any other table have the prior right of + entry; the others decide their right of admission by cutting.</p> + + <p>24. Any one quitting a table prior to the conclusion of a rubber may, + with consent of the other three players, appoint a substitute in his + absence during that rubber.</p> + + <p>25. A player joining one table, whilst belonging to another, loses his + right of re-entry into the latter, and takes his chance of cutting in, as + if he were a fresh candidate.</p> + + <p>26. If any one break up a table, the remaining players have the prior + right to him of entry into any other; and should there not be sufficient + vacancies at such other table to admit all those candidates, they settle + their precedence by cutting. <!-- Page 233 --><span class="pagenum"><a + name="page233"></a>{233}</span></p> + +<h5><span class="sc">Shuffling.</span></h5> + + <p>27. The pack must neither be shuffled below the table, nor so that the + face of any card be seen.</p> + + <p>28. The pack must not be shuffled during the play of the hand.</p> + + <p>29. A pack, having been played with, must neither be shuffled by + dealing it into packets, nor across the table.</p> + + <p>30. Each player has a right to shuffle once only (except as provided + by Law 33) prior to a deal, after a false cut, or when a new deal has + occurred.</p> + + <p>31. The dealer's partner must collect the cards for the ensuing deal, + and has the first right to shuffle that pack.</p> + + <p>32. Each player, after shuffling, must place the cards, properly + collected and face downwards, to the left of the player about to + deal.</p> + + <p>33. The dealer has always the right to shuffle last; but should a card + or cards be seen during his shuffling, or whilst giving the pack to be + cut, he may be compelled to re-shuffle.</p> + +<h5><span class="sc">The Deal.</span></h5> + + <p>34. Each player deals in his turn; the order of dealing goes to the + left.</p> + + <p>35. The player on the dealer's right cuts the pack, and, in dividing + it, must not leave fewer than four cards in either packet; if in cutting, + or in replacing one of the two packets on the other, a card be exposed, + or if there be any confusion of the cards, or a doubt as to the exact + place in which the pack was divided, there must be a fresh cut. <!-- Page + 234 --><span class="pagenum"><a name="page234"></a>{234}</span></p> + + <p>36. When a player, whose duty it is to cut, has once separated the + pack, he cannot alter his intention; he can neither re-shuffle nor re-cut + the cards.</p> + + <p>37. When the pack is cut, should the dealer shuffle the cards, the + pack must be cut again.</p> + + <p>38. The fifty-two cards shall be dealt face downwards. The deal is not + completed until the last card has been dealt face downwards. There is no + misdeal.</p> + +<h5><span class="sc">A New Deal.</span></h5> + + <p>39. There must be a new deal—</p> + +<blockquote class="b1n"> + + <p>I. If, during a deal, or during the play of a hand, the pack be proved + to be incorrect or imperfect.</p> + + <p>II. If any card be faced in the pack.</p> + + <p>III. Unless the cards are dealt into four packets, one at a time and + in regular rotation, beginning at the player to the dealer's left.</p> + + <p>IV. Should the last card not come in its regular order to the + dealer.</p> + + <p>V. Should a player have more than thirteen cards, and any one or more + of the others less than thirteen cards.</p> + + <p>VI. Should the dealer deal two cards at once, or two cards to the same + hand, and then deal a third; but if, prior to dealing that card, the + dealer can, by altering the position of one card only, rectify such + error, he may do so.</p> + + <p>VII. Should the dealer omit to have the pack cut to him, and the + adversaries discover the error prior to the last card being dealt, and + before looking at their cards; but not after having done so.</p> + +</blockquote> + + <p>40. If, whilst dealing, a card be exposed by either of the dealer's + adversaries, the dealer or his partner may claim a new deal. A card + similarly exposed by the dealer or his partner gives the same claim to + each adversary. The claim may not be made by a player <!-- Page 235 + --><span class="pagenum"><a name="page235"></a>{235}</span>who has looked + at any of his cards. If a new deal does not take place, the exposed card + cannot be called.</p> + + <p>41. If, in dealing, one of the last cards be exposed, and the dealer + completes the deal before there is reasonable time to decide as to a + fresh deal, the privilege is not thereby lost.</p> + + <p>42. If the dealer, before he has dealt fifty-one cards, look at any + card, his adversaries have a right to see it, and may exact a new + deal.</p> + + <p>43. Should three players have their right number of cards—the + fourth have less than thirteen, and not discover such deficiency until he + has played any of his cards, the deal stands good; should he have played, + he is as answerable for any revoke he may have made as if the missing + card or cards had been in his hand; he may search the other pack for it, + or them.</p> + + <p>44. If a pack, during or after a rubber, be proved incorrect or + imperfect, such proof does not alter any past score, game, or rubber; + that hand in which the imperfection was detected is null and void; the + dealer deals again.</p> + + <p>45. Any one dealing out of turn, or with the adversary's cards, may be + stopped before the last card is dealt, otherwise the deal stands good, + and the game must proceed as if no mistake had been made.</p> + + <p>46 A player can neither shuffle, cut, nor deal for his partner without + the permission of his opponents.</p> + +<h5><span class="sc">Declaring Trumps.</span></h5> + + <p>47. The dealer, having examined his hand, has the option of declaring + what suit shall be trumps, <!-- Page 236 --><span class="pagenum"><a + name="page236"></a>{236}</span>or whether the hand shall be played + without trumps. If he exercise that option, he shall do so by naming the + suit, or by saying "No trumps."</p> + + <p>48. If the dealer does not wish to exercise his option, he may pass it + to his partner by saying "I leave it to you, Partner," and his partner + must thereupon make the necessary declaration, in the manner provided in + the preceding Law.</p> + + <p>49. If the dealer's partner make the trump declaration without + receiving permission from the dealer, the eldest hand may demand:</p> + +<blockquote class="b1n"> + + <p>I. That the declaration so made shall stand.</p> + + <p>II. That there shall be a new deal.</p> + +</blockquote> + + <p>But if any declaration as to doubling or not doubling shall have been + made, or if a new deal is not claimed, the declaration wrongly made shall + stand. The eldest hand is the player on the left of the dealer.</p> + + <p>50. If the dealer's partner pass the declaration to the dealer, the + eldest hand may demand:</p> + +<blockquote class="b1n"> + + <p>I. That there shall be a new deal.</p> + + <p>II. That the dealer's partner shall himself make the declaration.</p> + +</blockquote> + + <p>51. If either of the dealer's adversaries makes the declaration, the + dealer may, after looking at his hand, either claim a fresh deal or + proceed as if no such declaration had been made.</p> + + <p>52. A declaration once made cannot be altered, save as provided + above.</p> + +<h5><span class="sc">Doubling and Re-doubling.</span></h5> + + <p>53. The effect of doubling and re-doubling, and so on, is that the + value of each trick above six is doubled, quadrupled, and so on. <!-- + Page 237 --><span class="pagenum"><a name="page237"></a>{237}</span></p> + + <p>54. After the trump declaration has been made by the dealer or his + partner, their adversaries have the right to double. The eldest hand has + the first right. If he does not wish to double, he shall say to his + partner, "May I lead?" His partner shall answer, "Yes," or "I + double."</p> + + <p>55. If either of their adversaries elect to double, the dealer and his + partner have the right to re-double. The player who has declared the + trump shall have the first right. He may say, "I re-double," or + "Satisfied." Should he say the latter, his partner may re-double.</p> + + <p>56. If the dealer or his partner elect to re-double, their adversaries + have the right to again double. The original doubler has the first + right.</p> + + <p>57. If the right-hand adversary of the dealer double before his + partner has asked "May I lead?" the declarer of the trump shall have the + right to say whether or not the double shall stand. If he decide that the + double shall stand, the process of re-doubling may continue as described + in Laws 55, 56, 58.</p> + + <p>58. The process of re-doubling may be continued until the limit of 100 + points is reached—the first right to continue the re-doubling on + behalf of a partnership belonging to that player who has last re-doubled. + Should he, however, express himself satisfied, the right to continue the + re-doubling passes to his partner. Should any player re-double out of + turn, the adversary who last doubled shall decide whether or not such + double shall stand. If it is decided that the re-double shall stand, the + process of re-doubling may continue as described in this and foregoing + Laws (55 and 56). If any double or re-double out of turn be not accepted, + there shall <!-- Page 238 --><span class="pagenum"><a + name="page238"></a>{238}</span>be no further doubling in that hand. Any + consultation between partners as to doubling or re-doubling will entitle + the maker of the trump or the eldest hand, without consultation, to a new + deal.</p> + + <p>59. If the eldest hand lead before the doubling be completed, his + partner may re-double only with the consent of the adversary who last + doubled; but such lead shall not affect the right of either adversary to + double.</p> + + <p>60. When the question, "May I lead?" has been answered in the + affirmative, or when the player who has the last right to continue the + doubling expresses himself satisfied, the play shall begin.</p> + + <p>61. A declaration once made cannot be altered.</p> + +<h5><span class="sc">Dummy.</span></h5> + + <p>62. As soon as a card is led, whether in or out of turn, the dealer's + partner shall place his cards face upwards on the table, and the duty of + playing the cards from that hand, which is called Dummy, and of claiming + and enforcing any penalties arising during the hand, shall devolve upon + the dealer, unassisted by his partner.</p> + + <p>63. After exposing Dummy, the dealer's partner has no part whatever in + the game, except that he has the right to ask the dealer if he has none + of the suit in which he may have renounced. If he call attention to any + other incident in the play of the hand, in respect of which any penalty + might be exacted, the fact that he has done so shall deprive the dealer + of the right of exacting such penalty against his adversaries.</p> + + <p>64. If the dealer's partner, by touching a card, or <!-- Page 239 + --><span class="pagenum"><a name="page239"></a>{239}</span>otherwise, + suggest the play of a card from Dummy, either of the adversaries may, but + without consulting with his partner, call upon the dealer to play or not + to play the card suggested.</p> + + <p>65. When the dealer draws a card, either from his own hand or from + Dummy, such card is not considered as played until actually quitted.</p> + + <p>66. A card once played, or named by the dealer as to be played from + his own hand or from Dummy, cannot be taken back, except to save a + revoke.</p> + + <p>67. The dealer's partner may not look over his adversaries' hands, nor + leave his seat for the purpose of watching his partner's play.</p> + + <p>68. Dummy is not liable to any penalty for a revoke, as his + adversaries see his cards. Should he revoke, and the error not be + discovered until the trick is turned and quitted, the trick stands + good.</p> + + <p>69. Dummy being blind and deaf, his partner is not liable to any + penalty for an error whence he can gain no advantage. Thus, he may expose + some, or all of his cards, without incurring any penalty.</p> + +<h5><span class="sc">Exposed Cards.</span></h5> + + <p>70. If after the deal has been completed, and before the trump + declaration has been made, either the dealer or his partner expose a card + from his hand, the eldest hand may claim a new deal.</p> + + <p>71. If after the deal has been completed, and before a card is led, + any player shall expose a card, his partner shall forfeit any right to + double or re-double which he would otherwise have been entitled to + exercise; and in the case of a card being so exposed by the leader's + partner, the dealer may, instead of calling the card, <!-- Page 240 + --><span class="pagenum"><a name="page240"></a>{240}</span>require the + leader not to lead the suit of the exposed card.</p> + +<h5><span class="sc">Cards liable to be Called.</span></h5> + + <p>72. All cards exposed by the dealer's adversaries are liable to be + called, and must be left face upwards on the table; but a card is not an + exposed card when dropped on the floor, or elsewhere below the table.</p> + + <p>73. The following are exposed cards:—</p> + +<blockquote class="b1n"> + + <p>I. Two or more cards played at once.</p> + + <p>II. Any card dropped with its face upwards, or in any way exposed on + or above the table, even though snatched up so quickly that no one can + name it.</p> + +</blockquote> + + <p>74. If either of the dealer's adversaries play to an imperfect trick + the best card on the table, or lead one which is a winning card as + against the dealer and his partner, and then lead again, without waiting + for his partner to play, or play several such winning cards, one after + the other, without waiting for his partner to play, the latter may be + called on to win, if he can, the first or any other of those tricks, and + the other cards thus improperly played are exposed cards.</p> + + <p>75. Should the dealer indicate that all or any of the remaining tricks + are his, he may be required to place his cards face upwards on the table; + but they are not liable to be called.</p> + + <p>76. If either of the dealer's adversaries throws his cards on the + table face upwards, such cards are exposed, and liable to be called by + the dealer.</p> + + <p>77. If all the players throw their cards on the table face upwards, + the hands are abandoned, and the score must be left as claimed and + admitted. The hands may be examined for the purpose of establishing a + revoke, but for no other purpose. <!-- Page 241 --><span + class="pagenum"><a name="page241"></a>{241}</span></p> + + <p>78. A card detached from the rest of the hand of either of the + dealer's adversaries, so as to be named, is liable to be called; but + should the dealer name a wrong card, he is liable to have a suit called + when first he or his partner have the lead.</p> + + <p>79. If a player, who has rendered himself liable to have the highest + or lowest of a suit called, or to win or not to win a trick, fail to play + as desired, though able to do so, or if when called on to lead one suit, + lead another, having in his hand one or more cards of that suit demanded, + he incurs the penalty of a revoke.</p> + + <p>80. If either of the dealer's adversaries lead out of turn, the dealer + may call a suit from him or his partner when it is next the turn of + either of them to lead, or may call the card erroneously led.</p> + + <p>81. If the dealer lead out of turn, either from his own hand or from + Dummy, he incurs no penalty; but he may not rectify the error after the + second hand has played.</p> + + <p>82. If any player lead out of turn, and the other three have followed + him, the trick is complete, and the error cannot be rectified; but if + only the second, or the second and third, have played to the false lead, + their cards, on discovery of the mistake, are taken back; and there is no + penalty against any one, excepting the original offender, and then only + when he is one of the dealer's adversaries.</p> + + <p>83. In no case can a player be compelled to play a card which would + oblige him to revoke.</p> + + <p>84. The call of a card may be repeated until such card has been + played.</p> + + <p>85. If a player called on to lead a suit have none of it, the penalty + is paid. <!-- Page 242 --><span class="pagenum"><a + name="page242"></a>{242}</span></p> + +<h5><span class="sc">Cards played in Error, or not played to a Trick.</span></h5> + + <p>86. Should the third hand not have played, and the fourth play before + his partner, the latter (not being Dummy or his partner) may be called on + to win, or not to win, the trick.</p> + + <p>87. If any one (not being Dummy) omit playing to a former trick, and + such error be not discovered until he has played to the next, the + adversaries may claim a new deal; should they decide that the deal stand + good, or should Dummy have omitted to play to a former trick, and such + error be not discovered till he shall have played to the next, the + surplus card at the end of the hand is considered to have been played to + the imperfect trick, but does not constitute a revoke therein.</p> + + <p>88. If any one play two cards to the same trick, or mix a card with a + trick to which it does not properly belong, and the mistake be not + discovered until the hand is played out, he (not being Dummy) is + answerable for all consequent revokes he may have made. If, during the + play of the hand, the error be detected, the tricks may be counted face + downwards, in order to ascertain whether there be among them a card too + many: should this be the case they may be searched, and the card + restored; the player (not being Dummy) is, however, liable for all + revokes which he may have meanwhile made.</p> + +<h5><span class="sc">The Revoke.</span></h5> + + <p>89. Is when a player (other than Dummy), holding one or more cards of + the suit led, plays a card of a different suit. <!-- Page 243 --><span + class="pagenum"><a name="page243"></a>{243}</span></p> + + <p>90. The penalty for a revoke—</p> + +<blockquote class="b1n"> + + <p>I. Is at the option of the adversaries, who, at the end of the hand, + may, after consultation, either take three tricks from the revoking + player and add them to their own—or deduct the value of three + tricks from his existing score—or add the value of three tricks to + their own score;</p> + + <p>II. Can be claimed for as many revokes as occur during the hand;</p> + + <p>III. Is applicable only to the score of the game in which it + occurs;</p> + + <p>IV. Cannot be divided—<i>i.e.</i> a player cannot add the value + of one or two tricks to his own score and deduct the value of one or two + from the revoking player.</p> + + <p>V. In whatever way the penalty may be enforced, under no circumstances + can the suit revoking score Game, Grand Slam or Little Slam, that hand. + Whatever their previous score may be, the side revoking cannot attain a + higher score towards the game than twenty-eight.</p> + +</blockquote> + + <p>91. A revoke is established, if the trick in which it occurs be turned + and quitted—<i>i.e.</i> the hand removed from that trick after it + has been turned face downwards on the table—or if either the + revoking player or his partner, whether in his right turn or otherwise, + lead or play to the following trick.</p> + + <p>92. A player may ask his partner whether he has not a card of the suit + which he has renounced; should the question be asked before the trick is + turned and quitted, subsequent turning and quitting does not establish + the revoke, and the error may be corrected, unless the question be + answered in the negative, or unless the revoking player or his partner + have led or played to the following trick.</p> + +<blockquote class="b1n"> + + <p>[<span class="sc">Note.</span>—A negative answer to the question + does not <i>in itself</i> establish the revoke, apart from turning and + quitting the trick, or some subsequent act of play.—<span + class="sc">Ed.</span>]</p> + +</blockquote> + +<p><!-- Page 244 --><span class="pagenum"><a name="page244"></a>{244}</span></p> + + <p>93. At the end of the hand, the claimants of a revoke may search all + the tricks.</p> + + <p>94. If a player discover his mistake in time to save a revoke, any + player or players who have played after him may withdraw their cards and + substitute others, and their cards withdrawn are not liable to be called. + If the player in fault be one of the dealer's adversaries, the dealer may + call the card thus played in error, or may require him to play his + highest or lowest card to that trick in which he has renounced.</p> + + <p>95. If the player in fault be the dealer, the eldest hand may require + him to play the highest or lowest card of the suit in which he has + renounced, provided both of the dealer's adversaries have played to the + current trick; but this penalty cannot be exacted from the dealer when he + is fourth in hand, nor can it be enforced at all from Dummy.</p> + + <p>96. If a revoke be claimed, and the accused player or his partner mix + the cards before they have been sufficiently examined by the adversaries, + the revoke is established. The mixing of the cards only renders the proof + of a revoke difficult, but does not prevent the claim, and possible + establishment, of the penalty.</p> + + <p>97. A revoke cannot be claimed after the cards have been cut for the + following deal.</p> + + <p>98. If a revoke occur, be claimed and proved, bets on the odd trick, + or on amount of score, must be decided by the actual state of the score + after the penalty is paid.</p> + + <p>99. Should the players on both sides subject themselves to the penalty + of one or more revokes, neither can win the game by that hand; each is + punished at the discretion of his adversary. <!-- Page 245 --><span + class="pagenum"><a name="page245"></a>{245}</span></p> + +<h5><span class="sc">Calling for New Cards.</span></h5> + + <p>100. Any player (on paying for them) before, but not after, the pack + be cut for the deal, may call for fresh cards. He must call for two new + packs, of which the dealer takes his choice.</p> + +<h5><span class="sc">General Rules.</span></h5> + + <p>101. Any one during the play of a trick, or after the four cards are + played, and before, but not after, they are touched for the purpose of + gathering them together, may demand that the cards be placed before their + respective players.</p> + + <p>102. If either of the dealer's adversaries, prior to his partner + playing, should call attention to the trick—either by saying that + it is his, or by naming his card, or, without being required so to do, by + drawing it towards him—the dealer may require that opponent's + partner to play his highest or lowest of the suit then led, or to win or + lose the trick.</p> + + <p>103. Should the partner of the player solely entitled to exact a + penalty, suggest or demand the enforcement of it, no penalty can be + enforced.</p> + + <p>104. In all cases where a penalty has been incurred, the offender is + bound to give reasonable time for the decision of his adversaries.</p> + + <p>105. If a bystander make any remark which calls the attention of a + player or players to an oversight affecting the score, he is liable to be + called on, by the players only, to pay the stakes and all bets on that + game or rubber.</p> + + <p>106. A bystander, by agreement among the players, may decide any + question. <!-- Page 246 --><span class="pagenum"><a + name="page246"></a>{246}</span></p> + + <p>107. A card or cards torn or marked must be either replaced by + agreement, or new cards called at the expense of the table.</p> + + <p>108. Once a trick is complete, turned, and quitted, it must not be + looked at (except under Law 88) until the end of the hand.</p> + +<h5><span class="sc">Books on Bridge.</span></h5> + + <p>The greater number of these have come into existence quite + unnecessarily. All that the student need know will be found in the + following:—</p> + +<blockquote class="b1n"> + + <p><span class="sc">Badsworth.</span>—The Laws and Principles of + Bridge, with Cases and Decisions reviewed and explained. (G. P. Putnam's + Sons.)</p> + + <p><span class="sc">Bergholt, Ernest.</span>—Double Dummy Bridge: + [an exhaustive collection of card-problems by living composers]. (Thos. + De la Rue & Co., Ld.)</p> + + <p><span class="sc">Dalton, William.</span>—Bridge at a Glance: an + Alphabetical Synopsis. (Thos. De la Rue & Co., Ld.)</p> + + <p>—— Bridge Abridged; or, Practical Bridge. (Do.)</p> + + <p>—— "Saturday" Bridge. (The West Strand Publishing Co., + Ld.)</p> + + <p><span class="sc">Doe, John.</span>—The Bridge Manual. (Frederick + Warne and Co.)</p> + + <p><span class="sc">Hoffmann</span>, Professor.—Bridge. (Chas. + Goodall & Son, Ld.)</p> + + <div class="poem"> + <div class="stanza"> + <p><i>For American Views on the Game.</i></p> + </div> + </div> + + <p><span class="sc">Elwell, J. B.</span>—Bridge.—Advanced + Bridge.—Practical Bridge. (Chas. Scribner's Sons, New York; and + George Newnes, Ld., London.)</p> + + <p><span class="sc">Street, C. S.</span>—Bridge Up to Date. Dodd, + Mead & Co., New York.</p> + + <div class="poem"> + <div class="stanza"> + <p><i>For Anglo-Indian Views.</i></p> + </div> + </div> + + <p><span class="sc">Hellespont.</span>—The Laws and Principles of + Bridge. (De la Rue, London)</p> + + <p><span class="sc">Ace of Spades.</span>—The Theory and Practice + of Bridge. (<i>Times of India</i> Press, Bombay.)</p> + + <p><span class="sc">Lynx.</span>—Bridge Topics. (W. Newman & + Co., Calcutta.)</p> + + <p><span class="sc">Robertson</span> and <span + class="sc">Wollaston</span>.—The Robertson Rule and other Bridge + Axioms. (Calcutta.)</p> + +</blockquote> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 247 --><span class="pagenum"><a name="page247"></a>{247}</span></p> + +<h3>AUCTION BRIDGE.</h3> + + <p>A lively offshoot from the preceding game, which has recently become + very popular in some of the London Clubs. So highly is it ranked in many + quarters, that a well-known player has given it as his opinion that "in a + year or two we shall only remember Bridge as the son of Whist and the + father of Auction." Having in view the strong element of gambling which + the latter game contains, and the expectedly heavy losses which may be + incurred by the unwary player, the writer opines that a good many + impecunious folk are likely to remember it only as being connected with + their "uncle."</p> + + <p>It is, in fact, a combination of Bridge and Poker. In all that takes + place after the declaration has been finally determined, it is pure + Bridge, with an extra infusion of "double dummy," due to inferences from + the course of the bidding. In the bidding itself, which leads up to the + final declaration, the qualities of the Poker-player are + pre-eminent—cool but rapid judgment, shrewd reading of character, a + happy instinct when to "lie low" and when to "bluff"; when to make a + spurt forward for game, and when to egg the opponents on beyond the + limits of discretion, and to leave them in the lurch!</p> + + <p>By the adherents of the new game—who are head <!-- Page 248 + --><span class="pagenum"><a name="page248"></a>{248}</span>over ears in + love with it, and are consequently blind to all its weak points—it + is contended that the "gambling" argument brought against it is as + fallacious as it was when urged against Bridge proper, and that, to + redress the balance, it is only necessary to readjust the value of the + points. This is not true. Poker is an excellent game, but no readjustment + of values will ever place it on the same plane as games of science, + because the qualities of brain and temperament upon which it is based are + essentially distinct from the qualities of analysis and combination such + as go to the making of (say) a first-class Chess-player. There is, + undoubtedly, a greater difference in kind between Auction Bridge and + Bridge than there is between Bridge and Whist; whether that difference + renders Auction "inferior" or "superior," however, is a moot question + which every card-player must decide for himself. There are many who + regard the additional spice of hazard, not as a defect, but as a + merit.</p> + + <p>The Laws of the game, which for some time were in a state of flux, + have now been settled as authoritatively as those of Bridge or Whist. It + will only be necessary to set out <i>verbatim</i> those Laws which differ + from the Laws of Bridge. As regards the remainder, the reader is referred + to the preceding Bridge Code.</p> + + <p> </p> + +<h5>THE LAWS OF AUCTION BRIDGE.</h5> + +<h6>(Framed by a Joint Committee of the Portland and Bath +Clubs, 1908; and reprinted, by permission, so far as they differ +from the Laws of Bridge.)</h6> + + <p>1. <i>As in Bridge.</i></p> + + <p>2. A game consists of thirty points obtained by <!-- Page 249 --><span + class="pagenum"><a name="page249"></a>{249}</span>tricks alone, when the + declarer fulfils his contract, which are scored below the line, exclusive + of any points counted for Honours, Chicane, Slam, or under-tricks, which + are scored above the line.</p> + + <p>3. <i>As in Bridge.</i></p> + + <p>4. When the declarer fulfils his contract, each trick above six + counts, &c. (<i>as in Bridge</i>).</p> + + <p>5 to 10. <i>As in Bridge.</i></p> + + <p>11. At the end of the rubber, the total scores for tricks, Honours, + Chicane, and Slam obtained by each player and his partner are added up, + 250 points are added to the score of the winners of the rubber, and the + difference between the two scores is the number of points won, or lost, + by the winners of the rubber.</p> + + <p>12 to 46. <i>As in Bridge.</i></p> + + <p>47. The dealer, having examined his hand, must declare to win at least + one odd trick, either with a trump suit, or at "no trumps."</p> + + <p>48. After the dealer has made his declaration, each player in turn, + commencing with the player on the dealer's left, has the right to pass + the previous declaration, or to double, or re-double, or to overcall the + previous declaration by making a call of higher value. A call of a + greater number of tricks in a suit of lower value, which equals the + previous call in value of points, shall be considered a call of higher + value—<i>e.g.</i> a call of two tricks in Spades overcalls one + trick in Clubs, or "Two Diamonds" overcalls "One No Trump."</p> + + <p>49. A player may overbid the previous call any number of times, and + may also overbid his partner. The play of the two combined hands shall + rest with the partners who make the final call. Where two partners have + both made calls in the same suit, the <!-- Page 250 --><span + class="pagenum"><a name="page250"></a>{250}</span>one who made the first + such call shall play the hand, his partner becoming Dummy.</p> + + <p>50. When the player of the two hands (hereafter termed the declarer) + wins the number of tricks which were declared, or a greater number, he + scores below the line the full value of the tricks won (see Laws 2 and + 4). When he fails, his adversaries score, above the line, 50 points for + each under-trick, <i>i.e.</i> each trick short of the number declared; + or, if the declaration was doubled or re-doubled, 100 or 200 points + respectively for each such trick. Neither the declarer nor the + adversaries score anything below the line for that hand.</p> + + <p>51. The loss on the declaration of "One Spade" shall be limited to 100 + points in respect of tricks, whether doubled or not.</p> + + <p>52. If a player makes a trump declaration out of turn, the adversary + on his left may demand a new deal, or may allow the declaration so made + to stand, when the bidding shall continue as if the declaration had been + in order.</p> + + <p>53. If a player, in bidding, fails to call a sufficient number of + tricks to overbid the previous declaration, he shall be considered to + have declared the requisite number of tricks in the call which he has + made, and his partner shall be debarred from making any further + declaration, unless either of his adversaries overcall, or double.</p> + + <p>54. After the final declaration has been accepted, a player is not + entitled to give his partner any information as to a previous call, + whether made by himself or by either adversary; but a player is entitled + to inquire, at any time during the play of the hand, what was the value + of the final declaration. <!-- Page 251 --><span class="pagenum"><a + name="page251"></a>{251}</span></p> + + <p>55. Doubling and re-doubling affect the score only, and not the value + in declaring—<i>e.g.</i> "Two Diamonds" will still overcall "One No + Trump," although the "no trump" declaration has been doubled.</p> + + <p>56. Any declaration can be doubled, and re-doubled once, but not more. + A player cannot double his partner's call, or re-double his partner's + double, but he may re-double a call of his partner's which has been + doubled by an adversary.</p> + + <p>57. The act of doubling re-opens the bidding. When a declaration has + been doubled, any player, including the declarer or his partner, can in + his proper turn make a further declaration of higher value.</p> + + <p>58. When a player, whose declaration has been doubled, fulfils his + contract by winning the declared number of tricks, he scores a bonus of + 50 points above the line, and a further 50 points for every additional + trick which he may make. If he, or his partner, have re-doubled, the + bonus is doubled.</p> + + <p>59. If a player doubles out of turn, the adversary on his left may + demand a new deal.</p> + + <p>60. When all the players have expressed themselves satisfied, the play + shall begin, and the player on the left of the declarer shall lead.</p> + + <p>61. A declaration once made cannot be altered, unless it has been + overcalled or doubled.</p> + + <p>62. As soon as a card is led, whether in or out of turn, the + declarer's partner shall place his cards face upwards on the table, + &c. (<i>as in Bridge</i>).</p> + + <p>63 to 69. <i>As in Bridge.</i></p> + + <p>70. If, after the cards have been dealt, and before the trump + declaration has been finally determined, any player exposes a card from + his hand, the adversary <!-- Page 252 --><span class="pagenum"><a + name="page252"></a>{252}</span>on his left may demand a new deal. If the + deal is allowed to stand, the exposed card may be picked up, and cannot + be called.</p> + + <p>71. If, after the final declaration has been accepted, and before a + card is led, the partner of the player who has to lead to the first trick + exposes a card from his hand, the declarer may, instead of calling the + card, require the leader not to lead the suit of the exposed card.</p> + + <p>72 to 89. <i>As in Bridge.</i></p> + + <p>90. The penalty for each revoke shall be—</p> + +<blockquote class="b1n"> + + <p>(<i>a</i>) When the declarer revokes, his adversaries add 150 points + to their score above the line,<a name="NtA_64" + href="#Nt_64"><sup>[64]</sup></a> in addition to any liability which the + revoking player may have incurred for failure to fulfil his contract.</p> + + <p>(<i>b</i>) When either of the adversaries revoke[s], the declarer may + add 150 points to his score above the line,<a + href="#Nt_64"><sup>[64]</sup></a> or may take three tricks from his + opponents and add them to his own. Such tricks, taken as penalty, may + assist the declarer to fulfil his contract, but they shall not entitle + him to score any bonus above the line, in the case of the declaration + having been doubled or re-doubled.</p> + +</blockquote> + + <p>Under no circumstances can a side score anything, either above or + below the line, except for Honours or Chicane, on a hand in which one of + them has revoked.</p> + + <p>91 to 108. <i>As in Bridge.</i></p> + +<h5><span class="sc">Hints to Players.</span></h5> + +<h5><i>The "One-Spade" Convention.</i></h5> + + <p>In certain club circles where the game has been somewhat extensively + played, a fixed idea has arisen that to be the first to make an effectual + declaration is a positive disadvantage. Hence the "convention" <!-- Page + 253 --><span class="pagenum"><a name="page253"></a>{253}</span>has been + established that (except in certain cases defined below) the dealer must + begin with a nominal or fictitious call of One Spade, in order to obtain + information from the opponents' calls as to the contents of their hands, + or to induce them to undertake a contract which they are unable to carry + out.</p> + + <p>As it would never do for the dealer, under such a convention, to be + left to play the hand at One Spade—which may be the very last thing + that he desires—it is a further understanding that the dealer's + partner must <i>never</i> fail to overcall. If he has nothing better to + say, he must call "Two Spades," thus re-opening the bidding for the + dealer to make a fresh start, in case the opponents also "lie low."</p> + + <p>The effect of this convention, plainly, is as follows:—</p> + + <p>The second player (by which is meant the player on the dealer's left) + is quite certain that the bidding will come round to him again; therefore + he never opens his mouth unless he is sure that it is to his advantage to + do so. All that the dealer has done, therefore, is to shift on to his + partner's shoulders the <i>onus</i> of opening, which is disadvantageous + for the double reason that the new opener is debarred from One Spade, and + that the second player has been given an unnecessary option.</p> + + <p>The exceptional cases in which, under the convention, it is agreed + that the dealer shall make a genuine call are (1) when he has a + <i>moderate</i> or "guarded" No-trumper, when he is to declare One + No-trumps; (2) when he has a strong suit to the ace, king, of Spades or + Clubs, when he is to declare two in the strong suit as an invitation to + partner to make a No-trumper.</p> + + <p>Now, as it is conceded that to call first under such <!-- Page 254 + --><span class="pagenum"><a name="page254"></a>{254}</span>circumstances + is an advantage, why give second player the option of enjoying the same + advantage, which he might not otherwise have had?</p> + + <p>By this convention, if it be adopted, the limitation of loss, under + Law 51, is voluntarily annulled.</p> + +<h5><span class="sc">General Remarks.</span></h5> + + <p>It will be noticed that, if the player of Dummy fulfils his contract, + his reward increases as in ordinary Bridge with the value of the + declaration. If he fails, however, by the same number of tricks, he loses + no more on a declaration of No-trumps than on a declaration of Spades, + the penalty for failure being always 100 or 50 per trick, according as + the opponents have, or have not, doubled. Assuming that your chance of + winning tricks is the same, it is always better to play a high call than + a low one. Conversely, it is very frequently wiser to leave the opponents + to play out a black call, which you think you can defeat, than to incur + risk of failure yourself by overbidding.</p> + + <p>Do not forget that to double a call is to warn the opponents of their + danger and to drive them to make another call which may not suit you so + well. If dealer declares One No-trumps, and you, being second player, + have eight clubs to tierce major, and you keep your mouth shut, and let + No-trumps be played, you may be pretty sure of 100 above for two tricks + "under." If you double, and they make it Two Hearts and win the odd + trick, you are 50 points to the bad. A high declaration (Four, or even + Three, in a red suit), which the opponents cannot get out of, may be + doubled more freely, though the penalty under Law 58 must be borne in + mind. Such doubles are often advisable on <!-- Page 255 --><span + class="pagenum"><a name="page255"></a>{255}</span>high-card strength in + the plain suits, even when weak in trumps. Still more politic is what is + known as a "free" double, that is, the double of a call which in any case + will give the opponents game if they fulfil their contract. Conversely, a + double which gives the opponents a game that they would not otherwise + have secured is the worst double of all.</p> + + <p>The most important point of all in the game is to remember that, in + the majority of cases, it is more profitable to let your opponents fail + than to score below the line yourself. The efforts of the skilled player + are being always directed to driving the other side into a contract which + they cannot bring off, and then <i>leaving them to play it</i>. It is in + this kind of strategy that the Poker-player is pre-eminent: to know when + to "bluff" the enemy into an indiscretion, and when to avoid a similar + snare set for oneself, are gifts of nature not to be acquired from a + book.</p> + + <p>Suppose you have a strong hand, and call Two No-trumps, and win the + first game from love with four by cards, and score 30 Aces, you have won + 66 points, and have improved your chance of winning the 250 points for + the rubber. If we reckon your chance of the rubber as 5 to 3 on (it + certainly is not more), it is worth about 63 points more—say 130 in + all.</p> + + <p>This you may think a great success. But if you can get the opponents + to overbid your Two No-trumps with Three Hearts, and you see that they + can only get the odd trick, you will be better off if you double and let + them play, even if they score 16 for honours. For 200 less 16 leaves you + 184 points—and you are still 54 to the good.</p> + + <p>As player of Dummy, aim first at fulfilling your <!-- Page 256 + --><span class="pagenum"><a name="page256"></a>{256}</span>contract. When + this is accomplished, you may try for game.</p> + + <p>As player against Dummy, aim first at saving the game. When there is + no risk of that being lost, devote yourself to defeating the dealer's + contract.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 257 --><span class="pagenum"><a name="page257"></a>{257}</span></p> + +<h3>FIVE HUNDRED.</h3> + + <p>This is a game largely played in the United States and in Canada, but + not so well known in this country as it deserves to be, though one + variety of it has been played in London clubs. It is primarily and + specifically a game for three players; and this is one of its greatest + merits, for good three-handed games are rare.</p> + + <p>"Five Hundred" has been characterised as a "patchwork" or "mosaic" + game; but such expressions do not do it justice, as tending to create the + impression that it is a thing of shreds picked up here and there, and + indifferently joined together. It does, indeed, borrow its elements from + sundry older games: Euchre, Loo, Nap, and Auction Bridge: but by + combining these elements into a new and harmonious whole, it achieves a + sum total that produces the effect of novelty without taxing our brains + to assimilate unfamiliar and bizarre ideas.</p> + + <p>It appears to many people to contain all the merits of Auction Bridge + without the patent defects of the latter—the interminable length of + the rubber, the undefined limits of loss, and the supersession of skill + by "bluff."</p> + + <p>In the following description, the typical form of the game is assumed, + in which three players take part, each being opposed to both the others. + The pack used is the piquet pack of thirty-two cards (cards below the + seven being omitted) <i>plus</i> the Joker—thirty-three cards in + all. <!-- Page 258 --><span class="pagenum"><a + name="page258"></a>{258}</span></p> + + <p>Those who are not Euchre-players must begin by familiarising + themselves with the functions of the Joker, and with the peculiar rank + and attributes of the Right and Left Bower.</p> + + <p>When there are trumps, the Joker is the master trump; then follows the + knave of trumps (the "Right Bower"); then the other knave of the same + colour (the "Left Bower"); after which come the ace, king, queen, ten, + nine, eight, seven of trumps, in descending order. The trump suit thus + consists of <i>ten</i> cards; the plain suit of the same colour consists + of <i>seven</i> only; the other two plain suits consist of eight each. + The knaves of the latter two suits take their ordinary Whist and Bridge + rank, between the queen and the 10.</p> + + <p>When there are no trumps, all the cards, except the Joker, rank as in + Whist or Bridge. The Joker remains the master card of the pack; if it is + led, the leader names the suit which he elects it to represent, and the + other players must follow suit accordingly.</p> + + <p>In cutting for deal, the Joker is the lowest card, and an ace the next + higher. After which come the 7, &c., upwards to the king.</p> + + <p>After shuffling and cutting, the dealer distributes three rounds of + three cards each to the three players, followed by one round of one card + each. The remaining three cards are laid face downwards on the table, and + constitute the "widow."</p> + + <p>The bidding then begins. The eldest hand has the first right to + declare how many tricks (not fewer than six) he will contract to win. At + the same time, he must either name a trump suit or declare No-trumps. The + eldest hand is not bound to bid, but may pass. Each successive player, in + the usual Bridge order, may <!-- Page 259 --><span class="pagenum"><a + name="page259"></a>{259}</span>either overbid, or may also pass. A player + who has once "passed" cannot subsequently bid. With this exception, the + bidding and overbidding continue, until every one is content. If no + player bids, the cards are played No-trumps, and in this case the "widow" + remains unappropriated, the eldest hand has the first lead, and each + player scores 10 points for each trick that he may make.</p> + + <p>When the bidding, if any, is completed, the player who bid the + highest,—thenceforward known as "the bidder,"—has the first + lead.</p> + + <p>The bidder, before playing, takes the "widow" into his own hand, and + then discards any three cards out of the thirteen. These rejected cards + are to be laid face downwards on the table, and may not be inspected by + any one. There are penalties for discarding too many or too few cards, + and for illegally looking at the discard.</p> + + <p>The value of any bid depends, as in Auction Bridge, partly on the + number of tricks contracted for, and partly on the declaration as to + trumps. The best and most modern schedule (known as the "Avondale") is as + follows:—</p> + +<table class="mc bartab"> +<tr><th> Bids</th> +<th> 6<br />Tricks</th> +<th> 7<br />Tricks</th> +<th> 8<br />Tricks</th> +<th> 9<br />Tricks</th> +<th> 10<br />Tricks</th></tr> +<tr class="ba"><td> In Spades</td> +<td class="ar pr1"> 40</td> +<td class="ar pr1"> 140</td> +<td class="ar pr1"> 240</td> +<td class="ar pr1"> 340</td> +<td class="ar pr1"> 440</td></tr> +<tr class="ba"><td> In Clubs</td> +<td class="ar pr1"> 60</td> +<td class="ar pr1"> 160</td> +<td class="ar pr1"> 260</td> +<td class="ar pr1"> 360</td> +<td class="ar pr1"> 460</td></tr> +<tr class="ba"><td> In Diamonds</td> +<td class="ar pr1"> 80</td> +<td class="ar pr1"> 180</td> +<td class="ar pr1"> 280</td> +<td class="ar pr1"> 380</td> +<td class="ar pr1"> 480</td></tr> +<tr class="ba"><td> In Hearts</td> +<td class="ar pr1"> 100</td> +<td class="ar pr1"> 200</td> +<td class="ar pr1"> 300</td> +<td class="ar pr1"> 400</td> +<td class="ar pr1"> 500</td></tr> +<tr><td> In No-trumps</td> +<td class="ar pr1"> 120</td> +<td class="ar pr1"> 220</td> +<td class="ar pr1"> 320</td> +<td class="ar pr1"> 420</td> +<td class="ar pr1"> 520</td></tr> +</table> + +<p><!-- Page 260 --><span class="pagenum"><a name="page260"></a>{260}</span></p> + + <p>The scale is uniform, and easy to remember. The numbers increase + downwards by 20 at a time, and horizontally by 100 at a time. It will be + noticed that no two bids are numerically equal.</p> + + <p>There are certain restrictions on the power of the Joker in the case + of No-trumps. The leader of it cannot nominate it to be of a suit in + which he has previously renounced; and if he plays it (not being the + leader) to the lead of a suit in which he has previously renounced, it + has no winning value.</p> + + <p>When there are trumps, the Joker and both Bowers form part of the + trump suit in the order of precedence already explained.</p> + + <p>If the bidder fulfils his contract, or makes any greater number of + tricks fewer than ten, he scores the number of points set out in the + above table, <i>but no more</i>. If he wins all the ten tricks, he scores + a <i>minimum</i> of 250; but if his bid be worth more than 250, he scores + nothing extra. Should he fail in his contract, the value of his bid is + set down in his <i>minus</i> column, and has to be deducted from his past + or future <i>plus</i> score. In every case, each opponent of the bidder + scores 10 points for every trick that he wins.</p> + + <p>The winner of the game is he who first scores 500 points (hence the + title of the game). If two players score more than 500 each in the same + deal, one of them being the bidder, the latter is the winner. If neither + is the bidder, he who first makes the trick that brings his score over + 500 is the winner.</p> + + <p>Each player keeps his score in three columns, one for <i>plus</i> + points (headed "<span class="sc">Won</span>"), one for <i>minus</i> + points (headed "<span class="sc">Lost</span>"), and the third for the net + total. <!-- Page 261 --><span class="pagenum"><a + name="page261"></a>{261}</span></p> + +<h5><span class="sc">Revokes.</span></h5> + + <p>The American rule is as follows:—</p> + + <p>"Upon the revoke being claimed and proved, the hands shall be + immediately abandoned. If it is an adversary of the bidder who has + revoked, the bidder scores the full amount of his bid, while the side in + error scores nothing."</p> + + <p>Professor Hoffmann's rule is as follows:—</p> + + <p>"If the bidder be the offender, he shall be set back the amount of his + bid [<i>i.e.</i> the amount shall be scored in his <i>minus</i> column], + each of the opponents scoring as usual for any trick or tricks he may + have made, including any which, but for the revoke, would have fallen to + him.</p> + + <p>"If one of the opponents be the offender, the cards of the trick in + which the revoke occurred, and of any subsequent trick, shall be taken + back by their respective holders, and the hand played anew from that + point. The bidder and the opponent not in fault shall each score + according to the result of the play, but the offender can score nothing + for that hand, and shall further be set back 100 points."</p> + + <p>If a player finds that he holds the Joker, two knaves of the same + colour, and any two other cards of the same suit as one of the knaves, he + has four tricks certain, by declaring the three-suit trumps, unless all + the other five trumps be in the same hand. Should he hold two more tricks + in the side suits, he will be quite justified in bidding six.</p> + + <p>The chances of getting another trump, by taking in the "widow," are an + important element in arriving at sound decisions. The odds evidently vary + with the number of trumps already held by the player. <!-- Page 262 + --><span class="pagenum"><a name="page262"></a>{262}</span>The following + figures should be carefully borne in mind:</p> + + <p>If a player holds four trumps, it is 8 to 5 on his finding one more at + least in the "widow."</p> + + <p>If he holds five trumps, the odds are only 7 to 6 in favour.</p> + + <p>If he has six, he must not reckon on getting another, the odds being 6 + to 5 <i>against</i>.</p> + +<h5><span class="sc">Book on Five Hundred.</span></h5> + +<blockquote class="b1n"> + + <p><span class="sc">Hoffmann, Professor.</span>—Five Hundred: the + popular American Card Game. Goodall & Son, Ld.</p> + +</blockquote> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 263 --><span class="pagenum"><a name="page263"></a>{263}</span></p> + +<h3>QUINTO.</h3> + + <p>This game is the invention of Professor Hoffmann. It has achieved + immediate popularity in circles where it has been experimentally + introduced, and it has been thought that it may even be destined to + supplant Bridge. Waiving discussion, however, of the question whether + Bridge is on the point of immediate deposition from its throne, no + impartial person would deny that games could be devised that might run it + very close, and bid fair to imperil its popularity. To invent such a game + Professor Hoffmann, with his long and close experience of social pastimes + of every kind, is exceptionally well qualified; and, whether or no we + shall all leave off being Bridge-players and become Quinto-players, there + is no denying that in the latter game there are several new and + interesting elements, that it carefully avoids the fatal error of + excessive complexity—the ruin of "Vint" and "Skat," for + instance—and that it is compounded of skill and chance in very + happy proportions.</p> + + <p>It is a game of two partners against two, as at Bridge and Whist. The + pack, however, consists of fifty-three cards instead of fifty-two. The + place of the extra card (five "crowns"—known as "Quint Royal") + which is included by Messrs. Goodall & Son in their "Quinto" packs + can be supplied equally well by the "Joker," which all ordinary packs now + contain. Similarly, the score-sheets (which resemble <!-- Page 264 + --><span class="pagenum"><a name="page264"></a>{264}</span>those of + Bridge, except that no horizontal division is necessary) may be dispensed + with, and their place supplied by ordinary paper and pencil, or by an + ordinary cribbage-board.</p> + + <p>After settling partners and deal in the usual way, the cards are + shuffled and cut, and the dealer then lays aside the five top cards, face + downwards, to form what is known as the "cachette." The remaining + forty-eight cards are dealt out as at Whist, so that each hand contains + twelve cards; but no trump card is turned up.