Hoyle's Games Modernized

Part 27

Chapter 273,346 wordsPublic domain

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. {435}

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 _Guide to the Game of Draughts_, published in 1800, which for many years was the leading authority on the game.

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 _second_ player is from the one double corner towards the other.

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.

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 (_Scotticé_, souter).

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.

15. The "Will-o'-the-Wisp" is formed by the first three moves: 11 to 15, 23 to 19, 9 to 13.

N.B.--The reader should observe, in studying the position following, that the numbering of the squares always starts from the _black_ side of the board, whether black occupy the upper or the lower rows. {436}

END GAMES.

TWO KINGS TO ONE.

_Position._

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | BB | | | | | | | | |---------------------------------------| | | | | | | WW | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | WW | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | +---------------------------------------+ White.

FIG. 3. [WHITE TO MOVE AND WIN.]

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: {437}

_Solution._

22.18 1.5 1.5 5.9 10.6 9.13 11.15 5.1 10.15 9.6 14.10 13.17 18.14 1.5 15.18 6.1 6.1 17.13 15.10 5.9 18.22 W. wins.

THREE KINGS TO TWO.

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.

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 manoeuvre 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. {438}

_Position._

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | BB | | | | | | | | |---------------------------------------| | | | | | | WW | | | |---------------------------------------| | | | | | WW | | | | |---------------------------------------| | | | | WW | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | BB | |---------------------------------------| | | | | | | | | | +---------------------------------------+ White.

FIG. 4. [WHITE TO MOVE AND WIN.]

THE ELEMENTARY POSITIONS.

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. {439}

FIRST POSITION.

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | | | | | | | WW | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | B | | | | | | |---------------------------------------| | | | | | | B | | | |---------------------------------------| | | | W | | | | | | +---------------------------------------+ White.

FIG. 5. [BLACK TO MOVE AND WIN.]

{440} _Solution._

27.32 6.1 14.18 9.14 8.11 22.18 9.6 1.5 32.27 1.6 18.15 14.17 11.7 18.15 30.25 S--15.10 27.23 6.1 15.18 17.22 7.10 15.10 6.10 10.14 22.26 1.5 5.1 22.25 V.1--10.6 10.6 25.21 5.1 26.31 5.1 1.5 25.22 6.9 14.13 10.6 1.6 31.26 1.5 18.15 22.25 9.6 6.1 21.17 6.10 26.22 5.9 5.1 25.22 6.10 1.5 6.9 10.15 23.18 9.13 15.18 22.25 10.6 10.14 17.13 15.18 18.14 13.9 18.15 25.21 B. wins.

VARIATION 1.

30.25 22.18 5.9 15.18 23.18 1.5 10.15 9.5 10.6 18.15 V.2--9.5 18.22 18.14 5.1 15.18 17.14 6.1 15.10 5.9 1.6 26.30 1.5 1.5 5.1 25.21 10.6 9.6 6.2 30.25 5.1 18.15 1.5 1.5 14.10 21.17 22.17 25.22 1.5 5.1 14.9 5.1 6.1 6.9 B. wins.

VARIATION 2.

9.14 17.13 Continue as 1.5 1.5 trunk at 21.17 14.17 S. 5.1 15.10 B. wins.

{441}

SECOND POSITION.

Black. +---------------------------------------+ | | | | | | B | | | |---------------------------------------| | BB | | B | | | | | | |---------------------------------------| | | | | | | WW | | W | |---------------------------------------| | W | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | +---------------------------------------+ White.

FIG. 6. [BLACK TO MOVE AND WIN.]

{442}

_Solution._

5.9 23.18 14.10 11.15 28.24 19.24 9.14 18.14 10.15 15.11 24.19 24.28 14.18 6.10 15.19 11.16 19.23 28.32 18.15 10.15 19.24 16.20 23.27 32.28 15.11 15.19 11.16 20.24 27.32 28.19 3.7 19.24 16.23 24.19 32.28 12.8 7.10 24.27 23.18 19.23 28.24 8.4 10.15 27.32 18.14 23.27 24.28 4.8 15.19 32.27 6.1 27.32 28.32 8.11 19.24 27.24 14.9 32.28 32.28 13.6 24.27 24.19 1.10 28.32 28.32 11.16 27.31 19.15 10.15 32.28 32.28 16.20 31.27 15.10 15.19 28.32 28.24 B. wins. 27.23 10.6 32.28 24.19

{443}

THIRD POSITION.

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | B | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | BB | | WW | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | BB | | WW | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | +---------------------------------------+ White.

FIG. 7. [BLACK TO MOVE AND WIN.]

_Solution._

{444}

13.9 14.18 11.15 22.18 5.9 25.22 9.6 10.6 23.27 18.22 9.13 22.26 6.1 6.10 27.24 V.1--22.18 26.31 26.22 21.25 10.14 24.20 V.2--18.15 31.27 22.26 1.6 18.22 20.16 14.17 27.23 26.22 6.2 V.3--22.25 16.12 17.14 2.7 22.26 25.22 25.22 12.8 15.10 7.11 26.22 22.26 V.4--22.25 8.3

VARIATION 1.

14.18 10.15 26.31 5.9 30.26 18.22 18.23 15.19 31.27 1.6 26.30 21.17 23.26 19