</p> + + <p>The players in rotation, commencing with the eldest hand, have then + the option of once doubling the value of each trick, and of once + re-doubling an opponent's double. The option passes round the table once + only, and does not affect the value of the "quints," as defined + below.</p> + + <p>The normal value of each trick, reckoned irrespective of its contents, + and counting to the side which wins it, is five points. Each side scores + the number of tricks that it actually wins. If A B win 11 tricks, and Y Z + 2, A B score 55, and Y Z 10. These values may, however, be doubled or + quadrupled before the play begins, as previously explained. The winners + of the twelfth trick take the "cachette," which itself counts as an extra + trick. Thus the winning of the twelfth trick bears a double value.</p> + + <p>So far as regards "trick" scoring. The "honours" are known as + "Quints," and are (1) The five of any suit, a fifth "honour" being the + "Joker" or "Quint Royal"; (2) An ace and four, or a deuce and trey, of + the same suit, falling to the same trick. "Quints" count not to the side + to which they are originally dealt, but to the side that wins the trick + containing <!-- Page 265 --><span class="pagenum"><a + name="page265"></a>{265}</span>them. They are marked as they occur in + course of play, according to the following scale: Quint Royal, 25; Quint + in Hearts, 20; in Diamonds, 15; in Clubs, 10; in Spades, 5. The contents + of the "cachette" (if of any value) are similarly scored by the side that + takes it.</p> + + <p>The play of Quint Royal is peculiar. It has no trick-taking value at + all, and can be scored by the holder only if he can throw it on a trick + won by his partner. This he is always allowed to do, whether he holds one + of the suit led or not.</p> + + <p>With the preceding exception, every player, having one of the suit + led, must follow. If he has not, he may trump or over-trump. No selection + is made of any particular suit for trumps, but for trumping purposes the + suits ascend in power, in Bridge order, from spades to hearts. Thus any + spade may be trumped by the deuce of clubs, which may be over-trumped by + any other club or by the deuce of diamonds—and so on up to the one + card, the ace of hearts, which is a winner against all the rest.</p> + + <p>Game is 250 up. A distinction between quints and tricks is that the + former are marked up as they occur in course of play, and that, as soon + as the scoring of them brings either side up to or beyond 250, that game + is at an end, and the rest of the hand is abandoned. The value of the + "cachette" may make the winners of it game; if so, the tricks are not + counted. If neither side is 250 up after counting all quints, the value + of the tricks won is added in. Should such addition bring both parties + beyond 250, the higher of the two totals wins. Those who first win two + games win the rubber, and score 100 points extra therefor.</p> + + <p>There is another method of scoring—by "single," <!-- Page 266 + --><span class="pagenum"><a name="page266"></a>{266}</span>"double," and + "treble" games—but the former way has been preferred wherever the + writer has seen the game played.</p> + + <p>Before Quint Royal has been played, a player who does not hold it + should be always on the alert to give his partner the chance of making + it. The original leader, therefore (not holding Quint Royal himself), is + always expected to start with the ace of spades, if he has it. If not, + with the ace of clubs. The ace of hearts is certainly, and the ace of + diamonds probably, too valuable to be led out in this way.</p> + + <p>The establishment of a black suit is obviously a hopeless task, for + both red suits cannot be got out of the way. Hearts, however, may + sometimes be extracted for the benefit of a good long suit of + diamonds.</p> + +<h5><span class="sc">Dummy (or Three-Handed) Quinto.</span></h5> + + <p>In the case of three players only, one plays a Dummy hand in + combination with his own. This being a very decided advantage, the + Dummy-player is handicapped 25, that number of points being scored to his + opponents' credit before the game begins. Rubbers are not played, each + game being settled for separately, and the three players take Dummy in + rotation, game by game. The partner of Dummy always takes first deal of + each game. When either of Dummy's opponents deals, the Dummy-player must + look first at the hand from which he has to lead, and must double or + re-double from his knowledge of that one hand only.</p> + +<h5><span class="sc">Book on Quinto.</span></h5> + +<blockquote class="b1n"> + + <p><span class="sc">Hoffmann, Professor.</span>—Quinto: A new and + original card game. Goodall & Son, Ld.</p> + +</blockquote> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 267 --><span class="pagenum"><a name="page267"></a>{267}</span></p> + +<h3>POKER PATIENCE.</h3> + + <p>This game, which has recently come into favour among card-players, + consists essentially of the task of laying out twenty-five cards face + upwards on the table, in five rows of five cards each. A full whist pack + of 52 cards is shuffled and cut, and the cards are dealt by the player, + one by one, in order from the top.</p> + + <p>Each card, after the first, must be laid down, as it is dealt, next to + one already on the table, either vertically, horizontally, or diagonally. + That is to say, it must be placed immediately above, or below; to the + right, or to the left; or corner to corner. The resultant oblong is + considered as comprising ten Poker hands (of five cards each), five hands + being reckoned horizontally (which we will call the rows) and five + vertically (which we will call the columns). The object is to lay out the + cards so that the aggregate total score of the ten Poker hands shall be + as large as possible. The score-table is as follows (for definition of + terms, see page 124):—</p> + +<table class="mc"> +<tr><td style="width:40%"> Straight flush</td> +<td class="ar br"> 30</td> +<td style="width:40%"> Threes</td> +<td class="ar"> 6</td></tr> +<tr><td> Fours</td> +<td class="ar br"> 16</td> +<td> Flush</td> +<td class="ar"> 5</td></tr> +<tr><td> Straight</td> +<td class="ar br"> 12</td> +<td> Two pairs</td> +<td class="ar"> 3</td></tr> +<tr><td> Full</td> +<td class="ar br"> 10</td> +<td> One pair</td> +<td class="ar"> 1</td></tr> +</table> + + <p>(It will be noticed that the relative values differ from those in + Poker proper.) <!-- Page 268 --><span class="pagenum"><a + name="page268"></a>{268}</span></p> + + <p>The game may be played by two or more players, each against all. Each + player is provided with a separate pack. One is appointed dealer; his + pack is shuffled and cut in the ordinary way. The packs of the other + players should, for convenience, be sorted out previously into suits. As + a card is dealt, the dealer names it aloud; each of the other players + then selects the same card from his own pack. Every one uses his own + judgment as to the laying-out of the cards; and when the twenty-five are + all played, and the <i>tableaux</i> are complete, the total scored by + each player is added up, and the losers pay the winners on an agreed + scale.</p> + + <p>Supposing five players have scored as follows.—</p> + + <p>A, 87; B, 81; C, 78; D, 78; E, 65. A is paid 6, 9, 9, 22 points by B, + C, D, E respectively. B is paid 3, 3, 16 points by C, D, E respectively. + C and D are each paid 13 points by E. Thus A, B, C, D win 46, 16, 1, 1 + points respectively; and E loses 64.</p> + + <p>Or we may proceed by adding all the scores together (making 389), + multiplying each player's score by 5 (the number of players), and paying + for the <i>differences</i>, above or below the total. If we multiply each + player's total, as given above, by 5, we get A, 435; B, 405; C and D, + 390; E, 325. The differences (by excess or defect) between these and 389 + give the same result as before.</p> + +<h5><span class="sc">Serpent Poker Patience.</span></h5> + + <p>This is a "problem" variety of the above game introduced by Ernest + Bergholt. In the preceding game, <!-- Page 269 --><span + class="pagenum"><a name="page269"></a>{269}</span>the cards are dealt + "blind"—that is to say, when we lay down any given card, we are in + ignorance of those that are to follow.</p> + + <p>In "Serpent Poker Patience," the twenty-five cards are dealt, in fixed + order, <i>face upwards</i>, and are all known to the player before he + begins to lay them out. This is a pastime for one player only.</p> + + <p>If there were no limitation of the rule for laying out the cards, the + analysis would be too complicated to be practicable; hence the added + restriction, which forbids the <i>corner to corner</i> contact, and + enjoins that each card must be laid <i>vertically or horizontally</i> + next to the one <i>last</i> played. We have, in fact, to make a "rook's + path" on a chess-board of twenty-five squares, beginning and ending where + we please.</p> + + <p>While analysis is thus simplified, there still remains considerable + scope for variation in the total score obtained. The art of play often + consists in the sacrifice of valuable combinations in order to obtain + others which, in the aggregate, will count a higher number of points; and + curious results may thus be sometimes exhibited. I give the following by + way of illustration: it is not difficult.</p> + + <p>The twenty-five cards are dealt in the order specified:—</p> + + <p>D.6, S.5, C.Q, D.Q, H.Q, H.10, C.10, H.6, C.3, H.J, H. ace, H.5, H.8, + H.K, S.Q, H.4, C.2, D.2, H.7, S.J, S.3, H.3, D.3, S.6, H.2.</p> + + <p><i>What is the highest score that can be made by laying out the above + cards in serpentine order?</i></p> + + <p>A few trials will suggest the following arrangement, with two straight + flushes, intersecting in the ace of hearts, whereby a total of 78 may be + secured:— <!-- Page 270 --><span class="pagenum"><a + name="page270"></a>{270}</span></p> + + <div class="figcenter" style="width:15%;"> + <a href="images/ill-270a.png"><img style="width:100%" src="images/ill-270a.png" + alt="Poker Patience layout 1" title="Poker Patience layout 1" /></a> + </div> + <p>The rows count a straight flush (30), threes (6), a pair (1), threes + (6); the columns count a straight flush (30), two pairs (3), pair (1), + pair (1). Total, 78.</p> + + <p>But the correct solution is as follows (abandoning one of the straight + flushes):—</p> + + <div class="figcenter" style="width:15%;"> + <a href="images/ill-270b.png"><img style="width:100%" src="images/ill-270b.png" + alt="Poker Patience layout 2" title="Poker Patience layout 2" /></a> + </div> + <p>The rows count a straight flush (30), threes (6), a straight (12), + threes (6). The columns count fours (16), full hand (10), pair (1). + Total, 81.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 271 --><span class="pagenum"><a name="page271"></a>{271}</span></p> + +<h3>BACKGAMMON.</h3> + + <div class="figcenter" style="width:27%;"> + <a href="images/ill-271.png"><img style="width:100%" src="images/ill-271.png" + alt="Fig. 1." title="Fig. 1." /></a> + <span class="sc">Fig. 1.</span> + </div> + + <p>Backgammon is played by two persons, on a special "board" with thirty + "men," fifteen white and fifteen black (or red), similar to those used + for the game of Draughts. The board (see Fig. 1) is square, usually of + wood, lined with leather, and is divided into two equal compartments, + each with a raised wall or border. It is usually made in two portions, + <!-- Page 272 --><span class="pagenum"><a + name="page272"></a>{272}</span>hinged so as to fold together, and bearing + on their outward surfaces the necessary squares for draughts or chess, so + that the one board may answer both purposes.</p> + + <p>The board is so placed in use that the two compartments, known as + "tables," shall lie longitudinally between the players. One of these is + known as the "outer," the other as the "inner" or "home" table. Which of + the two is for the time being the inner and which the outer table is + governed by the arrangement of the men at starting. With the men placed + as in Fig. 1, the right hand is the inner or home table, and the left + hand consequently the outer table. The portions of the two latter nearest + to each player are known as <i>his</i> inner and outer tables + respectively.</p> + + <p>Each table is marked with twelve "points," six at either end. They are + alternately of black and white, black and red, or other distinctive + colours. The two points in the inner table farthest from the dividing + partition or "bar" are known as the "ace" points, and those next in order + as the two or "deuce" points, followed in succession by the three or + "trois" points, the four or "quatre" points, the five or "cinque" points, + and finally the "six"<a name="NtA_65" href="#Nt_65"><sup>[65]</sup></a> + points, next the bar. The points in the outer tables are designated in + like manner, but starting in this case from the dividing partition. The + ace point in the outer table is more commonly known as the "bar" + point.</p> + + <p>A pair of dice (or sometimes a pair for each player) and a couple of + dice-boxes complete the apparatus of the game.</p> + + <p>The men are arranged at starting as shown in <!-- Page 273 --><span + class="pagenum"><a name="page273"></a>{273}</span>Fig. 1—viz., two + of White's men are placed on the ace point in Black's inner table, five + are placed on the six point in Black's outer table, three on the deuce + point in White's outer table, and five on the six point in White's inner + table. Black's men are placed in like manner on the points immediately + facing these.</p> + +<h5><span class="sc">Playing.</span></h5> + + <p>The game is commenced by each player throwing on the centre of the + board a single die, the higher throw of the two giving the right to + begin. In the event of a tie, the players throw again. All subsequent + throws are with both dice.</p> + + <p>The thrower of the higher number may either adopt the points shown by + the two dice as his own throw, or throw again. After throwing, he calls + the number of the throw, the higher number first, as "six deuce," "cinque + trois," "quatre ace," or as the case may be, and then proceeds to make + his move in accordance with it. The movement of the men of each player is + from the ace point in his opponent's home table towards the like point in + his own, though for many purposes it suffices if he can play them into + his own table, independently of their reaching any particular point + therein, the object of the game being first to get all the player's men + into his own inner table, and then to play them out of it again, + according to certain rules to be hereafter stated. The number uppermost + on each die entitles the player to move one man forward a corresponding + number of points. Thus if he threw "six trois," he is entitled to move + one man six points onward, and then the same or another man <!-- Page 274 + --><span class="pagenum"><a name="page274"></a>{274}</span>three points + onward. In the event of his throwing the same points with both dice + (known as "doublets"), he is entitled to play the throw twice over. + Suppose, for example, that he throws two aces; he may move one or more + men forward to an aggregate extent of four points. If he throw double + deuces, he may move to an aggregate extent of eight points; if double + threes, twelve points, and so on.</p> + + <p>The right to move is subject to a certain qualification—viz., + that a man can only be played to a point which is either vacant or + occupied by one or more men of the player, or by one man only of the + adversary. A player getting two men on a given point is said to "make" + such point, and as he thereby secures such men from capture, and at the + same time impedes the onward march of the enemy, it is always an object + to do this. A single man on a given point is known as a "blot," and not + only does not prevent the enemy playing to that point, but in the event + of its being "hit"—<i>i.e.</i>, reached by an adverse throw, it is + "taken up" (placed on the bar between the two tables), and, however far + advanced it may have been, has to begin its journey anew from the inner + table of the adversary. Nor can such man again start on its journey until + its owner is fortunate enough to make a throw corresponding with a vacant + point or blot in such table. Until he does this, the play of his other + men is suspended. If the adverse player's home table is completely + full—<i>i.e.</i>, each point occupied by two or more men, his play + is altogether suspended, the adversary continuing to throw and move until + the course of play again throws open one or more points in his table. + <!-- Page 275 --><span class="pagenum"><a + name="page275"></a>{275}</span></p> + + <p>Any part of a throw which cannot be played is lost to the thrower, but + every player is compelled to play the whole of his throw if it is + possible to do so.</p> + +<h5><span class="sc">Bearing off the Men.</span></h5> + + <div class="figcenter" style="width:15%;"> + <a href="images/ill-275.png"><img style="width:100%" src="images/ill-275.png" + alt="Fig. 2." title="Fig. 2." /></a> + <span class="sc">Fig. 2.</span> + </div> + + <p>When either player has succeeded in getting all his men into his home + table, he proceeds to "bear them off"—<i>i.e.</i>, to remove them + from the board. When the game has reached this stage, each throw entitles + the player either to move forward a man or men (to the extent indicated + by the throw) within the limits of his own table, or to remove men from + the corresponding points. Thus, suppose that the player's men are thus + distributed in his table: five men on the cinque point, three on the + quatre point, three on the deuce, and four on the ace point, the trois + and six points being unoccupied (see Fig. 2). Suppose that the player + throws "quatre trois." For the quatre, he may either remove a man from + the quatre point or advance a man from the "cinque" <!-- Page 276 + --><span class="pagenum"><a name="page276"></a>{276}</span>to the "ace" + point. In the case of the trois, he has no man on that point, and + therefore <i>must</i> play forward, either by advancing a man from the + cinque to the deuce, or from the quatre to the ace point. If, however, he + throws a number which he cannot deal with after either of these + fashions—<i>e.g.</i>, a six, he is entitled to bear off a man from + his highest occupied point, in this case the cinque.</p> + + <p>Doublets have, as in the earlier stage of the game, a twofold value, + and may be played either wholly by moving men forward, wholly by bearing + off, or partly by the one method and partly by the other, as may be + desirable. Suppose, for instance, that the player, having his men as + shown in the figure, throws deuces; having only three men on the deuce + point, he can only bear off that number; the fourth man must be played + forward, either from the cinque or quatre point.</p> + + <p> </p> + + <p>The player who first succeeds in removing all his men from the board + wins the game, but the <i>value</i> of the game depends upon the stage + reached by the adverse player, as follows:—</p> + + <p>If the adversary has got all his men into his own home table, and has + begun to bear off, the game of the winner is known as a "hit."</p> + + <p>If the winner has borne off all his men before his adversary has begun + to do the same, the game is known as a "gammon." The loser is said to be + "gammoned," and pays double the agreed stake.</p> + + <p>If the winner has borne off all his men while the adversary has still + a man or men "up" (<i>i.e.</i>, on the bar) or in his (the winner's) home + table, the game is a "backgammon," and the loser pays <!-- Page 277 + --><span class="pagenum"><a name="page277"></a>{277}</span>either thrice + or four times (as may have been agreed) the amount of the single + stake.</p> + + <p> </p> + + <p>Where several games are played in succession, the winner of a "hit" + throws first in the game next following. After a gammon or backgammon, + the players throw again for the right to begin, as at starting.</p> + +<h5><span class="sc">Hints for Play.</span></h5> + + <p>A leading principle is to "make points" whenever you fairly can, + especially in or close to your home table. A second general principle is + to avoid the leaving of "blots," particularly where they are likely to be + "hit" by the adversary.<a name="NtA_66" href="#Nt_66"><sup>[66]</sup></a> + This latter principle is, however, subject to many qualifications. The + advantages of spreading your men, in readiness to make points, may more + than counterbalance the risk, and in certain critical conditions of the + game it is sometimes even desirable to be "hit," inasmuch as it enables + you to make a fresh start from your adversary's home table, and so get + the opportunity in turn of taking <i>him</i> up.</p> + + <p>At the opening of a game the men on both sides are in a uniform + position, and it is, consequently, possible to lay down specific rules as + to the best method of playing any given throw. We will go <i>seriatim</i> + through all the possible throws. In some instances alternative methods + will be given, according as the player aims merely at securing a hit, and + is content, therefore, to play for safety, or elects to <!-- Page 278 + --><span class="pagenum"><a name="page278"></a>{278}</span>play a more + risky game upon the chance of securing a gammon. This case often arises + where the player has already lost the first hit of a rubber, in which + case, if he loses the next game, he has lost the rubber also; but if he + can secure a gammon (reckoning as a double game), he becomes the winner + of the rubber.</p> + + <p><span class="sc">Aces.</span>—(The best possible throw at + starting.) Play two men on your "bar" point, and two on your cinque + point.<a name="NtA_67" href="#Nt_67"><sup>[67]</sup></a></p> + + <p><span class="sc">Deuce Ace.</span>—For a hit, play the deuce + from the five men in your adversary's outer-table, and the ace from the + ace point in his inner table. For a gammon, play the ace from the six to + the ace point in your own table.</p> + + <p><span class="sc">Deuces.</span>—For a hit, play two from the six + to the quatre point in your own table, and the other two from the ace to + the trois point in your opponent's inner table. For a gammon, play the + second pair from the five men in his outer table.</p> + + <p><span class="sc">Trois Ace.</span>—Make your cinque point.</p> + + <p><span class="sc">Trois Deuce.</span>—The approved play is to + carry two men from the five in your adversary's outer table to the quatre + and cinque points in your own outer table. This, of course, makes two + blots. To avoid this, some, for a hit, play one man from the same <!-- + Page 279 --><span class="pagenum"><a name="page279"></a>{279}</span>point + to the <i>deuce</i> point in the above-mentioned table, but the bolder + play is to be preferred.</p> + + <p><span class="sc">Double Trois.</span>—There are three ways of + playing this throw. Some players make the bar point. The more usual play + is, for a hit, to play two to the cinque point in the player's own, and + the other two to the quatre point in the adversary's table. For a gammon, + play the last two from the six to the trois point in your own table.</p> + + <p><span class="sc">Quatre Ace.</span>—Play the quatre from the + five men in your opponent's outer table, and the ace from his ace point. + (Timid players, fearing to leave two blots, sometimes play the whole + throw from the first-mentioned point, but the plan is not to be + recommended.)</p> + + <p><span class="sc">Quatre Deuce.</span>—Make your quatre + point.</p> + + <p><span class="sc">Quatre Trois.</span>—Play two men from the five + in your adversary's outer table.</p> + + <p><span class="sc">Double Quatre.</span>—Play two men from the ace + to the cinque point in the adversary's inner table, and two from the five + in his outer table. For a gammon, play two men only, from the point last + mentioned to the cinque point in your own table.</p> + + <p><span class="sc">Cinque Ace.</span>—Play the cinque from the + five men in your adversary's outer table, and the ace from the ace point + in his inner table. For a gammon, play the ace from the six to the cinque + point in your own table.</p> + + <p><span class="sc">Cinque Deuce.</span>—Play both men from the + five in your adversary's outer table.</p> + + <p><span class="sc">Cinque Trois.</span>—Make your trois point.</p> + + <p><span class="sc">Cinque Quatre.</span>—Move one man from your + adversary's ace point to the trois point in his outer table. <!-- Page + 280 --><span class="pagenum"><a name="page280"></a>{280}</span></p> + + <p><span class="sc">Double Cinque.</span>—Carry two men from the + five in the adversary's outer table, and make your trois point.</p> + + <p><span class="sc">Six Ace.</span>—Make your bar point.</p> + + <p><span class="sc">Six Deuce.</span>—Move a man from the five in + your adversary's outer table to the cinque point in your own table.</p> + + <p><span class="sc">Six Trois</span>, <span class="sc">Six Quatre</span>, + <span class="sc">Six Cinque.</span>—Carry one man from your + adversary's ace point as far as the throw will permit.</p> + + <p><span class="sc">Sixes.</span>—Place two men on your adversary's + bar point, and two on your own.</p> + + <p>Of the above throws (at the outset of the game), double aces are + reckoned the best, and double sixes next best. Double trois comes third, + followed by trois ace and six ace. Doublets, if playable, are good, as + covering greater distance.</p> + + <p>Any throw in which the higher of the two numbers is <i>two in advance + of the other</i> (as cinque trois, trois ace) is also good, as enabling + you to make a point in your table.<a name="NtA_68" + href="#Nt_68"><sup>[68]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 281 --><span class="pagenum"><a name="page281"></a>{281}</span></p> + +<h3>BAGATELLE.</h3> + + <div class="figcenter" style="width:18%;"> + <a href="images/ill-281.png"><img style="width:100%" src="images/ill-281.png" + alt="Fig. 1." title="Fig. 1." /></a> + <span class="sc">Fig. 1.</span>—Arrangement of the Holes. + </div> + + <p>Bagatelle is played with nine ivory balls on a special table or board, + oblong in shape, from 6 to 10 ft. long, and in width about one-fourth of + its length, as shown in Fig. 2. At that end of the board which in use is + farthest from the player are sunk nine hemispherical holes or cups, one + as a <!-- Page 282 --><span class="pagenum"><a + name="page282"></a>{282}</span>centre, with the others in a circle round + it. Each hole bears a number, as shown in Fig. 1.</p> + +<table class="mc" style="width:33.3%"><tr><td class="w50 vtp"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-282a.png"><img style="width:100%" src="images/ill-282a.png" + alt="Fig. 2." title="Fig. 2." /></a> + <span class="sc">Fig. 2.</span>—Bagatelle Board. + </div> + +</td><td class="w50 vtp"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-282b.png"><img style="width:100%" src="images/ill-282b.png" + alt="Fig. 3." title="Fig. 3." /></a> + <span class="sc">Fig. 3.</span>—Playing off the Cushion. + </div> + +</td></tr></table> + + <p>Of the nine balls one is black, four are white, and four are red. + Whatever the diameter of the balls, that of the cups must exactly + correspond with it. <!-- Page 283 --><span class="pagenum"><a + name="page283"></a>{283}</span>The sides of the board are furnished with + a continuous cushion, such cushion at the upper end forming a + semi-circle, concentric with the circle made by the cups. The upper edge + of each side of the board is pierced with a double row of small holes, + sixty in each row, arranged in groups of five. The score is marked by + inserting little ivory pegs in these holes, each player using one side of + the board. To score the number obtained, the player removes his hinder + peg for the time being, and places it the required number of holes in + front of the foremost peg.</p> + + <div class="figcenter" style="width:31%;"> + <a href="images/ill-283a.png"><img style="width:100%" src="images/ill-283a.png" + alt="The Cue" title="The Cue" /></a> + <span class="sc">Fig. 4.</span>—The Cue. + </div> + + <div class="figcenter" style="width:31%;"> + <a href="images/ill-283b.png"><img style="width:100%" src="images/ill-283b.png" + alt="The Mace" title="The Mace" /></a> + <span class="sc">Fig. 5.</span>—The Mace. + </div> + + <p>The balls are propelled, at the option of the player, either with a + cue (Fig. 4) or with the mace (Fig. 5). The cue is a reproduction in + miniature of that used at Billiards. The mace consists of an oblong + "shoe," or block of wood, slightly curved, attached to a long thin + tapering handle.</p> + + <p>The cue is used as at Billiards. The mace is handled in a different + manner. The shoe at its foot is placed in actual contact with the ball, + the handle pointing over the right shoulder of the player, grasped, about + one-third from the top, between the thumb and second and third fingers of + the right hand. The ball is then pushed forward in the desired direction. + At best the mace is but a clumsy implement, and would never be used by + any one who had acquired <!-- Page 284 --><span class="pagenum"><a + name="page284"></a>{284}</span>even the most elementary skill in handling + the cue.</p> + + <p>At starting, the black ball is placed on the spot marked <i>a</i> + (Fig. 2). The player, taking the remaining balls, places one of them on + the spot marked <i>b</i>, and impels it in the direction of the black + ball. If he hits this latter, the stroke is good, and he plays another + ball, continuing till the whole eight have been played. If, however, the + first ball played miss the black, it is removed from the table (whether + it fall into a hole or not), and is lost to the player for that turn, as + also any succeeding ball until the black ball is hit, after which the + obligation to strike it ceases. If any ball is so struck as to be driven + back towards the player more than half-way down the board, it is in like + manner removed. After the black ball is once struck, the player is no + longer obliged to place his own ball on the spot <i>b</i>, but may place + it at any point behind such spot. He continues till the whole of the + eight balls have been played.</p> + + <p>The object of the player is to "hole" as many of his balls as + possible, preferably in the cups bearing the higher numbers. The black + ball counts double, and a good player will, therefore, endeavour to get + this into the centre hole. This, however, is somewhat difficult, for, if + struck directly towards the 9, it must pass over the 1, and is very + likely to hole itself therein. It is, therefore, safer play to strike it + lightly on the right side, and so drive it towards the 8, into which it + may probably be coaxed by a subsequent ball. When the black ball has + found a resting-place, the efforts of the player are directed to place + his remaining balls to the best advantage. <!-- Page 285 --><span + class="pagenum"><a name="page285"></a>{285}</span>The approved methods of + play for doing this, as to holes 4, 5, 6, 7, 8, 9, are indicated by the + dotted lines in Fig. 3, the ball being so struck as to go "off the + cushion" into the desired hole. The best mode of playing a given ball + will, however, be greatly governed by the positions occupied by preceding + balls.</p> + + <p>It frequently happens that a number of balls lie at distances less + than their own diameter from the semicircular cushion at top. In such + case, a ball sent slowly round the cushion will strike them all in + succession, and, driving them towards the centre, may hole one or more of + them. If, on the other hand, the balls in question are <i>more</i> than + their own diameter from the cushion, the ball sent in pursuit of them + will run harmlessly round, and very probably be lost by overpassing the + half-way line. Or, again, the balls may be lying close under the cushion, + and the impact of the ball in play may simply drive them further + round.</p> + + <p>It frequently happens that a ball lies just on the brink of a hole, + and that a discreet touch in the right place will cause it to drop + therein. For such strokes as these the instructions given for securing + winning hazards at Billiards may be studied with advantage.</p> + + <p> </p> + + <p>The game is usually 120 points—<i>i.e.</i>, up and down the + board. This number, is, however, not absolute, the player who first + reaches it continuing to play until the whole of his eight balls are + exhausted, and scoring the whole number obtained. If he be the second + player, the game is then at an end, but if he was the first to play, the + second player is entitled to <!-- Page 286 --><span class="pagenum"><a + name="page286"></a>{286}</span>play his eight balls also, and the player + attaining the larger total is the winner.</p> + + <p>If, when the game is won, the loser has not turned the + corner—<i>i.e.</i>, begun to score on the downward journey, the + game is a "double," and if there was any stake, the loser pays double + accordingly.</p> + + <p>Where four persons take part, two play as partners against the two + others, one of each side playing alternately the whole of the eight + balls.<a name="NtA_69" href="#Nt_69"><sup>[69]</sup></a></p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 287 --><span class="pagenum"><a name="page287"></a>{287}</span></p> + +<h3>BILLIARDS.</h3> + + <p>The best introduction to an account of Billiards will be a brief + explanation of the implements of the game and the terms used in + connection with it.</p> + + <p>The bed of a full-sized table (see Fig. 1) is 12 ft. long, and 6 ft. + 1½ inches wide. The pockets are 3⅝ inches across. The billiard + spot, S, is 12¾ inches from the centre of the top cushion, opposite to + the baulk. The pyramid spot, P, is placed at the intersection of two + lines drawn from the two middle pockets to the opposite top pockets. The + centre spot, M, is exactly between the middle pockets. The "baulk" is the + space behind a line drawn across the table, 29 inches from the face of + the bottom cushion, and parallel to it. The "half-circle," or "D," is 23 + inches in diameter, its centre, K, coinciding with the centre of the + baulk-line.</p> + + <p>The game is played with three balls of equal size and weight, one + <i>red</i>, one <i>white</i>, and one <i>spot-white</i>. The diameter of + a ball must be not less than 2<span class="spp">1</span>⁄<span + class="suu">16</span> inches, nor more than 2<span + class="spp">3</span>⁄<span class="suu">32</span> inches. The + diameter of a match ball, under National Rules, is 2<span + class="spp">5</span>⁄<span class="suu">64</span> inches.</p> + +<p><!-- Page 288 --><span class="pagenum"><a name="page288"></a>{288}</span></p> + + <div class="figcenter" style="width:22%;"> + <a href="images/ill-288.png"><img style="width:100%" src="images/ill-288.png" + alt="Fig. 1." title="Fig. 1." /></a> + <span class="sc">Fig. 1.</span> + </div> + +<p><!-- Page 289 --><span class="pagenum"><a name="page289"></a>{289}</span></p> + + <p>The choice of balls and order of play is, unless mutually agreed upon, + determined by "stringing" (<i>i.e.</i>, playing from baulk up the table, + so as to strike the top cushion). The striker whose ball stops nearest + the lower cushion may take which ball he likes, and play, or direct his + opponent to play, as he may deem expedient. In stringing, under National + Rules, the players must both play at the same time.</p> + + <p>The red ball is, at the opening of every game, placed on the billiard + spot, and must be replaced after being pocketed or forced off the table. + If the billiard spot be occupied, the red ball must be placed on the + pyramid spot, or, if that also be occupied, on the centre spot.</p> + + <p>When any player plays from baulk, he must place his ball within the + half-circle, or on the line that contains it.</p> + + <p>Whoever breaks the balls (<i>i.e.</i>, leads off) must play out of + baulk, though it is not necessary that he shall strike the red ball, and + he may give a miss in or out of baulk. But, if in baulk, he must first + strike a cushion out of baulk. No player who is in hand is allowed to + strike any ball in baulk, or on the baulk-line, unless his ball has first + struck a cushion out of baulk. Should, however, a ball be out of baulk, + the player in hand may strike any part of that ball without his own ball + necessarily going out of baulk.</p> + + <p>The player continues to play until he ceases to score, when his + opponent follows on.</p> + + <p>The various strokes are as under:</p> + + <p>1.—A <i>winning hazard</i> is made by the player causing his own + ball to hit an object ball and forcing the latter into a pocket.</p> + + <p>2.—A <i>losing hazard</i> is made by the player causing his own + ball to hit an object ball and forcing his own ball into a pocket. <!-- + Page 290 --><span class="pagenum"><a name="page290"></a>{290}</span></p> + + <p>3.—A <i>cannon</i> is made by causing the player's ball to + strike the two object balls. By Billiard Association rules, when two + object balls are struck simultaneously, the stroke shall be scored as if + the white had been struck first. Under National Rules, such a stroke + counts as if the red were struck first.</p> + + <p>4.—A <i>coup</i> is made by forcing the player's own ball into a + pocket without first striking another ball.</p> + + <p>A <i>miss</i> counts one, a <i>coup</i> three, to the opposite + player.</p> + + <p>The scores are counted as follows:—</p> + + <p>A.—A two stroke is made by pocketing an opponent's + ball—<i>i.e.</i>, a winning hazard; or by pocketing the striker's + ball off his opponent's—<i>i.e.</i>, a losing hazard; or by making + a cannon.</p> + + <p>B.—A three stroke is made by pocketing the red + ball—<i>i.e.</i>, a red winning hazard; or by pocketing the + striker's ball off the red—<i>i.e.</i>, a red losing hazard.</p> + + <p>C.—A four stroke may be made by pocketing the white and + spot-white balls; or by making a cannon and pocketing an opponent's ball; + or by making a cannon and pocketing the striker's ball, the opponent's + ball having been first hit.</p> + + <p>D.—A five stroke may be made by scoring a cannon and pocketing + the red ball; or by a cannon and pocketing the striker's ball, after + having struck the red ball first or both balls simultaneously; or by + pocketing the red ball and the opponent's ball without cannoning, or by + making a losing hazard off the white and pocketing the red ball.</p> + + <p>E.—A six stroke is made by the red ball being struck first, and + the striker's and the red ball <!-- Page 291 --><span class="pagenum"><a + name="page291"></a>{291}</span>pocketed; or by a cannon off an opponent's + ball on to the red and pocketing the two white balls.</p> + + <p>F.—A seven stroke is made by striking an opponent's ball first, + pocketing it, making a cannon, and pocketing the red also; or by making a + cannon and pocketing the red and an opponent's ball; or by playing at an + opponent's ball first and pocketing all the balls without making a + cannon; or by playing at the red first, cannoning, and pocketing your own + and the opponent's ball.</p> + + <p>G.—An eight stroke is made by striking the red ball first, + pocketing it, making a cannon, and pocketing the striker's ball; or by + hitting the red first and pocketing all the balls without making a + cannon.</p> + + <p>H.—A nine stroke is made by striking an opponent's ball first, + making a cannon, and pocketing all the balls.</p> + + <p>I.—A ten stroke is made by striking the red ball first, making a + cannon, and pocketing all the balls.</p> + + <p> </p> + + <p>Reverting to the terms used in the game, the "cue" is the stick with + which the player strikes the ball. It varies in length from 4 ft. 6 + inches to 5 ft. The thick end or butt has a diameter of about 1½ inches. + The small end or tip varies from ½ to ¼ inch in diameter. The average is + about ⅜ of an inch.</p> + + <p>The tip is formed of two pieces of leather glued together. When the + tip gets greasy or too smooth, it should be rubbed with a piece of + chalk.</p> + + <p><span class="sc">The Rest.</span>—The real "rest," that is, the + support on which the cue is raised in order to strike the ball, is the + left hand. This, however, is more <!-- Page 292 --><span + class="pagenum"><a name="page292"></a>{292}</span>generally termed the + "bridge"; what is known as the "rest," or "jigger," is a cross of wood + fixed at right angles to a handle about the same length as the cue, in + order to enable a player to strike a ball when it is too far away to + allow him to use his hand as a bridge. Special rests, and cues of extra + length, are made to meet exceptional positions of the balls.</p> + + <p><span class="sc">In Hand.</span>—A ball is said to be in hand + when it is off the table, and the player has to play from the half-circle + or D.</p> + + <p><span class="sc">Breaking the Balls.</span>—Whoever plays, being + in hand, when the red ball is on the spot and the other ball also is in + hand, is said to break the balls.</p> + + <p><span class="sc">In Baulk.</span>—A ball is said to be in baulk + when it is between the baulk-line and the bottom cushion.</p> + + <p><span class="sc">Break.</span>—The series of scores terminating + with the stroke in which the player fails to score is called a break.</p> + + <p><span class="sc">Screw and Screw-back.</span>—This is putting a + rotatory motion on a ball, causing it to spin on a horizontal axis + backwards. Screw is put on by striking the ball <i>below the + centre</i>.</p> + + <p><span class="sc">Following Stroke.</span>—This is putting a + rotatory motion on a ball, causing it to spin on a horizontal axis + forwards instead of backwards. The stroke is made by striking the ball + high up <i>above the centre</i>.</p> + + <p><span class="sc">Side.</span>—This is a rotatory motion put on a + ball, making it spin on a perpendicular axis.</p> + + <p>In each of the foregoing cases the ball is made to take, after + striking another ball, or a cushion, a direction different from that + which it would take did no such rotatory motion exist.</p> + + <p>In order that the learner may the better understand the meaning of + screw, screw-back, following stroke, <!-- Page 293 --><span + class="pagenum"><a name="page293"></a>{293}</span>and side, we will + illustrate them by means of a diagram.</p> + + <p>In Fig. 1 we will suppose the red ball to be placed on the middle spot + in the table, M. The player places his own ball in the centre spot in the + baulk-line, K, and aims his ball, first of all, so as to strike the + object ball with the ordinary <span class="sc">Half-ball + Stroke</span>—that is, the centre of his ball advances towards the + extreme edge of the object ball.</p> + + <p>In Fig. 2, O is the object ball; S, the striker's ball. In order to + play the half-ball stroke, it is necessary that the player should aim at + the point E, the extreme edge of the horizontal diameter of the object + ball. Of course, as the diagram shows, he will not strike the ball in the + point at which he aims (this is never done save in the case of the ball + being struck exactly in the centre), but as S<sub>1</sub>, in the point + C. When the object ball is thus struck, the striker's ball, supposing + there is no screw on the ball, will take the direction indicated in Fig. + 2 as S<sub>2</sub>. This angle is called the natural angle; about this + natural angle we shall have to say more by-and-by. Suppose the stroke + played thus. After playing, the ball will follow the line M P (Fig. 1). + Now suppose some strong screw had been put on the ball by hitting it low + down. The ball, owing to the <i>hit</i>, and to its after-contact with + the ball at M, would follow the line M P; but, owing to the rotatory + motion making the ball revolve or spin backwards, it has a tendency to + run back again towards K, the point from which it started. Under the + influence of these two forces, the ball takes the medium course shown by + the dotted line M P<sub>1</sub>. In other words, the striker, although he + hits the object ball a half-ball stroke, screws into the middle pocket. + <!-- Page 294 --><span class="pagenum"><a + name="page294"></a>{294}</span></p> + + <div class="figcenter" style="width:15%;"> + <a href="images/ill-294.png"><img style="width:100%" src="images/ill-294.png" + alt="Fig. 2." title="Fig. 2." /></a> + <span class="sc">Fig. 2.</span> + </div> + + <p>Now suppose, instead of hitting the ball <i>below</i> the centre, he + hits it high up above the <i>centre</i>, so as to make the ball rotate + forwards. After the balls have come in contact, the rotatory motion + forwards has a tendency to make the striker's ball run onwards <!-- Page + 295 --><span class="pagenum"><a name="page295"></a>{295}</span>towards + the top cushion and away from K, the point from which it started; but the + contact with the object ball would—did no rotatory motion + exist—cause it to follow the direction of the line M P. Under the + influence of these two forces the ball takes a medium course, and follows + the line M P<sub>2</sub>.</p> + + <p>If the player hit the ball at M full, that is, played at it quite + straight and hit the ball at M in its nearest point, then, if he put on + screw, his own ball would, after striking the ball at M, stop and run + back towards K, fast or not according to the amount of rotatory motion he + succeeded in putting on his own ball when he struck it.</p> + + <p>If the player hit the ball at M full, and hit his own ball high up and + above the centre—the following stroke—his ball, after + striking the ball at M, would <i>follow on</i>, and, if he hit it + exactly, would go on in the direction of the spots, P and S.</p> + + <p>In putting on <i>side</i>, the ball is caused to rotate on a + perpendicular axis. For instance (<i>vide</i> Fig. 1), suppose the player + places his ball on the centre spot in baulk, K, and hits the cushion in + the point T without putting on any side, then the ball would rebound in + the direction of T R, just as the angles of incidence and reflection are + equal. Suppose, however, the player strikes his ball on the right-hand + side, causing it to rotate on a perpendicular axis. When the ball touches + the cushion at T, this rotation, owing to the friction between the ball + and the cushion, causes the ball to take the direction shown in the + diagram by the line T R<sub>1</sub>. If, on the other hand, the player + hits his ball on the left-hand side, the ball will rebound in the + contrary direction shown by line T R<sub>2</sub>. This latter stroke is + what every player <!-- Page 296 --><span class="pagenum"><a + name="page296"></a>{296}</span>has to make when he wishes to give a miss + in baulk.</p> + + <p>When a great deal of <i>side</i> is put on a ball, this side has but + little effect till the ball touches a cushion.</p> + + <p><span class="sc">Fluke.</span>—When a player plays for one + thing, misses it, and gets another, the stroke is called a fluke. Thus, + if a man plays for a cannon, misses the cannon and his ball runs into a + pocket off the other ball instead, it is a fluke. If, however, he plays + for the cannon and <i>makes</i> it, and <i>then</i> his ball runs into a + pocket, it is not regarded as a fluke, although he gets what he did not + play for.</p> + + <p>A <span class="sc">Jenny</span> is a losing hazard into one of the + middle pockets off a ball near to one of the lower-side cushions. A long + jenny is a losing hazard off a ball similarly placed into one of the top + pockets.</p> + + <p><span class="sc">Spot Stroke.</span>—A stroke by which a player + pockets the red ball from the billiard spot, at the same time bringing + his own ball into position to pocket the red again, when the latter is + replaced on the billiard spot.</p> + + <p><span class="sc">All-in Game.</span>—A game in which, by prior + agreement, any number of spot strokes may be consecutively scored.</p> + + <p><span class="sc">Spot-barred Game.</span>—By the Billiard + Association Rules, "if the red ball be pocketed from the billiard spot + twice in consecutive strokes by the same player, and not in conjunction + with any other score, it shall be placed on the centre spot; if a ball + prevent this, then on the pyramid spot, and if both centre and pyramid + spots be covered, then on the billiard spot. When the red ball is again + pocketed it shall be placed on the billiard spot."</p> + + <p>Furthermore, "if when the billiard spot is <!-- Page 297 --><span + class="pagenum"><a name="page297"></a>{297}</span>occupied, a player + pocket the red ball from the pyramid spot twice in consecutive strokes, + and not in conjunction with any other score, it shall be placed on the + centre spot. Should the player, with his next stroke, pocket it again, it + shall be placed on the pyramid spot."</p> + + <p><span class="sc">To get on the Spot.</span>—When a player gets + his own ball into an easy position for playing the spot stroke, he is + said to get "on the spot."</p> + + <p><span class="sc">Kiss.</span>—When the balls come in contact a + second time they are said to kiss.</p> + + <p><span class="sc">A Nursery.</span>—A series of cannons made when + all three balls are very close together is called a nursery of + cannons.</p> + + <p><span class="sc">Safety.</span>—When any one plays simply to + leave the balls in such a position that his opponent cannot score by his + next stroke, he is said to play for safety.</p> + + <p><span class="sc">Twist.</span>—Another name for screw.</p> + + <p><span class="sc">Stab, or Stick-shot.</span>—When any one plays + to put a ball in and leave his own ball exactly on the spot where the + object ball was, or only a very little way beyond it, the stroke is + called a stab.</p> + + <p><span class="sc">Line Ball.</span>—A ball whose centre is + exactly on the baulk-line.</p> + + <p><span class="sc">Foul.</span>—A stroke which infringes any rule + of the game.</p> + + <p><span class="sc">Object Ball.</span>—The ball upon which the + striker's own ball impinges.</p> + + <p><span class="sc">Jammed.</span>—When the two object balls touch + in the jaws of a pocket, and each touches a different cushion at the same + time.</p> + + <p><span class="sc">Steeplechase Stroke.</span>—When the striker's + own ball is forced off the surface of the table on to, or over, <!-- Page + 298 --><span class="pagenum"><a name="page298"></a>{298}</span>one or + both of the object balls. By the Billiard Association Rules, this stroke, + "if properly made, is fair, and the referee is the proper person to + decide the matter."</p> + + <p> </p> + + <p>One of the most important points for the beginner, as well as for the + more experienced player, is the selection of a thoroughly good and + reliable cue. Strangely enough, this matter generally receives very + little attention, the neophyte being content to take the first that comes + to hand. What is even worse, he will change about from day to + day,—or from hour to hour,—using cues of different shapes, + weight, and balance; and is then surprised that he does not make the + progress that he expected.</p> + + <p>Reverting to the subject of the half-ball stroke, it is of the + greatest importance that all beginners should understand how much depends + upon their being able to hit the object ball in the way shown in Fig. 2. + Their whole future success as billiard-players will depend upon the + accuracy with which they learn to hit the object ball in this particular + manner.</p> + + <p>First of all, the beginner must learn to hit his own ball freely. We + would recommend him to take his first practice-lesson by learning simply + how to hit a ball hard—<i>i.e.</i>, have only one ball to play + with. After he has gained a certain amount of what is called freedom of + cue, he must next learn to aim at the object ball, so that he always hits + it in what we have described as the half-stroke. To ascertain whether he + has acquired sufficient "freedom of cue," let him see how many times he + can send his own ball up and down the table. <!-- Page 299 --><span + class="pagenum"><a name="page299"></a>{299}</span></p> + + <p>In learning to simply strike your own ball, it is important to learn + to strike it hard <i>without putting on side</i>. Place your ball in + baulk, say nearly in the centre of the half-circle; now play straight up + at the top cushion <i>hard</i>. If you hit your ball fairly in the + centre, the ball will come back straight; if you don't you will put on + side, and you can tell how much by the angle at which the ball will + rebound from the top cushion. Commence learning, therefore, by hitting + your own ball hard enough to send it four to five times up and down the + table without side. This is not so easy as many persons would think.</p> + + <p>Having learnt to hit his own ball fairly in the centre, the beginner + must next learn to hit the object ball a half-ball stroke; and for this + purpose it is a very good exercise, at the commencement, to place the red + ball on the spot, S (<i>vide</i> Fig. 3), and the striker's ball in + position A, that is, just in front of the middle pocket, an inch or two + along an imaginary line drawn from the centre of the middle pocket to the + edge of the object ball placed on the spot.</p> + + <p>The losing hazard off the red into the right-hand top pocket ought now + to be a certainty, it being a simple half-ball stroke. After making the + hazard, the red ball should, after striking the top cushion, rebound in a + line right down the centre of the table (as shown by the dotted line W + W).</p> + + <p>By watching the direction of the red ball after striking, the beginner + will be able to see if he has struck the ball correctly. If he hits it + too fine, the red ball will come down the table on the left of the centre + line, W W. Should he strike the red ball too full, the red will come down + the table on the right-hand side of the line W W. <!-- Page 300 --><span + class="pagenum"><a name="page300"></a>{300}</span></p> + + <p>When the beginner has practised this stroke till he can make a + certainty of it, he may then begin to learn how to play what may be + called "forcing hazards." For this purpose he can gradually place his own + ball lower and lower down the table, as shown in Fig. 3. Suppose, for + instance, he places his own ball at B. There is still an easy losing + hazard off the red into the top corner pocket, the only difference being + that the stroke must be played <i>harder</i>. When the ball was placed at + A, the losing hazard could be made by simply what is called dropping on + to the ball. In fact, the stroke could be played so slowly, that the red + ball, after striking the top cushion, would not rebound more than a foot + down the table. As, however, the striker's ball is placed lower and lower + down the table in the positions shown by the letters B and C, so the + stroke must be played harder and harder.</p> + + <p>Another perfect half-ball stroke that can be played either slowly or + fast, is shown by the two lines, in Fig. 3, drawn from the spot S to the + two top pockets. Suppose a ball to be placed in the centre of either top + pocket, or a few inches along the line drawn from the pocket to the spot. + Then it is a simple half-ball stroke to go in off the red into the other + top pocket.</p> + + <p>Place the white ball an inch or two away from the top pocket along the + line drawn, and place the red ball on the spot. Then drop on to the ball + quietly. The hazard is easy, and, supposing you play from, say, the + left-hand top pocket, you will not only make the losing hazard, but you + will leave the red ball in a position for another easy hazard into the + middle pocket. Your own ball, the white, for the next stroke will be in + baulk; the red ball will, if you play the stroke correctly, travel along + the dotted line shown in the diagram, and stop somewhere about R, thus + leaving an easy hazard next time into the right-hand middle pocket.</p> + +<p><!-- Page 301 --><span class="pagenum"><a name="page301"></a>{301}</span></p> + + <div class="figcenter" style="width:22%;"> + <a href="images/ill-301.png"><img style="width:100%" src="images/ill-301.png" + alt="Fig. 3." title="Fig. 3." /></a> + <span class="sc">Fig. 3.</span> + </div> + +<p><!-- Page 302 --><span class="pagenum"><a name="page302"></a>{302}</span></p> + + <p>Having thus practised the half-ball stroke with slow strength and fast + strength, the next point to be considered is losing hazards into the top + pockets from baulk. These losing hazards may be called the very backbone + of the game.</p> + + <p>The chief difficulty experienced by a beginner will be to know where + to spot his ball in baulk. This will only come with practice. The eye + will gradually accustom itself to the angle. A good player can tell at a + glance whether or not a stroke is easy. We would recommend any one + learning the game to make one or two spots on the table as follows. First + place a card or thin piece of wood upright against the top cushion, and + then measure down the table 3 ft. 9½ in. Make a mark on the cloth (a + little cross is best), and then place the red ball on this spot. Next let + him place the white ball at K (Fig. 4), the centre spot in baulk. The red + ball is placed on the spot A, which, as we have said, is just 3 ft. 9½ + in. from the face of the top cushion. Now there is an easy losing hazard, + if the stroke be played with the ordinary half-ball stroke, into either + top pocket off the red ball.</p> + + <p>This stroke is capital practice for the beginner, as it gets his eye + used to the angle which we have called the "natural" angle.</p> + + <p>The advantage of playing the natural angle is that, supposing you fail + to hit the ball <i>exactly</i> as you intended, a very slight error in + aiming does not alter materially the direction of your own ball after it + has come in contact with the object ball. <!-- Page 303 --><span + class="pagenum"><a name="page303"></a>{303}</span></p> + + <div class="figcenter" style="width:21%;"> + <a href="images/ill-303.png"><img style="width:100%" src="images/ill-303.png" + alt="Fig. 4." title="Fig. 4." /></a> + <span class="sc">Fig. 4.</span> + </div> + +<p><!-- Page 304 --><span class="pagenum"><a name="page304"></a>{304}</span></p> + + <p>Suppose, now, the beginner has succeeded in going into first one top + pocket and then the other several times, let him take the red ball off + the spot marked A in Fig. 4, and place it on M, the centre spot in the + table. Now let him place his own ball in baulk on the proper spot to go + into, say, the left-hand top pocket off M. The proper spot is B in the + diagram, but then, where is B? B <i>ought</i> to be seven and a half + inches from K, the centre spot in baulk. Similarly, if the player wished + to go into the right-hand top pocket off the red ball at M, he would have + to spot his own ball on a spot seven-and-a-half inches to the right of + K.</p> + + <p>As a rule, beginners all make the same mistake. They will, as a rule, + spot their ball too near to K, and, of course, the further they are out + in their reckoning, the more they have to learn. It would be as well, + however, to let a beginner play the stroke. Suppose, for instance, that + instead of spotting his ball at B, seven and a half inches to the left of + K, he spots his ball only five inches to the left of K. Let him play his + stroke, and instead of going into the left-hand top pocket, his ball will + strike the left-hand upper cushion several inches below the pocket. Now + let him measure the correct seven and a half inches, and, although he + will think he is going to miss the stroke, to his own surprise he will + make it. It is very good practice to go in off a ball placed on the + middle spot M, first into one top pocket, and then into another, being + careful always to watch the direction taken by the red ball after the + stroke, with <!-- Page 305 --><span class="pagenum"><a + name="page305"></a>{305}</span>an eye to playing the right strength to + leave an easy losing hazard next time.</p> + + <p>We next come to—</p> + +<h5><span class="sc">Middle-Pocket Hazards.</span></h5> + + <p>We will suppose that the beginner has now fairly learned how to play + losing hazards in the top pockets, and also how to spot his ball for the + natural angle. In playing losing hazards into the middle pockets, it is + quite as important that this angle, and this only, should be used. In + Fig. 5 we give two illustrations of simple hazards into the middle + pockets. The hazards themselves are, comparatively speaking, easy; but + the chief point to be borne in mind is position—that is, having + made the hazard, how can we leave the red ball so that there shall be + another easy hazard next time? The endeavour should be to keep the red + ball <i>in the centre of the table</i> as much as possible. As a rule, + the game is to play to bring down the red ball over the middle pocket + again. Now, in Fig. 5, suppose the player at H tries to go into the + right-hand middle pocket off a ball at D, the proper play would be to + strike the red ball so that it goes up the table, and, following the + dotted lines, returns to D<sub>1</sub>. If the player hits the red a + trifle too fine the red ball would travel to the left of this dotted + line, and a losing hazard would be left off the red into one of the top + pockets. If, however, in playing the stroke, the player hits his ball a + trifle too full, the red ball would then probably travel along the dotted + line terminating in D<sub>2</sub>, and there would be no score left next + time. <!-- Page 306 --><span class="pagenum"><a + name="page306"></a>{306}</span></p> + + <div class="figcenter" style="width:21%;"> + <a href="images/ill-306.png"><img style="width:100%" src="images/ill-306.png" + alt="Fig. 5." title="Fig. 5." /></a> + <span class="sc">Fig. 5.</span> + </div> + +<p><!-- Page 307 --><span class="pagenum"><a name="page307"></a>{307}</span></p> + + <p>A similar stroke is shown in the left-hand middle pocket. The striker + spots his ball at B, and goes into the middle pocket off a ball at A. The + endeavour should be to send the red ball up the table in the direction + shown by the dotted line A C.</p> + + <p>If the red is sent up the table to the left of this line, unless very + accurate strength is played, there will be probably no score left next + time. If, however, the player is careful not to hit the ball at A too + full, the ball will travel rather to the right of the line A C, and then, + being in the middle of the table, if the strength is insufficient to + bring the ball over the <i>middle</i> pocket, there will still be a + losing hazard left into one of the top pockets. This is the chief point + to be considered in making losing hazards in the middle pockets, and + naturally introduces that all-important subject for consideration in + learning to play Billiards, viz.—</p> + +<h5><span class="sc">Position.</span></h5> + + <p>There are thousands of men who have played Billiards all their lives, + but are still very poor players, because in learning to play they never + studied position. They play simply for the stroke, and never give a + thought to what will happen in the next stroke. If you watch a + first-class player make a break, you will probably see him make a long + series of very easy strokes, any one of which you yourself could have + made with the greatest ease. The one difference, in fact, between your + play and his would have been this—that you would make the easy + stroke, and fail to leave another easy stroke next time, whereas he would + <i>not</i> fail; hence <i>his</i> break—a series of easy strokes; + hence <i>your</i> break—one easy stroke, and a breakdown.</p> + + <p>Space will not allow us to give a long series of <!-- Page 308 + --><span class="pagenum"><a name="page308"></a>{308}</span>diagrams, + explaining the various ways of playing for position, but we will indicate + a few general principles. First—</p> + +<h5><span class="sc">Losing Hazards.</span></h5> + + <p>In playing for any losing hazard, it should be remembered that the + position of one ball after the stroke is fixed: the striker's own ball + will be "in hand." Hence, he has only to consider the position of the + object ball, which we will suppose to be the red. Now, the object of the + player is to leave an easy stroke next time. As a rule, the red ball must + be hit in a certain spot to ensure the hazard, the only exception being + when the red ball is close to the pocket, and the player's ball close to + the red. In this latter case it is often the best plan to just touch or + graze the red ball so as hardly to move it, and—supposing, of + course, it is not one of the bottom pockets—to leave the red ball + over the pocket where it is. If, however, you are some way off the red + ball, you will have to hit it in one place in order to make certain of + the hazard. Consequently, position will simply depend upon + <i>strength</i>. It is as well to remember that if a ball is left + anywhere near the middle of the table, there is always an easy hazard + left next time.</p> + + <p>No player can leave a ball on a certain spot <i>exactly</i>. The + greatest expert cannot do more than leave it "there or thereabouts." In + fact, very often, in playing a losing hazard, all we have to do is not so + much to play where to leave the red, but <i>where not</i> to leave the + red.</p> + + <p>Sometimes it may be the best play to try and leave the red ball close + to the white ball, so that the <!-- Page 309 --><span class="pagenum"><a + name="page309"></a>{309}</span>next stroke will be an easy cannon. As a + rule, however, the best play is to leave the red ball over a pocket, so + that you can go in off it again next time. All the best "all-round" + breaks are made by a series of losing hazards with occasional cannons. It + is in playing cannons that the chief difficulty arises in getting + position, but before we discuss cannons, a few words about—</p> + +<h5><span class="sc">Winning Hazards.</span></h5> + + <p>It is evident that after playing a winning hazard the position of the + object ball is known—viz., as a rule, on the spot. Should the + player put in the white, his only excuse must be to make a baulk; + otherwise it is bad play. His opponent, next time he plays, can spot his + ball anywhere he likes in the semicircle, and if the other balls are out + of baulk, he is almost certain to score. Consequently, the only winning + hazards worth discussing are red winning hazards. In making a winning + hazard, the player, as a rule, should try and get near the spot himself, + so as to play for the spot, or else play to leave his own ball where + there would be an easy losing hazard off the red on the spot next time. + In Fig. 6 we give two illustrations. Suppose, first of all, the red ball + is over the right-hand middle pocket at H. The proper professional play + would be to put the ball in the pocket, and then run up the table towards + L, and try and get into position for the spot, but the ordinary amateur, + who, when he gets into position for the spot, can only make one hazard + and then breaks down, had better not play for the spot at all. In the + position given in the diagram, it would be better play to put the red + ball in the pocket, and try and leave your own ball at H<sub>1</sub>; + then there is a certain losing hazard next time off the red into the + left-hand top pocket. <!-- Page 310 --><span class="pagenum"><a + name="page310"></a>{310}</span></p> + + <div class="figcenter" style="width:22%;"> + <a href="images/ill-310.png"><img style="width:100%" src="images/ill-310.png" + alt="Fig. 6." title="Fig. 6." /></a> + <span class="sc">Fig. 6.</span> + </div> + +<p><!-- Page 311 --><span class="pagenum"><a name="page311"></a>{311}</span></p> + + <p>Again, suppose the balls are left in the position W (the white ball), + and X (the red ball), many beginners would play for the six stroke, but + it would be very bad play, as the red ball would be on the spot, and the + striker in hand. The proper play is to put the red ball in the pocket and + leave your own ball in the jaws of the pocket, thus leaving a certain + losing hazard—in off the red into the opposite top + pocket—next time; a stroke, too, in which it is always easy to + leave the red ball over the middle pocket in the stroke following.</p> + + <p>However, as we have said, the chief difficulty in getting good + position is when playing—</p> + +<h5><span class="sc">Cannons.</span></h5> + + <p>Here the player has to consider the position of all three balls at the + end of the stroke. There are two ways of getting position in playing a + cannon. We can leave the red over a pocket, or play to bring the balls + together. It is obvious that when all the balls are close together, it is + almost a certainty that there is an easy score left.</p> + + <p>Suppose, in Fig. 6, the red ball is on the spot S, the white ball at + B, and the player in hand. There is, of course, an easy cannon left, but + how ought he to play it so as to leave an easy score next time?</p> + + <p>The game here is to leave the balls together at the end of the stroke. + The striker spots his ball at A in baulk, so as to strike B the ordinary + half-ball stroke. The stroke should be played slowly, so that the white + ball rebounds off the left-hand upper side cushion at C, and travels + towards D. The player's own ball hits the red gently, and all three balls + are left close together, near the top of the table, one of the best + positions possible.</p> + +<table class="mc" style="width:45.3%"><tr><td class="w50 vtp plr0"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-312.png"><img style="width:100%" src="images/ill-312.png" + alt="Fig. 7." title="Fig. 7." /></a> + <span class="sc">Fig. 7.</span> + </div> + +</td><td class="w50 vtp plr0"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-313.png"><img style="width:100%" src="images/ill-313.png" + alt="Fig. 8." title="Fig. 8." /></a> + <span class="sc">Fig. 8.</span> + </div> + +</td></tr></table> + +<p><!-- Page 314 --><span class="pagenum"><a name="page314"></a>{314}</span></p> + + <p>In playing to leave the red ball over a pocket, a good deal depends + upon whether you play a cannon off the red on to the white, or off the + white on to the red. For instance, in Fig. 7, suppose the striker in + hand, and the two other balls stationed at A and R. If A is the red ball, + the stroke is played one way, and if A is the white ball it is played + another way. If A is the red you should play to make the cannon with just + sufficient strength to double the red across the table, and leave it in + position A<sub>1</sub>, over the middle pocket. If R was the red ball, + you ought to play with just sufficient strength, and also sufficiently + accurately, to hit the red ball full and leave it in position + R<sub>1</sub>, over the left-hand top pocket.</p> + + <p>Another important point in playing cannons is to play what is called + "outside" the balls when they are close together. Suppose, in Fig. 7, the + balls are in the position shown in C, D, and E. C is the player's ball. + If he hits D and makes the cannon hitting E full, he separates the balls, + but if he plays so as to just touch D and E, hitting them on the extreme + edge, he keeps them together.</p> + +<table class="mc" style="width:45.3%"><tr><td class="w50 vtp plr0"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-315.png"><img style="width:100%" src="images/ill-315.png" + alt="Fig. 9." title="Fig. 9." /></a> + <span class="sc">Fig. 9.</span> + </div> + +</td><td class="w50 vtp plr0"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-316.png"><img style="width:100%" src="images/ill-316.png" + alt="Fig. 10." title="Fig. 10." /></a> + <span class="sc">Fig. 10.</span> + </div> + +</td></tr></table> + +<p><!-- Page 317 --><span class="pagenum"><a name="page317"></a>{317}</span></p> + + <p>We will, in conclusion, give a brief explanation of the spot stroke in + the "all-in game." This is in fact, as we have already seen, a series of + spot hazards.<a name="NtA_70" href="#Nt_70"><sup>[70]</sup></a> We must, + however, warn the beginner that though nothing looks more simple, nothing + really is more difficult. The simplest position for the spot stroke is + when the striker's ball is in a direct line with the red ball and the + pocket (Fig. 8). Of course, the proper play is to screw back and bring + your own ball into the same place. Were this a "certainty," the striker + would go on scoring for ever. Sooner or later, however, he will find his + ball will not come back quite straight. It will come back slightly nearer + the top cushion, or rather more away from it. In the first of these cases + (position 2, Fig. 9), the best plan is to follow through the red ball. + This can be done simply by a following stroke. A is the striker's ball; B + the position of the striker's ball after the stroke. When the balls are + nearly, but not quite straight, this is done by means of a stab shot.</p> + + <p>In position 3 (Fig. 10) the striker's ball is at A. The play now is to + drop on to the red ball with sufficient strength to put it in, and get + position at B off the top cushion. Sometimes a little side is + necessary.</p> + + <p>In position 4 (Fig. 11) the striker's ball A is nearly, but not quite, + in a line with the red ball and the opposite pocket. When this is the + case, the only way to get position is to run through the red and get + position off the two cushions. You must play to hit your ball very high + and with a great deal of freedom of cue. It is a stroke in which a + beginner would probably fail.</p> + +<table class="mc" style="width:45.3%"><tr><td class="w50 vtp plr0"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-318.png"><img style="width:100%" src="images/ill-318.png" + alt="Fig. 11." title="Fig. 11." /></a> + <span class="sc">Fig. 11.</span> + </div> + +</td><td class="w50 vtp plr0"> + + <div class="figcenter" style="width:100%;"> + <a href="images/ill-319.png"><img style="width:100%" src="images/ill-319.png" + alt="Fig. 12." title="Fig. 12." /></a> + <span class="sc">Fig. 12.</span> + </div> + +</td></tr></table> + +<p><!-- Page 320 --><span class="pagenum"><a name="page320"></a>{320}</span></p> + + <p>It is as well to know within what limits the spot stroke can be + played. Suppose we draw a line, X Y (Fig. 12), through the spot S, + parallel with the top cushion. If the striker's ball is within this line + or nearer to the top cushion, it is no use putting in the red gently, as + position would be lost. The only plan to recover position is to play all + round the table. Suppose the striker's ball is within the line at A, he + now plays to put the red ball in the right-hand top pocket and recover + position by going right round the table till his ball stops at B. This is + a very difficult stroke, but is often played for and obtained by a + first-class player.</p> + + <p> </p> + +<h5>THE BILLIARDS CONTROL CLUB RULES.</h5> + + <p>These Rules (issued in February, 1909) are specially applicable to + professional matches, and,—like the Rimington-Wilson Code, on which + they are based,—have particularly in view the reduction of safety + misses to a minimum and the imposition of one definite penalty for each + and every kind of foul stroke or illegitimate miss. In issuing the Code, + the Secretary lays stress on the following provisions:—</p> + + <p>A player may not make two misses in successive innings, unless he or + the opponent scores after the first miss, or a double baulk intervenes. + (<i>Rule 9.</i>)</p> + + <p>When striker's ball remains touching another ball, red ball shall be + spotted, and non-striker's ball, if on the table, shall be placed on the + centre spot; striker shall play from the D; if non-striker's ball is in + hand, red shall be spotted, and striker shall break the balls. (<i>Rule + 10.</i>)</p> + + <p>Consecutive ball-to-ball cannons are limited to 25; on the completion + of this number the break shall only be continued by the intervention of a + hazard or indirect cannon. (<i>Rule 13.</i>)</p> + +<h5><span class="sc">Penalties.</span></h5> + + <p>If, after contact with another ball, striker's or any other ball is + forced off the table, the non-striker shall add two points to his score. + (<i>Rule 18.</i>) <!-- Page 321 --><span class="pagenum"><a + name="page321"></a>{321}</span></p> + + <p>For a foul stroke the striker cannot score, and his opponent plays + from hand. His ball shall be placed on the centre spot, the red ball + shall be spotted, and his opponent shall play from the D.</p> + + <p>For refusing to continue the game when called upon by the referee or + marker to do so, or for conduct which, in the opinion of the referee or + marker, is wilfully or persistently unfair, a player shall lose the game. + (<i>Rule 18.</i>)</p> + +<h5>PYRAMIDS.</h5> + + <p>This game is played by two persons with sixteen balls,—one + white, and fifteen red. The latter are arranged in the form of a solid + triangle, with its apex on the Pyramid spot (P in Fig. 1), and its base + towards the top cushion and lying parallel thereto.</p> + + <p>At the commencement of the game, one player leads off from the + half-circle, and plays at any one of the red balls. Should he pocket one + or more balls, he scores one for each red ball pocketed. He continues + playing till he fails to score.</p> + + <p>If a player gives a miss, or pockets the white ball, a point is taken + off his score and he must replace one of the red balls he has previously + pocketed; on the Pyramid spot, if unoccupied, or, if that be occupied, as + near to it as possible in a line directly behind it. If he has not + previously pocketed a ball, he <i>owes</i> one, and must pay it by + replacing the first ball that he pockets later on.</p> + + <p>After a miss, the opponent follows on from where the white ball + stopped; but after a pocketing of the white ball, the opponent follows on + from the <!-- Page 322 --><span class="pagenum"><a + name="page322"></a>{322}</span>half-circle. In playing at a red ball, + baulk is no obstacle.</p> + + <p>If a striker pockets the white ball, and at the same time pockets one + or more of the red balls, he gains nothing by the stroke, but one is + deducted from his score; the red balls pocketed must be spotted on the + table, as well as one of the striker's red balls previously pocketed. The + opponent follows on from the half-circle.</p> + + <p>When the red balls have all been pocketed but one, the player making + the last score continues playing with the white ball, and his opponent + uses the other. If a striker now make a miss, or pocket the ball he is + playing with, the opponent adds one to his score, and the game is + over.</p> + +<h5>SHELL OUT.</h5> + + <p>This is a name given to Pyramids when played by more than two + persons.</p> + + <p>When a striker pockets a red ball he receives from each of the other + players a stake previously agreed on. No ball is ever replaced on the + table after a miss, or after pocketing the white. Should any player miss + or pocket the white, he pays for each of the other players as well as for + himself whenever the next red ball is pocketed. When only one red ball is + left in play, each player continues playing with the white. Pocketing the + red is now paid double all round; and if a striker miss, or pocket the + white, he pays double all round.</p> + + <p>The order of play is drawn for at the beginning of each game. <!-- + Page 323 --><span class="pagenum"><a name="page323"></a>{323}</span></p> + +<h5><span class="sc">Works of Reference.</span></h5> + +<blockquote class="b1n"> + + <p><span class="sc">Billiards Expounded.</span> By J. P. Mannock, + assisted by S. A. Mussabini. Grant Richards, 2 vols., 15<i>s.</i></p> + + <p><span class="sc">Practical Billiards.</span> By C. Dawson. To be had + from the author, "Thorns," Hook Road, Surbiton, Surrey. 12<i>s.</i> + 6<i>d.</i></p> + + <p><span class="sc">Hints on Billiards.</span> By J. Buchanan. Geo. Bell + and Sons.</p> + + <p><span class="sc">Modern Billiards.</span> By J. Roberts. C. Arthur + Pearson, Limited.</p> + + <p><span class="sc">Billiards for Everybody</span> (Oval Series). By + Charles Roberts. Routledge. 1<i>s.</i></p> + + <p><span class="sc">Billiards.</span> By Joseph Bennett. Edited by + Cavendish. De la Rue and Co. 10<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">Billiards</span> (Badminton Library). By Major W. + Broadfoot, R.E., and others. Longmans. 10<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">Pyramids and Pool</span> (Oval Series). By J. + Buchanan. Routledge. 1<i>s.</i></p> + +</blockquote> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 324 --><span class="pagenum"><a name="page324"></a>{324}</span></p> + +<h3>POOL.</h3> + + <p>The game of Pool is the most sociable form of Billiards, as any number + of persons can take part in it. There are several varieties of the game. + The rules which we append (by kind permission of Messrs. Burroughes & + Watts) are those of ordinary Pool. These rules sufficiently describe the + game, but a few words of warning may be necessary to beginners. It is + obvious that, as only the two players left in at the finish win the pool, + it is of far greater consequence to save your own life than take + another's. Consequently, the chief point for consideration is how to play + for safety—that is, how to play to leave your own ball so that the + player who follows on cannot put you in.</p> + + <p>At starting, for instance, the white ball is placed on the spot. The + red plays from baulk. Now red has no chance of putting white in, + consequently he plays gently to drop on to the white ball, and leave his + own ball, the red, under the top cushion.</p> + + <p>If, however, white were close over the pocket, then the proper play, + supposing the winning hazard was a <i>certainty</i>, would be to put + white in and play for a position, so that you could take another life. In + other words, you play to put white in, and get into some position where + there is another easy <!-- Page 325 --><span class="pagenum"><a + name="page325"></a>{325}</span>hazard on another ball. After putting that + in, another, and so on. A good pool-player, if he has a certain hazard, + will sometimes what is called "clear the table;" that is, put in every + ball.</p> + + <p>The most common stroke in Pool is a <i>chance</i> of taking a + life—<i>i.e.</i>, where there is a difficult winning hazard left + off the ball you play on. In this case never hesitate. Play, if you can, + for the chance of the hazard and to <i>get safe</i>. If you cannot do + both, simply play for safety, and for nothing else.</p> + + <p> </p> + +<h5>THE NATIONAL RULES OF POOL.</h5> + + <p>1. This game is played with coloured balls, which (or small duplicate + ones) are dealt out from a pool basket or bag indiscriminately to the + players at the beginning of each game. Cues and rests of any description + may be used.</p> + + <p>2. The players must play progressively, as the colours are placed on + the pool marking-board, and the first stroke of each + player—excepting White—is made from the half-circle, as also + the succeeding strokes of every player when in hand.</p> + + <p>3. Each player has three lives at starting, the object being + throughout the game to pocket the ball played on. White places his ball + on the upper spot; Red plays at White, Yellow at Red, and so on, each + player playing at the last ball, unless it be in hand; in that case the + player plays at the nearest ball.</p> + + <p>4. Each player pays into the pool the amount decided on and starts + with three lives (excepting a less number is agreed on for any particular + player). Each pays forfeit for each life lost. <!-- Page 326 --><span + class="pagenum"><a name="page326"></a>{326}</span></p> + + <p>5. When the striker takes a life, he must continue to play on the + nearest ball as long as he can take a life, till all the other balls are + off the table; his own must then be placed on the spot, as at the + commencement.</p> + + <p>6. The first player who loses his three lives is entitled to purchase + a star by paying into the pool the same sum as at the commencement, for + which he receives lives equal in number to the lowest number on the + board. The player, however, must decide whether he will star or not + before the next stroke is played.</p> + + <p>7. If the first player out refuse to star, the second may do so; if + the second refuse, the third may do so; and so on, until only two are + left in the pool, in which case the privilege ceases.</p> + + <p>8. If before a star two or more balls be pocketed by the same stroke, + including the ball played at, each having one life, the owner of the ball + first struck has the option of starring; but if he refuse, and more than + one remain, the persons to whom they belong must draw lots for the star. + If the balls pocketed do not include the ball played at, their owners + must draw lots for the star.</p> + + <p>9. Only one star is allowed in a pool up to six.</p> + + <p>9<i>a</i>. Only two stars are allowed in a pool up to seven or + more.</p> + + <p>10. The two last players cannot star.</p> + + <p>11. If a life is lost, the next player plays at the nearest ball to + his own; but if the next player's ball be in hand, he plays at the + nearest ball to the centre spot of the half-circle.</p> + + <p>12. If a doubt arise respecting the distance of balls, the distance + must, if the player's ball be in <!-- Page 327 --><span + class="pagenum"><a name="page327"></a>{327}</span>hand, be measured from + the centre spot on the half-circle; but if the player's ball be not in + hand, the measurement must be made from his ball to the other; and in + both cases the doubt must be decided by the majority of the players; but + if the distance be equal, then the owners of the balls at equal distances + must draw lots.</p> + + <p>13. The baulk is no protection.</p> + + <p>14. A life is lost by a ball being pocketed by the player in its + proper turn.</p> + + <p>15. The player loses a life by any one of the following + means.—By pocketing his own ball; by running a <i>coup</i>; by + missing a ball; by forcing his own ball off the table; by playing with a + wrong ball; by playing out of his turn; by stopping or touching his own + ball before it has done rolling; or by his ball striking another ball + before hitting the one he ought to have played at.</p> + + <p>16. If the striker pocket a ball, and by the same stroke lose a life + in any way, the player whose ball is pocketed does not lose a life.</p> + + <p>17. A player losing a life in any way pays forfeit to the player whose + ball he plays upon or should have played upon. If a player plays out of + turn or with the wrong ball, he loses a life to the player who precedes + him.</p> + + <p>18. If the striker miss the ball he ought to play at and strike + another ball and pocket it, he loses a life, and his ball must be taken + off the table, and both balls must remain in hand until it be their turn + to play.</p> + + <p>19. Fouls are also made thus: striking a ball twice with the cue, + lifting both feet from the floor when striking; touching another ball, + either in the <!-- Page 328 --><span class="pagenum"><a + name="page328"></a>{328}</span>act of striking or before the balls have + become stationary, the penalty being that the player cannot take a + life.</p> + + <p>20. If the player, either in taking aim or in any manner whatever, + except when in hand, touch his own ball, it is a foul. If the striker + pocket a ball by a foul stroke, the owner of that ball does not lose a + life, but the ball remains in hand until it is his turn to play.</p> + + <p>21. If the striker's ball touch the one he has to play at, he is at + liberty either to play at it or at any other ball on the table; and he + may take a life by pocketing any balls so played on.</p> + + <p>22. If a ball or balls touch the striker's ball, or be in line between + it and the ball he has to play at, so as to prevent him hitting <i>any + part of the object ball he wishes</i>, it or they, whether nearer to the + striker's ball than the object ball or not, may be taken up until the + stroke has been played; and after the balls have ceased running those + taken up must be replaced, but a ball cannot be taken up in order to + strike a ball from off a cushion, except in the case of Rule 24.</p> + + <p>23. If the ball or balls be in the way of a striker, or the striker's + cue, so that he cannot play at his ball without a reasonable chance of + making a foul, he can have them taken up.</p> + + <p>24. If the corner of the cushion prevent the striker from playing in a + direct line, he can have any ball removed for the purpose of playing at a + cushion first, or he may have the ball moved out a few inches, but cannot + then take a life. If, however, only two players be left in, as in Rule + 32, the ball cannot be moved out. <!-- Page 329 --><span + class="pagenum"><a name="page329"></a>{329}</span></p> + + <p>25. If the striker have a ball removed, and any other than the next + player's ball stop on the spot it occupied, the ball removed must remain + in hand till the one on its place be played, unless it should happen to + be the turn of the one removed to play before the one on its place; in + which case that ball must give place to the one originally taken up; + after which it must be replaced. If two balls were taken up from the same + spot, the one last taken up has to be replaced first.</p> + + <p>26. If the striker have the next player's ball removed, and his ball + stop on the spot the other occupied, the next player must give a miss + from the baulk to any part of the table he thinks proper, for which miss + he does not lose a life.</p> + + <p>27. If the striker's ball stop on the spot of a ball removed, the ball + which has been removed must remain in hand until the spot is unoccupied, + and then be replaced.</p> + + <p>28. If information be required by the player as to which is his ball, + or when it is his turn to play, or which ball he ought to play at, or + which ball is to follow his, he has a right to an answer; should he be + misinformed he does not lose a life; the balls must in this case be + replaced, and the stroke played again.</p> + + <p>29. If the player be misled as to which ball is to play on him by a + ball which is dead being wrongly marked on the board as still alive, he + does not lose a life to his player.</p> + + <p>30. If the striker force another ball off the table, neither he nor + the owner of that ball loses a life, but the ball remains in hand until + it is the owner's turn to play. <!-- Page 330 --><span class="pagenum"><a + name="page330"></a>{330}</span></p> + + <p>31. If the striker's ball miss the ball played at, no person is + allowed to stop it till it has ceased running, whether it has struck + another ball or not.</p> + + <p>32. Should the player preceding the two last players make a miss, + <i>coup</i>, or losing hazard, and decline to star, they divide the pool + if they have an equal number of lives. The exception to this rule is when + a pool originally consisted of not more than three players.</p> + + <p>33. All disputes must be decided by the referee, whose decision upon + being appealed to by the players is final.</p> + + <p>34. The charge for the play is to be taken out of the pool before it + is delivered up to the winners.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 331 --><span class="pagenum"><a name="page331"></a>{331}</span></p> + +<h3>SNOOKER POOL.</h3> + + <p>This increasingly popular version of the game of Pool is in fact a + combination of Pool and Pyramids. The fifteen coloured Pyramid balls are + placed on the table by means of the "triangle," in the same way as for + Pyramids, whilst the white ball is used by each player as the cue-ball + throughout the game. Six Pool balls are used, viz., the Black, Pink, + Blue, Brown, Green and Yellow balls, the positions and values of which + are set out in Rule 2 (<i>vide infra</i>).</p> + + <p>Each player is bound to play at a Red ball first, and, having taken it + (or another Red ball or balls), then at a Pool ball, and again, if + successful, at a Red ball, and so on. Whilst any Red balls remain on the + table the Pool balls, after having been pocketed, are replaced on their + respective spots; but after all the Red balls have been taken, the + players play at each Pool ball in rotation in their order as coloured on + the marking board, viz., Yellow, Green, Brown, Blue, Pink, and Black, + until every ball has been pocketed, when the game is ended.</p> + + <p>Much amusement is often caused by a player being "snookered"—in + other words, by his ball being so obstructed by other balls that he + cannot hit a Pool or Pyramid ball direct, but has to play it off a + cushion, when, in the event of a miss, the value of the ball played at is + counted to each of the other players' scores. (<i>Vide</i> Rules 7 and + 11.) <!-- Page 332 --><span class="pagenum"><a + name="page332"></a>{332}</span></p> + + <p>At "Snooker" safety-play is of little or no use. A player must try to + get on the Pool balls, particularly on those of highest value, as often + as he can. Still, safety-play can be indulged in to some extent at the + end of the game, when only the Pool balls are left on the table, and a + player should remember to play for hazards with a fair amount of + strength, and thus avoid leaving a ball over a pocket for an opponent to + profit by.</p> + + <p>Bad hazard strikers should think twice before joining in Snooker Pool, + even for small stakes, with better players than themselves, as, with the + high values of the Pool balls, large scores can be run up by an expert, + and those players who own the lowest scores at the end of the game have + to make heavy disbursements, as they have to pay every one whose score is + higher than their own. The scores are best kept on a slate.</p> + + <p> </p> + +<h5>THE NATIONAL RULES OF SNOOKER +POOL.</h5> + +<h6>(Reprinted <i>verbatim</i>, by permission of Messrs. Burroughes +and Watts, Limited.)</h6> + + <p>1. This game is played on a Billiard Table, and may be played by any + number of players. Any one wishing to join after the commencement of the + game may do so at the end of a round, but does not play until last. Any + player wishing to leave off during the game must declare his intention of + doing so in lieu of playing, when it shall be his turn to play, but shall + be counted as a player until another round be played.</p> + + <p>2. Fifteen red balls are placed on the table as in <!-- Page 333 + --><span class="pagenum"><a name="page333"></a>{333}</span>"Pyramids," + and six coloured<a name="NtA_71" href="#Nt_71"><sup>[71]</sup></a> balls, + placed thus: Yellow on left-hand spot of D [the half-circle], Green on + centre spot of D, Brown on right-hand spot of D, Blue on middle spot of + table, Pink at apex of triangle, Black on the billiard spot. The value of + the balls shall be: Red 1, Yellow 2, Green 3, Brown 4, Blue 5, Pink 6, + Black 7.</p> + + <p>3. The player must first play at a Red ball, and may not play at a + coloured ball until he shall have first pocketed a Red ball, but after + taking a coloured ball, shall again play on and take a Red ball before he + can again play on any coloured ball.</p> + + <p>4. A player having taken a Red ball, and then pocketed a coloured + ball, must replace the latter on the original spot before playing another + stroke. For every coloured ball not replaced each player shall pay a + penalty of one point for each stroke made by him, until such ball be + replaced.</p> + + <p>5. A player is responsible that all the balls are in their proper + place before he plays. He is liable to a penalty of one point for every + ball not in its right place previous to making a stroke. The striker may + be called upon to replace any ball not in its right place.</p> + + <p>6. When all the Red balls have been pocketed, the coloured balls shall + be played at according to their value. (<i>Vide</i> Rule 2.)</p> + + <p>7. For each ball pocketed by the striker he shall receive its value + from each player, all forfeits having been first deducted; and if he has + incurred any penalties pay their value to each player.</p> + + <p>8. If the player shall strike one or more balls, and <!-- Page 334 + --><span class="pagenum"><a name="page334"></a>{334}</span>then pocket + his own ball, he shall pay the value of the ball first struck, and shall + forfeit any points he may have gained during that stroke.</p> + + <p>9. If a striker shall pocket a ball, and then cannon on to one or more + coloured balls and pocket them, he shall receive the value of the ball he + originally played at, and shall pay the value of the highest coloured + ball he may have pocketed in the same stroke. This does not apply in the + case of Red balls, any number of which may be pocketed in the same + stroke.</p> + + <p>10. If a Red ball is covered by a coloured ball, and such coloured + ball be pocketed, it shall count, provided the player was entitled to + play at that coloured ball. Only the coloured ball aimed at may be taken. + It counts even if it goes in off other balls. Only one coloured ball may + be taken at the same stroke.</p> + + <p>11. For making a miss, or making a miss and running in, the striker + shall lose one point, except when he must play on a coloured ball, when + he loses the value of that ball.</p> + + <p>12. When playing on a Red ball, if the striker misses, and hits a + coloured ball, and at the same stroke accidentally pockets one or more + Red balls, he loses the value of the coloured ball first hit, and cannot + score. The Red balls so pocketed shall be replaced on the table.</p> + + <p>13. For striking a wrong ball, the striker shall pay the value of the + ball hit.</p> + + <p>14. When the Red balls are all pocketed, if the player shall pocket a + coloured ball, and then cannon on to one or more coloured balls and + pocket them, he shall receive the value of the ball he first played at, + and shall pay the value of the highest coloured ball he may have pocketed + in the same stroke. <!-- Page 335 --><span class="pagenum"><a + name="page335"></a>{335}</span></p> + + <p>15. When the Red balls are all pocketed, if the player pocket his own + ball as well as the coloured ball played at, the ball which is pocketed + shall be placed on the table, and the player shall lose the value of the + coloured ball.</p> + + <p>16. If the White ball be touching a coloured ball, the striker cannot + score; he must play his stroke and shall be liable to any penalties + incurred.</p> + + <p>17. If more than one error be committed in the same stroke, the + highest penalty only shall be exacted. Penalties shall not hold good + after one complete round shall have been played.</p> + + <p>18. If a player force a ball off the table, he shall pay the value of + that ball, or, in the case of the White ball, as if he had made a + <i>coup</i>.<a name="NtA_72" href="#Nt_72"><sup>[72]</sup></a></p> + + <p>19. For making a foul stroke, or fouling another ball, a player cannot + score.</p> + + <p>20. For playing out of turn, the striker shall pay one point to each + player besides any penalties incurred, but shall not receive any points + he may have won.</p> + + <p>21. No ball may be temporarily taken up. No Red ball shall be replaced + on the table except when forced off, or for a foul stroke, or under Rules + 12 and 15.</p> + + <p>22. When it is required to replace a coloured ball and its spot is + occupied, it is to be placed on the nearest vacant spot. In the case of + the Brown, if the green and yellow spots are vacant, it is to be put on + the green spot; if all the spots are occupied, then as near as possible + to its own spot in the direction of the top of the table.</p> + + <p>23. All disputes are to be decided by a majority of the players or by + the referee.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 336 --><span class="pagenum"><a name="page336"></a>{336}</span></p> + +<h3>CHESS.<a name="NtA_73" href="#Nt_73"><sup>[73]</sup></a></h3> + + <p>The game of Chess is a battle between two armies, numerically equal, + of which the two players are the generals. The battle-field upon which + this mimic warfare takes place is called the chess-board. This is a + square board divided into sixty-four equal alternate white and black + squares, and should be so placed that each player shall have a white + square at his right.</p> + +<h5><span class="sc">The Men.</span></h5> + + <p>The forces consist of thirty-two "men," each side having eight Pieces + and eight Pawns, of a light and dark colour (known as "white" and + "black"), to distinguish the opposing forces from each other.</p> + + <p>In print the pieces and pawns are pictorially represented as on p. <a + href="#page337">337</a>.</p> + + <p>At the commencement of the game, the pieces are placed as shown in + Fig. 1. It is to be noticed <!-- Page 337 --><span class="pagenum"><a + name="page337"></a>{337}</span>that the white king occupies a black + square, and the black king a white square.</p> + + <p>The horizontal divisions are called "rows," and the vertical divisions + are called "files."</p> + + <div class="figcenter" style="width:27%;"> + <a href="images/ill-337.png"><img style="width:100%" src="images/ill-337.png" + alt="White and Black Forces" title="White and Black Forces" /></a> + </div> +<h5><span class="sc">The Movements of the Men and their Power to Take.</span></h5> + + <p>A piece or pawn has the power to take any adverse piece or pawn, + according to the laws which govern its movements. The King alone, as will + presently be seen, is inviolable. If the King is attacked, the fact must + be notified by the warning <!-- Page 338 --><span class="pagenum"><a + name="page338"></a>{338}</span>"Check," and if the King cannot by some + means escape from the attack, the game is at an end.</p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-338.png"><img style="width:100%" src="images/ill-338.png" + alt="rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR" title="rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR" /></a> + <span class="sc">Fig. 1.</span>—The Men in Position. + </div> + +<h5>1. <span class="sc">The King.</span></h5> + + <p>The King, as the name denotes, is the most important piece on the + board, inasmuch as the object of the game is to capture the King. It is, + however, never actually "taken," the game ending whenever (the opposing + player having the move) the King <!-- Page 339 --><span + class="pagenum"><a name="page339"></a>{339}</span>remains liable to + capture. The King may move from any square upon which it stands to any + adjoining square not occupied by any piece or pawn of its own colour. If + one of such adjoining squares is occupied by an undefended piece or pawn + of the opposite colour, it may take such piece or pawn.</p> + + <p>An additional privilege of the King ("castling") will be explained in + its proper place.</p> + +<h5>2. <span class="sc">The Rook.</span></h5> + + <p>The Rook (or Castle) moves upon straight lines only, in a horizontal + or vertical direction, to any square not occupied by any piece or pawn of + its own colour. If the line on which it operates terminates in a piece or + pawn of the opposite colour, it can take such piece or pawn.</p> + +<h5>3. <span class="sc">The Bishop.</span></h5> + + <p>The Bishops move and take upon diagonals only: the King's Bishop upon + the diagonals of its own colour, the Queen's Bishop on those of the + opposite colour; stopping short, however, when it reaches a square + occupied by any piece or pawn of its own colour.</p> + +<h5>4. <span class="sc">The Queen.</span></h5> + + <p>The Queen combines the power of Rook and Bishop—<i>i.e.</i>, the + Queen may move and take horizontally or vertically like a Rook, or upon + diagonals like a Bishop. It is, therefore, the most powerful piece on the + board, because not only has it the power of Rook and Bishop, but it has + also the privilege to move like either of the two Bishops, according to + the colour of the diagonal it may for the time being stand upon. <!-- + Page 340 --><span class="pagenum"><a name="page340"></a>{340}</span></p> + +<h5>5. <span class="sc">The Knight.</span></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-340.png"><img style="width:100%" src="images/ill-340.png" + alt="Fig. 2.--The Knight's Move." title="Fig. 2.--The Knight's Move." /></a> + <span class="sc">Fig. 2.</span>—The Knight's Move. + </div> + + <p>The movement of the Knight is more complicated than that of any other + piece. One move of the Knight combines two King's moves: one square + straight, and one square diagonally to any but the adjoining squares to + its starting-point. Unlike any other piece, it may leap over any piece or + pawn of its own or the opposite colour intervening between <!-- Page 341 + --><span class="pagenum"><a name="page341"></a>{341}</span>its + starting-point and the square to which it moves. Thus, in Fig. 2, the + white Knight may move to K B 2, K Kt 5, Q 6, Q B 5, or Q B 3, but not to + Q 2, that square being occupied by a piece of its own colour.<a + name="NtA_74" href="#Nt_74"><sup>[74]</sup></a> It may take the black + pawn at K Kt 3, or the black Knight at K B 6. It will be noticed that + with every move the Knight changes colour—viz., from a white to a + black square, and <i>vice versâ</i>.</p> + +<h5>6. <span class="sc">The Pawn.</span></h5> + + <p>The pawn, in spite of its limited power of movement, plays a most + important <i>rôle</i> amongst the forces. The pawns are the rank and file + of the array. The pawn, is, so to speak, the <i>tirailleur</i>; it + engages the enemy, advances into the opponent's camp, and clears the road + for the officers who follow in its wake to the attack; the pawn is mostly + the first victim, and in the large majority of cases the pawn decides the + game. Like the private soldier, who is supposed "to carry the marshal's + baton in his knapsack," the pawn may be promoted to the highest rank. If + it reaches the "eight" square, it may be converted, according to the + choice of the player, into a Bishop, Knight, Rook, or Queen. Even though + the player has still his full complement of pieces, any pawn may be so + converted. Thus a player may have at the end of a game as many new pieces + as pawns reach the eight squares.</p> + + <p>The pawn may only move one square at a time, straight forward on the + file on which it is placed, with the option of moving <i>two</i> squares + at first starting. Thus in Fig. 3, section <i>a</i>, the pawn at K 2 has + the <!-- Page 342 --><span class="pagenum"><a + name="page342"></a>{342}</span>choice of moving either to K 3 or at once + to K 4. But the pawn <i>takes</i> on <i>diagonals</i> only; thus, in + section <i>b</i> of the same figure, the pawn at K 7, having the move, + can take either the black Bishop at K B 8 or the black Queen at Q 8, and + in either case it must be converted into some piece of its own colour + (other than a King), according to the choice of the player, when the + converted piece will act immediately in its new capacity. It is against + the laws of the game to leave it still a pawn.</p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-342.png"><img style="width:100%" src="images/ill-342.png" + alt="Fig. 3.--The Pawn's Moves." title="Fig. 3.--The Pawn's Moves." /></a> + <span class="sc">Fig. 3.</span>—The Pawn's Moves. + </div> + +<p><!-- Page 343 --><span class="pagenum"><a name="page343"></a>{343}</span></p> + + <p>The pawn cannot move backwards nor sideways, but only forward along + the "file" on which he stands. The pawn is also restricted in his power + of taking. Thus any adverse piece or pawn standing on the adjacent + squares to a pawn (other than forward diagonals) cannot be taken. Pawns + placed as shown in section <i>c</i> or <i>d</i> of Fig. 3 could not take + each other.</p> + + <p>The pawn may also take "<i>en passant</i>," which means that if a pawn + moves two squares at starting, thus "passing" an adverse pawn which could + have taken it had it moved only one square, such adverse pawn has the + option of taking it as if it had moved one square only; but the taking + <i>en passant</i> must form the next move of the adversary. Thus in + section <i>c</i> of the diagram, supposing the black pawn to have just + moved from Q R 2 to Q R 4, it may be taken by the white pawn at Q Kt 5; + the white pawn standing, after the move, at Q R 6. Such a move would be + recorded thus: P takes P <i>e.p.</i></p> + +<h5><span class="sc">Chess Notation.</span></h5> + + <p>It is necessary that the novice be thoroughly familiar with the + original position of each piece, this being the foundation of what is + called Chess Notation, or the system by which moves are recorded, and + without which it would be impossible to convey written instruction in the + game. Various systems are employed in different countries, but what is + called the English notation is the only one with which our readers need + trouble themselves. <!-- Page 344 --><span class="pagenum"><a + name="page344"></a>{344}</span></p> + + <p>Each square in the two outer rows is named (see Fig. 4) after the + piece which occupies it, and the other squares by reference to these. For + instance, the square upon which the King stands is called the</p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-344.png"><img style="width:100%" src="images/ill-344.png" + alt="Fig. 4.--English Notation." title="Fig. 4.--English Notation." /></a> + <span class="sc">Fig. 4.</span>—English Notation. + </div> + + <p>King's Square, or more shortly K sq., or K 1. The square in front of + it is K 2; the next K 3, and so on throughout the file. In like manner + with the other files. The pieces on the right side of the King are called + the King's pieces—<i>i.e.</i>, King's Bishop, <!-- Page 345 + --><span class="pagenum"><a name="page345"></a>{345}</span>K B; King's + Knight, K Kt; King's Rook, K R; and the pieces on the left of the Queen + are called Queen's pieces—<i>i.e.</i>, Queen's Bishop, Q B; Queen's + Knight, Q Kt; Queen's Rook, Q R. The same rule applies to the black + pieces; so that each square has two names, as it may be necessary to + describe it with reference to the one or the other player. Thus White's + King's square would be Black's King's eight (K 8), whilst Black's King's + square would be White's King's eight (K 8), and so on with all the other + squares.</p> + +<h5><span class="sc">Method of Recording Games.</span></h5> + + <p>The following are the abbreviations in use in scoring with the aid of + the English notation:</p> + + <p>K = King; Q = Q; R = Rook; K R = King's Rook; Q R = Queen's Rook; B = + Bishop; K B = King's Bishop; Q B = Queen's Bishop; Kt = Knight; K Kt = + King's Knight; Q Kt = Queen's Knight; P = Pawn; ch. = check; dis. ch. = + discovered check; <i>e.p.</i> = <i>en passant</i>; Castles, or o—o + = Castles on the King's side; and Castles Q R, or o—o—o = + Castles on the Queen's side. To take may be noted "takes," or shorter + thus, ×; (!) indicates a good move; (?) a bad or indifferent move; + the + better game; <span class="nw">-</span> the inferior game; = an even game. + To familiarise himself with the system the reader is recommended to + study, with the aid of the board, the following example, a "Ruy Lopez" + game, recorded according to the English notation.</p> + +<p><!-- Page 346 --><span class="pagenum"><a name="page346"></a>{346}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl"> X.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"> Z.</td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q R 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to R 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q Kt 4</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to Kt 3</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to K 2</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to K 3</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Q Kt to Q 2</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K P takes P</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K Kt takes P</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Q to B 2</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B takes P</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Kt takes B</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Kt takes Kt</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q to Q 2</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Q Kt to B 3</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">B to B 3</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q to K 4</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">K B takes Kt</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">B takes Kt</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">Q takes Q B</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">Resigns.</td></tr> +</table> + + <p>A variation of this is the "fractional" notation, in which White's + move is recorded above the line, and Black's below the + line—<i>e.g.</i>:</p> + +<table> +<tr><td rowspan="2" class="vmi">1.</td> +<td class="bb plr0">P to K 4</td> +<td rowspan="2" class="vmi pl2">2.</td> +<td class="bb plr0">Kt to K B 3</td> +<td rowspan="2" class="vmi pl2">3.</td> +<td class="bb plr0">B to Kt 5</td></tr> +<tr><td class="plr0">P to K 4</td> +<td class="plr0">Kt to Q B 3</td> +<td class="plr0">P to Q R 3</td></tr> +</table> + + <p>The moves may be recorded in columns or in lines, according to + individual choice. "To" is frequently represented by a + dash—<i>e.g.</i>, instead of P to K 4, P—K 4. A single move + of Black is recorded thus: 1. ... P to K 4 (or, P—K 4); 16. ... K B + takes Kt (or, K B × Kt); the dots standing in lieu of White's preceding + move.</p> + + <p> </p> + + <p>Having mastered the notation, the student should next familiarise + himself with— <!-- Page 347 --><span class="pagenum"><a + name="page347"></a>{347}</span></p> + +<h5><span class="sc">The Technical Terms used in the Game.</span></h5> + + <p>The more important of these are as under:</p> + + <p><span class="sc">Check and Checkmate.</span>—The whole object of + the game is the capture of the opponent's King, though, as we have said, + the King is never actually taken, the game coming to an end when the next + move, if made, would result in his capture. If the King is attacked, the + attack must be accompanied with the warning, "Check." A check may be met + in three different ways. The player may either interpose one of his own + pieces<a name="NtA_75" href="#Nt_75"><sup>[75]</sup></a> (or pawns) + between the King and the attacking piece; he may move it out of the range + of the attacking piece; or he may take the attacking piece with the King + or any other of his forces which may be available for that purpose. If he + cannot resort to either of these three defences, he is checkmated, or + more shortly, "mated," and the game is lost.</p> + + <p>"Discovered" check is given when, by moving a piece, another piece is + unmasked which attacks the adversary's King.</p> + + <p><span class="sc">Drawn Game.</span>—Beside the more decided + issue of checkmate, there is another possible termination of a + game—viz., the "drawn game," or "draw."</p> + + <p>A draw ensues: 1. If neither side can give checkmate.</p> + + <p>2. If both sides remain with King only, or with a single Bishop, or + single Knight only in addition.</p> + + <p>3. If both players repeat the same series of moves three times, + thereby tacitly admitting that they are <!-- Page 348 --><span + class="pagenum"><a name="page348"></a>{348}</span>not strong enough to + give checkmate, or that they do not intend to venture upon another line + of play.</p> + + <p>4. If a player under certain specified conditions is unable to give + mate in fifty moves.</p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-348.png"><img style="width:100%" src="images/ill-348.png" + alt="1k6/2p5/QpB5/1P6/8/P2b4/1P6/K1n5" title="1k6/2p5/QpB5/1P6/8/P2b4/1P6/K1n5" /></a> + <span class="sc">Fig. 5.</span> (Drawing by perpetual check.) + </div> + + <p>5. Through "perpetual check"; for instance, if a player, having + otherwise a lost game, can save it by constantly forcing the opponent to + move his King by repeated checks. In Fig. 5 Black is threatened with + checkmate by Q to R 8, or Q to Kt 7. But, <!-- Page 349 --><span + class="pagenum"><a name="page349"></a>{349}</span>it being Black's move, + he would play Kt to Kt 6: ch.; White <i>must</i> play K to R 2; Black + returns to his old position again, checking, and as there is nothing to + prevent his repeating these two moves <i>ad infinitum</i>, the game is + drawn.</p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-349.png"><img style="width:100%" src="images/ill-349.png" + alt="1k6/1P6/1K6/8/8/8/8/8" title="1k6/1P6/1K6/8/8/8/8/8" /></a> + <span class="sc">Fig. 6.</span> (Illustration of stalemate.) + </div> + + <p>6. In case of a "stalemate"—<i>i.e.</i>, when the player whose + turn it is to move cannot make a move without violating the laws of the + game. For instance, in Fig. 6, Black (having the move) would be <!-- Page + 350 --><span class="pagenum"><a + name="page350"></a>{350}</span>"stalemate," as his King (his only piece) + cannot move without placing itself in check, the white pawn guarding the + squares Q B 8 and Q R 8, and the King guarding the squares Q B 7 and Q R + 7.</p> + + <p><span class="sc">Castling.</span>—Once in the game the King has + the privilege of making a double move in conjunction with either Rook. + This move is called "Castling." In castling on the King's side, the King + is moved to K Kt square, and the Rook is placed next to it on K B square; + in castling on the Queen's side, the King is moved to Q B square, and the + Queen's Rook placed next to it upon Q square.</p> + + <p>The right to castle is subject to the following conditions:</p> + + <p>1. That no piece of its own or the opponent's colour be between the + King and the Rook with which the King is to be castled.</p> + + <p>2. That neither the King nor the Rook with which it is to castle has + yet moved.</p> + + <p>3. The King cannot castle if in check, or into check; neither can he + cross a square which is commanded by any of the opponent's pieces.</p> + + <p><span class="sc">Command.</span>—A piece is said to "command" a + given square if it can take any adverse piece placed on such square.</p> + + <p><span class="sc">Develop.</span>—To move a piece from its + original position is to develop it or bring it into play. The quicker the + development of the pieces the better. If a player can concentrate upon a + given point a greater number of pieces than his opponent is enabled to + develop for its defence, he must obtain an advantage.</p> + + <p><span class="sc">Double Pawn.</span>—Two pawns on the same file. + A "double pawn" is weaker than two pawns in the <!-- Page 351 --><span + class="pagenum"><a name="page351"></a>{351}</span>same row, because in + the former case they must be independently defended, whilst in the latter + case either can be made to defend the other.</p> + + <p><span class="sc">En prise.</span>—A piece or pawn is <i>en + prise</i> if so placed as to be liable to be taken by any other. + Sometimes the same phrase is applied to a piece or pawn insufficiently + defended.</p> + + <p><span class="sc">To Exchange.</span>—Is to give up a piece or + pawn for another of equal value.</p> + + <p><span class="sc">The Exchange.</span>—A player gaining a Rook + for a minor piece (Bishop or Knight) is said to "win the exchange." His + opponent loses the exchange.</p> + + <p><span class="sc">Forced Move.</span>—Is where the player has + only one move at his disposal; for instance, in case of a check with a + Knight, where the Knight cannot be taken, and the King has only one + square to which he can move.</p> + + <p><span class="sc">Fork.</span>—This term is chiefly used where, + by advancing a pawn, two pieces are attacked. (In Fig. 3, <i>b</i>, the + white pawn forks K & B.) But it may also be used to express that any + one piece attacks two others simultaneously.</p> + + <p><span class="sc">Isolated Pawn.</span>—Is a single pawn, the + pawns of same colour on the right and left being off the board. A pawn is + said to be "passed" when there is no pawn of the opposite colour which + can bar its progress.</p> + + <p><span class="sc">Gambit.</span><a name="NtA_76" + href="#Nt_76"><sup>[76]</sup></a>—Any opening in which a pawn is + sacrificed by the first player in order to obtain a quicker development + of his pieces is called a gambit. The pawn so sacrificed is called the + "gambit-pawn." A counter-gambit is where the second player sacrifices a + pawn with a similar object.</p> + +<p><!-- Page 352 --><span class="pagenum"><a name="page352"></a>{352}</span></p> + + <p><span class="sc">J'adoube.</span>—("I adjust") is said by a + player, to inform his opponent, <i>before</i> touching a piece or pawn of + his own or his adversary's, that such piece or pawn is only to be + adjusted, but not played.</p> + + <p><span class="sc">Pin.</span>—A piece is said to be "pinned" if + it is attacked by an adverse piece in such manner that, by moving the + attacked piece, a more valuable piece would be "unmasked," and left <i>en + prise</i>; but chiefly if it is unable to move because it guards the King + from being in check.</p> + +<h5><span class="sc">Value of the Pieces.</span></h5> + + <p>The approximate value of the pieces, as they stand on their respective + squares at the beginning of a game, is estimated to be as follows: Taking + the pawn as unit, the value of the Knight is 3.05; of the Bishop, 3.05; + of the Rook, 5.48; and of the Queen, 9.94. German authorities estimate + (taking also the pawn as unit), Bishop = 3; Knight = 3; Rook = 4½; and + Queen = 9. The King in the End game is worth 4. Obviously the value of + piece or pawn changes as the game advances, according to the position it + occupies for the time being. There are, however, general principles which + hold good in a large majority of cases. For instance, two Bishops are + more serviceable than two Knights in the End game.<a name="NtA_77" + href="#Nt_77"><sup>[77]</sup></a> Bishop and Knight are also preferable + to two Knights, but a single Knight is more serviceable, in most cases, + in the End game than a single Bishop.</p> + +<p><!-- Page 353 --><span class="pagenum"><a name="page353"></a>{353}</span></p> + +<h5 class="pt1">THE OPENINGS.</h5> + + <p>A game of Chess consists of three phases: the Opening; the Middle + game; and the End game. It need not, however, pass through all three + stages, but may come to a conclusion at either of them.</p> + + <p><span class="sc">The Opening</span> is the development of the pieces. + A quick and judicious development of the forces is half the battle won. + From a mistake in the beginning of a game—assuming both players to + be of equal strength—it is difficult to recover. The Openings, + therefore, should be studied carefully.</p> + + <p><span class="sc">The Middle Game</span> is entirely a matter of + practice, and its proper management can only be acquired by experience. + Both players are here thrown upon their own resources, as the analysis + does not reach beyond the opening.</p> + + <p><span class="sc">The End Game</span> is a study in itself, and one + which will repay the most careful attention. There are certain positions + which occur frequently at the end of a game; these have been + systematically arranged by eminent specialists, and may be committed to + memory; but the larger number (like the Middle game) depend upon + ingenuity and individual skill.</p> + + <p>The Openings are divided into <i>Open Games</i>—<i>i.e.</i>, + where White plays 1. P to K 4, and Black replies 1. ... P to K 4; and + <i>Close Games</i>—<i>i.e.</i>, where White's first move is any + other than 1. P to K 4. The <i>Open Games</i> will be first dealt + with.</p> + + <p>The first opening which we shall describe is the Giuoco Piano, "the + slow, or steady, opening," so <!-- Page 354 --><span class="pagenum"><a + name="page354"></a>{354}</span>called because it is a quiet strategical + development of the forces.</p> + + <p>The game is presented to the reader just as if it were played over, + and explained by the professor over the board. The reasons for each move + are given in language adapted to the perception of the student who plays + a game of chess for the first time.</p> + +<h5 class="pt1">THE GIUOCO PIANO.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>This move allows most scope for the development of two pieces. P to Q + 4 also allows this, but it gives less scope to the Queen.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +</table> + + <p>The same observations apply to Black's first move.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The aim of the player being a quick development of his forces, it is + advisable to bring each piece into play by attacking an adverse piece or + Pawn immediately, if possible. The Kt here attacks <span + class="correction" title="Original reads 'White'">Black</span>'s K P.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +</table> + + <p>This move not only defends the attacked Pawn, but at the same time + brings a piece into play, and thus establishes an equilibrium in the + development. 2. ... Q or K 2, or 2. ... Q to B 3, would be unfavourable + defences, because the former move would prevent the development of the K + B, and the latter the <i>sortie</i> of the Knight, besides exposing <!-- + Page 355 --><span class="pagenum"><a name="page355"></a>{355}</span>the + Queen to attack. It may be taken as a general rule that it should be + avoided as much as possible to defend pieces of less value with pieces of + greater value. Black could also play here 2. ... P to Q 3, which is + called Philidor's Defence, or reply, by 2. ... Kt to K B 3, with an + attack upon White's K P, which is called Petroff's Defence. These will be + treated later on.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Clearing the King's side for castling, and posting the Bishop ready + for attacking the present weakest point in Black's position—viz., + the K B P; weakest because defended by the King only.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td></tr> +</table> + + <p>No immediate danger being apprehended, Black brings a piece into play. + These three moves on either side constitute the opening called the Giuoco + Piano, whatever be the moves that may follow.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q 3</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Q 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Kt 3</td></tr> +</table> + + <p>Better than 5. ... B takes B, because in that case White would obtain + an "open Bishop's file," and double his Rooks upon it after castling; and + the "double pawn," which is in the majority of positions a weakness, is + strong in the centre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Q Kt to Q 2</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The object being to play this Knight to K B sq., and then to Kt 3. + This could also be done if White had played 6. Kt to B 3, then Kt to K 2, + and Kt to Kt 3. The manœuvre in the text is generally adopted, + because if 6. Kt to B 3, Black could "pin" it with 6. ... B to R 4. <!-- + Page 356 --><span class="pagenum"><a name="page356"></a>{356}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Intending to advance the Q P, and thus prepare the formation of a + strong centre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to Q 2</td></tr> +</table> + + <p>Threatening to attack and exchange White's Bishop, by playing upon his + next move, if feasible, 8. ... Kt to Q R 4. He could not have done so + before, because of White's reply, 8. B to Kt 5: ch., forcing the Knight + back to B 3, or leaving it at R 4 out of play.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to Kt 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>White, who does not want to exchange his Bishop for Knight, retires + it, so that he may play, should Black attack it (with 8. ... Kt to R 4), + 9. B to B 2.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q to K 2</td></tr> +</table> + + <p>In the Giuoco Piano it is not advisable for either player to castle + early, and Black wisely makes a waiting move. He is now able to castle on + either side, according to circumstances.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q to K 2</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to K R 3</td></tr> +</table> + + <p>This move is strictly defensive. Black might also have played 9. ... Q + Kt to Q sq., and then from Q sq. to K 3, which would have been a better + manœuvre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt to B sq.</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to K 3</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to R 4</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to Q 2</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to Kt 3</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">P to Kt 3</td></tr> +</table> + + <p>Black's defence is somewhat timid. At a previous stage he intended to + exchange his Q Kt against White's B, and now when White "pins" the <!-- + Page 357 --><span class="pagenum"><a + name="page357"></a>{357}</span>Knight with 11. B to R 4, he retires the + Bishop, so as to avoid a double pawn. Now he has to prevent White's + Knight from moving to B 5, attacking the Queen, but in doing so he + weakens his King's position for the purpose of castling on the King's + side. <i>The student should bear in mind that these pawns are strongest + in their original position.</i></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B to B 2</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The Bishop is better placed now at B 2. At R 4 it was, owing to the + changed position, less useful. At its new post it strengthens the + centre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">P to Q 4</td></tr> +</table> + + <p>Black anticipates White's possible P to Q 4 by himself advancing.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Kt to Q sq.</td></tr> +</table> + + <p>Black now executes the manœuvre which was suggested at his ninth + move. But it is not so good at this stage. The position is now as shown + in Fig. 7.</p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-358.png"><img style="width:100%" src="images/ill-358.png" + alt="r2nk2r/pppbqp2/1b3npp/4p3/4P3/2P1BNN1/PPB1QPPP/R4RK1" title="r2nk2r/pppbqp2/1b3npp/4p3/4P3/2P1BNN1/PPB1QPPP/R4RK1" /></a> + <span class="sc">Fig. 7.</span><br />[<span class="sc">Position after + Black's 15th move.</span>] + </div> + +<table class="mc"> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q R to Q sq.</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>It is always good to occupy an open file with a Rook.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">K to B sq.</td></tr> +</table> + + <p>Black cannot play 16. Kt to K 3, because he would thereby leave his K + P <i>en prise</i>; he cannot castle, because then his K R P would be + <i>en prise</i>; and if he were to return with the Kt to B 3, he would + have lost a move. Therefore he has nothing better than to move his King + into safety to B sq., and then to Kt 2.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">Q to Q 2 (?)</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">K to Kt 2</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">P to K R 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<p><!-- Page 358 --><span class="pagenum"><a name="page358"></a>{358}</span></p> + + <p>To prevent Black from playing 18. ... B takes B; Q takes B, Kt to Kt + 5, attacking the Queen.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">19.</td><td class="pr2 wchl">Kt to R 4</td><td class="ar pr025 w2">19.</td><td class="pr2 wchl">Q R to Q sq.</td></tr> +</table> + + <p>Occupying the "open file" and defending the Bishop, so as to free his + K Kt, which was before fixed, as it had to defend the Bishop.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">20.</td><td class="pr2 wchl">B takes B</td><td class="ar pr025 w2">20.</td><td class="pr2 wchl">R P takes B</td></tr> +</table> + +<p><!-- Page 359 --><span class="pagenum"><a name="page359"></a>{359}</span></p> + + <p>It is, in the majority of these cases, better to take with the R P, + because it gives an additional "open file" for the entry of the Rook.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">21.</td><td class="pr2 wchl">Q to K 2</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>White has now lost the attack, and is virtually on the defensive. He + is obliged to move his Queen, because Black threatens 21. ... B takes P, + discovering an attack upon the Queen with his Rook.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">21.</td><td class="pr2 wchl">B to K 3</td></tr> +<tr><td class="ar pr025 w2">22.</td><td class="pr2 wchl">R takes R</td><td class="ar pr025 w2">22.</td><td class="pr2 wchl">R takes R</td></tr> +<tr><td class="ar pr025 w2">23.</td><td class="pr2 wchl">B to Kt 3</td><td class="ar pr025 w2">23.</td><td class="pr2 wchl">K to R 2</td></tr> +</table> + + <p>A good move, because White threatens, in case Black should exchange + Bishops, to win the Queen with either Kt to B 5: ch., P takes Kt; Kt + takes P: ch., K moves; Kt takes Q.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">24.</td><td class="pr2 wchl">B takes B</td><td class="ar pr025 w2">24.</td><td class="pr2 wchl">Q takes B</td></tr> +</table> + + <p>White, having failed in his attack, exchanges pieces, so as to + simplify the position, hoping thus to be able to draw the game.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">25.</td><td class="pr2 wchl">P to R 3</td><td class="ar pr025 w2">25.</td><td class="pr2 wchl">Q to Q 3</td></tr> +</table> + + <p>Doubly occupying the "open file," and so preventing White from moving + 26. R to Q sq., and forcing his Rook off the "file," or an exchange of + Rooks. But he would have done better to play 25. ... Q to Q 2, as White's + next move will show.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">26.</td><td class="pr2 wchl">Q to B 3</td><td class="ar pr025 w2">26.</td><td class="pr2 wchl">Q to K 3</td></tr> +</table> + + <p>Black has lost a move by not playing 25. ... Q to Q 2, for now he + cannot move his Queen away from the protection of the Knight, and the + Knight <!-- Page 360 --><span class="pagenum"><a + name="page360"></a>{360}</span>he cannot move, because his K B P would + then remain <i>en prise</i>. If he moved 26 ... K to Kt 2, defending Kt + and P, White would win his Queen by playing either Kt to B 5: ch., + &c., as pointed out after Black's 23rd move; he is consequently + forced to move as in the text.</p> + +<p><!-- Page 361 --><span class="pagenum"><a name="page361"></a>{361}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">27.</td><td class="pr2 wchl">Q to K 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>To prevent Black from playing 27.... R to Q 7, which would be a + powerful move, as it would attack White's pawns on the Queen's side.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">27.</td><td class="pr2 wchl">Q to B 5 (?)</td></tr> +<tr><td class="ar pr025 w2">28.</td><td class="pr2 wchl">Kt (R 4) to B 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-360.png"><img style="width:100%" src="images/ill-360.png" + alt="3r4/1pp2p1k/1pn2npp/4pN2/2q1P3/P1P1Q1NP/1P3PP1/5RK1" title="3r4/1pp2p1k/1pn2npp/4pN2/2q1P3/P1P1Q1NP/1P3PP1/5RK1" /></a> + <span class="sc">Fig. 8.</span><br />[<span class="sc">Position after + White's 28th move.</span>] + </div> + + <p>(The position being highly instructive, it is illustrated in Fig. 8. + White sacrifices a piece on the chance of Black not seeing the right + defence. In which case the subtle threat is as follows—</p> + +<blockquote class="b1s"> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">28.</td><td class="pr2 wchl">P takes Kt</td></tr> +<tr><td class="ar pr025 w2">29.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">29.</td><td class="pr2 wchl">Kt to Kt sq.</td></tr> +</table> + + <p>Defending the threatened R P.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">30.</td><td class="pr2 wchl">Q to Kt 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>And wins, as the mate with Q to Kt 7 cannot be prevented.)</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">28.</td><td class="pr2 wchl">P takes Kt</td></tr> +</table> + + <p>Black would have done better not to take the Knight, but to play 28. + ... Kt to Kt sq.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">29.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">29.</td><td class="pr2 wchl">Kt to K sq. (!)</td></tr> +</table> + +<blockquote class="b1s"> + + <p>(As pointed out above, if Black had made what seems to be the obvious + move, viz., to defend the R P with 29.... Kt to Kt sq., White would win + with 30. Q to Kt 3 and mate to follow at Kt 7 with the Queen.)</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">30.</td><td class="pr2 wchl">Q takes P: ch.</td><td class="ar pr025 w2">30.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">31.</td><td class="pr2 wchl">Q to Kt 5: ch.</td><td class="ar pr025 w2">31.</td><td class="pr2 wchl">K to R 2</td></tr> +</table> + + <p>And the game is drawn by White giving "Perpetual check." That is the + utmost he can hope, being a piece <i>minus</i>. <!-- Page 362 --><span + class="pagenum"><a name="page362"></a>{362}</span></p> + +<table class="mc"><tr><td style="vertical-align:top; text-align:center;"> +<span class="sc">Second Variation.</span> + + <p>First three moves as before.</p> + +</td><td style="vertical-align:top; text-align:center;"> +<span class="sc">Third Variation.</span> + + <p>First three moves as before.</p> + +</td></tr> + +<tr><td style="vertical-align:top; text-align:center;"> + +<table> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">P to B 3<a name="NtA_78" href="#Nt_78"><sup>[78]</sup></a></td></tr><tr><td class="plr0">Kt to B 3<a name="NtA_79" href="#Nt_79"><sup>[79]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P takes P</td></tr><tr><td class="plr0">B to Kt 5: ch. (!)</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">B to Q 2 (!)</td></tr><tr><td class="plr0">B takes B: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">Q Kt takes B</td></tr><tr><td class="plr0">P to Q 4<a name="NtA_80" href="#Nt_80"><sup>[80]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">P takes P</td></tr><tr><td class="plr0">K Kt takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Q to Kt 3</td></tr><tr><td class="plr0">Q Kt to K 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Castles</td></tr></table></td></tr> +</table> + + <p>With an even game.</p> + +</td><td style="vertical-align:top; text-align:center;"> + +<table> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Kt to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 3</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">B to K Kt 5 (?)</td></tr><tr><td class="plr0">P to K R 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">B to R 4</td></tr><tr><td class="plr0">P to K Kt 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B to K Kt 3</td></tr><tr><td class="plr0">P to K R 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes Kt P</td></tr><tr><td class="plr0">P to R 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">P takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes Q<a name="NtA_81" href="#Nt_81"><sup>[81]</sup></a></td></tr><tr><td class="plr0">B to K Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 7</td></tr><tr><td class="plr0">R to R 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes B</td></tr><tr><td class="plr0">Kt takes Q</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">R P takes P</td></tr><tr><td class="plr0">Kt to Q 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">15.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">P to B 3</td></tr></table></td></tr> +</table></td></tr> + +<tr><td> +</td><td style="text-align:left"> +<!-- Page 363 --><span class="pagenum"><a name="page363"></a>{363}</span> +And Black should win, as he threatens<br /> +to play 16. ... P to Q 4, attacking Bishop<br /> +with pawn and Knight with King, &c. +</td></tr></table> + +<h5 class="pt1"><span class="sc">Fourth Variation.</span></h5> + +<table class="mc"> +<tr><td colspan="2"> +First three moves as before. +</td></tr> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">P to B 3</td></tr><tr><td class="plr0">Kt to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P takes P</td></tr><tr><td class="plr0">B to Kt 5: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">Kt takes K P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Kt takes Kt</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">P takes Kt</td></tr><tr><td class="plr0">B takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Q to Kt 3</td></tr><tr><td class="plr0">B takes R</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">B takes P: ch.</td></tr><tr><td class="plr0">K to B sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="plr0">B to Kt 5</td></tr></table></td></tr> +</table> +</td></tr></table> + + <p>And wins, for Black can only play 12. ... Kt to K 2, to which White + replies 13. R takes B, or R to K sq., or Kt to K 5, &c. This + variation should be carefully studied, for Black will frequently fall + into the trap thus laid for him.</p> + + <p>From considerations of space, it is only possible to give two or three + variations of each opening, and these in a very condensed form. For + further examples the reader is referred to Hoffer's <i>Chess</i> (see + note on first page of this article).</p> + +<h5 class="pt1">THE EVANS GAMBIT.</h5> + + <p>The Evans Gambit is in reality only a sub-variation of the Giuoco + Piano, but might aptly be called, <!-- Page 364 --><span + class="pagenum"><a name="page364"></a>{364}</span>in contradistinction to + it, Giuoco Presto, the former being slow, the latter lively.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q Kt 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The first three moves are those of the Giuoco Piano. The last move + constitutes the Evans Gambit. The object of sacrificing the Kt P is to + establish a centre through the advance of the Q B P and Q P; to open an + outlet for the Q and Q B, and so obtain a quick development of the + pieces, and consequently a powerful attack.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl"></td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B takes P</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 4. ... Kt takes P, White replies with 5. P to B 3, and after 5. ... + Kt to Q B 3 the position is the same.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Q B 4</td></tr> +</table> + +<blockquote class="b1s"> + + <p>The Bishop may also retire to R 4, to Q 3, or to K 2. The two last + mentioned moves cannot be recommended, and may be dismissed; but it is + desirable to know the variations arising from 5. ... B to R 4, which is + preferred by many eminent players.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>White may also play here 7. P takes P, to which Black's best reply is + 7. ... B to Kt 3, and not 7. ... B to Kt 5; ch.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 3</td></tr> +</table> + + <p>This is the only safe move in this variation. 7. ... P takes P, would + be bad unless, on the fifth move, Black had played B to R 4, when the + so-called "compromised" defence would have ensued. <!-- Page 365 --><span + class="pagenum"><a name="page365"></a>{365}</span></p> + +<blockquote class="b1s"> + + <p>7. ... Kt to B 3, which seems a plausible move here, would involve the + probable loss of the game—<i>e.g.</i>:</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">...</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to Kt 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P takes Kt</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P takes B</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">R to K sq.: ch.</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to B sq.</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B to R 3: ch.</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">P to Q 5</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Kt to R 4</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">B to K 7</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q to Q 2</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">K takes P</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q to Q 2</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q to Kt 5</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">Q to B 3: ch.</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">Q takes R: ch.</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">K takes Q</td></tr> +<tr><td class="ar pr025 w2">19.</td><td class="pr2 wchl">B to B 6: ch.</td><td class="ar pr025 w2">19.</td><td class="pr2 wchl">K to Kt sq. (or Q to Kt 2)</td></tr> +<tr><td class="ar pr025 w2">20.</td><td class="pr2 wchl">R to K 8: checkmate</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to Kt 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Q 5</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to R 4</td></tr> +</table> + + <p>The best move. It is the Normal Defence to the previous move, which + constitutes the Normal Attack.</p> + +<blockquote class="b1s"> + + <p>9. ... Kt to K 4 would be unfavourable, because of 10. Kt takes Kt, P + takes Kt; 11. B to R 3, B to Q 5 (?); 12. Kt to Q 2, B takes R; 13. Q + takes B, P to K B 3; 14. P to B 4, and should win. The alternative + Knight's move—viz., 9. ... Q Kt to K 2, is also inferior, because + of 10. P to K 5, Kt to R 3 (!); 11. Kt to B 3, Castles; 12. Kt to K 4, + with a good attack.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to Kt 2</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt to K 2 (!)</td></tr> +</table> + + <p>One of the chief points of the Evans Gambit is that Black's Q Kt is + driven to Q R 4, and has to remain there for some time inactive, so that + Black is, for the time being, practically a piece <i>minus</i> for the + defence. White must, therefore prevent as long as possible this Knight + from coming into play. It will be seen that Black could not have played + 10. ... Kt takes B, because in such case 11. B takes K Kt P, winning the + exchange.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to Q 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<p><!-- Page 366 --><span class="pagenum"><a name="page366"></a>{366}</span></p> + +<blockquote class="b1s"> + + <p>If White had here played 11. B takes P instead of the text move, the + continuation might probably have been—</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B takes P</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">R to K Kt sq.</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B to B 6</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt takes B</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Q to R 4: ch.</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Q to Q 2</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q takes Kt</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">R takes P: ch.</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">K takes R</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Q to Kt 5: ch.</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">K to R sq.</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q takes Kt: ch.</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">K to Kt sq.</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">B to R 6, and wins.</td></tr> +</table> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to Kt 3</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Kt to K 2</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">P to Q B 4</td></tr> +</table> + + <p>White concentrates his forces for an attack on the King's side, whilst + Black, being stronger on the Queen's side, must try to create a diversion + on that side.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q to Q 2</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P to B 3</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">K to R sq.</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The King's move is necessary, else Black could play 15.... Kt to K 4; + 16. Kt takes Kt, B P takes Kt, and White could not reply 17. P to B 4 (an + essential move for the attack), because Black would then win a piece with + 17.... P to B 5; discovering check, and attacking the Bishop at the same + time.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">B to B 2</td></tr> +</table> + + <p>This Bishop being now comparatively useless at Kt 3, since the White + King has quitted the black diagonal, retires, in order to make room for + the advance of the pawns.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q R to B sq.</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">R to Kt sq.</td></tr> +</table> + + <p>To support the advance of the Kt P.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">Kt to Kt 3</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">P to Kt 4</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">Kt to B 5</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">P to B 5</td></tr> +</table> + +<blockquote class="b1s"> + + <p>It is an essential point in the defense to prevent White's Knight from + being posted at K 6. If White is able to <!-- Page 367 --><span + class="pagenum"><a name="page367"></a>{367}</span>accomplish this, his + attack becomes so powerful that it cannot be withstood. It would, + therefore, be bad for Black to play, instead of the move given in the + text, 18.... B takes Kt, because of 19. P takes B, Kt to K 4; 20. B takes + Kt, B P takes B; 21. Kt to Kt 5, followed by 22. Kt to K 6 (the dangerous + move just pointed out).</p> + +</blockquote> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-367.png"><img style="width:100%" src="images/ill-367.png" + alt="1rbq1rk1/p1b3pp/3p1pn1/np1P1N2/2p1P3/5N2/PB1QBPPP/2R2R1K" title="1rbq1rk1/p1b3pp/3p1pn1/np1P1N2/2p1P3/5N2/PB1QBPPP/2R2R1K" /></a> + <span class="sc">Fig. 9.</span><br />[<span class="sc">Position after + White's 19th Move.</span>] + </div> + +<table class="mc"> +<tr><td class="ar pr025 w2">19.</td><td class="pr2 wchl">B to K 2</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Not 19. B to Kt sq. White wants to keep a pressure upon Black's pawns. + The position is now as shown in Fig 9. Neither side has as yet gained any + marked advantage. <!-- Page 368 --><span class="pagenum"><a + name="page368"></a>{368}</span></p> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<h5>Repeat Opening to Black's eighth move inclusive.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">B to Kt 5<a name="NtA_82" href="#Nt_82"><sup>[82]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">B to Q Kt 5</td></tr><tr><td class="plr0">K to B sq.<a name="NtA_83" href="#Nt_83"><sup>[83]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">B to K 3</td></tr><tr><td class="plr0">K Kt to K 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q R 4<a name="NtA_84" href="#Nt_84"><sup>[84]</sup></a></td></tr><tr><td class="plr0">Kt to R 4<a name="NtA_85" href="#Nt_85"><sup>[85]</sup></a></td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 5</td></tr><tr><td class="plr0">B takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">P takes B</td></tr><tr><td class="plr0">Kt to Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">15.</td><td class="vmi"><table><tr><td class="bb plr0">K to R sq.<a name="NtA_86" href="#Nt_86"><sup>[86]</sup></a></td></tr><tr><td class="plr0">P to K R 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">16.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K 2</td></tr><tr><td class="plr0">P to Q B 4</td></tr></table></td></tr> +</table> +With the better game. +</td></tr></table> + +<h5 class="pt1"><span class="sc">Third Variation.</span></h5> + +<h5>Repeat Second Variation up to White's ninth +move inclusive.</h5> + +<table class="mc"> +<tr><td colspan="2"> +First three moves as before. +</td></tr> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">Kt to R 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 5</td></tr><tr><td class="plr0">Kt to Kt 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q 5</td></tr><tr><td class="plr0">P to K B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">B takes P</td></tr><tr><td class="plr0">P takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P: ch.</td></tr><tr><td class="plr0">K to B sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Kt 5</td></tr><tr><td class="plr0">Kt to Kt sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">15.</td><td class="vmi"><table><tr><td class="bb plr0">Kt(Kt5) takes P: ch.</td></tr><tr><td class="plr0">K to Kt 2</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">16.</td><td class="vmi"><table><tr><td class="bb plr0">B takes Kt</td></tr><tr><td class="plr0">R takes Kt</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">17.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes R</td></tr><tr><td class="plr0">Q takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">18.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Kt 5</td></tr><tr><td class="plr0">K to Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">19.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">B to Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">20.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K 5: ch.</td></tr><tr><td class="plr0">K to R 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">21.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes B</td></tr><tr><td class="plr0">Q takes Kt</td></tr></table></td></tr> +</table> +<span class="gap" style="width:3em;"></span>Even game. +</td></tr></table> + +<p><!-- Page 369 --><span class="pagenum"><a name="page369"></a>{369}</span></p> + +<h5 class="pt1"><span class="sc">Fourth Variation.</span></h5> + +<h5>Repeat Third Variation up to Black's tenth move +inclusive.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">B takes P: ch.</td></tr><tr><td class="plr0">K takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q 5</td></tr><tr><td class="plr0">R to K sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">B takes Kt</td></tr><tr><td class="plr0">R takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Kt 5: ch.</td></tr><tr><td class="plr0">K to Kt sq.</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">15.</td><td class="vmi"><table><tr><td class="bb plr0">Q to R 5</td></tr><tr><td class="plr0">P to K R 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">16.</td><td class="vmi"><table><tr><td class="bb plr0">Q to Kt 6</td></tr><tr><td class="plr0">P takes Kt</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">17.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 6: ch.</td></tr><tr><td class="plr0">K to B sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">18.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to R 7: ch.</td></tr><tr><td class="plr0">K to Kt sq.</td></tr></table></td></tr> +</table> +</td></tr></table> + + <p>And White draws by perpetual check.</p> + +<h5 class="pt1"><span class="sc">The "Compromised" Defence to the Evans Gambit.</span></h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q Kt 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B takes P</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to R 4</td></tr> +</table> + + <p>By retiring the Bishop to R 4, instead of to B 4 as in the previous + variations, Black reserves the option of adopting either the + "Compromised" or the "Normal" Defence. <!-- Page 370 --><span + class="pagenum"><a name="page370"></a>{370}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P takes P</td></tr> +</table> + + <p>The capture of this, the third Pawn, constitutes the "Compromised" + Defence, so called because it was formerly considered that this capture + compromised Black's game.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q to Kt 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q to B 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q to Kt 3</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 9. ... Kt takes P, White would win with 10. R to K sq., P to Q 3. + 11. Kt takes Kt, P takes Kt. 12. Q to R 4, or Kt 5: ch., winning a + piece.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">K Kt to K 2</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to R 3</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to Q 5</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt takes Kt</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If White were to capture the Rook, the course of the game would + probably be as follows—</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B takes R</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Kt to B 5 (!)</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Kt to R 4</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q to Kt 5</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Q to Kt 3</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q takes Q</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">B takes Q</td></tr> +</table> + + <p>And White must lose one of the two attacked Bishops.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Q R to Q sq.</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">R to Q sq.</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q to R 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Threatening to win a piece with 17. B takes Kt.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">B to Kt 3</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">P takes B</td></tr> +<tr><td class="ar pr025 w2">19.</td><td class="pr2 wchl">Q takes B P</td><td class="ar pr025 w2">19.</td><td class="pr2 wchl">R to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">20.</td><td class="pr2 wchl">R takes P</td><td class="ar pr025 w2">20.</td><td class="pr2 wchl">B to K 3</td></tr> +</table> + + <p>The only defence, for Queen and Rook are <!-- Page 371 --><span + class="pagenum"><a name="page371"></a>{371}</span>attacked, and he cannot + play 20. ... <span class="correction" title="R missing in printed copy, restored by considering position" + >R</span> takes R, because of 21. Q to K 8 mate.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">21.</td><td class="pr2 wchl">K R to Q sq.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>Threatening 22. R takes R: ch., R takes R: 23. R takes R: ch., B takes + R; 24. Q to K 8: mate.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">21.</td><td class="pr2 wchl">P to K R 3</td></tr> +</table> + + <p>The position being perfectly even, the game should result in a draw. + There is no danger now for Black to lose a piece, because after 22. R + takes R: ch., R takes R: 23. R takes R: ch., B takes R; 24. Q to K 8: + ch., K to R 2, White cannot play 25. Q takes B, because of 25. ... Q to + Kt 8: mate.</p> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<h5>Repeat the opening from preceding game up to +White's 9th move.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 5<a name="NtA_87" href="#Nt_87"><sup>[87]</sup></a></td></tr><tr><td class="plr0">Q to Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">B takes Kt</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes B</td></tr><tr><td class="plr0">P to B 3<a name="NtA_88" href="#Nt_88"><sup>[88]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">B to B 4</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +</table></td></tr> +<tr><td colspan="2" class="ac">With the better game.</td></tr></table> + +<h5 class="pt1">THE EVANS GAMBIT DECLINED.</h5> + + <p>From the foregoing illustrations of the Evans Gambit, it will be seen + that this opening is exceedingly complicated both for the attack and the + defence. It is safer for Black to <i>decline</i> accepting the gambit, + which is done by playing 4. ... B to <!-- Page 372 --><span + class="pagenum"><a name="page372"></a>{372}</span>Kt 3. The opening is + then reduced to a Giuoco Piano, White having (theoretically speaking) + compromised his pawns on the Queen's side by having advanced them + prematurely, which advance may prove a weakness in the ending.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q Kt 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Kt 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q R 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +<blockquote class="b1s"> + + <p>The best move. 5. P to Kt 5 is inferior, as shown exhaustively in the + following variations:—</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Kt 5</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to R 4</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to R 3 (!)</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P takes B</td></tr> +</table> + + <p>Not 8. ... P takes Kt, because of 9. B takes P, R to K Kt sq.; 10. B + takes P: ch., K takes B; 11. B takes P, Q to Kt 4; 12. P to Kt 3, B to Kt + 5; 13. P to B 3, with four pawns for a piece, which is more than an + equivalent.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Not 9. B takes P: ch., because of 9. ... K to K 2; 10. Q to B 3, R to + B sq. (!); 11. Kt to Q B 3, B to K 3; 12. Q to B 5, B takes B (if 12. ... + B takes Q; 13. Kt to Q 5, mate), and wins; or 12. Q to R 5, then P takes + Kt, and wins.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q to B 3</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Q to R 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Not 10. Kt takes R, became of 10. ... B takes P; 11. Q to R 5: ch., K + to K 2; 12. Q to B 7: ch., Q takes Q; 13. B takes Q, B takes R, and wins. + Equally bad would be 10. P to K 5, P takes P; 11. Kt takes P, Kt takes B; + 12. Kt takes Kt, B takes P, and wins.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Castles (quite legal)</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt takes R P: dble. ch.</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to Kt 2</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to Kt 4</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B takes Kt</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Q takes B: ch.</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">K to R sq.</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q to K 2</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">B takes P, and wins.</td></tr> +</table> + +</blockquote> + +<p><!-- Page 373 --><span class="pagenum"><a name="page373"></a>{373}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Q P to R 3</td></tr> +</table> + + <p>Not 5. ... Kt takes P, which would be met by 6. P to R 5, with a + winning attack. And not 5. ... P to Q R 4, which is inferior to the text + move, and weakens the pawns on the Queen's side for the End game.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>The position is now equivalent to the Giuoco Piano, except that White + has advanced his Queen's side pawns, which is a slight disadvantage.</p> + +<h5 class="pt1">THE TWO KNIGHTS' DEFENCE.</h5> + + <p>Reverting to the opening moves of the Giuoco Piano, in answer to 3. B + to B 4, Black may play (instead of 3. ... B to B 4), 3. ... Kt to B 3. + This constitutes the <i>Two Knights' Defence</i>. White may continue with + 4. P to Q 3, or Kt to B 3, or adopt a more spirited line of play with 4. + Kt to Kt 5. Black's defences being 4. ... P to Q 4. or 4. ... Kt takes P. + We append one or two leading variations:</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to Kt 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>In the Giuoco Piano, where Black's Knight would be still at Kt sq., + this advance would be bad, because Black could reply 4. ... Kt to R 3, + <!-- Page 374 --><span class="pagenum"><a + name="page374"></a>{374}</span>defending the K B P. Here, however, it is + the best move. Black's best defence is</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt. takes P (?)</td></tr> +</table> + + <p>Not to be recommended. The best move is 5. ... Kt to Q R 4.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes B P (!)</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Q to B 3: ch.</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to K 3</td></tr> +</table> + +<p><!-- Page 375 --><span class="pagenum"><a name="page375"></a>{375}</span></p> + + <p>In order to defend the Knight, which is twice attacked. 7. ... Q to B + 3 would be bad policy, for in such case White would play 8. B takes Kt: + ch., B to K 3; 9. B takes Kt, P takes B; 10. Q takes P, with three Pawns + ahead.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to K 2</td></tr> +</table> + + <p>White attacking the Knight once more, and Black defending it + again.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to B 3</td></tr> +</table> + + <p>And we have the position depicted in Fig. 10. Black could not play 9. + ... P takes P, for fear of 10. Q to K 4: ch., winning back the piece.</p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-374.png"><img style="width:100%" src="images/ill-374.png" + alt="r1bq1b1r/pp2n1pp/2p1k3/3np3/2BP4/2N2Q2/PPP2PPP/R1B1K2R" title="r1bq1b1r/pp2n1pp/2p1k3/3np3/2BP4/2N2Q2/PPP2PPP/R1B1K2R" /></a> + <span class="sc">Fig. 10.</span><br />[<span class="sc">Position after + Black's 9th move.</span>] + </div> + +<table class="mc"> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to K Kt 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Pinning the Knight, so as to take off one of the defences of the Kt at + Q 4.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">K to Q 2</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to K sq.</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Castles Q R</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B to K 3</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Kt takes Kt</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B takes Kt</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">R takes B</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P takes R</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">B to Kt 5: ch.</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">B takes Q</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">R takes B</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">P to K 6, and wins.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + + <p>Repeat as far as White's 8th move inclusive.</p> + + <p>Should Black play, instead of 8. ... Kt to K 2, 8. ... Kt to Kt 5, the + following variations may ensue:</p> + +<p><!-- Page 376 --><span class="pagenum"><a name="page376"></a>{376}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q to K 4</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Q Kt 4</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to Kt 3</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P to B 4</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to R 3</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">P to Q R 4</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">R to B sq.</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">P to Q 3</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B to K 2</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>White threatens now a formidable attack with 15. P to K B 4, to be + followed by attacking the Knight with the Q B P, and so to win back the + piece.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">B to Kt 2</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">P to Q B 3</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">P to Q R 3</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 15. ... Kt to R 3, White would win with 16. P to K B 4.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">Q to Kt 4: ch.</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">K to B 2</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">R to B sq. (best)</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">P takes P: dis. ch.</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">19.</td><td class="pr2 wchl">B to R 6 (!)</td><td class="ar pr025 w2">19.</td><td class="pr2 wchl">R takes R: ch.</td></tr> +<tr><td class="ar pr025 w2">20.</td><td class="pr2 wchl">R takes R</td><td class="ar pr025 w2">20.</td><td class="pr2 wchl">B to B sq.</td></tr> +<tr><td class="ar pr025 w2">21.</td><td class="pr2 wchl">Kt to Q 6, and wins.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>For the immediate threat, 22. Q to K 6: ch., or Kt takes B, is + fatal.</p> + +<h5 class="pt1"><span class="sc">Third Variation.</span></h5> + +<h5>Repeat the Opening up to Black's 5th move.</h5> + +<p><!-- Page 377 --><span class="pagenum"><a name="page377"></a>{377}</span></p> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">Kt to Q R 4<a name="NtA_89" href="#Nt_89"><sup>[89]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 5: ch.</td></tr><tr><td class="plr0">P to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">P takes P</td></tr><tr><td class="plr0">P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B to K 2<a name="NtA_90" href="#Nt_90"><sup>[90]</sup></a></td></tr><tr><td class="plr0">P to K R 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K B 3</td></tr><tr><td class="plr0">P to K 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K 5</td></tr><tr><td class="plr0">Q to B 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">P to K B 4</td></tr><tr><td class="plr0">B to Q 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">P takes P <i>e.p.</i></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">B takes P</td></tr><tr><td class="plr0">B takes Kt</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">Q to K 2</td></tr><tr><td class="plr0">Castles</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">15.</td><td class="vmi"><table><tr><td class="bb plr0">P takes B</td></tr><tr><td class="plr0">R to K sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">16.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">R takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">17.</td><td class="vmi"><table><tr><td class="bb plr0">B to K B 4</td></tr><tr><td class="plr0">Q to Kt 3: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">18.</td><td class="vmi"><table><tr><td class="bb plr0">Q to B 2</td></tr><tr><td class="plr0">Q takes Q: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">19.</td><td class="vmi"><table><tr><td class="bb plr0">R takes Q</td></tr><tr><td class="plr0">R to K 8: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">20.</td><td class="vmi"><table><tr><td class="bb plr0">R to B sq.</td></tr><tr><td class="plr0">R takes R: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">21.</td><td class="vmi"><table><tr><td class="bb plr0">K takes R, &c.</td></tr><tr><td class="plr0">...</td></tr></table></td></tr> +</table> +White has the better pawn<br /> +position on the Queen's side. +</td></tr></table> + +<h5 class="pt1">THE RUY LOPEZ.</h5> + + <p>This Opening, invented by the Spaniard Ruy Lopez in the sixteenth + century, is still resorted to in tournaments and matches, where caution + and safety are essential. Instead of developing the Bishop to Q B 4 with + the intention of an attack upon Black's weakest point—viz., the K B + P, White plays 3. B to Q Kt 5, threatening 4. B takes Kt, and 5. Kt takes + P. In answer to 3. B to Kt 5, Black may play 3. ... P to Q R 3; 3. ... K + Kt to B 3 (best); 3. ... K Kt to K 2 (not so good); 3. ... B to B 4; 3. + ... Kt to Q 5 (not to be recommended); 3. ... P to Q 3 (a safe, but dull + defence); 3. ... P to B 4 (risky); and 3. ... P to K Kt 3, the latter + involving the development of the K B to Kt 2.</p> + + <p>White's replies are, in answer to 3. ... P to Q R 3; 4. B takes Kt; or + 4. B to R 4. And in answer to 3. ... Kt to B 3; 4. Kt to B 3; 4. P to Q + 3; 4. Q to K 2; 4. P to Q 4, or 4. Castles. <!-- Page 378 --><span + class="pagenum"><a name="page378"></a>{378}</span></p> + + <p>The main defences are 3. ... P to Q R 3, and 3. ... Kt to B 3. The + latter is to be preferred; for to a certain extent the White Bishop is + not in such a favourable position at Kt 5 as at R 4; it should, + therefore, not be driven into a better one.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>These moves complete the Ruy Lopez Opening.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q R 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to R 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>White could here temporarily win a pawn with 4. B takes Kt, Q P takes + B, 5. Kt takes P. But 5. ... Q to Q 5 wins it back for Black; it is, + therefore, useless to exchange the powerful King's Bishop.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 3</td></tr> +</table> + + <p>This is the quietest form of the Lopez and may be adopted with + safety.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to Q 2</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to K 2</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q Kt 4</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q Kt takes P</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt takes Kt</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P takes Kt</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to Kt 3</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">P to Q R 4</td></tr> +</table> + + <p>A good move, as it anticipates White's advance of the Q R P, and thus + renders the Queen's side safe.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B takes B</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P to Q R 4</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P to Kt 5</td></tr> +</table> + + <p>It would be bad to play here 14. ... P takes P, <!-- Page 379 --><span + class="pagenum"><a name="page379"></a>{379}</span>because it not only + would give White an open Rook's file, but also <i>isolate</i> Black's R P + and Q B P, a weakness from which he could not recover against the best + play.</p> + + <p>Neither side has so far gained any material advantage.</p> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<h5>Repeat the first five moves on either side.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to B 3</td></tr><tr><td class="plr0">P to K Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Q Kt to Q 2</td></tr><tr><td class="plr0">B to Kt 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B sq.</td></tr><tr><td class="plr0">Castles</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Kt 3</td></tr><tr><td class="plr0">P to Q Kt 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">B to B 2</td></tr><tr><td class="plr0">P to Q 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Q to Q 3</td></tr></table></td></tr> +</table></td></tr> +<tr><td colspan="2" class="ac">Even game.</td></tr></table> + +<h5 class="pt1"><span class="sc">Third Variation.</span></h5> + +<h5>Repeat first four moves on either side.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 3</td></tr><tr><td class="plr0">B to B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to B 3</td></tr><tr><td class="plr0">Q to K 2 (!)</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Castles</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">B to Kt 3</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">B takes Kt</td></tr><tr><td class="plr0">Kt P takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">Kt takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">R to K sq.</td></tr><tr><td class="plr0">P to K B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q 2</td></tr><tr><td class="plr0">Q to B 3</td></tr></table></td></tr> +</table></td></tr> +<tr><td colspan="2" class="ac">Even game.</td></tr></table> + +<h5 class="pt1"><span class="sc">Fourth Variation.</span></h5> + +<h5>Repeat first four moves as above.</h5> + +<p><!-- Page 380 --><span class="pagenum"><a name="page380"></a>{380}</span></p> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Kt takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">P to Q Kt 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">Kt takes Kt<a name="NtA_91" href="#Nt_91"><sup>[91]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">P takes Kt</td></tr><tr><td class="plr0">P to Q 3<a name="NtA_92" href="#Nt_92"><sup>[92]</sup></a></td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">P takes P</td></tr><tr><td class="plr0">Kt takes P<a name="NtA_93" href="#Nt_93"><sup>[93]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 3</td></tr><tr><td class="plr0">B to K 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Q to B 3</td></tr><tr><td class="plr0">R to Q Kt sq.</td></tr></table></td></tr> +</table></td></tr></table> + + <p>Not 11. ... B to Kt 2, because of 12. B takes P ch., Kt takes B; 13. Q + takes B, &c.</p> + +<h5>About an even game.</h5> + + <p>At the present day, however, as we have said, the defence of 3. ... P + to Q R 3 is discarded by the best authorities in favour of 3. ... Kt to K + B 3. The game may then proceed as follows:</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt takes P</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to K 2</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Q to K 2</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to Q 3 (!)</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt P takes B (!)</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 7. ... Q P takes B, White would obtain an advantage by 8. P takes + P, Kt to B 4; 9. R to Q sq., B to Q 2; 10. P to K 6 (!), P takes P; 11. + Kt to K 5, Kt to Q 3 (or B to Q 3); 12. Q to R 5; ch., P to Kt 3; 13. Kt + takes Kt P, and wins.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to Kt 2 (!)</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to B 4</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt to Q 4</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Castles</td></tr> +</table> + +<blockquote class="b1s"> + + <p>The tempting move 10. ... B to R 3, winning the exchange, would be + unsound, because of White's reply 11. Q to Kt 4, Castles; 12. B to R 6, + &c.</p> + +</blockquote> + + <p>Another variation proceeds as follows:</p> + +<p><!-- Page 381 --><span class="pagenum"><a name="page381"></a>{381}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to K 2</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to K 5</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">R to K sq.</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to B 4</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B takes Kt</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q P takes B (!)</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to K 3</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">R to K sq.</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt to K 3</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to B 5</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to B sq.</td></tr> +<tr><td colspan="4" class="ac">Even game.</td></tr> +</table> + + <p>The remaining Openings, though not less important, we shall be + compelled to deal with more briefly. It must, however, be remembered that + it is only the first three or four moves on either side (or even less) + which constitute a given Opening. All beyond these are optional, though + in many instances the best moves in continuation on either side have been + ascertained by careful analysis, and these are consequently known, among + players, as "book" moves.</p> + +<h5 class="pt1">PHILIDOR'S DEFENCE.</h5> + + <p>After 1. P to K 4, P to K 4; 2. Kt to K B 3, Black may defend the + attacked King's pawn with 2.... P to Q 3, and this constitutes + <i>Philidor's Defence</i>.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>If 4. Q takes P, Black replies 4.... Kt to Q B 3 (best); 5. B to Q Kt + 5, B to Q 2; 6. B takes Kt, B takes B; 7. B to Kt 5, Kt to B 3; 8. B + takes Kt. <!-- Page 382 --><span class="pagenum"><a + name="page382"></a>{382}</span>Q takes B; 9. Q takes Q, P takes Q; 10. Kt + to B 3, and Black has two Bishops against two Knights, and an open Kt and + K file for his Rooks, and consequently the advantage.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Q B 4</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to K 2</td></tr> +</table> + +<h5>Equal game.</h5> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">1.</td><td class="vmi"><table><tr><td class="bb plr0">P to K 4</td></tr><tr><td class="plr0">P to K 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">2.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K B 3</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">3.</td><td class="vmi"><table><tr><td class="bb plr0">B to B 4</td></tr><tr><td class="plr0">P to K B 4<a name="NtA_94" href="#Nt_94"><sup>[94]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">K P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Kt 5</td></tr><tr><td class="plr0">Kt to K R 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">Q to K 2<a name="NtA_95" href="#Nt_95"><sup>[95]</sup></a></td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Q to R 5: ch.</td></tr><tr><td class="plr0">K to Q 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 5</td></tr><tr><td class="plr0">Q takes P: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">K to Q 2</td></tr><tr><td class="plr0">Q to Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Q to Kt 6</td></tr><tr><td class="plr0">R takes Kt</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">B to Q 5</td></tr><tr><td class="plr0">P to B 3<a name="NtA_96" href="#Nt_96"><sup>[96]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">P to K R 3</td></tr><tr><td class="plr0">Winning the Q.</td></tr></table></td></tr> +</table></td></tr></table> + +<h5 class="pt1"><span class="sc">Third Variation.</span></h5> + +<h5>Repeat the opening of second variation up to +Black's fourth move.</h5> + +<p><!-- Page 383 --><span class="pagenum"><a name="page383"></a>{383}</span></p> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">B P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">P takes Kt</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Q to R 5: ch.</td></tr><tr><td class="plr0">K to Q 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Q to B 5: ch.</td></tr><tr><td class="plr0">K to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes P (K 4)<a name="NtA_97" href="#Nt_97"><sup>[97]</sup></a></td></tr><tr><td class="plr0">P to Q R 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 5: ch.</td></tr><tr><td class="plr0">K to Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">B to K 3: ch.</td></tr><tr><td class="plr0">B to B 4<a name="NtA_98" href="#Nt_98"><sup>[98]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">B takes B: ch.</td></tr><tr><td class="plr0">K takes B</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">P to Kt 4: ch.</td></tr><tr><td class="plr0">K takes P <a name="NtA_99" href="#Nt_99"><sup>[99]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q 2</td></tr><tr><td class="plr0">Q to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">R to Kt sq.: ch.</td></tr><tr><td class="plr0">K to R 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">15.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q B 3</td></tr><tr><td class="plr0">P to Q R 4<a name="NtA_100" href="#Nt_100"><sup>[100]</sup></a></td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">16.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 5: ch.</td></tr><tr><td class="plr0">K to R 6</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">17.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 4: ch.</td></tr><tr><td class="plr0">K takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">18.</td><td class="vmi"><table><tr><td class="bb plr0">R to Kt 2: ch.</td></tr><tr><td class="plr0">K to R 8</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">19.</td><td class="vmi"><table><tr><td class="bb plr0">Castles: checkm.</td></tr><tr><td class="plr0"> </td></tr></table></td></tr> +</table></td></tr></table> + + <p>This variation has been selected to illustrate mate being given by + castling.</p> + +<h5 class="pt1">THREE KNIGHTS' GAME.</h5> + + <p>The <i>Three Knights' Game</i> is brought about if, after 1. P to K 4, + P to K 4; 2. Kt to K B 3, Kt to Q B 3, White plays 3. Kt to B 3, The + following is an example:</p> + +<p><!-- Page 384 --><span class="pagenum"><a name="page384"></a>{384}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K Kt to K 2</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Castles</td></tr> +</table> + +<h5>Even game.</h5> + +<h5 class="pt1">FOUR KNIGHTS' GAME.</h5> + + <p>If Black moves 3. ... Kt to B 3, the previous moves being the same as + in the Three Knights' Game, it is called the <i>Four Knights' Game</i>. + It is convertible into a Ruy Lopez, if White plays 4. B to Kt 5; and into + a Double Ruy Lopez, if Black replies 4. ... B to Kt 5.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to Q 5</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P takes Kt</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to K 5</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P takes Kt</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P takes Kt</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q takes P</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>If White had played 9. P takes Q P, Black's best reply would have been + 9. ... P takes P, attacking the Rook; if 9. P takes Kt P, Black replies + 9. ... B takes Kt P, with a promising attack.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q P takes P</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to K 2</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to Q 3</td></tr> +</table> + +<h5>Even game.</h5> + +<p><!-- Page 385 --><span class="pagenum"><a name="page385"></a>{385}</span></p> + +<h5 class="pt1">THE VIENNA OPENING.</h5> + + <p>If, after 1. P to K 4, P to K 4, White plays 2. Kt to Q B 3, the + <i>Vienna Opening</i> is the result. The Q Kt does not act immediately, + but rather seems to relinquish the advantage of the first move; but this + is only apparently so. For in all Openings the Q Kt plays an important + rôle, and, having this piece in play, White soon resumes the attack, and + with increased vigour in certain variations.</p> + + <p>The defences for Black are—2. ... B to B 4; 2. ... B to Kt 5; 2. + ... Kt to Q B 3; 2. ... Kt to K B 3. The latter yields the most + satisfactory results. 2. ... Kt to Q B 3 may lead to the Steinitz Gambit, + a difficult game for both sides; whilst 2. ... B to Kt 5 is the least + satisfactory variation of all.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 4 (best)</td></tr> +</table> + + <p>In this variation it is not advisable to take the offered Gambit pawn, + though Black might have done so if he had played 2. ... Kt to Q B 3 + instead of 2. ... Kt to K B 3.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B P takes P</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt takes P</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Q to B 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 6. Kt takes Kt, Black would win with 6. ... Kt to Q 5; 7. Q to Q 3 + (best), P takes Kt; 8. Q takes P, B to K B 4, to be followed by Kt takes + P: ch. &c.</p> + +</blockquote> + +<p><!-- Page 386 --><span class="pagenum"><a name="page386"></a>{386}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt P takes Kt (!)</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to K 2</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to K 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to K 2</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +<tr><td colspan="2">With a very good game.</td></tr> +</table> + +<table class="mc"> +<tr><td class="wchf pt2"><span class="gap" style="width:1em;"></span><span class="sc">Second Variation.</span><table> +<tr><td class="vmi ar pr025 w2">1.</td><td class="vmi"><table><tr><td class="bb plr0">P to K 4</td></tr><tr><td class="plr0">P to K 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">2.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q B 3</td></tr><tr><td class="plr0">B to B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">3.</td><td class="vmi"><table><tr><td class="bb plr0">P to B 4</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">Kt to K B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">B to B 4</td></tr><tr><td class="plr0">Kt to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 3</td></tr><tr><td class="plr0">B to K Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q R 4</td></tr><tr><td class="plr0">B to Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes B</td></tr><tr><td class="plr0">R P takes Kt </td></tr></table></td></tr> +</table><span class="gap" style="width:3em;"></span>Even game.</td><td class="wchf pt2"><span class="gap" style="width:1em;"></span><span class="sc">Third Variation.</span><table> +<tr><td class="vmi ar pr025 w2">1.</td><td class="vmi"><table><tr><td class="bb plr0">P to K 4</td></tr><tr><td class="plr0">P to K 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">2.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q B 3</td></tr><tr><td class="plr0">Kt to Q B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">3.</td><td class="vmi"><table><tr><td class="bb plr0">P to K Kt 3</td></tr><tr><td class="plr0">B to B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 2</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to R 4</td></tr><tr><td class="plr0">B to Kt 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes B</td></tr><tr><td class="plr0">R P takes Kt</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K 2</td></tr><tr><td class="plr0">P to B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 3</td></tr><tr><td class="plr0">Kt to B 3</td></tr></table></td></tr> +</table><span class="gap" style="width:3em;"></span>Even game.</td></tr></table> + +<h5 class="pt1">THE STEINITZ GAMBIT.</h5> + + <p>This gambit is an offshoot of the Vienna Opening. It leads to a very + difficult game, and the student will be well advised to avoid it. It is, + however, desirable that he should know the moves of the Opening. <!-- + Page 387 --><span class="pagenum"><a name="page387"></a>{387}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>This constitutes the Steinitz Gambit. The White King becomes exposed + to a violent attack; but if the attack fails, White is able to exchange + pieces, and so obtain a superior End game, his King (an essential factor + in the ending) being in better play than the Black King.</p> + +<h5 class="pt1">THE SCOTCH GAME AND SCOTCH GAMBIT.</h5> + + <p>Next in importance to the Ruy Lopez and the Vienna Opening is the + <i>Scotch</i>, an Opening very frequently adopted in matches and + tournaments. If after 1. P to K 4, P to K 4; 2. Kt to K B 3, Kt to Q B 3; + White plays 3. P to Q 4, it is called the <i>Scotch Game</i>. Black's + best move is 3. ... P takes P (not 3. ... Kt takes P), and White can + either retake the Pawn or leave it. In the latter case the Opening + becomes the <i>Scotch Gambit</i>. The former Opening is considered + sounder than the latter, and for that reason is met with more frequently + nowadays. Formerly, when Gambits generally were more in vogue, the Scotch + Gambit enjoyed corresponding popularity. A few of the most essential + variations of this interesting Opening follow. First, of the Scotch + game.</p> + +<p><!-- Page 388 --><span class="pagenum"><a name="page388"></a>{388}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes Kt</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt P takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Q to Q 4</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Q to K 2</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to B 4</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q to K 3</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Castles.</td></tr> +<tr><td colspan="4" class="ac">Even game.</td></tr> +</table> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<h5>Repeat the Opening up to Black's 4th move.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">B to B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">B to K 3</td></tr><tr><td class="plr0">Q to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q B 3</td></tr><tr><td class="plr0">K Kt to K 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Q to Q 2</td></tr><tr><td class="plr0">B takes Kt</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">P takes B</td></tr><tr><td class="plr0">P to Q 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 5</td></tr><tr><td class="plr0">Kt to Kt sq.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Kt takes P</td></tr><tr><td class="plr0">...</td></tr></table></td></tr> +</table></td></tr> +<tr><td colspan="2" class="ac">Even game.</td></tr></table> + +<h5 class="pt1"><span class="sc">Third Variation.</span></h5> + +<h5>Repeat Opening as before.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">Kt takes Kt</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes Kt</td></tr><tr><td class="plr0">Q to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to K 5</td></tr><tr><td class="plr0">Q to Q Kt 3</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">B to K 3</td></tr><tr><td class="plr0">Q takes Q</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B takes Q</td></tr><tr><td class="plr0">...</td></tr></table></td></tr> +</table></td></tr> +<tr><td colspan="2" class="ac">Even game.</td></tr></table> + +<p><!-- Page 389 --><span class="pagenum"><a name="page389"></a>{389}</span></p> + +<h5 class="pt1">THE SCOTCH GAMBIT.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Q B 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The Pawn not being re-taken, as in the Scotch Game, constitutes the + Scotch Gambit.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to B 4</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to Kt 5</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to R 3</td></tr> +</table> + + <p>Not 5. ... Kt to K 4, which most beginners are in the habit of + playing, because White would still proceed exactly as after the move + given in the text, and after the exchanges Black would have the K Kt not + developed.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes B P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B takes Kt: ch.</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K takes B</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q to R 5: ch.</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Kt 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q takes B</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Q 4 (best)</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 10. Q takes P: ch., then 10. ... Q takes Q; 11. P takes Q, Kt to Kt + 5; 12. Kt to R 3, R to K sq.: ch.; 13. K to Q sq., Kt takes Q P, + &c.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">R to K sq.: ch.</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to Q sq.</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Forming the position shown in Fig. 11.</p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-390.png"><img style="width:100%" src="images/ill-390.png" + alt="r1bqr3/ppp2k1p/2n3p1/2QP4/3p4/8/PPP2PPP/RNBQ3R" title="r1bqr3/ppp2k1p/2n3p1/2QP4/3p4/8/PPP2PPP/RNBQ3R" /></a> + <span class="sc">Fig. 11.</span><br />[<span class="sc">Position after + White's 11th Move.</span>] + </div> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">R to K 4</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">P to Q B 4</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Q to R 5</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Q to R 3</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Q takes B P</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q to B 3: ch.</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">Q takes Q</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">P takes Q</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +<tr><td colspan="4" class="ac">Black has the better game.</td></tr> +</table> + +<p><!-- Page 390 --><span class="pagenum"><a name="page390"></a>{390}</span></p> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<h5>Repeat the Opening up to White's 6th move.</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Q to R 5</td></tr><tr><td class="plr0">Q to K 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">Kt to K 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 3</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">P to K R 3</td></tr><tr><td class="plr0">B to Q 2</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">P to K B 4</td></tr><tr><td class="plr0">Kt to B 3</td></tr></table></td></tr> +</table>And, after Black has castled<br />Q R, he has the better game.</td></tr></table> + +<p><!-- Page 391 --><span class="pagenum"><a name="page391"></a>{391}</span></p> + +<h5 class="pt1">THE DANISH AND CENTRE GAMBITS.</h5> + + <p>The opening moves in each case are 1. P to K 4, P to K 4; 2. P to Q 4, + P takes P. If White continue 3. P to Q B 3, it is called the <i>Danish + Gambit</i>, which is rarely played now. The <i>Centre Gambit</i> is a + modification of the Scotch, and similar to it in many of the + continuations. 3. Q takes P constitutes this Gambit. (Strictly speaking, + it is not a <i>Gambit</i>, the pawn not being sacrificed.) Latterly the + Centre Gambit has been somewhat neglected.</p> + +<h5 class="pt1"><span class="sc">The Danish Gambit.</span></h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q B</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>These moves constitute the Danish Gambit.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Q B 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to K 2</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to K 5</td></tr> +</table> + + <p>(Or 7. ... P to Q 4, equally good, and leading to a livelier + game.)</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt takes Kt</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P takes Kt</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to B 4</td></tr> +</table> + + <p>And White is better developed, for the pawn <i>minus</i>. Still Black + has a tangible advantage.</p> + +<h5 class="pt1"><span class="sc">The Centre Gambit.</span></h5> + +<p><!-- Page 392 --><span class="pagenum"><a name="page392"></a>{392}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4.</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Q takes P</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Q to K 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>Formerly the continuation was 4. Q to Q sq., Kt to B 3; 5. B to Q 3, P + to Q 4, &c., but the text-move is now considered superior to the + retreat of a developed piece, especially as from K 3 the range of the + Queen's action on both sides should prove more advantageous to White.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Kt 5</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 5. P to K 5, Black's best reply is 5. ... Kt to K Kt 5; 6. Q to K + 4, P to Q 4; 7. P takes P <i>e.p.</i>: ch., B to K 3; 8. P takes P, Q to + Q 8: ch., followed by 9. ... Kt takes P: ch. and 10. ... Kt takes Q, with + the better game.</p> + +</blockquote> + +<h5 class="pt1">PETROFF'S DEFENCE.</h5> + + <p>Here, after 1. P to K 4, P to K 4; 2. Kt to K B 3, Black, instead of + defending the K P with 2. ... Kt to Q B 3, plays Kt to K B 3, attacking + the opponent's K P. This mode of defence is sometimes adopted if the + second player wishes to avoid the Ruy Lopez, Scotch Opening, or Evans + Gambit. On the whole it yields a safe defence, although somewhat tame in + the majority of variations.</p> + +<h5 class="pt1">THE KING'S GAMBITS.</h5> + + <p>The reader has already had several examples of Gambits, but others + still remain to be described. A pawn is sacrificed in order to get a + compensating advantage in a rapid development of the pieces, and an + immediate attack. Formerly the Gambits were played very frequently, but + more perfect knowledge of the possible defences has caused the less + speculative Openings to be resorted to in preference—a <!-- Page + 393 --><span class="pagenum"><a name="page393"></a>{393}</span>tacit + admission that the Gambits are for the most part hazardous for the first + player, though they give rise to ingenious combinations and interesting + positions.</p> + + <p>The principal Gambits (apart from the "Evans") are the King's Knight's + and King's Bishop's Gambits. From the former spring other well-known + Gambits, such as the Kieseritzky, Allgaier, Muzio, &c.</p> + +<h5 class="pt1">THE KING'S KNIGHT'S GAMBIT.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>This move completes the Gambit.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +</table> + + <p>This move has a double object. First, it protects the Gambit pawn, + which would be attacked after White's necessary P to Q 4, and then it + enables Black to post his B at Kt 2, which is essential, as in some + variations White might play P to K R 4, when without the B at Kt 2, Black + could not reply P to K R 3, because his Rook would not then be protected, + and his pawns on the King's side would be broken up.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Kt 2</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to K R 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to K R 3</td></tr> +</table> + + <p>See previous remark. Of course, were Black now to advance the attacked + pawn, he would weaken the Gambit pawn. <!-- Page 394 --><span + class="pagenum"><a name="page394"></a>{394}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">R takes R</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B takes R</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q to Q 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The intention being to play P to K 5 and Q to R 7, attacking two + pieces, and threatening mate. Black prevents this by—</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to K R 3</td></tr> +</table> + + <p>White has not as yet gained any marked advantage to compensate for the + sacrificed pawn.</p> + + <p>Black's best defence in the King's Knight's Gambit is to play 4. ... P + to Kt 5, thereby forcing White to adopt either the Muzio or the Salvio + attack, in either of which cases Black should get the best of the game, + as we proceed to show.</p> + +<h5 class="pt1">THE MUZIO GAMBIT.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The Knight cannot go back to Kt sq., consequently White must either + give it up or play Kt to K 5, which will be treated in the Salvio Gambit. + Leaving the Knight <i>en prise</i> constitutes the Muzio Gambit.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P takes Kt</td></tr> +</table> + + <p>The position is now as represented in Fig. 12.</p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-395.png"><img style="width:100%" src="images/ill-395.png" + alt="rnbqkbnr/pppp1p1p/8/8/2B1Pp2/5p2/PPPP2PP/RNBQ1RK1" title="rnbqkbnr/pppp1p1p/8/8/2B1Pp2/5p2/PPPP2PP/RNBQ1RK1" /></a> + <span class="sc">Fig. 12.</span><br />[<span class="sc">Position after + Black's 5th Move.</span>] + </div> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Q takes P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Q to B 3</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<p><!-- Page 395 --><span class="pagenum"><a name="page395"></a>{395}</span></p> + + <p>This further sacrifice may be regarded as compulsory. White gains time + to develop his pieces, as Black has, after the capture of the K P, both + King and Queen in an exposed position.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Q takes P</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to R 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to Q 2</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<p><!-- Page 396 --><span class="pagenum"><a name="page396"></a>{396}</span></p> + + <p>Threatening 10. R to K sq.; or if Black plays 9. ... Q takes P; 10. B + to B 3, &c. White has gained no material advantage.</p> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + + <p>Reverting to the position after Black's 5th move (Fig. 12), instead + of, as in the preceding variation, 6. Q takes P, let White + play—</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>This attack, if not properly met, is extremely embarrassing for Black; + but, against the correct play, it is inferior to the one already + given.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Q 4 (best)</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B takes P</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Q B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">R to B 2</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q B 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to Kt 2</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to R 3</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt to Q 2</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt to K 2</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to Kt 3</td></tr> +</table> + + <p>And Black even without Castling may assume the counter-attack with R + to Kt sq., bringing the Queen into play as soon as feasible.</p> + +<h5 class="pt1">THE SALVIO GAMBIT.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to K 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>This move constitutes the Salvio attack. White <!-- Page 397 --><span + class="pagenum"><a name="page397"></a>{397}</span>attacks Black's K B P, + intending to obtain a compensating advantage for being compelled to move + his King without castling.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Q to R 5: ch.</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to B sq.</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B takes P: ch.</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to K 2</td></tr> +</table> + + <p>Better here, as in most cases, than 7.... K to Q sq., for it keeps an + attack upon the B in case the Kt has to move.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt takes Kt: ch.</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q P takes Kt</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to Kt 3</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P to Q 3</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt to R 4</td></tr> +</table> + + <p>Black has by far the better position.</p> + +<h5 class="pt1">THE KIESERITZKY GAMBIT.</h5> + + <p>Here the opening moves are again: 1. P to K 4, P to K 4; 2. P to K B + 4, P takes P; 3. Kt to K B 3, P to K Kt 4. If White plays 4. B to B 4, + Black can play either 4. ... B to Kt 2, thus consolidating his King's + pawns, which are difficult to break up, or 4. ... P to Kt 5, with the + consequences shown in the Muzio and Salvio. To obviate this, White plays + now 5. P to K R 4. Black's Knight's pawn cannot be defended with P to K R + 3, the Bishop not being yet at Kt 2. Therefore Black's best course (B to + K 2 not being good) is 5. ... P to Kt 5, to which White replies 6. Kt to + K 5—the Kieseritzky, or 6. Kt to Kt 5, the Allgaier, to be + considered subsequently.</p> + +<p><!-- Page 398 --><span class="pagenum"><a name="page398"></a>{398}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to K R 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to K 5</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Kt 2</td></tr> +</table> + + <p>Black has various defences here, the best being the text-move and 5. + ... Kt to K B 3.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 6. Kt takes Kt P, Black replies 6. ... P to Q 4; 7. Kt to B 2, Kt + to K 2; 8. P takes P, Castles; 9. B to K 2, Kt to B 4, with the better + game.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to Q 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to R 4</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt to Kt 6</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">R to R 2</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Q to Q 3</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt takes B</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K takes Kt</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to B 3</td></tr> +</table> + + <p>And Black has a good game.</p> + +<h5 class="pt1">THE ALLGAIER GAMBIT.</h5> + + <p>Here, as in the Muzio, a piece is sacrificed for an early and strong + attack. The opening moves are—</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to K R 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to Kt 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>This move involves the sacrifice of the Knight, and constitutes the + Allgaier.</p> + +<p><!-- Page 399 --><span class="pagenum"><a name="page399"></a>{399}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to K R 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes K B P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to B 4: ch.</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 4</td></tr> +</table> + + <p>Black gives up this pawn to free his Bishop and protect the pawn at Kt + 5.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B takes P: ch.</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to Kt 2</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B takes Q Kt P</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B takes B</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Q takes P: ch.</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">K to B 2</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Q to R 5: ch.</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to K 2</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Q to K 5: ch.</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to Q 2</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Q takes R</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +</table> + +<blockquote class="b1s"> + + <p>Threatening to win the Queen by 14. ... Q to K 2, and 15. ... B to Kt + 2.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">P to Q Kt 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>To be able to play, in reply to 14. ... Q to K 2; 15 B to R 3. This + avoids the immediate danger, but White has no tangible advantage.</p> + +</blockquote> + + <p>An important modification of this is the Allgaier-Thorold, in which + White at move 7 advances the Queen's pawn, instead of at once checking + after the sacrifice of the Knight. The following is an example of this + Gambit, and a probable continuation.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to K R 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to Kt 5</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to K R 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K takes Kt</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to B 6</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to B 4: ch.</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B takes P: ch.</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to Kt 2</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +</table> + + <p>Black has slightly the advantage. <!-- Page 400 --><span + class="pagenum"><a name="page400"></a>{400}</span></p> + +<h5 class="pt1">THE CUNNINGHAM GAMBIT.</h5> + + <p>This should rather be called the Cunningham Defence to the King's + Knight's Gambit. The opening moves are: 1. P to K 4, P to K 4; 2. P to K + B 4, P takes P; 3. Kt to K B 3, B to K 2. This defence is less favourable + than either the Muzio or the Salvio.</p> + + <p>The game may proceed as follows—</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to R 5: ch.</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to B sq.</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>This is the best move, which should give the advantage to White. Less + favourable is Cunningham's own line of play: 5. P to K Kt 3, P takes P; + 6. Castles, P takes P: ch.; 7. K to R sq., P to Q 4, 8. B takes P, Kt to + K B 3; 9. B takes P. ch., K takes B; 10. Kt takes B, R to B sq.; 11. P to + Q 4, K to Kt sq., with a good game for Black.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B takes P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +</table> + +<h5 class="pt1">THE BISHOP'S GAMBIT.</h5> + + <p>Here the opening moves are: 1. P to K 4, P to K 4; 2. P to K B 4, P + takes P; 3. B to B 4. The Bishop being developed at this stage, instead + of the King's Knight, gives the Opening its name. Its special feature is + that White exposes himself to a check, which compels him to move his + King, and thus loses the privilege of castling without gaining such an + immediate attack as in the Salvio. But though White thus gives up the + attack temporarily, he is able to reassume it with intensified vigour, + owing to the exposed position of the Black Queen. The check with the + Queen is therefore now only <!-- Page 401 --><span class="pagenum"><a + name="page401"></a>{401}</span>resorted to in conjunction with 4. ... P + to Q 4, a counter-gambit which furthers Black's development.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 4</td></tr> +</table> + + <p>Or 3. ... Q to R 5: ch., followed by 4. ... P to Q 4.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B takes P</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>Not 4. P takes P, because of 5. ... Q to R 5: ch.; 6. K to B sq., B to + Q 3; 7. Kt to K B 3, Q to R 4; 8. P to Q 4, Kt to K 2; 9. Kt to B 3, + Castles, with the better game.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Q to R 5: ch.</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to B sq.</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to K Kt 4</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Q to R 4</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to K R 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Upon the same principle as in the other Gambits (or, indeed, as in + every strong pawn position), viz., to attempt to break the force of the + united pawns.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to Kt 2</td></tr> +</table> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + + <p>Reverting to the position after Black's 5th move, White has two other + attacks here—viz., 6. Q to B 3, and 6. P to K Kt 3.</p> + +<p><!-- Page 402 --><span class="pagenum"><a name="page402"></a>{402}</span></p> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Q to B 3</td></tr><tr><td class="plr0">P to Q B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">Q to Q B 3<a name="NtA_101" href="#Nt_101"><sup>[101]</sup></a></td></tr><tr><td class="plr0">P to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B takes Kt</td></tr><tr><td class="plr0">R takes B</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes P</td></tr><tr><td class="plr0">B to K 2</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">Q to B 3</td></tr><tr><td class="plr0">P to Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4<a name="NtA_102" href="#Nt_102"><sup>[102]</sup></a></td></tr><tr><td class="plr0">P to B 6</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">B to K 3<a name="NtA_103" href="#Nt_103"><sup>[103]</sup></a></td></tr><tr><td class="plr0">B to K 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q 2</td></tr><tr><td class="plr0">Kt to Q 2</td></tr></table></td></tr> +</table></td></tr> +<tr><td colspan="2" class="ac">With advantage for Black.</td></tr> +</table> + +<h5 class="pt1"><span class="sc">Third Variation.</span></h5> + +<h5>(First five moves as before.)</h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">P to K Kt 3</td></tr><tr><td class="plr0">P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">K to Kt 2<a name="NtA_104" href="#Nt_104"><sup>[104]</sup></a></td></tr><tr><td class="plr0">B to Q 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">P to K 5</td></tr><tr><td class="plr0">B takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Q to K sq.</td></tr><tr><td class="plr0">Q to Q 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">10.</td><td class="vmi"><table><tr><td class="bb plr0">B takes P: ch.</td></tr><tr><td class="plr0">K takes B</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">11.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to K B 3</td></tr><tr><td class="plr0">B to R 6: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">12.</td><td class="vmi"><table><tr><td class="bb plr0">K takes B</td></tr><tr><td class="plr0">P to Kt 5: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">13.</td><td class="vmi"><table><tr><td class="bb plr0">K to Kt 2</td></tr><tr><td class="plr0">P takes Kt: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">14.</td><td class="vmi"><table><tr><td class="bb plr0">K takes P</td></tr><tr><td class="plr0">Kt to K B 3</td></tr></table></td></tr> +</table><span class="gap" style="width:3em;"></span>And wins.</td></tr></table> + + <p>Two other continuations for Black should be noted by the + student—viz., 3. ... P to K B 4, and 3. ... Kt to K B 3.</p> + +<h5 class="pt1"><span class="sc">Fourth Variation.</span></h5> + +<p><!-- Page 403 --><span class="pagenum"><a name="page403"></a>{403}</span></p> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">3.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">P to K B 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">Q to K 2</td></tr><tr><td class="plr0">Q to R 5: ch.</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">K to Q sq.</td></tr><tr><td class="plr0">P takes P</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes P: ch.</td></tr><tr><td class="plr0">B to K 2</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 4</td></tr><tr><td class="plr0">Kt to K B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">Q takes B P</td></tr><tr><td class="plr0">Q takes Q</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">B takes Q</td></tr><tr><td class="plr0">...</td></tr></table></td></tr> +</table><span class="gap" style="width:3em;"></span>Even game.</td></tr></table> + +<h5 class="pt1"><span class="sc">Fifth Variation.</span></h5> + +<table class="mc"> +<tr><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">3.</td><td class="vmi"><table><tr><td class="bb plr0">...</td></tr><tr><td class="plr0">Kt to K B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">4.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to Q B 3</td></tr><tr><td class="plr0">Kt to B 3</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">5.</td><td class="vmi"><table><tr><td class="bb plr0">Kt to B 3</td></tr><tr><td class="plr0">B to Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">6.</td><td class="vmi"><table><tr><td class="bb plr0">Castles</td></tr><tr><td class="plr0">P to Q 3</td></tr></table></td></tr> +</table></td><td class="wchf"><table> +<tr><td class="vmi ar pr025 w2">7.</td><td class="vmi"><table><tr><td class="bb plr0">P to Q 3</td></tr><tr><td class="plr0">Kt to K 4</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">8.</td><td class="vmi"><table><tr><td class="bb plr0">B to Kt 3</td></tr><tr><td class="plr0">B to Kt 5</td></tr></table></td></tr> +<tr><td class="vmi ar pr025 w2">9.</td><td class="vmi"><table><tr><td class="bb plr0">Q B takes P</td></tr><tr><td class="plr0">...</td></tr></table></td></tr> +</table><span class="gap" style="width:3em;"></span>Even game.</td></tr></table> + +<h5 class="pt1">THE GAMBIT DECLINED.</h5> + + <p>Although, in the majority of Gambits, the defence should obtain, if + not an advantage, at least an even game, some players (fearing to give + their opponent the chance of a sudden and vigorous attack) decline to + accept the Gambit.</p> + + <p>There are various modes of refusing the Gambit; the one most + frequently resorted to being by playing B to B 4. The game may proceed as + under:</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">B to B 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<p><!-- Page 404 --><span class="pagenum"><a name="page404"></a>{404}</span></p> + + <p>Intending to establish a centre with 5 P to Q 4.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to K Kt 5</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to K 2</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + +<blockquote class="b1s"> + + <p>5. P to K R 3, B takes Kt; 6. Q takes B, may also be played.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B takes Kt</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B takes B</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q Kt 4</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to Kt 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Kt 5</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q Kt to K 2</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>And White has, so far, carried out his plan of establishing a centre. + The position is about even.</p> + + <p>The following defence is known as the <i>Falkbeer Counter-Gambit</i>, + after its author:</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K P takes P</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Not 3. B P takes P, because of 3. ... Q to R 5: ch., which would give + Black a winning game.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K 5</td></tr> +</table> + + <p>Black gives up a pawn for the attack, and a spirited game. It would be + disadvantageous for Black to play 3. ... Q takes P, because White would + then develop his pieces quicker, which it is the object of Black's + counter-gambit to prevent.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">B to Kt 5: ch.</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to B 3</td></tr> +</table> + + <p>Both White's and Black's moves are the best available.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P takes P</td></tr> +</table> + +<p><!-- Page 405 --><span class="pagenum"><a name="page405"></a>{405}</span></p> + + <p>Black takes with the pawn in order to maintain the attack, for which + he gave up a pawn.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to B 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to B 3</td></tr> +</table> + +<blockquote class="b1s"> + + <p>Again the best moves for both sides. Black could not play 6. ... B to + Q B 4, because of 7. B takes P: ch., K takes B; 8. Q to R 5: ch., P to Kt + 3; 9. Q takes B, &c.</p> + +</blockquote> + +<h5 class="pt1">CLOSE GAMES.</h5> + + <p>All games which commence with any other move than 1. P to K 4, or in + which Black replies with any other move than 1. ... P to K 4, are called + Close Games. These Openings are resorted to either by the first player, + if he has to meet an opponent who is well versed in book knowledge, or by + the second player, if he is afraid to trust himself in the wide field of + the Open Games, with all the numerous variations and combinations, which + the first player, knowing what Opening he proposes to adopt, might have + prepared.</p> + + <p>The Close Games require a considerable knowledge of pawn-play, which + is a specialty, only to be acquired by long experience. In the Open Games + the attack is mostly made with pieces, while in close or irregular games + the pawns are pushed forward, and the pieces are posted behind them in + strategical positions, and only come into action after the dispositions + of the plan of campaign are matured. Any attempt at full treatment at the + Close Games would therefore be out of place in an elementary + treatise.</p> + + <p>The French Defence and the Sicilian Defence are, however, exceptions. + They are very frequently played. To these, therefore, it will be + necessary to devote special attention. <!-- Page 406 --><span + class="pagenum"><a name="page406"></a>{406}</span></p> + +<h5 class="pt1">THE FRENCH DEFENCE.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 3</td></tr> +</table> + + <p>This move of Black constitutes the <i>French Defence</i>. It gives a + safe but dull game, with the exception of a few variations. The game may + continue as follows:</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q B 4</td></tr> +</table> + + <p>To prevent the establishment of a centre. It may be taken as a + principle—always try to prevent or break the formation of a + centre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q B 3</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>In anticipation of Black's probable 5. ... Q to Kt 3, when White would + have to develop his K Kt.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Q to Kt 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to Q 2</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q Kt 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>In order to play his Bishop to K 3, which he cannot do now, because + the Kt P would be <i>en prise</i>.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">R to B sq.</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to K 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to R 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">B to Q 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>To prevent 9. ... Kt to B 4, attacking Bishop and Queen's Pawn. 9. ... + Kt to K Kt 5 would be loss of time, as White would play 10. B to Kt sq., + and then drive the Knight back. <!-- Page 407 --><span class="pagenum"><a + name="page407"></a>{407}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt to Q Kt 5</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">P to K R 3</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The White Bishop cannot move, because of Kt to B 7: ch., and if 11. + Castles, Black would win the exchange with 11. ... Kt takes B; 12. Q + takes Kt, B to Kt 4.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Kt takes B: ch.</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Q takes Kt</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B to Kt 5: ch.</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">K to B 2 (or Q Kt to Q 2)</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>With a very good game for Black.</p> + +<h5 class="pt1"><span class="sc">Second Variation.</span></h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 3</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to K B 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>P to K 5 on White's third move having been found unsatisfactory, the + modified form here given is now fashionable.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K Kt to Q 2</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to B 4</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to Q B 4</td></tr> +</table> + + <p>Again the attempt to break the centre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +</table> + + <p>As the pawn cannot be defended, Black utilises his time by bringing an + additional piece into play.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B takes P</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to Q 3</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to B 3</td></tr> +</table> + + <p>Again an attack upon the centre.</p> + +<p><!-- Page 408 --><span class="pagenum"><a name="page408"></a>{408}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt takes P</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Q to K 2</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">P to Q R 3</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">P to Q R 3</td></tr> +<tr><td colspan="4" class="ac">The game is so far even.</td></tr> +</table> + +<h5 class="pt1">THE SICILIAN DEFENCE.</h5> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to Q B 4</td></tr> +</table> + + <p>This move of Black constitutes the <i>Sicilian Defence</i>, its main + object being to prevent White from establishing a centre.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Kt to Q B 3</td></tr> +</table> + + <p>White might also play 2. B to B 4, or 2. Kt to K B 3; the development + of the Q Kt is, however, generally adopted.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Kt to B 3</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to K 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P takes P</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt takes P</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Kt to B 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt (Q 4) to Kt 5</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to Kt 5</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to K R 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B takes Kt: ch.</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt takes B</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Q 4</td></tr> +</table> + + <p>Black remains with an isolated Queen's pawn after the exchanges which + follow; but as in most forms of the Sicilian Defence, Black's Queen's + pawn is weak, the position arising from Black's text-move is not inferior + to any other he can obtain.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P takes P</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Kt takes P</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Kt takes Kt</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">Q takes Kt</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">Q takes Q</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">P takes Q</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">B to K B 4</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Castles</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">Castles</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B to K 3</td></tr> +<tr><td colspan="4" class="ac">Even game.</td></tr> +</table> + +<p><!-- Page 409 --><span class="pagenum"><a name="page409"></a>{409}</span></p> + +<h5 class="pt1">THE QUEEN'S GAMBIT.</h5> + + <p>The <i>Queen's Gambit</i>, 1. P to Q 4, P to Q 4; 2. P to Q B 4, P + takes P; 3. P to K 3, or 3. P to K 4, or 3. Kt to K B 3, &c., is + rarely played, because the Gambit pawn cannot, as in the King's Gambit, + be defended by Black with the Knight's pawn; therefore the offered Gambit + is usually declined (say, by 2. ... P to K 3), and the games take the + form of close openings. The Queen's Gambit Declined is a very popular + Opening in tournaments.</p> + +<h5 class="pt1">THE FIANCHETTO.<a name="NtA_105" href="#Nt_105"><sup>[105]</sup></a></h5> + + <p>The Fianchetto takes various form—viz., the <i>King's + Fianchetto</i>, wherein White commences with 1. P to K Kt 3, and 2. B to + Kt 2; and the <i>Queen's Fianchetto</i>, where White plays 1. P to Q Kt + 3, and 2. B to Kt 2; the <i>King's Fianchetto Defence</i>, where Black + defends with 1. ... P to K Kt 3, and 2. ... B to Kt 2; and the <i>Queen's + Fianchetto Defence</i>, where Black defends with 1. ... P to Q Kt 3, and + 2. ... B to Kt 2. The <i>Double Fianchetto</i> is where either White or + Black develops both Bishops at Kt 2. The shape of White's development + against either Fianchetto defence should be as under:</p> + +<p><!-- Page 410 --><span class="pagenum"><a name="page410"></a>{410}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">P to K Kt 3</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K B 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">P to K 3</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">P to Q 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to Kt 2</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to K B 3</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">P to Kt 3</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">P to B 3</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">B to Kt 2</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to Q 3</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Kt to K 2</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to K 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Q 4</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to K 5</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to Q 2</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q Kt to Q 2, &c.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>All kindred Openings should be treated after this manner—viz., + the opposing player should aim at the formation of a strong centre, so as + to close the diagonal occupied by the Bishop.</p> + +<h5 class="pt1">THE END GAME.</h5> + + <p>As before stated, the game of Chess consists of three parts:</p> + + <p>The <span class="sc">Opening</span>, <i>i.e.</i>, the strategical + disposition of the forces; the <span class="sc">Middle Game</span>, + <i>i.e.</i>, the campaign, and the <span class="sc">End Game</span>.</p> + + <p>The Middle part of the game commences where the Opening ceases, and + here the player is thrown upon his own resources.</p> + + <p>The End Game commences where the Middle Game ceases, and this latter + stage of the game is a study in itself. In the majority of cases the + treatment of the End Game is a matter of intuition. The student may, + however, be assisted by the knowledge of general principles, and by + familiarity with certain standard positions, which frequently occur in + practice. Examples of these positions, and the methods of dealing with + them, will be given in the following pages.</p> + +<h5 class="pt1">KING AND PAWN AGAINST KING.</h5> + +<p><!-- Page 411 --><span class="pagenum"><a name="page411"></a>{411}</span></p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-411.png"><img style="width:100%" src="images/ill-411.png" + alt="r7/8/q7/8/8/1P5k/1R6/6QK" title="r7/8/q7/8/8/1P5k/1R6/6QK" /></a> + <span class="sc">Fig. 13.</span><br />[<span class="sc">Black to Move + and Draw.</span>] + </div> + + <p>In the majority of games, either one or the other player remains at + the close with a pawn, which has to be queened. Fig. 13 illustrates an + ending in which White is a pawn ahead, and if he had the move, would win + with 1. R to R 2, checkmate. It being, however, Black's turn to move, he + is able to exchange both Queen and Rook, and if he can stop White's pawn + from reaching the 8th square and becoming a Queen, he may draw the game. + There <!-- Page 412 --><span class="pagenum"><a + name="page412"></a>{412}</span>is a simple method of ascertaining this at + a glance without calculation (by means of the imaginary "square" depicted + in Fig. 14). Black forces the exchange of pieces thus:</p> + +<p><!-- Page 413 --><span class="pagenum"><a name="page413"></a>{413}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">Q to B 3: ch.</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Q to Kt 2: ch.</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">Q takes Q: ch.</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">R takes Q</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">R to R 8: ch.</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">R to Kt sq.</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">R takes R: ch.</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K takes R</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-412.png"><img style="width:100%" src="images/ill-412.png" + alt="8/8/8/8/8/1P5k/8/6K1" title="8/8/8/8/8/1P5k/8/6K1" /></a> + <span class="sc">Fig. 14.</span><br />[<span class="sc">Black to Move + and Draw.</span>] + </div> + + <p>Producing the position shown in Fig. 14; and Black draws; for the + Black King can reach the pawn before the White King can approach to + defend it. Consequently White can only advance the pawn; but the Black + King will be able to stop it from queening, for his next move will bring + him <i>within</i> <!-- Page 414 --><span class="pagenum"><a + name="page414"></a>{414}</span><i>the square</i> (indicated above) in + which the pawn stands, and in such case he can always overtake it. + Thus—</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to Kt 6</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Kt 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to B 5</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Kt 5</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to K 4</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">P to Kt 6</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to Q 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">P to Kt 7</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to B 2</td></tr> +</table> + + <p>And the pawn is lost. It will be seen that the Black King remains with + every move <i>within the square</i> of the pawn.</p> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-413.png"><img style="width:100%" src="images/ill-413.png" + alt="8/8/8/8/8/1k6/6P1/2K5" title="8/8/8/8/8/1k6/6P1/2K5" /></a> + <span class="sc">Fig. 15.</span><br />[<span class="sc">White to Move + and Win.</span>] + </div> + + <p>Fig. 15 illustrates a position in which the pawn can be supported by + the King. Here if White were at once to advance the pawn, the Black King + would move <i>within the square</i> of the pawn and capture it. Therefore + the King must go to protect it.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to Q 2</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to B 5</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to K 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to Q 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to B 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to K 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to Kt 5</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to B 2</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to R 6</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">P to Kt 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to R sq.</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">P to Kt 5</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to Kt 6</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to R sq.</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to B 7</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>If Black had played 8. ... K to B sq., White would have played 9. K to + R 7.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to R 2</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">P to Kt 6: ch.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>And the pawn cannot be prevented from queening. <!-- Page 415 --><span + class="pagenum"><a name="page415"></a>{415}</span></p> + +<h5 class="pt1">KING AND QUEEN AGAINST KING.</h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-415.png"><img style="width:100%" src="images/ill-415.png" + alt="8/8/4k3/8/8/8/8/KQ6" title="8/8/4k3/8/8/8/8/KQ6" /></a> + <span class="sc">Fig. 16.</span> + </div> + + <p>The position being as in Fig. 16, the shortest way to checkmate the + Black King is as given below:</p> + +<p><!-- Page 416 --><span class="pagenum"><a name="page416"></a>{416}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to Kt 2</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to Q 4</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to B 3</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to K 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">Q to K Kt 6</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to B 5</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to Q 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to B 6</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">Q to Kt 5</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to B 7</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">Q to Kt 4</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to K 8</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to K 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to B 8</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Q to Kt 7</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Not 8. Q to Kt 3, because Black would then be stalemate, a contingency + which White must carefully guard against in similar positions.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to K 8</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">Q mates at Kt sq. or R sq.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +<p><!-- Page 417 --><span class="pagenum"><a name="page417"></a>{417}</span></p> + +<h5 class="pt1">TWO ROOKS AND KING AGAINST KING.</h5> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-416.png"><img style="width:100%" src="images/ill-416.png" + alt="8/8/8/3k4/8/8/8/KRR5" title="8/8/8/3k4/8/8/8/KRR5" /></a> + <span class="sc">Fig. 17.</span> + </div> + + <p>Fig. 17 shows the most unfavourable position for White's two Rooks. + The shortest way to checkmate the Black King is as follows:</p> + +<p><!-- Page 418 --><span class="pagenum"><a name="page418"></a>{418}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">R to K sq.</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to Q 5</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">R (Kt sq.) to Q sq.: ch.</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to B 6</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">R to K 2</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to B</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">R to B 2: ch.</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to Kt 6</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">R to B 8</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to R 6</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">R to Q Kt sq.</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to R 5</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">R to R 8, mate.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +<h5 class="pt1">KING AND ROOK AGAINST KING.</h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-417.png"><img style="width:100%" src="images/ill-417.png" + alt="8/8/8/4k3/8/2K5/8/1R6" title="8/8/8/4k3/8/2K5/8/1R6" /></a> + <span class="sc">Fig. 18.</span> + </div> + + <p>Fig. 18 represents the most unfavourable position for White. The + shortest way to checkmate the Black King is—</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to B 4</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to K 5</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">R to K sq.: ch.</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to B 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to Q 4</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to B 5</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">R to B sq.: ch.</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to Kt 4</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to K 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>It will be noticed that the White King always approaches at the + distance of a Knight's move, whilst the Black King moves either on + diagonals, or takes the "opposition" to the White King.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to Kt 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to K 5</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to Kt 4</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">R to Kt sq.: ch.</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to R 5</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to B 5</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to R 6</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to B 4</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to R 7</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">R to Kt 3</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">K to R 8</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to B 3</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to R 7</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to B 2</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to R 8</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">R to R 3, mate.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + + <p>N.B.—The Rook can only checkmate on an outer row or file of the + board. <!-- Page 419 --><span class="pagenum"><a + name="page419"></a>{419}</span></p> + +<h5 class="pt1">KING AND TWO BISHOPS AGAINST KING.</h5> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-419.png"><img style="width:100%" src="images/ill-419.png" + alt="8/8/8/8/5kBB/8/8/K7" title="8/8/8/8/5kBB/8/8/K7" /></a> + <span class="sc">Fig. 19.</span><br />[<span class="sc">White to Move + and Win.</span>] + </div> + + <p>To checkmate with two Bishops is comparatively easy. Fig. 19 + illustrates the most unfavourable position for White, and the solution + given is the shortest attainable.</p> + +<p><!-- Page 420 --><span class="pagenum"><a name="page420"></a>{420}</span></p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">B to Q sq.</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to K 6</td></tr> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to Kt 2</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to Q 7</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to Q B 2</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to K 6</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to B 3</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to B 6</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to Q 4</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to Kt 5</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">B to K sq.</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to B 6</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">B to Q 3</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to B 5</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">B to K 4</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to Kt 4</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to K 5</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to Kt 5</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to K B 2</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">K to Kt 4</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">B to K B 5</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to R 3</td></tr> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to B 6</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to R 4</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B to K 6</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">K to R 3</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">B to Kt 4</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">K to R 2</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">K to B 7</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">K to R 3</td></tr> +</table> + +<blockquote class="b1s"> + + <p>White must he careful not to stalemate the Black King. For instance, + if Black were to play here 15. ... K to R sq., White could not play 16. B + to K B 5; but must play 16. B to K 3, K to R 2; 17. B to B 5: ch., K to R + sq.; 18. B to Q 4 mate.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">B to K 3: ch.</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">K to R 2</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">B to B 5: ch.</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">K to R sq.</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">B to Q 4, checkmate.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +<h5 class="pt1">KING, BISHOP, AND KNIGHT AGAINST KING.</h5> + +<p><!-- Page 421 --><span class="pagenum"><a name="page421"></a>{421}</span></p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-421.png"><img style="width:100%" src="images/ill-421.png" + alt="8/8/8/K1k4B/8/8/8/N7" title="8/8/8/K1k4B/8/8/8/N7" /></a> + <span class="sc">Fig. 20.</span><br />[<span class="sc">White to Move + and Win.</span>] + </div> + + <p>To checkmate with Bishop and Knight is a very difficult process. + Checkmate can only be forced if the Black King is driven to one of the + Rook squares of the same colour as the Bishop. In the position shown in + Fig. 20 the Black King must be driven either to Q R sq., or K R 8. + Frequently the Bishop and Knight are separated from the White King; in + that case the Black King cannot be prevented from moving to a Rook square + of the opposite colour to the Bishop. Then the forces must be brought + together to act in concert with the White King; when, by combined action, + the Black King can be forced on to a corner square of the same colour as + White's Bishop, and checkmated as shown in the appended solution. Mate + can be forced in the most <!-- Page 422 --><span class="pagenum"><a + name="page422"></a>{422}</span>unfavourable position (see Fig. 20) in + about thirty or thirty-one moves.</p> + +<table class="mc"> +<tr><td></td><td class="pb1"><span class="sm">WHITE.</span></td><td></td><td class="pb1"><span class="sm">BLACK.</span></td></tr> +<tr><td class="ar pr025 w2">1.</td><td class="pr2 wchl">Kt to Kt 3: ch.</td><td class="ar pr025 w2">1.</td><td class="pr2 wchl">K to B 3</td></tr> +</table> + +<blockquote class="b1s"> + + <p>If 1. ... K to B 5; then 2. B to Q sq., K to B 6; 3. K to Kt 5, K to Q + 6; 4. K to B 5, K to K 5; 5. B to B 2: ch., K to K 4; 6. Kt to Q 4, K to + B 3; 7. K to Q 6, K to B 2; 8. Kt to B 3, K to B 3; 9. Kt to K 5, K to Kt + 2; 10. K to K 6, and the King is gradually forced on to the last row.</p> + +</blockquote> + +<table class="mc"> +<tr><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to Kt 4</td><td class="ar pr025 w2">2.</td><td class="pr2 wchl">K to Q 4</td></tr> +<tr><td class="ar pr025 w2">3.</td><td class="pr2 wchl">B to B 3: ch.</td><td class="ar pr025 w2">3.</td><td class="pr2 wchl">K to Q 3</td></tr> +<tr><td class="ar pr025 w2">4.</td><td class="pr2 wchl">Kt to Q 4</td><td class="ar pr025 w2">4.</td><td class="pr2 wchl">K to K 4</td></tr> +<tr><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to B 5</td><td class="ar pr025 w2">5.</td><td class="pr2 wchl">K to B 3</td></tr> +<tr><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to Q 5</td><td class="ar pr025 w2">6.</td><td class="pr2 wchl">K to B 2</td></tr> +<tr><td class="ar pr025 w2">7.</td><td class="pr2 wchl">Kt to B 5</td><td class="ar pr025 w2">7.</td><td class="pr2 wchl">K to B 3</td></tr> +<tr><td class="ar pr025 w2">8.</td><td class="pr2 wchl">Kt to Q 6</td><td class="ar pr025 w2">8.</td><td class="pr2 wchl">K to Kt 3</td></tr> +<tr><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to K 5</td><td class="ar pr025 w2">9.</td><td class="pr2 wchl">K to Kt 2</td></tr> +<tr><td class="ar pr025 w2">10.</td><td class="pr2 wchl">B to K 4</td><td class="ar pr025 w2">10.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to B 6</td><td class="ar pr025 w2">11.</td><td class="pr2 wchl">K to R sq.</td></tr> +</table> + + <p>The King is now on the Rook square of opposite colour to the Bishop, + and must be driven to K R 8, or Q R square, in order to be + checkmated.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">12.</td><td class="pr2 wchl">Kt to B 7: ch.</td><td class="ar pr025 w2">12.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +<tr><td class="ar pr025 w2">13.</td><td class="pr2 wchl">B to B 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Purposely losing a move (<i>coup de repos</i>); it is immaterial where + the Bishop moves to so long as it remains on the same diagonal, the + object being to force Black to move, without altering White's + position.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">13.</td><td class="pr2 wchl">K to B sq.</td></tr> +<tr><td class="ar pr025 w2">14.</td><td class="pr2 wchl">B to R 7</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>To prevent the King from returning to Kt sq. if the Kt moves. <!-- + Page 423 --><span class="pagenum"><a name="page423"></a>{423}</span></p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">14.</td><td class="pr2 wchl">K to K sq.</td></tr> +<tr><td class="ar pr025 w2">15.</td><td class="pr2 wchl">Kt to K 5</td><td class="ar pr025 w2">15.</td><td class="pr2 wchl">K to Q sq.</td></tr> +<tr><td class="ar pr025 w2">16.</td><td class="pr2 wchl">B to K 4</td><td class="ar pr025 w2">16.</td><td class="pr2 wchl">K to B 2</td></tr> +<tr><td class="ar pr025 w2">17.</td><td class="pr2 wchl">Kt to B 4</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>The Black King is now gradually forced on to the fatal White + corner.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">17.</td><td class="pr2 wchl">K to Q 2</td></tr> +<tr><td class="ar pr025 w2">18.</td><td class="pr2 wchl">K to B 7</td><td class="ar pr025 w2">18.</td><td class="pr2 wchl">K to Q sq.</td></tr> +<tr><td class="ar pr025 w2">19.</td><td class="pr2 wchl">B to B 6</td><td class="ar pr025 w2">19.</td><td class="pr2 wchl">K to B 2</td></tr> +<tr><td class="ar pr025 w2">20.</td><td class="pr2 wchl">B to Kt 5</td><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td></tr> +</table> + + <p>Not to R 4, because at Kt 5 the Bishop guards the additional square R + 6.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2"></td><td class="pr2 wchl">...</td><td class="ar pr025 w2">20.</td><td class="pr2 wchl">K to Q sq.</td></tr> +<tr><td class="ar pr025 w2">21.</td><td class="pr2 wchl">K to K 6</td><td class="ar pr025 w2">21.</td><td class="pr2 wchl">K to B sq.</td></tr> +<tr><td class="ar pr025 w2">22.</td><td class="pr2 wchl">K to Q 6</td><td class="ar pr025 w2">22.</td><td class="pr2 wchl">K to Q sq.</td></tr> +<tr><td class="ar pr025 w2">23.</td><td class="pr2 wchl">Kt to R 5</td><td class="ar pr025 w2">23.</td><td class="pr2 wchl">K to B sq.</td></tr> +<tr><td class="ar pr025 w2">24.</td><td class="pr2 wchl">B to Q 7: ch.</td><td class="ar pr025 w2">24.</td><td class="pr2 wchl">K to Kt sq.</td></tr> +</table> + + <p>If 24. ... K to Q sq., then 25. Kt to B 6, checkmate.</p> + +<table class="mc"> +<tr><td class="ar pr025 w2">25.</td><td class="pr2 wchl">K to B 6</td><td class="ar pr025 w2">25.</td><td class="pr2 wchl">K to R 2</td></tr> +<tr><td class="ar pr025 w2">26.</td><td class="pr2 wchl">Kt to B 4</td><td class="ar pr025 w2">26.</td><td class="pr2 wchl">K to R 3</td></tr> +<tr><td class="ar pr025 w2">27.</td><td class="pr2 wchl">K to B 7</td><td class="ar pr025 w2">27.</td><td class="pr2 wchl">K to R 2</td></tr> +<tr><td class="ar pr025 w2">28.</td><td class="pr2 wchl">B to B 8</td><td class="ar pr025 w2">28.</td><td class="pr2 wchl">K to R sq.</td></tr> +<tr><td class="ar pr025 w2">29.</td><td class="pr2 wchl">Kt to R 5</td><td class="ar pr025 w2">29.</td><td class="pr2 wchl">K to R 2</td></tr> +<tr><td class="ar pr025 w2">30.</td><td class="pr2 wchl">Kt to B 6: ch.</td><td class="ar pr025 w2">30.</td><td class="pr2 wchl">K to R sq.</td></tr> +<tr><td class="ar pr025 w2">31.</td><td class="pr2 wchl">B to Kt 7, checkmate.</td><td class="ar pr025 w2"></td><td class="pr2 wchl"></td></tr> +</table> + +<h5 class="pt1">END GAME WITH TWO KNIGHTS.</h5> + + <p>With two Knights alone no mate can be forced, except through incorrect + play on the part of the defence. Consequently the remaining with two <!-- + Page 424 --><span class="pagenum"><a + name="page424"></a>{424}</span>Knights should be avoided. If the player + has the option to change off pieces, he should keep Bishop and Knight + rather than two Knights.</p> + +<h5 class="pt1"><span class="sc">General Observations.</span></h5> + + <p>A good system for the student is to practise one Opening only, attack + and defence alternately, till it is thoroughly well mastered, and so on + with every other Opening. The student should not get into the habit of + playing with one colour only, or he will find himself at a disadvantage + when he cannot have his favourite colour. He must not make a move without + carefully weighing the possible replies. If he finds <i>a good move</i>, + let him still try to find a <i>better one</i>. When his opponent makes a + move, he must try to discover the object of such move, whether it is + immediately menacing, or only indirectly so. In the first case, a + suitable defence must be found; in the latter case, he may profit by the + respite to bring a piece into play.</p> + + <p>The first principle is to develop the pieces quickly, and never to + commence an attack with insufficient forces. If a player is able to bring + more pieces into play than his opponent, it is obvious that he must be + stronger. The Opening correctly played is frequently half the battle + won.</p> + + <p>Avoid useless checks. Avoid useless exchanges. Bear in mind that it is + disadvantageous to be left with two Knights only, as mate cannot be given + with them. If the player has the better game, he should avoid remaining + with a Bishop of different colour from a like piece of his opponent, as + Bishops of different colour frequently lead to a draw. <!-- Page 425 + --><span class="pagenum"><a name="page425"></a>{425}</span></p> + + <p>The student should further accustom himself to an elegant style of + play—viz., strictly to adhere to the laws of the game; never to + take back a move; never to touch a man until he has determined where to + move it; and to move his pieces quietly.</p> + +<h5 class="pt1"><span class="sc">Bibliography of Chess.</span></h5> + + <p>The literature of chess is very extensive, but many of the best works + would be practically useless to a beginner, as too advanced for his + capabilities. Any of the works mentioned next below may be studied with + advantage by the learner.</p> + +<blockquote class="b1s"> + + <p><span class="sc">Chess</span><a name="NtA_106" + href="#Nt_106"><sup>[106]</sup></a> (Oval Series). By L. Hoffer. + Routledge, 1<i>s.</i></p> + + <p><span class="sc">Common Sense in Chess.</span> By E. Lasker. Bellairs + & Co. 2<i>s.</i> 6<i>d.</i> nett.</p> + + <p><span class="sc">Chess.</span> By R. F. Green. Bell & Sons. + 1<i>s.</i></p> + + <p><span class="sc">The Chess-Player's Mentor.</span> By F. J. Lee and G. + H. D. Gossip. Ward & Downey. 1<i>s.</i></p> + + <p><span class="sc">The Chess-Player's Vade Mecum.</span> By G. H. D. + Gossip. Ward & Downey. 1<i>s.</i></p> + + <p><span class="sc">The Chess Openings.</span> By I. Gunsberg. Bell & + Sons, 1<i>s.</i></p> + + <p><span class="sc">The Chess-Player's Pocket Book.</span> By James + Mortimer. Sampson Low & Co. 1<i>s.</i></p> + + <p><span class="sc">Six Practical Chess Openings.</span> Anon. British + Chess Company. 6<i>d.</i></p> + + <p><span class="sc">Six Chess Lessons for Junior Players.</span> By S. + Tinsley. British Chess Company. 6<i>d.</i></p> + + <p><span class="sc">Fifty Pawn Puzzles.</span> Anon. British Chess + Company. 4<i>d.</i></p> + +</blockquote> + + <p>To more advanced players may be recommended, in addition—</p> + +<blockquote class="b1s"> + + <p><span class="sc">The Chess-Player's Handbook.</span> By Howard + Staunton. Bell & Sons. 5<i>s.</i> <!-- Page 426 --><span + class="pagenum"><a name="page426"></a>{426}</span></p> + + <p><span class="sc">The Chess-Player's Companion.</span> By Howard + Staunton. Bell & Sons. 5<i>s.</i></p> + + <p><span class="sc">Morphy's Games of Chess.</span> By J. Löwenthal. Bell + and Sons. 5<i>s.</i></p> + + <p><span class="sc">Chess Openings, Ancient and Modern.</span> By E. + Freeborough and C. E. Ranken. Kegan Paul & Co. 8<i>s.</i></p> + + <p><span class="sc">Chess Endings.</span> By E. Freeborough. Kegan Paul + & Co. 7<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">Select Chess End-Games.</span> By E. Freeborough. + Kegan Paul & Co. 1<i>s.</i> 6<i>d.</i> nett.</p> + + <p><span class="sc">Chess Studies and End Games.</span> By J. Kling and + B. Horwitz. Bell & Sons. 7<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">Synopsis of the Chess Openings.</span> By William + Cook. Simpkin, Marshall & Co. 4<i>s.</i></p> + + <p><span class="sc">The Chess-Player's Manual.</span> By G. H. D. Gossip. + Routledge. 7<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">The Principles of Chess.</span> By James Mason. + Horace Cox. 2<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">The Art of Chess.</span> By James Mason. Horace Cox. + 5<i>s.</i> nett.</p> + + <p><span class="sc">Chess Openings.</span> By James Mason. Horace Cox. + 2<i>s.</i> net.</p> + + <p><span class="sc">Chess Masterpieces.</span> By H. E. Bird. Dean & + Sons. 3<i>s.</i></p> + + <p><span class="sc">Chess Practice.</span> By H. E. Bird. Sampson Low + & Co. 2<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">Chess Novelties.</span> By H. E. Bird. Warne & + Co. 3<i>s.</i> 6<i>d.</i></p> + + <p><span class="sc">Modern Chess Brilliancies.</span> By G. H. D. Gossip. + Ward & Downey. 1<i>s.</i></p> + + <p><span class="sc">The Hastings Chess Tournament Book</span> (1895). + Edited by Horace Cheshire. Chatto & Windus. 7<i>s.</i> 6<i>d.</i> + net.</p> + +</blockquote> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 427 --><span class="pagenum"><a name="page427"></a>{427}</span></p> + +<h3>DRAUGHTS.</h3> + + <div class="poem"> + <div class="stanza"> + <p class="i20">"In friendly contention, the old men</p> + <p>Laughed at each lucky hit or unsuccessful manœuvre—</p> + <p>Laughed when a man was crowned, or a breach was made in the king-row."</p> + <p class="i24"><span class="sc">Longfellow</span>—<i>Evangeline.</i></p> + </div> + </div> + + <p>The game of Draughts is played on a board of sixty-four squares of + alternate colours, and with twenty-four pieces, called men (twelve on + each side), also of opposite colours. It is played by two persons; the + one having the twelve black or red pieces is technically said to be + playing the <i>first side</i>, and the other, having the twelve white, to + be playing the <i>second side</i>. Each player endeavours to confine the + pieces of the other in situations where they cannot be played, or both to + capture and fix, so that <i>none can be played</i>; the person whose side + is brought to this state loses the game.</p> + + <p>The essential rules of the game are as under—</p> + + <p>The board shall be so placed that the bottom corner square on the left + hand shall be black.</p> + + <p>The men shall be placed on the black squares.<a name="NtA_107" + href="#Nt_107"><sup>[107]</sup></a></p> + +<p><!-- Page 428 --><span class="pagenum"><a name="page428"></a>{428}</span></p> + + <p>The black men shall be placed upon the supposed first twelve squares + of the board; the white upon the last twelve squares.</p> + + <p>Each player shall play alternately with black and white men. Lots + shall be cast for the colour at the commencement of a match, <i>the + winner to have the choice of taking</i> black <i>or</i> white.</p> + + <p>The first move must <i>invariably</i> be made by the person having the + black men.</p> + + <p>At the end of five minutes "Time" may be called; and if the move be + not completed on the expiry of another minute, the game shall be adjudged + lost through improper delay.</p> + + <p>When there is only <i>one way</i> of taking one or more pieces, "Time" + shall be called at the end of one minute; and if the move be not + completed on the expiry of another minute, the game shall be adjudged + lost through improper delay.</p> + + <p>After the first move has been made, if either player arrange any piece + without giving intimation to his opponent, he shall forfeit the game; + but, if it is his turn to play, he may avoid the penalty by playing that + piece, if possible.</p> + + <p>After the pieces have been arranged, if the person whose turn it is to + play <i>touch</i> one, he must either play that piece or forfeit the + game. When the piece is not playable, he is penalised according to the + preceding law.</p> + + <p>If <i>any part</i> of a playable piece be played over an <!-- Page 429 + --><span class="pagenum"><a name="page429"></a>{429}</span>angle of the + square on which it is stationed, the play must be completed in <i>that + direction</i>.</p> + + <p>A capturing play, as well as an ordinary one, is completed the moment + the hand is withdrawn from the piece played, even though two or more + pieces should have been taken.</p> + + <p>When taking, if a player remove one of his own pieces, he cannot + replace it, but his opponent can either play or insist on his replacing + it.</p> + + <p>Either player making a false or improper move shall forfeit the game + to his opponent, without another move being made.</p> + + <p>The "Huff" or "Blow" is, <i>before one plays his own piece</i>, to + remove from the board any of the adverse pieces that might or should have + taken. The "Huff" does not constitute a move.</p> + + <p>The player has the power either to <i>huff</i>, <i>compel the + take</i>, or to <i>let the piece remain on the board</i>, as he thinks + proper.<a name="NtA_108" href="#Nt_108"><sup>[108]</sup></a></p> + + <p>When a man first reaches any of the squares on the opposite extreme + line of the board, it becomes a "King." It must be crowned (by placing a + man of the same colour on the top of it) by the opponent, and can + afterwards be moved backwards or forwards as the limits of the board + permit.</p> + + <p>A Draw is when neither of the players can force a win. When one of the + sides appears stronger than the other, the stronger party may be required + to <!-- Page 430 --><span class="pagenum"><a + name="page430"></a>{430}</span>complete the win, or to show a decided + advantage over his opponent <i>within forty of his own + moves</i>—counted from the point at which notice was + given—failing in which, he must relinquish the game as a draw.</p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-430.png"><img style="width:100%" src="images/ill-430.png" + alt="Draughts starting position." title="Draughts starting position." /></a> + <span class="sc">Fig. 1.</span> + </div> + + <p>The above diagram (Fig. 1) shows the board set for play, and Fig. 2 + shows the draught-board numbered for the purpose of recording moves. <!-- + Page 431 --><span class="pagenum"><a name="page431"></a>{431}</span></p> + + <div class="figcenter" style="width:26%;"> + <a href="images/ill-431.png"><img style="width:100%" src="images/ill-431.png" + alt="Draughts - numbering of squares." title="Draughts - numbering of squares." /></a> + <span class="sc">Fig. 2.</span> + </div> + + <p>The men being placed as shown in Fig. 1, the game is begun by each + player moving alternately one of his men along the diagonal on which it + is situated. The men can only move forward either to right or left one + square at a time, unless they have attained one of the four squares on + the extreme further side of the board (technically termed the + "crown-head"). This done, they become Kings, and can move either forward + or backward. The <!-- Page 432 --><span class="pagenum"><a + name="page432"></a>{432}</span>pieces take in the direction they move, by + leaping over any opposing man that may be immediately contiguous, + provided there be a vacant square behind it. If several men should be + exposed by having open spaces behind them alternately, they may be all + taken at one capture, and the capturing piece is then placed on the + square beyond the last man.</p> + + <p>To explain the mode of capturing by a practical illustration, let us + begin by placing the men as for a game. You will perceive that Black, who + always plays first, can only move one of the men placed on 9, 10, 11, or + 12; supposing him, then, to play the man on 11 to 15, and White to answer + this by playing 22 to 18, Black can take the white man on 18 by leaping + from 15 to 22, and removing the captured piece from the board. Should + Black not take the man on 18, but make another move—say 12 to 16, + for instance—he is liable to be "huffed"; that is, White may remove + the man (that on 15) with which Black should have taken, off the board + for not taking. When one party "huffs" the other in preference to + compelling the take, he does not replace the piece his opponent moved, + but simply removes the man huffed from the board, and then plays his own + move.</p> + +<h5 class="pt1"><span class="sc">General Advice.</span></h5> + + <p>It is generally better to keep your men in the middle of the board + than to play them to the side squares, as in the latter case one-half of + their power is curtailed.</p> + + <p>When you have once gained an advantage in the number of your pieces, + you increase the proportion by exchanges, but in forcing them you must + take care not to damage your position. Open your game <!-- Page 433 + --><span class="pagenum"><a name="page433"></a>{433}</span>at all times + upon a regular plan; by so doing you will acquire method in both attack + and defence. Accustom yourself to play slowly at first, and, if a + beginner, prefer playing with better players than yourself. Note their + methods of opening a game, and follow them when opportunity presents + itself.</p> + + <p>If playing against an inferior, it is as well to keep the game + complicated; if with a superior, to simplify it. Avoid scattering your + forces; as they get fewer, concentrate them as much as possible.</p> + + <p>Never touch the squares of the board with your fingers; and accustom + yourself to play your move off-hand, when you have once made up your + mind.</p> + + <p>Do not lose time in studying when you have only one way of taking, but + take quickly.</p> + + <p>Pay quite as much attention to the probable plans of your adversary as + to your own.</p> + + <p>Remember that the science of the game consists in so moving your + pieces at the commencement as to obtain a position which will compel your + adversary to give his men away. One man ahead with a clear game should be + a certain <i>win</i>.</p> + + <p>In conclusion, the student is strongly advised to study and master the + theory and practice of the play embraced in the First, Second, Third, and + Fourth Positions (see <i>post</i>). These endings, in different forms, + are of very frequent occurrence, and should be thoroughly mastered.</p> + +<h5 class="pt1"><span class="sc">The Names of the Various Openings And How Formed.</span></h5> + + <p>1. The "Ayrshire Lassie" is formed by the first four moves (counting + the play on both sides): 11 to 15, 24 to 20, 8 to 11, 28 to 24. <!-- Page + 434 --><span class="pagenum"><a name="page434"></a>{434}</span></p> + + <p>2. The "Bristol" is formed by the first three moves: 11 to 16, 24 to + 20, 16 to 19. It was so named in compliment to the players of that city + for services rendered to the late Andrew Anderson, one of the greatest + masters of the game.</p> + + <p>3. The "Cross" is formed by the first two moves: 11 to 15, 23 to 18. + It is so named because the second move is played across the direction of + the first.</p> + + <p>4. The "Defiance" is formed by the first four moves: 11 to 15, 23 to + 19, 9 to 14, 27 to 23. It is so named because it defies or prevents the + formation of the "Fife" game.</p> + + <p>5. The "Dyke" is formed by the first three moves: 11 to 15, 22 to 17, + 15 to 19.</p> + + <p>6. The "Fife" is formed by the first five moves: 11 to 15, 23 to 19, 9 + to 14, 22 to 17, 5 to 9. It has been so called since 1847, when Wyllie, + hailing from Fifeshire, played it against Anderson.</p> + + <p>7. The "Glasgow" is formed by the first five moves: 11 to 15, 23 to + 19, 8 to 11, 22 to 17, 11 to 16. It has been known by this name since + Sinclair, of Glasgow, played it against Anderson at a match in 1828.</p> + + <p>8. The "Laird and Lady" is formed by the first five moves: 11 to 15, + 23 to 19, 8 to 11, 22 to 17, 9 to 13. It was so called from its having + been the favourite opening of Laird and Lady Cather Cambusnethan, + Lanarkshire.</p> + + <p>9. "The Maid of the Mill" is formed by the first five moves: 11 to 15, + 22 to 17, 8 to 11, 17 to 13, 15 to 18. It was so named in compliment to a + miller's daughter, who was an excellent player, and partial to this + opening. <!-- Page 435 --><span class="pagenum"><a + name="page435"></a>{435}</span></p> + + <p>10. The "Old Fourteenth" is formed by the first five moves: 11 to 15, + 23 to 19, 8 to 11, 22 to 17,4 to 8. It was so named through being + familiar to players as the fourteenth game in Joshua Sturge's <i>Guide to + the Game of Draughts</i>, published in 1800, which for many years was the + leading authority on the game.</p> + + <p>11. The "Second Double Corner" is formed by the first two moves: 11 to + 15, 24 to 19. It is so named because the first move of the <i>second</i> + player is from the one double corner towards the other.</p> + + <p>12. The "Single Corner" is formed by the first two moves: 11 to 15, 22 + to 18. It is so named from the fact of each of these moves being played + from one single corner towards the other.</p> + + <p>13. The "Souter" is formed by the first five moves: 11 to 15, 23 to + 19, 9 to 14, 22 to 17, 6 to 9. The game was so named owing to its being + the favourite of an old Paisley shoemaker (<i>Scotticé</i>, souter).</p> + + <p>14. The "Whilter" is formed by the first five moves: 11 to 15, 23 to + 19, 9 to 14, 22 to 17, 7 to 11. "Whilter" or "Wholter," in Scotch, + signifies an overturning, or a change productive of confusion.</p> + + <p>15. The "Will-o'-the-Wisp" is formed by the first three moves: 11 to + 15, 23 to 19, 9 to 13.</p> + + <p>N.B.—The reader should observe, in studying the position + following, that the numbering of the squares always starts from the + <i>black</i> side of the board, whether black occupy the upper or the + lower rows. <!-- Page 436 --><span class="pagenum"><a + name="page436"></a>{436}</span></p> + +<h5 class="pt1">END GAMES.</h5> + +<h5><span class="sc">Two Kings To One.</span></h5> + +<h5><i>Position.</i></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-436.png"><img style="width:100%" src="images/ill-436.png" + alt="WK11,K22:BK5" title="WK11,K22:BK5" /></a> + <span class="sc">Fig. 3.</span><br />[<span class="sc">White to Move + and Win.</span>] + </div> + + <p>To win with two Kings against one in the double corner (see Fig. 3) is + often a source of difficulty to the learner, and yet, once known, nothing + is more simple. The following shows how to force the win: <!-- Page 437 + --><span class="pagenum"><a name="page437"></a>{437}</span></p> + +<h5><i>Solution.</i></h5> + +<table class="mc" style="width:15em"> +<tr><td class="ac w33"> +22.18<br /> + 5.9<br /> +11.15<br /> + 9.6<br /> +18.14<br /> + 6.1<br /> +15.10 +</td><td class="ac w33"> + 1.5<br /> +10.6<span class="hid">0</span><br /> + 5.1<br /> +14.10<br /> + 1.5<br /> + 6.1<br /> + 5.9 +</td><td class="ac w33"> + 1.5<br /> +<span class="hid">0</span>9.13<br /> +10.15<br /> +13.17<br /> +15.18<br /> +17.13<br /> +18.22<br /> +W. wins. +</td></tr> +</table> + +<h5><span class="sc">Three Kings To Two.</span></h5> + + <p>This, again, is a state of things of very frequent occurrence, and the + novice, even with the stronger game, may find it somewhat difficult to + deal with.</p> + + <p>The proper course for White is either to pin one of Black's men, and + then go for the other, or to force an exchange, so as to be left with two + Kings to one, when the game, as we have seen, is a foregone conclusion. + To avoid this, Black naturally endeavours to reach the two double + corners, so as to have his men as far apart as possible, and to divide + the attacking force. Where Black adopts these tactics the proper play, on + the part of White, is to get his three Kings in a line on the same + diagonal as Black's two. Thus, if Black is at 32 and 5, White must + manœuvre to place his men upon squares 23, 18 and 14. If Black + occupies 28 and 1, White must secure 19, 15 and 10. In this position, + however Black may play, he is compelled, on White's next move, to accept + the offer of an exchange. White has then two Kings to one, and the game + is practically at an end. <!-- Page 438 --><span class="pagenum"><a + name="page438"></a>{438}</span></p> + +<h5><i>Position.</i></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-438.png"><img style="width:100%" src="images/ill-438.png" + alt="WK11,K15,K18:BK5,K28" title="WK11,K15,K18:BK5,K28" /></a> + <span class="sc">Fig. 4.</span><br />[<span class="sc">White to Move + and Win.</span>] + </div> + +<h5><span class="sc">The Elementary Positions.</span></h5> + + <p>There are four often recurring situations known as the First, Second, + Third, and Fourth Positions. It is highly desirable that the student + should make himself well acquainted with them. <!-- Page 439 --><span + class="pagenum"><a name="page439"></a>{439}</span></p> + +<h5><span class="sc">First Position.</span></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-439.png"><img style="width:100%" src="images/ill-439.png" + alt="W30,K8:B22,27" title="W30,K8:B22,27" /></a> + <span class="sc">Fig. 5.</span><br />[<span class="sc">Black to Move + and Win.</span>] + </div> + +<p><!-- Page 440 --><span class="pagenum"><a name="page440"></a>{440}</span></p> + +<h5><i>Solution.</i></h5> + +<table class="mc" style="width:24em"> +<tr><td class="ar w25"> +27.32<br /> +8.11<br /> +32.27<br /> +11.7<span class="hid">0</span><br /> +27.23<br /> +7.10<br /> +22.26<br /> +V.1—10.6<span class="hid">0</span><br /> +26.31<br /> +6.9<span class="hid">0</span><br /> +31.26<br /> +9.6<span class="hid">0</span><br /> +26.22<br /> +6.10<br /> +23.18<br /> +10.6<span class="hid">0</span><br /> +18.14 +</td><td class="ar w25"> +6.1<span class="hid">0</span><br /> +22.18<br /> +1.6<span class="hid">0</span><br /> +18.15<br /> +6.1<span class="hid">0</span><br /> +15.10<br /> +1.5<span class="hid">0</span><br /> +10.6<span class="hid">0</span><br /> +5.1<span class="hid">0</span><br /> +14.13<br /> +1.5<span class="hid">0</span><br /> +6.1<span class="hid">0</span><br /> +5.9<span class="hid">0</span><br /> +1.5<span class="hid">0</span><br /> +9.13<br /> +10.14<br /> +13.9<span class="hid">0</span> +</td><td class="ar w25"> +14.18<br /> +9.6<span class="hid">0</span><br /> +18.15<br /> +30.25<br /> +15.18<br /> +6.10<br /> +5.1<span class="hid">0</span><br /> +25.21<br /> +1.5<span class="hid">0</span><br /> +10.6<span class="hid">0</span><br /> +18.15<br /> +21.17<br /> +5.1<span class="hid">0</span><br /> +6.9<span class="hid">0</span><br /> +15.18<br /> +17.13<br /> +18.15 +</td><td class="ar w25"> +9.14<br /> +1.5<span class="hid">0</span><br /> +14.17<br /> +S—15.10<br /> +17.22<br /> +10.14<br /> +22.25<br /> +5.1<span class="hid">0</span><br /> +25.22<br /> +1.6<span class="hid">0</span><br /> +22.25<br /> +6.10<br /> +25.22<br /> +10.15<br /> +22.25<br /> +15.18<br /> +25.21<br /> +B. wins. +</td></tr></table> + +<h5><span class="sc">Variation 1.</span></h5> + +<table class="mc" style="width:24em"> +<tr><td class="ar w25"> +30.25<br /> +23.18<br /> +10.6<span class="hid">0</span><br /> +18.14<br /> +6.1<span class="hid">0</span><br /> +26.30<br /> +25.21<br /> +30.25<br /> +1.5<span class="hid">0</span><br /> +25.22<br /> +5.1<span class="hid">0</span> +</td><td class="ar w25"> +22.18<br /> +1.5<span class="hid">0</span><br /> +18.15<br /> +5.1<span class="hid">0</span><br /> +15.10<br /> +1.5<span class="hid">0</span><br /> +10.6<span class="hid">0</span><br /> +5.1<span class="hid">0</span><br /> +14.10<br /> +1.5<span class="hid">0</span><br /> +6.1<span class="hid">0</span> +</td><td class="ar w25"> +5.9<span class="hid">0</span><br /> +10.15<br /> +V.2—9.5<span class="hid">0</span><br /> +15.18<br /> +5.9<span class="hid">0</span><br /> +1.5<span class="hid">0</span><br /> +9.6<span class="hid">0</span><br /> +18.15<br /> +21.17<br /> +5.1<span class="hid">0</span><br /> +6.9<span class="hid">0</span> +</td><td class="ar w25"> +15.18<br /> +9.5<span class="hid">0</span><br /> +18.22<br /> +17.14<br /> +1.6<span class="hid">0</span><br /> +5.1<span class="hid">0</span><br /> +6.2<span class="hid">0</span><br /> +1.5<span class="hid">0</span><br /> +22.17<br /> +14.9<span class="hid">0</span><br /> +B. wins. +</td></tr></table> + +<h5><span class="sc">Variation 2.</span></h5> + +<table class="mc" style="width:15em"> +<tr><td class="ac"> +9.14<br /> +1.5<br /> +21.17<br /> +5.1 +</td><td class="ac"> +17.13<br /> +1.5<br /> +14.17<br /> +15.10 +</td><td class="ac"> +Continue as<br /> +trunk at<br /> +S.<br /> +B. wins. +</td></tr></table> + +<p><!-- Page 441 --><span class="pagenum"><a name="page441"></a>{441}</span></p> + +<h5><span class="sc">Second Position.</span></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-441.png"><img style="width:100%" src="images/ill-441.png" + alt="W12,13,K11:B3,6,K5" title="W12,13,K11:B3,6,K5" /></a> + <span class="sc">Fig. 6.</span><br />[<span class="sc">Black to Move + and Win.</span>] + </div> + +<p><!-- Page 442 --><span class="pagenum"><a name="page442"></a>{442}</span></p> + +<h5><i>Solution.</i></h5> + +<table class="mc" style="width:15em"> +<tr><td class="ac w33"> +5.9<br /> +11.15<br /> +<span class="hid">0</span>9.14<br /> +15.11<br /> +14.18<br /> +11.16<br /> +18.15<br /> +16.20<br /> +15.11<br /> +20.24<br /> +3.7<br /> +24.19<br /> +<span class="hid">0</span>7.10<br /> +19.23<br /> +10.15<br /> +23.27<br /> +15.19<br /> +27.32<br /> +19.24<br /> +32.28<br /> +24.27<br /> +28.32<br /> +27.31<br /> +32.28<br /> +31.27<br /> +28.32<br /> +27.23<br /> +32.28 +</td><td class="ac w33"> +23.18<br /> +28.24<br /> +18.14<br /> +24.19<br /> +<span class="hid">0</span>6.10<br /> +19.23<br /> +10.15<br /> +23.27<br /> +15.19<br /> +27.32<br /> +19.24<br /> +32.28<br /> +24.27<br /> +28.24<br /> +27.32<br /> +24.28<br /> +32.27<br /> +28.32<br /> +27.24<br /> +32.28<br /> +24.19<br /> +28.32<br /> +19.15<br /> +32.28<br /> +15.10<br /> +28.24<br /> +10.6<span class="hid">0</span><br /> +24.19 +</td><td class="ac w33"> +14.10<br /> +19.24<br /> +10.15<br /> +24.28<br /> +15.19<br /> +28.32<br /> +19.24<br /> +32.28<br /> +11.16<br /> +28.19<br /> +16.23<br /> +12.8<span class="hid">0</span><br /> +23.18<br /> +8.4<br /> +18.14<br /> +4.8<br /> +6.1<br /> +<span class="hid">0</span>8.11<br /> +14.9<br /> +13.6<br /> +<span class="hid">0</span>1.10<br /> +11.16<br /> +10.15<br /> +16.20<br /> +15.19<br /> +B. wins. +</td></tr></table> + +<p><!-- Page 443 --><span class="pagenum"><a name="page443"></a>{443}</span></p> + +<h5><span class="sc">Third Position.</span></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-443.png"><img style="width:100%" src="images/ill-443.png" + alt="WK14,K22:B5,K13,K21" title="WK14,K22:B5,K13,K21" /></a> + <span class="sc">Fig. 7.</span><br />[<span class="sc">Black to Move + and Win.</span>] + </div> + +<h5><i>Solution.</i></h5> + +<p><!-- Page 444 --><span class="pagenum"><a name="page444"></a>{444}</span></p> + +<table class="mc" style="width:21em"> +<tr><td class="ar w33"> +13.9<span class="hid">0</span><br /> +22.18<br /> +9.6<span class="hid">0</span><br /> +18.22<br /> +6.1<span class="hid">0</span><br /> +V.1—22.18<br /> +21.25<br /> +V.2—18.15<br /> +1.6<span class="hid">0</span><br /> +14.17<br /> +6.2<span class="hid">0</span><br /> +17.14<br /> +25.22<br /> +15.10<br /> +22.26 +</td><td class="ar w33"> +14.18<br /> +5.9<span class="hid">0</span><br /> +10.6<span class="hid">0</span><br /> +9.13<br /> +6.10<br /> +26.31<br /> +10.14<br /> +31.27<br /> +18.22<br /> +27.23<br /> +V.3—22.25<br /> +2.7<span class="hid">0</span><br /> +25.22<br /> +7.11<br /> +V.4—22.25 +</td><td class="ar w33"> +11.15<br /> +25.22<br /> +23.27<br /> +22.26<br /> +27.24<br /> +26.22<br /> +24.20<br /> +22.26<br /> +20.16<br /> +26.22<br /> +16.12<br /> +22.26<br /> +12.8<br /> +26.22<br /> +8.3<span class="hid">0</span> +</td></tr></table> + +<h5><span class="sc">Variation 1.</span></h5> + +<table class="mc" style="width:21em"> +<tr><td class="ar w33"> +14.18<br /> +5.9<span class="hid">0</span><br /> +18.23<br /> +1.6<span class="hid">0</span><br /> +23.26<br /> +6.10<br /> +26.30 +</td><td class="ar w33"> +10.15<br /> +30.26<br /> +15.19<br /> +26.30<br /> +19.23<br /> +22.26<br /> +23.18 +</td><td class="ar w33"> +26.31<br /> +18.22<br /> +31.27<br /> +21.17<br /> +27.31<br /> +9.14<br /> +B. wins. +</td></tr></table> + +<h5><span class="sc">Variation 2.</span></h5> + +<table class="mc" style="width:21em"> +<tr><td class="ar w33"> +14.17<br /> +5.9<span class="hid">0</span><br /> +A—17.21<br /> +9.14<br /> +18.9<span class="hid">0</span><br /> +1.5<span class="hid">0</span><br /> +21.30 +</td><td class="ar w33"> +5.14<br /> +30.26<br /> +14.18<br /> +B. wins.<br /> +—<br /> +A<br /> +18.15 +</td><td class="ar w33"> +25.21<br /> +17.22<br /> +21.17<br /> +22.6<span class="hid">0</span><br /> +1.19<br /> +B. wins. +</td></tr></table> + +<h5><span class="sc">Variation 3.</span></h5> + +<table class="mc" style="width:21em"> +<tr><td class="ar w33"> +14.10<br /> +23.19 +</td><td class="ar w33"> +10.14<br /> +19.15 +</td><td class="ar w33"> +14.9<span class="hid">0</span><br /> +15.10<br /> +B. wins. +</td></tr></table> + +<p><!-- Page 445 --><span class="pagenum"><a name="page445"></a>{445}</span></p> + +<h5><span class="sc">Variation 4.</span></h5> + +<table class="mc" style="width:21em"> +<tr><td class="ar w33"> +22.18<br /> +23.27<br /> +18.22<br /> +11.15 +</td><td class="ar w33"> +22.26<br /> +27.24<br /> +26.22<br /> +24.20 +</td><td class="ar w33"> +22.26<br /> +20.16<br /> +26.22<br /> +16.12 +</td></tr></table> + +<blockquote class="b1s"> + + <p>B. wins. Very critical, and requires extreme care in forcing the + win.</p> + +</blockquote> + +<h5><span class="sc">Fourth Position.</span></h5> + + <div class="figcenter" style="width:25%;"> + <a href="images/ill-445.png"><img style="width:100%" src="images/ill-445.png" + alt="W30,K31,K32:B21,K22,K23,K28" title="W30,K31,K32:B21,K22,K23,K28" /></a> + <span class="sc">Fig. 8.</span><br />[<span class="sc">Black to Move + and Win.</span>]<br />[<span class="sc">White to Move and Draw.</span>] + </div> + +<p><!-- Page 446 --><span class="pagenum"><a name="page446"></a>{446}</span></p> + +<h5><i>Solution</i>.</h5> + +<table class="mc" style="width:21em"> +<tr><td class="ac w25"> +28.24<br /> +32.28<br /> +24.20<br /> +28.32<br /> +22.18<br /> +31.27<br /> +23.19<br /> +27.31<br /> +19.24 +</td><td class="ar w25"> +32.27<br /> +24.28<br /> +27.32<br /> +18.22<br /> +31.27<br /> +22.26<br /> +30.23<br /> +28.24<br /> +B. wins. +</td><td class="ar w25"> +31.27<br /> +23.19<br /> +27.31<br /> +19.24<br /> +32.27<br /> +24.20<br /> +27.32 +</td><td class="ar w25"> +22.18<br /> +31.27<br /> +28.24<br /> +27.31<br /> +18.23<br /> +31.26<br /> +Drawn. +</td></tr></table> + + <p>For further information as to the science of the game, see the article + "Draughts" in <i>The Book of Card and Table Games</i>, of which the above + account is an abridgment. The reader desirous of still more minute + information will find it in <i>The Game of Draughts Simplified</i>, by + Andrew Andersen. The fifth edition (1887) of this standard work (James + Forrester, 2<i>s.</i> 6<i>d.</i>) is edited by Mr. Robert McCulloch, the + writer of the above-mentioned article. Mr. McCulloch has also produced a + book of his own, <i>The Guide to the Game of Draughts</i> (Bryson & + Co., Glasgow, 2<i>s</i>. 6<i>d</i>.). These are thoroughly up-to-date + publications. We may mention in addition the <i>American + Draughtplayer</i>, by H. Spayth, the accepted authority in America, and + two valuable works by Mr. Joseph Gould, <i>The Problem Book</i>, and + <i>Match Games</i>.</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 447 --><span class="pagenum"><a name="page447"></a>{447}</span></p> + +<h5>ROULETTE AS PLAYED AT MONTE CARLO.</h5> + +<h5><span class="sc">By Captain Browning.</span></h5> + +<h5>("Slambo" of <i>The Westminster Gazette</i>.)</h5> + + <div class="figcenter" style="width:53%;"> + <a href="images/ill-447.jpg"><img style="width:100%" src="images/ill-447.jpg" + alt="Roulette table." title="Roulette table." /></a> + <span class="sc">Fig. 1.</span> + </div> + + <p>The Roulette table, which is covered with a green padded cloth, and + marked out as shown in Fig. 1, is divided into two portions, the + Roulette, or Wheel as it is commonly called, itself being let into the + centre of the table between these two portions.</p> + + <p>Fig. 1 is an illustration of one-half of the table, the other half + being marked in exactly a similar manner. It will be seen that the cloth + is divided into three long columns of figures, marked from 1 to 36. At + the bottom end of these columns there are three spaces, representing all + the numbers in the first, second, and third column respectively. There + are three similar spaces both on the right and on the left, marked 12 D, + 12 M, 12 P, indicating the third (<i>Dernière</i>), the second + (<i>Milieu</i>), and first (<i>Première</i>) twelve (<i>Douzain</i>) + numbers.</p> + + <p>On either side of the column of figures are further spaces to mark the + <i>Rouge</i> (or Red numbers); <i>Impair</i> (or odd numbers), + <i>Manque</i> (all numbers from 1 to 18 inclusive) on the one side; and + the <i>Noir</i> (or Black numbers), <i>Pair</i> (or even numbers), and + <i>Passe</i> (all <!-- Page 448 --><span class="pagenum"><a + name="page448"></a>{448}</span>numbers from 19 to 36 inclusive) on the + other side; at the top of all is the space reserved for zero.</p> + + <p>The Roulette, or Wheel, itself (Fig. 2) consists of a narrow circular + ledge (A. A.) fixed in the table, and sloping downwards. Within this + ledge is a brass cylinder (C. C.), suspended on a pin at its centre, and + capable of being made to revolve by means of a cross-head or handle (H. + H.).</p> + + <p>The outer edge of the brass cylinder is divided into thirty-seven + small compartments, numbered in irregular order from 1 to 36, and + coloured alternately Red and Black; the 37th compartment being the + zero.</p> + + <p>The game is played in the following manner. A croupier—styled + the <i>Tourneur</i>—calls out, "<i>Messieurs, faites vos jeux</i>," + when the players place their stakes on that portion of the cloth which + indicates the chance they wish to play upon. The <i>tourneur</i> then + says, "<i>Les jeux sont fait</i>," and throws a small ivory ball round + the inclined ledge (A. A.) in one direction and turns the cylinder in the + opposite direction. When the ball is coming to rest the croupier calls + out, "<i>Rien ne va plus</i>," after which no further stakes can be made. + As the ball comes to rest it gradually slips down the ledge, and finally + lodges in one of the compartments in the cylinder. The number of this + compartment is the winning number, and upon its colour, figure, &c., + depend the results played for. It is announced by the <i>tourneur</i> in + this way, "<i>Onze, noir, impair, et manque</i>," which means that number + 11, the Black, the uneven, and the <i>manque</i> (numbers 1 to 18) win. + The losing stakes are first raked into the Bank, then the winnings are + paid, after which the <i>tourneur</i> again says, "<i>Messieurs, faites + vos jeux</i>," and the game proceeds as before.</p> + + <div class="figcenter" style="width:46%;"> + <a href="images/ill-448.jpg"><img style="width:100%" src="images/ill-448.jpg" + alt="Roulette wheel." title="Roulette wheel." /></a> + <span class="sc">Fig. 2.</span> + </div> + +<p><!-- Page 449 --><span class="pagenum"><a name="page449"></a>{449}</span></p> + + <p>There are no less than eight different methods of staking at Roulette. + Besides the three even chances: Red, Black; <i>Pair</i>, <i>Impair</i>; + <i>Passe</i> or <i>Manque</i>, one single number may be backed. This is + called staking <i>en plein</i>. Or two numbers may be coupled (<i>à + cheval</i>); or three numbers (<i>transversale pleine</i>); or four + numbers (<i>carré</i>); or six numbers (<i>transversale simple</i>, or + <i>sixaine</i>). In addition, the first, second, or third dozens of + numbers (<i>Douzaine Première</i>, <i>Milieu</i>, or <i>Dernière</i>), + and the first, second, or third column each of twelve numbers may be + staked upon. The odds offered by the Bank against backing a single number + <i>en plein</i> is 35 to 1, and the odds against the other chances in + proportion: thus against either of two numbers appearing 17 to 1 is paid; + against either of three numbers, 11 to 1; against either of four, 8 to 1, + and so on; while obviously against each dozen, or column, 2 to 1 is paid; + the Red, Black, <i>Pair</i>, <i>Impair</i>, <i>Passe</i>, or + <i>Manque</i> being even money chances.</p> + + <p>A player wishing to stake on any of the even chances, or the dozens, + or the columns, places his money on the portion of the cloth marked out + for that chance. To back a single number, the stake is placed where that + number is painted on the cloth; to back both of two numbers, the stake is + placed <i>à cheval</i>—that is, on the line between these two + numbers. To stake on three numbers with one coin, the amount is placed on + the border-line of the outside number of three numbers. Four numbers are + backed when the coin is so placed that it touches all four numbers, and + six numbers are combined in one bet by placing the stake on the outside + of the line dividing these six numbers. Zero may also be staked upon by + placing the coin in the zero area; also zero, <!-- Page 450 --><span + class="pagenum"><a name="page450"></a>{450}</span>1, 2, 3 (<i>quatre + premières</i>), by putting the stake on the outside of the line dividing + zero from 1, 2, 3; or zero coupled with 1 and 2; or 2 and 3 in a similar + manner. In the illustration (Fig. 1) an example is given of staking in + all these various ways. It will be noticed that consecutive numbers on + the table can only be staked upon in combination, not consecutive numbers + on the Wheel. Thus to combine the three <i>voisins</i>, or adjacent + numbers, 0, 26, 15 on the Wheel, three separate stakes would be + required.</p> + + <p>Any two dozens may be combined, or any two columns, by placing the + stake on the line between the two; and the player, when successful, + receives one-half of the amount risked. Also any two even chances, such + as <i>Rouge</i> and <i>Impair</i>, whose position is adjacent on the + cloth, may be combined with one stake by placing the coin on the dividing + line between the two; the player is paid even money when both events turn + up, and he only loses when neither event appears. But to bet on both + <i>Passe</i> and <i>Noir</i> or <i>Rouge</i> and <i>Manque</i> at the + same time, two separate states would be required.</p> + + <p>The maximum stake allowed on the even chances is 6000 francs + (£240)—on a single number 180 francs is the highest possible stake; + the maximum stakes on the other chances are in proportion—thus 3000 + francs on a dozen or column, and 720 francs on a <i>carré</i> of four + numbers. In each case the minimum stake is 5 francs, except when two + dozens or two columns are combined with one stake, when at least 10 + francs must be risked.</p> + + <p>Each table is presided over by two <i>chefs-de-partie</i>, who sit on + elevated chairs on either side of the Wheel. There are four croupiers, + who sit at the <i>Banque</i> (one <!-- Page 451 --><span + class="pagenum"><a name="page451"></a>{451}</span>being the + <i>tourneur</i>), whose duty it is to pay out the winners and rake in the + losings. In addition, there is a croupier sitting at either end of the + table, who looks after the interests both of the players and of the Bank + generally.</p> + + <p>There being thirty-seven compartments in the Wheel, and as the odds of + 35 to 1 only are paid on the winning number, it follows that on all + stakes on numbers, or combination of numbers, the Bank has one chance in + thirty-seven, or a percentage of slightly under 3 per cent. in its + favour.</p> + + <p>The percentage in favour of the Bank on all monies staked on the even + chances, however, is only one-half of this amount. On the appearance of + zero, all the money at stake is swept into the Bank, with the exception + of that on zero itself—which is paid at the same rate as any other + number—and the amounts on the even chances—<i>Rouge</i>, + <i>Pair</i>, <i>Manque</i>, &c.: these stakes are placed on the lines + on the outside of the table (see Fig. 1), and are then said to be in + prison.</p> + + <p>On the next coup, if the stakes happen to be on the winning chance, + they are allowed to be withdrawn by the player. The reader will please + notice that this is theoretically exactly the same thing as if the punter + halved his stake with the Banker, and this he is allowed to do if he + chooses. Should two zeros appear consecutively the stakes are placed + still further over these lines; they are now doubly in prison, and have + to be doubly released therefrom before the player gets his own money + back.</p> + + <p>Thus it will be seen that, theoretically, once in every thirty-seven + spins the Bank wins <i>half</i> of all money staked on the even chances; + on which chances, consequently, the Bank may be said to have a percentage + <!-- Page 452 --><span class="pagenum"><a + name="page452"></a>{452}</span>of slightly under 1½ per cent. in its + favour. This difference in the percentage in favour of the Bank is either + unknown to, or totally disregarded by, the great majority of punters at + Monte Carlo; but the player, by judicious methods of staking, to a great + extent, can despoil the Bank of its higher percentage. An examination of + the illustration (Fig. 1) will show that the following are Red numbers, + viz. 1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, and + 36. Thus <i>Impair</i> contains 10 Red numbers, and but 8 Black ones. The + first column includes 6; the second column 4; and the third column 8 Red + numbers. Thus a player staking on Black and <i>Impair</i> has no less + than twenty-eight numbers in his favour, on eight of which he wins both + his stakes, and on twenty he neither wins nor loses. Or a punter staking + on the third column and Black, is guarded by twenty-six numbers, on four + of which (the four Black numbers in column 3) he receives 1½ times his + stakes, on eight (the eight Red numbers in column 3) he receives ½ times + his stakes, and on the remainder he neither wins nor loses. Similar + wagers can of course be made by combining Red and <i>Pair</i>, or the + first column and Red, and so on. Now a player wishing to stake on a great + many numbers (which is a very frequent occurrence, and is popularly known + as "plastering the table"), instead of placing his money on the various + <i>transversales</i>, <i>carrés</i>, and <i>en pleins</i>, by which + method he loses all his money if zero appears, should rather stake the + equivalent amount on Black and <i>Impair</i>, or Red and <i>Pair</i>, + which, as explained, covers twenty-eight numbers. By this method he loses + only one-half of his money if zero appears. Nothing is more usual than to + see a player stake <i>à cheval</i> on two dozens. A more idiotic method + <!-- Page 453 --><span class="pagenum"><a + name="page453"></a>{453}</span>of gambling cannot be conceived. The + equivalent amounts (supposing the <i>douze</i> P and the <i>douze</i> M + are selected) should be staked on <i>Manque</i>, and the + <i>transversale</i> of 19 to 24. Now if zero appears half the stake on + <i>Manque</i> is saved, but in the former case the entire stake would be + lost!</p> + + <p>Many similar instances of good and bad staking could be quoted, but + the average player at Monte Carlo considers the percentage against him to + be so insignificant that it is scarcely worthy of his notice. However, as + its <i>insignificance</i> represents a gain of some hundreds of thousands + of pounds sterling per annum to the Administration, it should be worthy + of a passing thought at any rate.</p> + + <p>Nearly every player at Monte Carlo has a system of some sort, + generally played on the even chances. There are, however, systems for + playing on numbers, dozens, &c., but these for the most part are of + the most fantastic and insane order. The writer has actually known a + player whose system was to back thirty-five out of the thirty-six + numbers, on the principle that, having but two numbers against him, he + would be very unlucky not to win one unit per coup!</p> + + <p>Hundreds of people play on one particular number after the appearance + of some other particular number, and are confident in themselves that, + for example, 3 always turns up after 25; or 10 after 0. A very favourite + stake is zero <i>et les quatre premiers</i>—that is, zero <i>en + plein</i>, and zero coupled with 1, 2, 3. Another very general stake is + <i>les voisins de zéro</i>—or zero and the numbers on either side + of it on the Wheel. This is a simple bet to make by putting one coin <i>à + cheval</i> between 0 and 3, one between 32 and 35, and one each on 26 and + 15. The underlying idea of these <!-- Page 454 --><span + class="pagenum"><a name="page454"></a>{454}</span>zero bets is that the + Bank cheats; that it wants zero to turn up; and that the <i>tourneur</i> + is skilful enough to throw zero when he wishes. A more ridiculous + assumption could not be made—in the first place, because the + <i>tourneur</i> cannot throw the ball even to a particular section of the + Wheel, much less into zero itself; and in the second place, because the + gambling could not possibly be carried out in a more straight-forward + manner than it is by the Administration at Monte Carlo. If the + <i>tourneur</i> could throw the ball into any compartment he chose, he + could, through his friends, ruin the Bank whenever he wished.</p> + + <p>If I had space I could tell a story of how M. Blanc offered to give a + certain player a year's practice at spinning the Wheel, and then to allow + him to be his own croupier and stake as he chose. This is a fact; and yet + I have often heard the following class of whispered conversation in the + rooms: "Now's our time—there's a lot of money on the even + chances—wait till the ball is spun and then bet on zero."</p> + + <p>Some players back their age, when not too old—an eventuality + that can occur only to the sterner sex. A sweet and blushing maiden of + some fifty summers may be observed always to place her stake on No. + 28—"Because it's my age, my dear, and to-day is my birthday!" + Others back the number of their cloak-room ticket, or the number of the + hymn for the day (if they should happen to have been present at church to + hear it sung)—indeed everybody has a pet number; and why not? One + number is just as likely to appear as any other. These are not systems in + the true sense of the word, but they constitute a systematic method of + staking, which is always advisable for play—be they ever so weird + and fantastic—as they keep the player <!-- Page 455 --><span + class="pagenum"><a name="page455"></a>{455}</span>within certain limits, + and prevent him from losing his head, and making wild plunges to retrieve + all his losses by one lucky spin of the Wheel.</p> + + <p>The more business-like systems are played on the even chances. Many + are exceedingly ingenious, and on paper would appear certain to "break + the Bank at Monte Carlo!"</p> + + <p>The underlying principle of all such systems is to play a + Martingale—that is, after each loss to increase the stake in + various proportions until all previous losses have been recouped, and a + profit is shown. The commonest and simplest to play is the "<i>Montant et + demontant</i>," which consists in increasing the stake after a loss by + one unit per coup until the player is one unit to the good. Thus if the + first stake be lost, the next stake would be two units, which is also + lost, as is the next one of three units. The player would now have lost + six units in all. His next stake becomes 4, which, supposing it to be + won, would leave him a net loser of two units. The stake would now be + dropped to three units; for the object is to be but one unit to the good. + Should this stake win, the game would be started all over again with one + unit. On the other hand, if the 3 had been lost, the next stake would be + 4, and so on. There are many other systems. The general principle of them + all is exactly the same; the calculations and paper results being nothing + more nor less than an ingenious method of juggling with figures.</p> + + <p>The Fitzroy system aims at winning one unit per coup played. For the + working of this system it is necessary to keep a column in which + <i>imaginary</i> losses are written down: the player assuming that he + loses one unit more and wins one unit less than he actually does. The + stakes are increased by unity as in the <!-- Page 456 --><span + class="pagenum"><a name="page456"></a>{456}</span>"<i>Montant et + demontant</i>" system, with the exception of the second stake, which + (after a loss) is three instead of two units, until the <i>imaginary</i> + losses column comes out clear. Here is an example of ten coups played on + the Fitzroy system:—</p> + +<table class="mc bartab"> +<tr> +<th>Stake.</th><th>W.<br />or L.</th><th>Net<br />+ or –</th><th>Imagy.<br />Loss.</th> +<th class="pdbl"></th> +<th>Stake.</th><th>W.<br />or L.</th><th>Net<br />+ or –</th><th>Imagy.<br />Loss.</th> +</tr> +<tr><td class="ac"> 1</td> +<td class="ar pr1"> L.1</td> +<td class="pl1"> –1</td> +<td class="pl1"> –2</td> +<td class="pdbl"> </td> +<td class="ac"> 6</td> +<td class="ar pr1"> W.6</td> +<td class="pl1"> –3</td> +<td class="pl1"> –9</td></tr> +<tr><td class="ac"> 3</td> +<td class="ar pr1"> L.3</td> +<td class="pl1"> –4</td> +<td class="pl1"> –6</td> +<td class="pdbl"> </td> +<td class="ac"> 7</td> +<td class="ar pr1"> W.7</td> +<td class="pl1"> +4</td> +<td class="pl1"> –3</td></tr> +<tr><td class="ac"> 4</td> +<td class="ar pr1"> W.4</td> +<td class="pl1"> <span class="hid">0</span>0</td> +<td class="pl1"> –3</td> +<td class="pdbl"> </td> +<td class="ac"> 4</td> +<td class="ar pr1"> L.4</td> +<td class="pl1"> –0</td> +<td class="pl1"> –8</td></tr> +<tr><td class="ac"> 4</td> +<td class="ar pr1"> L.4</td> +<td class="pl1"> –4</td> +<td class="pl1"> –8</td> +<td class="pdbl"> </td> +<td class="ac"> 5</td> +<td class="ar pr1"> W.5</td> +<td class="pl1"> +5</td> +<td class="pl1"> –4</td></tr> +<tr><td class="ac"> 5</td> +<td class="ar pr1"> L.5</td> +<td class="pl1"> –9</td> +<td class="pl1"> –14</td> +<td class="pdbl"> </td> +<td class="ac"> 5</td> +<td class="ar pr1"> W.5</td> +<td class="pl1"> +10</td> +<td class="pl1"> ±0</td></tr> +</table> + +<h6 style="margin-top:1ex; margin-bottom:1ex;">Showing ten units won for ten coups played, the imaginary loss column now reading ±0.</h6> + + <p>Another very ingenious scheme is that known as the "<i>Labouchere</i>" + system. To play this so many figures are written down that their total + equals the "<i>grand coup</i>"<a name="NtA_109" + href="#Nt_109"><sup>[109]</sup></a> that is being played for. Ten is the + customary coup, and the figures 1, 2, 3, 4 are written down on a piece of + paper. The method of play is to stake the sum of the extreme figures, and + if a win is scored, these two figures are erased; while if a loss is + incurred the amount of the stake is written down at the end of the row of + figures, and the next stake is the sum of the new extremes. When all the + figures have been erased the coup is made, and the player either begins a + fresh game or retires from the table. Here is an example: 1, 2, 3, 4: + first stake 5, which is lost. The row now reads 1, 2, 3, 4, 5; and the + next stake (6) is won, the row reading <span class="through">1</span>, 2, + 3, 4, <span class="through">5</span>; the next stake (2+4) is lost, when + we have <span class="through">1</span>, 2, 3, 4, <span + class="through">5</span>, 6. <!-- Page 457 --><span class="pagenum"><a + name="page457"></a>{457}</span>The next stake is 8, which is won, and we + read <span class="through">1</span>, <span class="through">2</span>, 3, + 4, <span class="through">5</span>, <span class="through">6</span>; the + next stake being 7, which is won, the 4 and 3 are erased, when it will be + found that the net profit is 10 units.</p> + + <p>Example of a bad run at a "<i>Labouchere</i>" system. The "<i>grand + coup</i>" is 10; so the starting figures are 1, 2, 3, 4. The player is + supposed to stake on Red throughout. The dot shows which colour wins.</p> + +<table class="mc"> +<tr><td>The Figures.</td><td>The Stake.</td><td class="ac">R.</td><td>B.</td><td>Net + or –</td></tr> +<tr><td class="ar pr2"> <span class="through">1</span></td> +<td> <span class="hid">0</span>1 + 4</td> +<td> <span class="hid">00</span>5 •</td> +<td class="ac"> </td> +<td class="pl2"> +5</td></tr> +<tr><td class="ar pr2"> <span class="through">2</span></td> +<td> <span class="hid">0</span>2 + 3</td> +<td> <span class="hid">00</span>5</td> +<td class="ac"> •</td> +<td class="pl2"> ±0</td></tr> +<tr><td class="ar pr2"> <span class="through">3</span></td> +<td> <span class="hid">0</span>2 + 5</td> +<td> <span class="hid">00</span>7</td> +<td class="ac"> •</td> +<td class="pl2"> –7</td></tr> +<tr><td class="ar pr2"> <span class="through">4</span></td> +<td> <span class="hid">0</span>2 + 7</td> +<td> <span class="hid">00</span>9 •</td> +<td class="ac"> </td> +<td class="pl2"> +2</td></tr> +<tr><td class="ar pr2"> <span class="through">5</span></td> +<td> <span class="hid">0</span>3 + 5</td> +<td> <span class="hid">00</span>8</td> +<td class="ac"> •</td> +<td class="pl2"> –6</td></tr> +<tr><td class="ar pr2"> <span class="through">7</span></td> +<td> <span class="hid">0</span>3 + 8</td> +<td> <span class="hid">0</span>11 •</td> +<td class="ac"> </td> +<td class="pl2"> +5</td></tr> +<tr><td class="ar pr2"> <span class="through">8</span></td> +<td> <span class="hid">00 + </span>5</td> +<td> <span class="hid">00</span>5</td> +<td class="ac"> •</td> +<td class="pl2"> ±0</td></tr> +<tr><td class="ar pr2"> <span class="through">5</span></td> +<td> <span class="hid">0</span>5 + 5</td> +<td> <span class="hid">0</span>10</td> +<td class="ac"> •</td> +<td class="pl2"> –10</td></tr> +<tr><td class="ar pr2"> <span class="through">10</span></td> +<td> <span class="hid">0</span>5 + 10</td> +<td> <span class="hid">0</span>15</td> +<td class="ac"> •</td> +<td class="pl2"> –25</td></tr> +<tr><td class="ar pr2"> <span class="through">15</span></td> +<td> <span class="hid">0</span>5 + 15</td> +<td> <span class="hid">0</span>20</td> +<td class="ac"> •</td> +<td class="pl2"> –45</td></tr> +<tr><td class="ar pr2"> <span class="through">20</span></td> +<td> <span class="hid">0</span>5 + 20</td> +<td> <span class="hid">0</span>25</td> +<td class="ac"> •</td> +<td class="pl2"> –70</td></tr> +<tr><td class="ar pr2"> <span class="through">25</span></td> +<td> <span class="hid">0</span>5 + 25</td> +<td> <span class="hid">0</span>30 •</td> +<td class="ac"> </td> +<td class="pl2"> –40</td></tr> +<tr><td class="ar pr2"> <span class="through">25</span></td> +<td> <span class="hid">0</span>5 + 20</td> +<td> <span class="hid">0</span>25 •</td> +<td class="ac"> </td> +<td class="pl2"> –15</td></tr> +<tr><td class="ar pr2"> <span class="through">35</span></td> +<td> 10 + 15</td> +<td> <span class="hid">0</span>25</td> +<td class="ac"> •</td> +<td class="pl2"> –40</td></tr> +<tr><td class="ar pr2"> </td> +<td> 10 + 25</td> +<td> <span class="hid">0</span>35</td> +<td class="ac"> •</td> +<td class="pl2"> –75</td></tr> +<tr><td class="ar pr2"> </td> +<td> 10 + 35</td> +<td> <span class="hid">0</span>45 •</td> +<td class="ac"> </td> +<td class="pl2"> –30</td></tr> +<tr><td class="ar pr2"> <span class="through">40</span></td> +<td> 15 + 25</td> +<td> <span class="hid">0</span>40</td> +<td class="ac"> •</td> +<td class="pl2"> –70</td></tr> +<tr><td class="ar pr2"> 55</td> +<td> 15 + 40</td> +<td> <span class="hid">0</span>55</td> +<td class="ac"> •</td> +<td class="pl2"> –125</td></tr> +<tr><td class="ar pr2"> <span class="through">70</span></td> +<td> 15 + 55</td> +<td> <span class="hid">0</span>70</td> +<td class="ac"> •</td> +<td class="pl2"> –195</td></tr> +<tr><td class="ar pr2"> </td> +<td> 15 + 70</td> +<td> <span class="hid">0</span>85 •</td> +<td class="ac"> </td> +<td class="pl2"> –110</td></tr> +<tr><td class="ar pr2"> 80</td> +<td> 25 + 55</td> +<td> <span class="hid">0</span>80</td> +<td class="ac"> •</td> +<td class="pl2"> –190</td></tr> +<tr><td class="ar pr2"> <span class="through">105</span></td> +<td> 25 + 80</td> +<td> 105</td> +<td class="ac"> •</td> +<td class="pl2"> –295</td></tr> +<tr><td class="ar pr2"> </td> +<td> 25 + 105</td> +<td> 130 •</td> +<td class="ac"> </td> +<td class="pl2"> –165</td></tr> +<tr><td class="ar pr2"> 120</td> +<td> 40 + 80</td> +<td> 120</td> +<td class="ac"> •</td> +<td class="pl2"> –285</td></tr> +<tr><td class="ar pr2"> 160</td> +<td> 40 + 120</td> +<td> 160</td> +<td class="ac"> •</td> +<td class="pl2"> –445</td></tr> +<tr><td class="ar pr2"> <span class="through">200</span></td> +<td> 40 + 160</td> +<td> 200</td> +<td class="ac"> •</td> +<td class="pl2"> –645</td></tr> +<tr><td class="ar pr2"> </td> +<td> 40 + 200</td> +<td> 240 •</td> +<td class="ac"> </td> +<td class="pl2"> –405</td></tr> +<tr><td class="ar pr2"> 215</td> +<td> 55 + 160</td> +<td> 215</td> +<td class="ac"> •</td> +<td class="pl2"> –620</td></tr> +<tr><td class="ar pr2"> 270</td> +<td> 55 + 215</td> +<td> 270</td> +<td class="ac"> •</td> +<td class="pl2"> –890</td></tr> +</table> + + <p>Showing 29 coups, of which the player wins 9, with a net loss of 890 + units. The next stake would have to be 55 + 270 (325), <i>i.e.</i> if the + game had been played <!-- Page 458 --><span class="pagenum"><a + name="page458"></a>{458}</span>with a one louis unit, a heavier stake + than is allowed at Roulette.</p> + + <p>Systems are very amusing and profitable to play, provided nothing + abnormal occurs. But something abnormal will occur sooner or later, and + the amounts staked and lost become colossal, and finally the maximum is + reached: no higher wager can be made, so the system fails. The flaw in + all systems is that the losses on an unfavourable run are out of all + proportion to the gains on a favourable one. A "<i>Labouchere</i>" runs + into hundreds in no time, and is in fact one of the most treacherous + systems to play for this reason. Let the reader dissect the play of a + <i>Labouchere</i> on such a run as that on p. <a href="#page460">460</a>, + which is a far from uncommon one.</p> + + <p>This tableau, in which the player only wins 9 out of 29 + coups—or, say, one in three—may be said to be far out of + proportion, as the player is "entitled" to win as many coups as he loses + (leaving zero out of the question). Let it be noted at this point that + zero does not affect a system played on the even chances in any degree + whatsoever. Any system worthy of the name can withstand zero, even two or + three zeros. It is the Bank's limit, and the limit alone, that proves the + downfall of all systems. To resume. Of course a player "ought" to win two + coups out of four, and so he will as a rule, and systems are devised so + that a player may be a winner, even if he loses three and four times as + many coups as he wins. A glance at those figures not yet erased in the + example quoted will show that had the punter not been debarred from + staking, owing to the Bank's limit, with three successive wins he would + have got all his money back and been ten points to the good on the whole + transaction, and <!-- Page 459 --><span class="pagenum"><a + name="page459"></a>{459}</span>still have only won twelve times against + the Bank's twenty. What no system, played with a Martingale, has yet been + able to accomplish, is to prevent the stakes becoming colossal when the + series of losses turn up in some particular sequence or disposition.</p> + + <p>The best method to keep the stakes within reasonable limits, and to + guard against arriving at the Bank's maximum on an adverse run, is to + employ a varying unit. Thus after a net loss of so many single units, + operations are re-started with a double unit; if an equal number of + double units are lost, the play is re-started with a triple unit, and so + on; the same unit being employed until all previous losses have been + retrieved, and a gain of one "single" unit made.</p> + + <p>A "<i>Montant et demontant</i>" system can be played very easily in + this manner, by increasing the unit employed after each complete loss of + ten units—<i>e.g.</i> after a loss of 10 single units, the system + is started afresh with a double unit; when 10 double units have been + lost, or a net loss of 30, the system is started afresh with a 3 unit + stake, and so on.</p> + + <p>This system may be varied by changing the unit after successive losses + of 10, 20, 30, 40, &c., and by staking sufficient to show a net win + of the amount of the unit employed. Thus when playing with a double unit, + to try and win 2; or if playing with a unit of 5, to try and win 5 units + net.</p> + + <p>Every system has its Waterloo—it will succeed for days, possibly + weeks, and small gains be made; but finally the occasion must and will + arrive when all previous profits and the system player's capital will be + swamped. At the end of this article will be found a scheme devised by the + writer whereby the punter puts himself into the position of the Banker as + nearly <!-- Page 460 --><span class="pagenum"><a + name="page460"></a>{460}</span>as possible, and consequently is enabled + to win such vast stakes as are lost by a system player in the ordinary + course, when that particular sequence of events occur which demolishes + his system.</p> + + <p>Here is an example of a "<i>Montant et demontant</i>" played in the + usual method, and played with an increasing unit after each net loss of + 10 units. The player is supposed to stake on the Red throughout; and the + dot indicates which colour wins.</p> + +<table class="mc bartab"> +<tr><th colspan="3">Ordinary<br />Method.</th><th colspan="3">A varying Unit<br />employed.</th><th rowspan="2">Remarks.</th></tr> +<tr><th>R.</th><th>B.</th><th>Net<br />+ or –</th><th>R.</th><th>B.</th><th>Net<br />+ or –</th></tr> +<tr><td> <span class="hid">0</span>1</td> +<td class="ac"> •</td> +<td> –1</td> +<td> <span class="hid">0</span>1</td> +<td class="ac"> •</td> +<td> –1</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> <span class="hid">0</span>2</td> +<td class="ac"> •</td> +<td> –3</td> +<td> <span class="hid">0</span>2</td> +<td class="ac"> •</td> +<td> –3</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> <span class="hid">0</span>3</td> +<td class="ac"> •</td> +<td> –6</td> +<td> <span class="hid">0</span>3</td> +<td class="ac"> •</td> +<td> –6</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> <span class="hid">0</span>4</td> +<td class="ac"> •</td> +<td> –10</td> +<td class="bb"> <span class="hid">0</span>4</td> +<td class="ac bb"> •</td> +<td class="bb"> –10</td> +<td class="pl15 hang1" rowspan="3"> Having lost 10 single units,<br />the system is re-started<br />with a double unit.</td></tr> +<tr><td> <span class="hid">0</span>5</td> +<td class="ac"> •</td> +<td> –15</td> +<td> <span class="hid">0</span>2</td> +<td class="ac"> •</td> +<td> –12</td></tr> +<tr><td> <span class="hid">0</span>6</td> +<td class="ac"> •</td> +<td> –21</td> +<td> <span class="hid">0</span>4</td> +<td class="ac"> •</td> +<td> –16</td></tr> +<tr><td> <span class="hid">0</span>7 •</td> +<td class="ac"> </td> +<td> –14</td> +<td> <span class="hid">0</span>6 •</td> +<td class="ac"> </td> +<td> –10</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> <span class="hid">0</span>8</td> +<td class="ac"> •</td> +<td> –22</td> +<td> <span class="hid">0</span>8</td> +<td class="ac"> •</td> +<td> –18</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> <span class="hid">0</span>9 •</td> +<td class="ac"> </td> +<td> –13</td> +<td> 10 •</td> +<td class="ac"> </td> +<td> –8</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> 10</td> +<td class="ac"> •</td> +<td> –23</td> +<td> <span class="hid">0</span>9</td> +<td class="ac"> •</td> +<td> –17</td> +<td class="pl15 hang1" rowspan="2"> As the object is to be +1,<br />9 is a sufficiently high<br />stake.</td></tr> +<tr><td> 11</td> +<td class="ac"> •</td> +<td> –34</td> +<td> 11</td> +<td class="ac"> •</td> +<td> –28</td></tr> +<tr><td> 12</td> +<td class="ac"> •</td> +<td> –46</td> +<td class="bb"> <span class="hid">0</span>2</td> +<td class="ac bb"> •</td> +<td class="bb"> –30</td> +<td class="pl15 hang1" rowspan="4"> As not more than 30 may<br />be lost while employing<br />a double unit, 2 is the<br />highest stake allowed.</td></tr> +<tr><td> 13</td> +<td class="ac"> •</td> +<td> –59</td> +<td> <span class="hid">0</span>3</td> +<td class="ac"> •</td> +<td> –33</td></tr> +<tr><td> 14 •</td> +<td class="ac"> </td> +<td> –45</td> +<td> <span class="hid">0</span>6 •</td> +<td class="ac"> </td> +<td> –27</td></tr> +<tr><td> 15 •</td> +<td class="ac"> </td> +<td> –30</td> +<td> <span class="hid">0</span>9 •</td> +<td class="ac"> </td> +<td> –18</td></tr> +<tr><td> 16 •</td> +<td class="ac"> </td> +<td> –14</td> +<td> 12 •</td> +<td class="ac"> </td> +<td> –6</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> 15</td> +<td class="ac"> •</td> +<td> –29</td> +<td> <span class="hid">0</span>7</td> +<td class="ac"> •</td> +<td> –13</td> +<td class="pl15 hang1"> As explained before.</td></tr> +<tr><td> 16 •</td> +<td class="ac"> </td> +<td> –13</td> +<td> 10 •</td> +<td class="ac"> </td> +<td> –3</td> +<td class="pl15 hang1"> </td></tr> +<tr><td> 14 •</td> +<td class="ac"> </td> +<td> +1</td> +<td> <span class="hid">0</span>4 •</td> +<td class="ac"> </td> +<td> +1</td> +<td class="pl15 hang1"> As explained before.</td></tr> +</table> + + <p>Had the player lost 60 units, he would have re-started the system and + played 4, 8, 12, &c.; and if this play showed a net loss of 100 + units, 5, 10, 15, &c., <!-- Page 461 --><span class="pagenum"><a + name="page461"></a>{461}</span>would have been staked, and continued with + until either the net loss was 150, or the net gain 1 unit, in which case + the player would begin all over again with a single unit.</p> + + <p>Another style of play is to bet on the prospect of the colour, or even + chances, running in a particular way. Some people play for an + intermittence of colour, consequently always stake on the opposite colour + to that which turned up last. Others play for the run, and so always + stake on the colour that last appeared. A very popular wager is to stake + on the "<i>Avant dernièr</i>," or on the colour that turned up the last + time but one. By this means there is only one combination of events by + which the player loses, and this is if the colours go two of one kind, + followed by two of the other; but the weak point about it is that the + player may miss his first stake and his last one, although the series + goes in his favour. Yet another common method of staking is to play "the + card"—that is, to play in expectation of previous events repeating + themselves. Thus if the previous throws have given three Blacks, followed + by three Reds, the expectation is if three Blacks immediately occur, that + three Reds will also occur.<a name="NtA_110" + href="#Nt_110"><sup>[110]</sup></a> Such theories, of course, have + absolutely no scientific basis, and, in the opinion of the writer, are + only vexatious and a cause of trouble to the player, who should + invariably stake on the chance that is most convenient to where he is + sitting. He has an equal chance of winning, and by this means will save + himself the trouble of reaching across the table, both to place his stake + and to retrieve his winnings.</p> + +<p><!-- Page 462 --><span class="pagenum"><a name="page462"></a>{462}</span></p> + + <p>There may be, however, some reason in playing for a run on one colour + or chance, but <i>not staking</i> until after this colour or chance has + appeared. By this means the player, if he plays flat stakes, is square on + all runs of two, wins one on all runs of three, two on all runs of four, + and so on. He loses one unit on every <i>intermittence</i>, but against + this he loses nothing at all on all runs of the opposite colour or + chance.</p> + + <p>Had this method of staking been followed in the example given on p. <a + href="#page460">460</a>, it will be seen that the player would have won 2 + units on Red and 4 units on Black, and the highest stake necessary on any + coup would have been 3 units; and had it been adopted in the example + given on p. <a href="#page457">457</a>, only 70 units would have been + lost on the Red side, and the highest stake risked 16; while on the + Black, 41 units would have been won, with 9 as the highest stake.</p> + + <p>It is advisable, when playing a system, to play on both sides of the + table at once. The calculations for both Red and Black are kept, and the + differences staked on the Red or Black as the case may be. The writer has + actually seen a player stake the full requisite amount demanded by his + system on both Red and Black <i>at the same time</i>. This of course + gives the same net result as staking the difference on one colour, + provided zero does not turn up. If it does, however, the player loses + one-half of two large stakes in the one case, instead of only one-half of + a small stake in the other case.</p> + + <p>The advantage of playing a system on both sides of the table at the + same time is that double as much can be won with the same capital that is + required for playing on one side only. Indeed, slightly less capital is + required, for obviously the player must <!-- Page 463 --><span + class="pagenum"><a name="page463"></a>{463}</span>be winning something on + one side to go against his loss on the other. The objection, of course, + to this dual system of play is, that there is a double chance of striking + an adverse run.</p> + + <p>While on the subject of where to stake one's money, the reader, if a + novice at Monte Carlo, is recommended to hand the amount of his wager to + one of the croupiers to place on the table for him. This will ensure both + the money being placed exactly as the punter desires, and the receipt of + any winnings, without disputes on the part of other players. Unless one's + French accent is above reproach, it is advisable to talk English to the + croupiers. The writer, wishing to stake on Nos. 3, 12, and 15 on one + occasion, handed the <i>chef-de-partie</i> three 5-franc pieces, saying, + "<i>Sur le 3, 12, 15, s'il vous plaît.</i>" After a short conversation on + the subject the <i>chef</i> said in perfect English, "If monsieur will + please speak English, I will see that his money is correctly staked."</p> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<p><!-- Page 464 --><span class="pagenum"><a name="page464"></a>{464}</span></p> + +<h5>TRENTE ET QUARANTE.</h5> + +<h5><span class="sc">By Captain Browning.</span></h5> + + <p><span class="sc">Trente et Quarante</span> is played with six packs of + cards on a table marked out as in the illustration (Fig. 3); this + represents one-half of the table, the other half being marked out in an + exactly similar manner. There are but four chances—<i>Rouge</i>, + <i>Noir</i>, <i>Couleur</i>, and <i>Inverse</i>, which are played on in + the following manner. The six packs of cards, having been well shuffled, + are cut, and so many cards dealt out face upwards in a row until the sum + of the pips (Aces, Kings, Queens, Knaves, and tens counting ten each, and + the Ace one) <i>exceeds</i> 30 in number. Then a second row is dealt out + in a similar manner, below the first one, until the number of the pips in + this second row also <i>exceeds</i> 30. The top row is called "Black," + the second or underneath row "Red," and the Red or Blacks win according + to which row contains the fewer number of pips—<i>e.g.</i> + whichever row of cards adds up nearest to 30.</p> + + <p>The number to which each row adds up is called "the point," and it + will be plain that the best point possible is 31, and the worst point + possible 40. It is customary, when calling out the "point" of Black and + Red to drop the "thirty" and say simply 2 and 6, which would mean that + the point of Black amounts to 32, and the point of Red 36, in which case + the Black or top row would win. The Black "point" is always called out + first.</p> + + <div class="figcenter" style="width:35%;"> + <a href="images/ill-464.jpg"><img style="width:100%" src="images/ill-464.jpg" + alt="Trente et Quarante table." title="Trente et Quarante table." /></a> + <span class="sc">Fig. 3.</span> + </div> + +<p><!-- Page 465 --><span class="pagenum"><a name="page465"></a>{465}</span></p> + + <p>The other chance, the <i>Couleur</i> and <i>Inverse</i>, is decided by + the colour of the <i>first</i> card turned up. If the colour of this card + corresponds with the colour of the winning row, then <i>Couleur</i> wins; + if it is of the opposite colour, then <i>Inverse</i> wins. Thus suppose + the top or Black row of cards amounts to 35, and the <i>first</i> card in + this row is a <i>Black</i> card, and the Red row amounts to 36, then + Black and <i>Couleur</i> would win; had the first card in the Black row + been a Red card, then <i>Inverse</i> would have won, being of the + opposite colour to the winning row (Black).</p> + + <p>The players wishing to back any particular chance place their stakes + on that portion of the table reserved for Black, Red, <i>Couleur</i>, or + <i>Inverse</i>, as shown in the illustration (Fig. 3). There are two + <i>chefs-de-parties</i> employed to supervise the game, and four + croupiers to receive the losing stakes and pay the winning ones, one of + the croupiers also being the <i>tailleur</i>, or dealer of the cards. The + <i>tailleur</i> calls the game by saying, "<i>Messieurs, faites vos + jeux</i>," when the players stake on the different chances. He then says, + "<i>Les jeux sont fait. Rien ne va plus</i>," after which no further + stakes may be made. He then deals out the cards, and when both rows are + complete he calls the result thus, "<i>Deux, six, Rouge perds et Couleur + gagne</i>," or "<i>Rouge perds et Couleur</i>," as the case may be, + meaning that the point of Black is 32 and that of Red 36, so that Black + and the colour win; or Black wins and the colour loses. It should be + noted that the "<i>tailleur</i>" never mentions the words "Black" or + "<i>Inverse</i>," but always says that <i>Red</i> wins or <i>Red</i> + loses, and that <i>the colour</i> wins or <i>the colour</i> loses. On the + conclusion <!-- Page 466 --><span class="pagenum"><a + name="page466"></a>{466}</span>of each coup both rows of cards are swept + into a small basket called the "<i>talon</i>," which is let into the + centre of the table, and the game begins again. When the six packs of + cards are exhausted, the "<i>tailleur</i>" says, "<i>Monsieur, les cartes + passent</i>," when all the cards are collected out of the <i>talons</i>, + re-shuffled and cut, and a fresh deal is started.</p> + + <p>All four chances—Red, Black, <i>Couleur</i>, and + <i>Inverse</i>—are of course even chances, and are paid as such by + the Bank; but should the total (or point) of both rows of cards be + exactly 31 each, the same procedure occurs as upon the appearance of the + zero at Roulette—that is to say, the stakes are put <i>en + prison</i>; then another deal is made, and those stakes which are on the + winning chances are allowed to be withdrawn by the players. Or, as at + Roulette, the stakes, at the players' option, may be halved with the + Banker in the first instance.</p> + + <p>Saving 31, all other identical points made by the Red and Black cause + that deal to be null and void, the player being at liberty to remove his + stake or otherwise, as he chooses. The condition of affairs (both rows + coming to 31 each) which corresponds to the Roulette zero is called a + "<i>Refait</i>," and is announced, as are all other identities of the + points, by the word "<i>après</i>." Thus suppose the Black row counts up + to 38, and the Red row to the same figure, the <i>tailleur</i> announces + "<i>Huit, huit après</i>." If it happens to be a <i>Refait</i>, he says, + "<i>Un, un après</i>," and the stakes are put into prison.</p> + + <p>The <i>Refait</i> is <i>said</i> to occur once in 38 deals on the + average; and if this were true, the Bank would have a slightly less + advantage at Trente et Quarante than it has at Roulette. To arrive at the + mathematical odds in favour of the Bank would involve an exceedingly <!-- + Page 467 --><span class="pagenum"><a + name="page467"></a>{467}</span>complicated calculation, and it is + doubtful if they have ever been exactly computed. At a glance it would + seem that the odds against both rows being 31 each is 81 to 1; there + being 10 possible points for each row, the chances against any named + point appearing would seem to be 9 to 1, in which case, of course, the + chances against <i>both</i> points being identical would be 9 × 9, or 81 + to 1. But as the point of 31 can be formed in 10 ways—for the last + card may be of any value, while the point of 32 can only be formed in 9 + ways—for now the last card cannot be an ace; and to form a point of + 33 the last card can be neither an ace nor a deuce, and so on with every + point up to 40, which can only be formed in one way—viz. when the + last card is a 10—it is obvious that 31 is the easiest possible + point to arrive at, and the exact chances against its formation have, as + far as the writer's information goes, never been calculated.<a + name="NtA_111" href="#Nt_111"><sup>[111]</sup></a></p> + + <p>In actual play, however, the punter may insure against the + <i>Refait</i> by paying a premium of 1 per cent. on his stake (at a + minimum cost of five francs); thus it is safe to assume that for all + practical purposes the percentage in favour of the Bank is exactly 2 + percent.<a name="NtA_112" href="#Nt_112"><sup>[112]</sup></a> Thus it + would seem that once in 38 is an underestimate of the appearance of a + <i>Refait</i>.</p> + + <p>The maximum and minimum stakes allowed at Trente et Quarante are + 12,000 francs and 20 francs respectively. Much heavier amounts are to be + seen at stake at this game than at Roulette. This probably arises from + two facts: because the games are generally <!-- Page 468 --><span + class="pagenum"><a name="page468"></a>{468}</span>carried out in a + quieter manner and the coups are more quickly played than is the case at + Roulette, and because there is unquestionably a prevailing idea amongst + the gamblers at Monte Carlo that the Bank's advantage is not so great at + Trente et Quarante as it is at Roulette. The latter consideration is + probably wrong; and, as far as the writer's experience goes, it is a very + paying business to insure the stake at Trente et Quarante. If this really + is so, it follows that the percentage in favour of the Bank is over 2 per + cent., or something like 1 per cent. <i>more</i> than it is at + Roulette.</p> + + <p>Any system that is applicable to the even chances at the Roulette + table can of course be played at Trente et Quarante; but for some reason + or other it is unusual to see any system properly worked at this game, + possibly because too large a capital would be required.</p> + + <p>The almost universal method of play is to follow the + "<i>tableau</i>"—that is, to follow the pattern of the card on + which the game is marked. If there have been two Reds followed by two + Blacks, ninety-nine people out of a hundred will stake on Red, in the + expectation of two Reds now appearing, while if there is a run of one + colour, thousands of francs will be seen on that colour, and not a single + 20-franc piece on the other. Sometimes the colours do run in the most + inexplicable manner at Trente et Quarante. The writer has played at a + table where there were 17 consecutive Blacks, then 1 Red, to be followed + by 16 consecutive Blacks. When such runs occur, the Banks of course lose + heavily, and are constantly broken. To break the Bank in the true sense + of the word is of course an impossibility. When a Bank gets into low + water the <i>chef-de-partie</i> <!-- Page 469 --><span class="pagenum"><a + name="page469"></a>{469}</span>sends for some more money, which is + "<i>Ajouter à la banque</i>," and to this extent only is it possible to + "break the Bank at Monte Carlo."</p> + + <p>The game of Trente et Quarante is sometimes called "Rouge et + Noir."</p> + + <p> </p> + + <p>The method of play on the even chances that will now be explained is + based on the three following assumptions:—</p> + + <p>First. That every system at present played is successful only for a + certain time, when an adverse run, long enough to defeat the progression + adopted, is almost certain to occur, whereby the Bank reaps a rich + harvest.</p> + + <p>Secondly. That only on rare occasions does the system show the desired + profit, without the player having been at some period of the game a very + heavy loser.</p> + + <p>Thirdly. That the failure of systems is not due to zero, but to the + Bank's maximum.</p> + + <p>These conditions are <i>assumed</i>, though in the first two cases + they undoubtedly are realities, and within the experience of every system + player. The third one may be true or not; it is not vastly important.<a + name="NtA_113" href="#Nt_113"><sup>[113]</sup></a></p> + + <p>Now as regards maxim No. 1, it may be taken for granted that for all + practical purposes the system player makes his "<i>grand coup</i>"<a + name="NtA_114" href="#Nt_114"><sup>[114]</sup></a> on not more than <!-- + Page 470 --><span class="pagenum"><a name="page470"></a>{470}</span>(say) + twenty occasions, and on the twenty-first he meets such an adverse run + that he loses his entire profits plus his entire capital; or say, for + argument, he had already spent his profits and so loses only his entire + capital. The proportion of the coup played for to the capital employed is + generally some 2½ per cent.; consequently after twenty good days' play, + and one bad one, a system player is a loser of 50 per cent. of his money. + (This is a very low estimate.)</p> + + <p>Now supposing a player had played stake for stake on the opposite + chance to that played on by the system player, it is obvious that he + would have lost on twenty days, and won on the twenty-first sufficient to + recoup all his previous losses, with 50 per cent. profit.</p> + + <p>The mathematician will say "No" to this—"the Bank will have + reaped its zero percentage from each spin of the Wheel during the + progress of the play." But why? A, who is playing the system, stakes 10 + louis on Red; B (who is playing against him) stakes 10 louis on Black, + and zero crops up. They are both put in prison, and A comes out safely, + so B is now 10 louis worse off than A. But in a short time A and B again + both stake 10 louis, and zero appears. But this time B comes out safely, + in which case A must write this down as a losing coup, and his next stake + will be say, for example, 15. To meet this B has only to add 5 louis to + the 10 he has just retrieved out of prison—so his profit and loss + account due to zero is exactly square, as far as it affects his + transactions with A. And surely during the course of a game A and B will + both get out of prison the same number of times. (And A does not fear + zero—he only fears reaching the maximum—consequently B <!-- + Page 471 --><span class="pagenum"><a name="page471"></a>{471}</span>does + fear for zero; he but awaits the time when his stake gets to the + maximum.)</p> + + <p>Is it not desirable to be B? He requires no capital—or very + little—and yet is in a position to win all that A is eventually + going to lose—as he most certainly <i>must</i> lose. To play on + this method is exceedingly simple. All that has to be done is to take + <i>any</i> system, and play it in reverse order to what it is designed to + be played in. The effect of this is, in a word, to compel the Bank to + play this system in its correct order against the punter. The writer has + always employed a <i>Labouchere</i> to play on this method, and it is the + simplest one by which to explain the procedure.</p> + + <p>A reference to p. <a href="#page456">456</a> will show that the + <i>Labouchere</i> system, is played by writing down so many figures, so + that their sum amounts to the <i>grand coup</i>—or stake being + played for—and that it is usual to write down the figures 1, 2, 3, + 4; so that the <i>grand coup</i> is 10 units. To play this system in the + usual manner it is generally assumed that a capital of 400 or 500 units + is required. By reversing matters in play the first important advantage + gained to the player is that he needs but a capital of 10 units, and his + <i>grand coup</i> becomes 400 or 500 units. Very well. The figures 1, 2, + 3, 4 are written down, and the first stake is the sum of the extreme + figures—5. This sum is lost; but now the 5 is not written down + after the 4, but the <i>1 and the 4 are erased</i>. The next state is + again 5 (2 + 3), and is again lost, the 2 and 3 are erased and the player + retires. Suppose this second stake of 5 had been won, then instead of + erasing the 2 and 3, the figure 5 would be written down on the paper, so + the row would read <span class="through">1</span>, 2, 3, <span + class="through">4</span>, 5, and the next stake would be (5 + 2) 7. + Should this be lost the 5 and 2 are <!-- Page 472 --><span + class="pagenum"><a name="page472"></a>{472}</span>erased, the next stake + being 3. Suppose it is won, this figure is written down, and the row now + reads <span class="through">1</span>, <span class="through">2</span>, 3, + <span class="through">4</span>, <span class="through">5</span>, 3, and + the next stake is 3 + 3 (6), and so on. But the moment all figures are + erased, the player will have lost 10 units and must retire. This he will + have to do a great many times, but finally such a run as the following + will occur. The Red is staked on throughout—the dot indicating + which colour wins.</p> + +<table class="mc"> +<tr><td>Figures.</td><td>Stake.</td><td class="ac">R.</td><td>B.</td><td>+ or –</td></tr> +<tr><td class="ar pr2"> <span class="through">1</span></td> +<td> <span class="hid">0</span>1 + 4</td> +<td> <span class="hid">00</span>5 </td> +<td class="ac"> •</td> +<td class="pl1"> –5</td></tr> +<tr><td class="ar pr2"> <span class="through">2</span></td> +<td> <span class="hid">0</span>2 + 3</td> +<td> <span class="hid">00</span>5 •</td> +<td class="ac"> </td> +<td class="pl1"> <span class="hid">+</span>0</td></tr> +<tr><td class="ar pr2"> <span class="through">3</span></td> +<td> <span class="hid">0</span>2 + 5</td> +<td> <span class="hid">00</span>7 •</td> +<td class="ac"> </td> +<td class="pl1"> +7</td></tr> +<tr><td class="ar pr2"> <span class="through">4</span></td> +<td> <span class="hid">0</span>2 + 7</td> +<td> <span class="hid">00</span>9 •</td> +<td class="ac"> </td> +<td class="pl1"> +16</td></tr> +<tr><td class="ar pr2"> <span class="through">5</span></td> +<td> <span class="hid">0</span>2 + 9</td> +<td> <span class="hid">0</span>11 •</td> +<td class="ac"> </td> +<td class="pl1"> +27</td></tr> +<tr><td class="ar pr2"> <span class="through">7</span></td> +<td> <span class="hid">0</span>2 + 11</td> +<td> <span class="hid">0</span>13 </td> +<td class="ac"> •</td> +<td class="pl1"> +14</td></tr> +<tr><td class="ar pr2"> <span class="through">9</span></td> +<td> <span class="hid">0</span>3 + 9</td> +<td> <span class="hid">0</span>12 </td> +<td class="ac"> •</td> +<td class="pl1"> +2</td></tr> +<tr><td class="ar pr2"> <span class="through">11</span></td> +<td> <span class="hid">0</span>5 + 7</td> +<td> <span class="hid">0</span>12 •</td> +<td class="ac"> </td> +<td class="pl1"> +14</td></tr> +<tr><td class="ar pr2"> <span class="through">12</span></td> +<td> <span class="hid">0</span>5 + 12</td> +<td> <span class="hid">0</span>17 •</td> +<td class="ac"> </td> +<td class="pl1"> +31</td></tr> +<tr><td class="ar pr2"> <span class="through">17</span></td> +<td> <span class="hid">0</span>5 + 17</td> +<td> <span class="hid">0</span>22 •</td> +<td class="ac"> </td> +<td class="pl1"> +53</td></tr> +<tr><td class="ar pr2"> <span class="through">22</span></td> +<td> <span class="hid">0</span>5 + 22</td> +<td> <span class="hid">0</span>27 •</td> +<td class="ac"> </td> +<td class="pl1"> +80</td></tr> +<tr><td class="ar pr2"> <span class="through">27</span></td> +<td> <span class="hid">0</span>5 + 27</td> +<td> <span class="hid">0</span>32 </td> +<td class="ac"> •</td> +<td class="pl1"> +48</td></tr> +<tr><td class="ar pr2"> </td> +<td> <span class="hid">0</span>7 + 22</td> +<td> <span class="hid">0</span>29 </td> +<td class="ac"> •</td> +<td class="pl1"> +19</td></tr> +<tr><td class="ar pr2"> <span class="through">29</span></td> +<td> 12 + 17</td> +<td> <span class="hid">0</span>29 •</td> +<td class="ac"> </td> +<td class="pl1"> +48</td></tr> +<tr><td class="ar pr2"> <span class="through">41</span></td> +<td> 12 + 29</td> +<td> <span class="hid">0</span>41 •</td> +<td class="ac"> </td> +<td class="pl1"> +89</td></tr> +<tr><td class="ar pr2"> </td> +<td> 12 + 41</td> +<td> <span class="hid">0</span>53 </td> +<td class="ac"> •</td> +<td class="pl1"> +36</td></tr> +<tr><td class="ar pr2"> <span class="through">46</span></td> +<td> 17 + 29</td> +<td> <span class="hid">0</span>46 •</td> +<td class="ac"> </td> +<td class="pl1"> +82</td></tr> +<tr><td class="ar pr2"> </td> +<td> 17 + 46</td> +<td> <span class="hid">0</span>63 </td> +<td class="ac"> •</td> +<td class="pl1"> +19</td></tr> +<tr><td class="ar pr2"> <span class="through">29</span></td> +<td> 29</td> +<td> <span class="hid">0</span>29 •</td> +<td class="ac"> </td> +<td class="pl1"> +48</td></tr> +<tr><td class="ar pr2"> 58</td> +<td> 29 + 29</td> +<td> <span class="hid">0</span>58 •</td> +<td class="ac"> </td> +<td class="pl1"> +106</td></tr> +<tr><td class="ar pr2"> <span class="through">87</span></td> +<td> 29 + 58</td> +<td> <span class="hid">0</span>87 •</td> +<td class="ac"> </td> +<td class="pl1"> +193</td></tr> +<tr><td class="ar pr2"> </td> +<td> 29 + 87</td> +<td> 116 </td> +<td class="ac"> •</td> +<td class="pl1"> +77</td></tr> +<tr><td class="ar pr2"> <span class="through">87</span></td> +<td> 29 + 58</td> +<td> <span class="hid">0</span>87 •</td> +<td class="ac"> </td> +<td class="pl1"> +164</td></tr> +<tr><td class="ar pr2"> </td> +<td> 29 + 87</td> +<td> 116 </td> +<td class="ac"> •</td> +<td class="pl1"> +48</td></tr> +<tr><td class="ar pr2"> 58</td> +<td> <span class="hid">0</span>58</td> +<td> 58 •</td> +<td class="ac"> </td> +<td class="pl1"> +106</td></tr> +<tr><td class="ar pr2"> 116</td> +<td> 58 + 58</td> +<td> 116 •</td> +<td class="ac"> </td> +<td class="pl1"> +222</td></tr> +<tr><td class="ar pr2"> 174</td> +<td> 58 + 116</td> +<td> 174 •</td> +<td class="ac"> </td> +<td class="pl1"> +396</td></tr> +<tr><td class="ar pr2"> 232</td> +<td> 58 + 174</td> +<td> 232 •</td> +<td class="ac"> </td> +<td class="pl1"> +628</td></tr> +<tr><td class="ar pr2"> 290</td> +<td> 58 + 232</td> +<td> 290 •</td> +<td class="ac"> </td> +<td class="pl1"> +918</td></tr> +</table> + + <p>This shows a run of 29 coups, of which the player wins 20 and loses 9. + <!-- Page 473 --><span class="pagenum"><a + name="page473"></a>{473}</span></p> + + <p>He is 918 units to the good, and his next stake would be 348!<a + name="NtA_115" href="#Nt_115"><sup>[115]</sup></a></p> + + <p>Assuming a player had been working a <i>Labouchere</i> on this run in + the usual manner, on Black with a capital of 500 units, he would have had + to retire after the 27th coup through lack of capital; and assuming him + to have been playing with a 20-franc unit, he would have had to retire + from Roulette on the 28th coup, and from Trente et Quarante after a few + more coups if the bad sequence continued, no matter how large his capital + had been.</p> + + <p>It has been stated that the Bank beats the system player only on + account of its limit. This is not quite true; it has also one more great + advantage over the player, and this is the fact of its being a machine, + while the punter is human; and although a player will stake his all to + retrieve his previous losses, he will not—nature will not allow him + to—risk his winnings to win still more.</p> + + <p>This is a psychological fact that cannot be explained. It must be to + the knowledge of most people who have visited Monte Carlo, that a player + will stake as much as 500 francs to retrieve a loss of a single 5-franc + piece. Yet the same player, having turned a 5-franc piece into as little + as 50 francs, will refuse to adventure another stake, and retire from the + gaming-table. When the player is having his bad run, the Bank cannot help + playing their winnings to the maximum stake—they <i>must</i> do so; + but the player on his good run is not compelled to play up his winnings, + and really cannot be expected to do so. Theoretically <!-- Page 474 + --><span class="pagenum"><a name="page474"></a>{474}</span>he should, and + I firmly believe there is a lot of money awaiting the player who has the + patience to wait for such a run—which must come to him, equally as + it must and does, we know, come to the Bank—and then play on and on + until he is prohibited by the Bank from staking any higher. To play a + system upside-down, or in reverse order, requires great patience and + equanimity, until the favourable run occurs, when indomitable pluck and + perseverance are the necessary qualifications.</p> + + <p>The writer feels bound to take the reader into his confidence so far + as to acknowledge that he himself has never had such pluck, but has + always retired on winning between 200 and 300 units. But he has always + watched the future run of the table, and on no less than five occasions + would have reached the maximum stake and won over 1000 units. He has, + however, always had the patience, and lost his <i>petit coup</i> time + after time with perfect equanimity, and only wishes he had had the other + qualifications as well.</p> + + <p>Referring for one moment to the assumed fact No. 2 on which this + method is based—that a player more often than not is in deep water + before bringing off his <i>grand coup</i>; which he must be, owing to the + losses being so disproportionate in magnitude to the gains—it might + be a good plan to discover what the average highest loss of a system + player is before the system shows a profit, and then to play the same + system in reverse or upside-down order, making this figure the <i>grand + coup</i>. Playing in this manner, a visitor will have a cheap and + enjoyable visit to Monte Carlo, and may be assured of one of the most + exciting little periods of his career when this favourable run of luck + does come his way. <!-- Page 475 --><span class="pagenum"><a + name="page475"></a>{475}</span></p> + + <p>One final word of advice to all system players. Play on the chance + that is most convenient to your seat at the table. It is as likely to win + as any other. Never get flurried with your system or calculations. It is + not at all necessary to stake on every coup. You are just as likely to + win if you postpone staking until the day after to-morrow, as if you + stake on the very next spin of the Wheel—the Rooms are open for + twelve hours per diem, which should allow ample time for the number of + coups you wish to play.</p> + + <p>There may or not be such a thing as "luck." There can, however, be no + harm in giving its existence the benefit of the doubt. If on some + particular occasions you find you cannot do right, <i>assume</i> you are + out of luck, and stop playing. Do not consider either that you owe a + grudge to the Bank because you have lost, or that it is absolutely + necessary to retrieve your fortune then and there! Postpone playing until + the following day, or week, or year, when you may be in <i>good luck</i>, + and can easily recoup yourself.</p> + + <p>Always bear the clever gambler's great maxim well in mind: "Cut your + losses—play up your gains!"</p> + + <p> </p> + + <p>The writer's only object has been to try and explain how the games of + chance are played at Monte Carlo, and to point out that the player is at + a disadvantage on each occasion that he stakes, though that disadvantage + may be increased or reduced by bad or good staking. It now remains for + the reader to decide whether the pleasure he derives from gambling is + likely to recompense him for his probable losses.</p> + + <div class="poem"> + <div class="stanza"> + <p>Printed by <span class="sc">Ballantyne, Hanson & Co.</span></p> + <p>Edinburgh & London</p> + </div> + </div> + + <p><br style="clear:both" /></p> +<hr class="full" /> + +<h3>NOTES</h3> + +<div class="note"> + <p><a name="Nt_1" href="#NtA_1">[1]</a> This is the old-fashioned rule, + but at the present day the Whist rule of "lowest card deals" is + frequently followed.</p> + + <p><a name="Nt_2" href="#NtA_2">[2]</a> See note on last page.</p> + + <p><a name="Nt_3" href="#NtA_3">[3]</a> For the accepted Laws of + All-Fours, see <i>The Book of Card and Table Games</i> (Routledge).</p> + + <p><a name="Nt_4" href="#NtA_4">[4]</a> Pronounced + <i>Báckărah</i>.</p> + + <p><a name="Nt_5" href="#NtA_5">[5]</a> The number is not absolute, + sometimes four packs, sometimes two only, being used; but three is the + more usual number.</p> + + <p><a name="Nt_6" href="#NtA_6">[6]</a> For the Laws of <i>Baccarat + Banque</i>, and some suggestions for play, see <i>The Book of Card and + Table Games</i>.</p> + + <p><a name="Nt_7" href="#NtA_7">[7]</a> Some players do not score + <i>brisques</i> till the close of the hand. The better rule, however, it + to score them when the trick is won.</p> + + <p><a name="Nt_8" href="#NtA_8">[8]</a> In some circles, when the Whist + tricks are reached, the ten reverts to its Whist rank, <i>i.e.</i> below + the knave, but the practice is not recommended.</p> + + <p><a name="Nt_9" href="#NtA_9">[9]</a> <i>Carte blanche</i> is scored at + the outset of the game, and before the player has drawn a card. He must + prove his title by exhibiting his nine cards, one after another (as + rapidly as he pleases), face upwards on the table. Should the first card + he draws not be an honour, he may show the card, and again score <i>carte + blanche</i>, and so on, as often as this may happen; but <i>carte + blanche</i> cannot be scored after the player has once held a court + card.</p> + + <p><a name="Nt_10" href="#NtA_10">[10]</a> The first marriage scored is + necessarily in trumps.</p> + + <p><a name="Nt_11" href="#NtA_11">[11]</a> It will be observed that this + rule is directly contrary to that prevailing at ordinary Bézique.</p> + + <p><a name="Nt_12" href="#NtA_12">[12]</a> Roughly, the value of all the + brisques in the four packs. There are actually 32, which at ten each + would be 320; but as the odd 20 are not reckoned, this reduces the value + to 300.</p> + + <p><a name="Nt_13" href="#NtA_13">[13]</a> As a matter of fact, this + arrangement is no guarantee whatever against pre-arranged fraud. For the + methods employed by card-sharpers at this game, see <i>Les Filouteries du + Jeu</i> (Cavaillé). Tit. "Les Petits Paquets."</p> + + <p><a name="Nt_14" href="#NtA_14">[14]</a> Court cards, though they all + count as of the same value—<i>i.e.</i> "ten"—retain their + distinctive rank for pairing purposes. Thus a knave can only be paired + with a knave, and so on.</p> + + <p><a name="Nt_15" href="#NtA_15">[15]</a> A single fifteen is spoken of + as fifteen two, two fifteens as fifteen four, three as fifteen six, and + so on. Four (fifteen eight) is the largest number of fifteens that can be + made with four cards.</p> + + <p><a name="Nt_16" href="#NtA_16">[16]</a> If the knave and start be of + different suits, the score is twenty-eight. With four fives in the crib, + and the knave turned up, the value of the show will be twenty-eight only, + but the dealer will already have scored "two for his heels," so that the + total value is thirty.</p> + + <p><a name="Nt_17" href="#NtA_17">[17]</a> The score is made up as + follows. Each of the sixes combines with each nine to make a fifteen, + giving fifteen four. Again, each of the threes combines with the two + sixes, bringing the score to fifteen ten. The pair and pair-royal make it + eighteen.</p> + + <p><a name="Nt_18" href="#NtA_18">[18]</a> If the three tenth cards make + neither pair nor sequence, the score will be fourteen only.</p> + + <p><a name="Nt_19" href="#NtA_19">[19]</a> In the case supposed, it would + be very unwise for A to pair the eight, as, in the event of B's holding a + second eight, he would make a "pair-royal" and "go" simultaneously.</p> + + <p><a name="Nt_20" href="#NtA_20">[20]</a> There is no authoritative code + of Cribbage Laws, and there is considerable divergence of opinion on + sundry minor points. For the rules generally accepted, the reader may be + referred to the <i>Book of Card and Table Games</i> (Routledge), tit. + "Cribbage."</p> + + <p><a name="Nt_21" href="#NtA_21">[21]</a> De la Rue & Co.</p> + + <p><a name="Nt_22" href="#NtA_22">[22]</a> The elder hand may "propose," + <i>i.e.</i> ask for cards, as often as he pleases. If the dealer is not + content with his own hand, he will give cards, but after the first + proposal, it is entirely at his own option whether or not to do so.</p> + + <p><a name="Nt_23" href="#NtA_23">[23]</a> For some further rules, + defining the position and obligations of bystanders betting on the game, + see the work of "Cavendish" referred to at p. <a + href="#page53">53</a>.</p> + + <p><a name="Nt_24" href="#NtA_24">[24]</a> A still higher trump is + sometimes by agreement introduced in the shape of a blank card, backed + like the rest of the pack which in this case consists of thirty-three + cards. This is known as the "Joker," or "Best Bower," and takes + precedence even of Right Bower. If the "Joker" chance to be turned up, + the card next in order decides the trump suit.</p> + + <p><a name="Nt_25" href="#NtA_25">[25]</a> Under the more modern practice + the player having the later call <i>can</i> play alone in place of his + partner. Only a very strong hand, however, would justify his doing + so.</p> + + <p><a name="Nt_26" href="#NtA_26">[26]</a> There is no English Code of + Laws for Euchre. The accepted American Code was compiled in 1888 for the + Somerset Club, Boston, Massachusetts, by Messrs. H. C. Leeds and James + Dwight. It will be found reprinted at length, by their permission, in the + <i>Book of Card and Table Games</i>.</p> + + <p><a name="Nt_27" href="#NtA_27">[27]</a> This is usually done by + dealing a preliminary round, face upwards, the first knave turned up + entitling the holder to the deal.</p> + + <p><a name="Nt_28" href="#NtA_28">[28]</a> As, for instance, where the + player holds the seven and nine of trumps, the eight having been turned + up; the seven and nine are then of equal value.</p> + + <p><a name="Nt_29" href="#NtA_29">[29]</a> Sometimes the preference is + given to the elder hand, irrespective of the value of the cards.</p> + + <p><a name="Nt_30" href="#NtA_30">[30]</a> The words between brackets + apply of course to three-card loo. Sometimes the dealer is allowed, after + dealing one card to each player, to deal three together for a miss, but + the practice is irregular.</p> + + <p>At five-card Loo the <i>Écarté</i> method of dealing (first by threes, + and then by twos, or <i>vice versâ</i>) is sometimes adopted.</p> + + <p><a name="Nt_31" href="#NtA_31">[31]</a> For an instructive series of + illustrative hands at Napoleon, see the <i>Book of Card and Table + Games</i>.</p> + + <p><a name="Nt_32" href="#NtA_32">[32]</a> A having made seven out of + twelve.</p> + + <p><a name="Nt_33" href="#NtA_33">[33]</a> See in particular the + excellent treatise on the game by "Cavendish," published by Messrs. De La + Rue & Co.</p> + + <p><a name="Nt_34" href="#NtA_34">[34]</a> For the authorised Laws of the + Game, in its modern form, see <i>The Book of Card and Table Games</i>, or + the treatise of "Cavendish" before mentioned.</p> + + <p><a name="Nt_35" href="#NtA_35">[35]</a> As the game is sometimes + played, the dealer, and not the Age, puts up the <i>ante</i>, but the + contrary is the more usual practice.</p> + + <p><a name="Nt_36" href="#NtA_36">[36]</a> This being a compulsory stake + on an unknown hand, it is prudent to make it as small as possible.</p> + + <p><a name="Nt_37" href="#NtA_37">[37]</a> The Age, as a rule, goes in, + even with poor cards; if he passes, he is bound to lose the half stake + already put up, and it is, therefore, generally worth his while to risk + the other half.</p> + + <p><a name="Nt_38" href="#NtA_38">[38]</a> Should B have already thrown + up his cards, the privilege does <i>not</i> pass to C. There is a maxim + on this point, "The Age never passes."</p> + + <p><a name="Nt_39" href="#NtA_39">[39]</a> Some players on a second round + only allow the jack-pot to be opened by a pair of queens, or better; on a + third, only by a pair of kings, or better; and on a fourth, only by a + pair of aces, or better; but the practice is not recommended.</p> + + <p>No player, even though holding the needful cards, is bound to open the + jack-pot unless he pleases.</p> + + <p><a name="Nt_40" href="#NtA_40">[40]</a> Strictly speaking, each dealer + in rotation should himself dress the board, but it will be found more + convenient to depute some one player to do so throughout the game.</p> + + <p><a name="Nt_41" href="#NtA_41">[41]</a> By some players the dealer is + allowed the privilege of looking at the extra cards (sometimes, but + incorrectly, themselves spoken of as "the stops"), and to act as a kind + of referee as to whether a given card is a stop or otherwise, but the + practice is not recommended.</p> + + <p><a name="Nt_42" href="#NtA_42">[42]</a> The Misère is now introduced + into Napoleon. See p. <a href="#page96">96</a>.</p> + + <p><a name="Nt_43" href="#NtA_43">[43]</a> For more minute information, + and for a number of illustrative hands, see <i>The Book of Card and Table + Games</i>.</p> + + <p><a name="Nt_44" href="#NtA_44">[44]</a> The right to deal is usually + decided by a preliminary deal of faced cards, the first ace, or first + knave, as may be agreed, having the preference.</p> + + <p>In some circles, after the cards are cut, the dealer is allowed to + look at the bottom card, and if such card prove to be an ace or tenth + card, he also looks at the top card. If the two form a "natural," he is + entitled to receive double the <i>minimum</i> stake all round.</p> + + <p>This privilege is known as the <i>brûlet</i>, from the fact that it is + dependent on the nature of the bottom card, which is always, in the + French phrase, <i>brûlé</i> (literally, "burnt") <i>i.e.</i> thrown aside + when reached in the course of the deal, and not dealt to any player.</p> + + <p>The <i>brûlet</i> has never been recognised as an essential part of + the game, and is now generally abandoned.</p> + + <p><a name="Nt_45" href="#NtA_45">[45]</a> Some players risk the maximum + stake on a seven, but we question the expediency of doing so.</p> + + <p><a name="Nt_46" href="#NtA_46">[46]</a> This amount is the same as is + paid for an ordinary Vingt-Un, <i>i.e.</i> one made with more than two + cards. Sometimes, by agreement, a "natural" receives double the amount of + an ordinary.</p> + + <p><a name="Nt_47" href="#NtA_47">[47]</a> Many players habitually stand + at fifteen, and if the dealer is a reckless player, with a tendency to + overdraw, it may be good policy to stand upon an even smaller figure. + "Cavendish" is in favour of standing, as a rule, on fifteen.</p> + + <p><a name="Nt_48" href="#NtA_48">[48]</a> Pronounced like + <i>pony</i>.</p> + + <p><a name="Nt_49" href="#NtA_49">[49]</a> <i>Example.</i> A three, two + sixes, and a knave are drawn. The two sixes draw again, and the lower + plays with the three. Suppose, at the second draw, the two sixes draw a + king and a queen, the queen plays with the three.</p> + + <p>If at the second draw, a lower card than the three is drawn, the three + still retains its privileges as original low, and has the deal and choice + of cards and seats.</p> + + <p><a name="Nt_50" href="#NtA_50">[50]</a> <i>Example.</i> Three aces and + a two are drawn. The three aces draw again. The two is the original high, + and plays with the highest of the next draw.</p> + + <p>Suppose, at the second draw, two more twos and a king are drawn. The + king plays with the original two, and the other pair of twos draw again + for deal.</p> + + <p>Suppose, instead, the second draw to consist of an ace and two knaves. + The two knaves draw again, and the higher plays with the two.</p> + + <p><a name="Nt_51" href="#NtA_51">[51]</a> <i>Vide</i> Law 26.</p> + + <p><a name="Nt_52" href="#NtA_52">[52]</a> <i>Vide</i> Law 29.</p> + + <p><a name="Nt_53" href="#NtA_53">[53]</a> After the two packets have + been re-united, Law 30 comes into operation.</p> + + <p><a name="Nt_54" href="#NtA_54">[54]</a> <i>Vide</i> also Laws 36 and + 41.</p> + + <p><a name="Nt_55" href="#NtA_55">[55]</a> <i>Vide</i> also Law 28.</p> + + <p><a name="Nt_56" href="#NtA_56">[56]</a> The pack being perfect. + <i>Vide</i> Law 41.</p> + + <p><a name="Nt_57" href="#NtA_57">[57]</a> Except as provided in Law + 36.</p> + + <p><a name="Nt_58" href="#NtA_58">[58]</a> It is not usual to call the + trump card if left on the table.</p> + + <p><a name="Nt_59" href="#NtA_59">[59]</a> <i>Vide</i> Law 75.</p> + + <p><a name="Nt_60" href="#NtA_60">[60]</a> <i>E.g.</i>, If a single is + scored by mistake for a double or treble, or <i>vice versâ</i>.</p> + + <p><a name="Nt_61" href="#NtA_61">[61]</a> <i>Vide</i> also Law 40.</p> + + <p><a name="Nt_62" href="#NtA_62">[62]</a> <i>Vide</i> Law 81.</p> + + <p><a name="Nt_63" href="#NtA_63">[63]</a> The more complicated forms of + the so-called "American" leads are not set out, as they never gained + general acceptance.</p> + + <p><a name="Nt_64" href="#NtA_64">[64]</a> This penalty is not affected + by a double.</p> + + <p><a name="Nt_65" href="#NtA_65">[65]</a> Pronounced <i>tray</i>, + <i>kater</i>, <i>sank</i>, and <i>size</i>, respectively.</p> + + <p><a name="Nt_66" href="#NtA_66">[66]</a> This applies more particularly + towards the close of the game. The leaving of a blot at the outset, when + five out of six of the points in the adversary's table are still open, is + a comparatively unimportant matter.</p> + + <p><a name="Nt_67" href="#NtA_67">[67]</a> This leaves a blot on the + deuce point in your outer table, but this is a trifling disadvantage as + compared with the gain of at once securing four points side by side. + There are only three throws, six ace, cinque deuce, and quatre trois, + that will enable the adversary to hit the blot; and your next throw will + in all probability enable you to place it beyond the reach of danger, + either by playing another man on the same point, or by transferring the + solitary man to one of the points already made.</p> + + <p><a name="Nt_68" href="#NtA_68">[68]</a> For further information as to + the game and its chances, see the article on Backgammon in <i>The Book of + Card and Table Games</i> (Routledge), of which the present paper is an + abridgment.</p> + + <p><a name="Nt_69" href="#NtA_69">[69]</a> For a description of other + forms of the game, see <i>The Book of Card and Table Games</i> + (Routledge).</p> + + <p><a name="Nt_70" href="#NtA_70">[70]</a> See p. <a + href="#page296">296</a>.</p> + + <p><a name="Nt_71" href="#NtA_71">[71]</a> Throughout these rules, + "coloured balls" mean the six balls (not Red) specified in Rule 2.</p> + + <p><a name="Nt_72" href="#NtA_72">[72]</a> <i>Vide</i> page 290, + Definition 4.</p> + + <p><a name="Nt_73" href="#NtA_73">[73]</a> For fuller information on the + subject of the game, see Mr. L. Hoffer's excellent treatise on Chess in + <i>The Book of Card and Table Games</i> (reprinted separately in the Oval + Series, Routledge. 1''s.''), of which this section is a much condensed + abridgment.</p> + + <p><a name="Nt_74" href="#NtA_74">[74]</a> For the meaning of these + letters and figures, see Chess Notation (p. <a + href="#page343">343</a>).</p> + + <p><a name="Nt_75" href="#NtA_75">[75]</a> This is possible in case of a + check with Queen, Rook, or Bishop, but not in case of check with a Knight + or pawns.</p> + + <p><a name="Nt_76" href="#NtA_76">[76]</a> From the Italian + <i>Gambetto</i>, "a trip up."</p> + + <p><a name="Nt_77" href="#NtA_77">[77]</a> With two Bishops checkmate can + be forced, whilst with two Knights only checkmate cannot be given against + the best defence.</p> + + <p><a name="Nt_78" href="#NtA_78">[78]</a> Intending to establish a + centre at once.</p> + + <p><a name="Nt_79" href="#NtA_79">[79]</a> Considered the best reply. + Black develops a piece and attacks a pawn.</p> + + <p><a name="Nt_80" href="#NtA_80">[80]</a> Or 8. ... Kt takes P; 9. Kt + takes Kt, P to Q 4; 10. B to Q 3; P takes Kt; 11. B takes P, Kt to K 2, + &c.</p> + + <p><a name="Nt_81" href="#NtA_81">[81]</a> If 11., Kt takes R, Black + would proceed with 11. ... Q to K 2; 12. Kt to B 7, B takes P; ch.; 13. R + takes B, P takes R; ch.; 14. K takes P, Kt to Kt 5; ch.; 15. K to Kt 3, Q + to B 3; 16. Q to B 3, Q to Kt 2, &c., with a powerful attack.</p> + + <p><a name="Nt_82" href="#NtA_82">[82]</a> A safe defence, though + troublesome for a time.</p> + + <p><a name="Nt_83" href="#NtA_83">[83]</a> The best move, White + threatening with 11. P to Q 5 to win a piece.</p> + + <p><a name="Nt_84" href="#NtA_84">[84]</a> 12. B to K 2 is a sounder + move.</p> + + <p><a name="Nt_85" href="#NtA_85">[85]</a> The best move. 12. ... P to Q + R 3 may also be played; but not 12. ... P to Q R 4, because it weakens + the pawns on the Queen's side for the End game.</p> + + <p><a name="Nt_86" href="#NtA_86">[86]</a> Because Black threatens 15. + ... Kt to K 4, and after 16. ... B or Kt takes Kt; 17. P takes Kt, Q to + Kt 4: ch., winning the K P.</p> + + <p><a name="Nt_87" href="#NtA_87">[87]</a> This move is inferior to 9. P + to K 5.</p> + + <p><a name="Nt_88" href="#NtA_88">[88]</a> The best move. 11. ... Kt to B + 3 would be inferior.</p> + + <p><a name="Nt_89" href="#NtA_89">[89]</a> Black gives up a pawn for a + temporary counter-attack: It is a safer defence than 5. ... Kt takes + P.</p> + + <p><a name="Nt_90" href="#NtA_90">[90]</a> The only right square for the + Bishop, because it secures a retreat for the Knight on both sides, as + will be seen by the sequel.</p> + + <p><a name="Nt_91" href="#NtA_91">[91]</a> If 7. ... P takes B, White + gets the piece back with 8. Kt takes Kt, P takes Kt; 9. R to K sq., + &c.</p> + + <p><a name="Nt_92" href="#NtA_92">[92]</a> Here again, if 8. P takes B, + White replies 9. Q to Q 5, &c.</p> + + <p><a name="Nt_93" href="#NtA_93">[93]</a> As before, if 9. ... P takes + B; 10. Q to Q 5 follows.</p> + + <p><a name="Nt_94" href="#NtA_94">[94]</a> The original move upon which + the opening was based. But it is unsound, as the two specimens given + sufficiently prove. The alternative continuation is 3. ... B to K 2; 4. P + to Q 3, followed by 5. Kt to B 3, &c.</p> + + <p><a name="Nt_95" href="#NtA_95">[95]</a> If 6. ... R takes Kt, then 7. + Q to R 5: ch., K to Q 2; 8. B takes Kt, R takes B; 9. Q takes P: ch., and + wherever the King moves the Queen mates.</p> + + <p><a name="Nt_96" href="#NtA_96">[96]</a> If instead of the text move + 11. ... P to B 5, White wins with 12. R to K sq.</p> + + <p><a name="Nt_97" href="#NtA_97">[97]</a> Threatening 9. Q to Kt 5; ch., + K to Q 3; 10. B to B 4: ch. and 11. Q to K 5: ch., &c.</p> + + <p><a name="Nt_98" href="#NtA_98">[98]</a> 10. ... P to B 4 would be + immediately fatal.</p> + + <p><a name="Nt_99" href="#NtA_99">[99]</a> If 12. ... K takes B, then 13. + Q takes K P: ch., K to Kt 4; 14. Kt to B 3. ch., K to Kt 3; 15. Q to Q 4; + ch., &c.</p> + + <p><a name="Nt_100" href="#NtA_100">[100]</a> If 15. ... Q takes Q: then + 16. R to R 4: ch., K moves; 17. Kt mates either at Kt 3 or at Kt sq. + accordingly.</p> + + <p><a name="Nt_101" href="#NtA_101">[101]</a> Attacking the Rook.</p> + + <p><a name="Nt_102" href="#NtA_102">[102]</a> 11. P to K Kt 3 would be + bad, because of 11. ... P takes P; 12. Q takes P, R to B sq.: ch.; 13. K + to Kt 2, Q to R 4, threatening 14. ... B to R 5, winning.</p> + + <p><a name="Nt_103" href="#NtA_103">[103]</a> Not 12. P takes P, because + in such case Black replies 12. ... P to Kt 6, and wins.</p> + + <p><a name="Nt_104" href="#NtA_104">[104]</a> If 7. Q to B 3, Black + replies 7. ... P to Kt 7: ch.; 8. K takes P, P to K B 3; 9. B takes Kt, R + takes B; 10. Q takes P, B to K 2; 11. Q to K B 3, R to B sq., with the + better position.</p> + + <p><a name="Nt_105" href="#NtA_105">[105]</a> Meaning <i>Flank</i>.</p> + + <p><a name="Nt_106" href="#NtA_106">[106]</a> The work of which the + present article is an abridgment. The Openings here given will be found + treated in this book at much greater length, with others scarcely less + valuable, and a fund of general Chess information.</p> + + <p><a name="Nt_107" href="#NtA_107">[107]</a> In England it was formerly + the custom to play on the white squares, but the Scottish practice of + using the black squares is now generally adopted. So far as the course of + play is concerned, the one plan is as good as the other; and in all + treatises on the game the men are, for typographical reasons, shown on + the <i>white</i> squares. This involves a corresponding alteration of the + position of the board, which is shown with a <i>white</i> bottom square + on the left hand.</p> + + <p><a name="Nt_108" href="#NtA_108">[108]</a> A player may be huffed for + not taking the full number of men he should have taken by the play + adopted. Thus if he takes one man only, where by the same play, duly + continued, he could have taken two, he is liable to the huff. If, + however, he has the choice of two moves, by one of which he would take a + larger number of men taken than by the other, he is under no obligation + to adopt that move.</p> + + <p><a name="Nt_109" href="#NtA_109">[109]</a> See p. 469, <a + href="#Nt_114">footnote</a>.</p> + + <p><a name="Nt_110" href="#NtA_110">[110]</a> This is a more common + method of play at "Trente et Quarante" (see p. <a + href="#page468">468</a>).</p> + + <p><a name="Nt_111" href="#NtA_111">[111]</a> A German mathematician is + said to have calculated the percentage in favour of the Banks to be 1.28 + per cent.</p> + + <p><a name="Nt_112" href="#NtA_112">[112]</a> It must be remembered that + as the player is at liberty to withdraw half his stake when there is a + <i>Refait</i>, he is really paying a premium of 1 per cent. to insure + only <i>half</i> his stake.</p> + + <p><a name="Nt_113" href="#NtA_113">[113]</a> If there were no limit + every one could win at Monte Carlo, by the simple method of doubling up + after each loss. Hence sans maximum, zero does not prevent the Bank from + losing.</p> + + <p><a name="Nt_114" href="#NtA_114">[114]</a> Most system players try to + win a percentage of their capital per diem. Having done so, they retire + from the table. By "<i>grand coup</i>" is meant this amount of daily + winnings. There is no reason why a player should not play his system + <i>ad infinitum</i>. He, however, instinctively knows the grave risk he + is running by continuing his game, and is generally very pleased to + retire after having made a certain daily profit.</p> + + <p><a name="Nt_115" href="#NtA_115">[115]</a> In the series shown on p. + <a href="#page457">457</a>, had a player been fortunate enough to have + played a "<i>Labouchere</i> reversed" on Black, he would have won 890 + units.</p> + +</div> + <p><br style="clear:both" /></p> +<hr class="full" /> + +<h3>Additional material for Project Gutenberg Edition</h3> + +<h5>Forsyth-Edwards Notation for Chess and Draughts figures</h5> + + <div class="poem"> + <div class="stanza"> + <p class="i8">CHESS</p> + </div> + + <div class="stanza"> + <p>Fig. 5. Drawing by perpetual check.</p> + <p>1k6/2p5/QpB5/1P6/8/P2b4/1P6/K1n5</p> + </div> + + <div class="stanza"> + <p>Fig. 6. Illustration of stalemate.</p> + <p>1k6/1P6/1K6/8/8/8/8/8</p> + </div> + + <div class="stanza"> + <p>Fig. 7. Giuoco Piano. Position after Black's 15th move.</p> + <p>r2nk2r/pppbqp2/1b3npp/4p3/4P3/2P1BNN1/PPB1QPPP/R4RK1</p> + </div> + + <div class="stanza"> + <p>Fig. 8. Giuoco Piano. Position after White's 28th move.</p> + <p>3r4/1pp2p1k/1pn2npp/4pN2/2q1P3/P1P1Q1NP/1P3PP1/5RK1</p> + </div> + + <div class="stanza"> + <p>Fig. 9. Evans Gambit. Position after White's 19th Move.</p> + <p>1rbq1rk1/p1b3pp/3p1pn1/np1P1N2/2p1P3/5N2/PB1QBPPP/2R2R1K</p> + </div> + + <div class="stanza"> + <p>Fig. 10. Two Knights' Defence. Position after Black's 9th move.</p> + <p>r1bq1b1r/pp2n1pp/2p1k3/3np3/2BP4/2N2Q2/PPP2PPP/R1B1K2R</p> + </div> + + <div class="stanza"> + <p>Fig. 11. Scotch Gambit. Position after White's 11th Move.</p> + <p>r1bqr3/ppp2k1p/2n3p1/2QP4/3p4/8/PPP2PPP/RNBQ3R</p> + </div> + + <div class="stanza"> + <p>Fig. 12. Muzio Gambit. Position after Black's 5th Move.</p> + <p>rnbqkbnr/pppp1p1p/8/8/2B1Pp2/5p2/PPPP2PP/RNBQ1RK1</p> + </div> + + <div class="stanza"> + <p>Fig. 13. White pawn advantage. Black to Move and Draw.</p> + <p>r7/8/q7/8/8/1P5k/1R6/6QK</p> + </div> + + <div class="stanza"> + <p>Fig. 14. King and pawn against King. Black to Move and Draw.</p> + <p>8/8/8/8/8/1P5k/8/6K1</p> + </div> + + <div class="stanza"> + <p>Fig. 15. King and pawn against King. White to Move and Win.</p> + <p>8/8/8/8/8/1k6/6P1/2K5</p> + </div> + + <div class="stanza"> + <p>Fig. 16. King and Queen against King. White to Move and Win.</p> + <p>8/8/4k3/8/8/8/8/KQ6</p> + </div> + + <div class="stanza"> + <p>Fig. 17. Two Rooks and King against King. White to Move and Win.</p> + <p>8/8/8/3k4/8/8/8/KRR5</p> + </div> + + <div class="stanza"> + <p>Fig. 18. King and Rook against King. White to Move and Win.</p> + <p>8/8/8/4k3/8/2K5/8/1R6</p> + </div> + + <div class="stanza"> + <p>Fig. 19. King and two Bishops against King. White to Move and Win.</p> + <p>8/8/8/8/5kBB/8/8/K7</p> + </div> + + <div class="stanza"> + <p>Fig. 20. King, Bishop, and Knight against King. White to Move and Win.</p> + <p>8/8/8/K1k4B/8/8/8/N7</p> + </div> + + <div class="stanza"> + <p class="i8">DRAUGHTS</p> + </div> + + <div class="stanza"> + <p>Fig. 3. Two Kings to One. White to Move and Win.</p> + <p>WK11,K22:BK5</p> + </div> + + <div class="stanza"> + <p>Fig. 4. Three Kings to Two. White to Move and Win.</p> + <p>WK11,K15,K18:BK5,K28</p> + </div> + + <div class="stanza"> + <p>Fig. 5. First Position. Black to Move and Win.</p> + <p>W30,K8:B22,27</p> + </div> + + <div class="stanza"> + <p>Fig. 6. Second Position. Black to Move and Win.</p> + <p>W12,13,K11:B3,6,K5</p> + </div> + + <div class="stanza"> + <p>Fig. 7. Third Position. Black to Move and Win.</p> + <p>WK14,K22:B5,K13,K21</p> + </div> + + <div class="stanza"> + <p>Fig. 8. Fourth Position. Black to Move and Win, or White to Move and Draw.</p> + <p>W30,K31,K32:B21,K22,K23,K28</p> + </div> + </div> + +<p> </p> +<p> </p> +<hr class="pg" /> +<p>***END OF THE PROJECT GUTENBERG EBOOK HOYLE'S GAMES MODERNIZED***</p> +<p>******* This file should be named 39445-h.txt or 39445-h.zip *******</p> +<p>This and all associated files of various formats will be found in:<br /> +<a href="http://www.gutenberg.org/dirs/3/9/4/4/39445">http://www.gutenberg.org/3/9/4/4/39445</a></p> +<p>Updated editions will replace the previous one--the old editions +will be renamed.</p> + +<p>Creating the works from public domain print editions means that no +one owns a United States copyright in these works, so the Foundation +(and you!) can copy and distribute it in the United States without +permission and without paying copyright royalties. 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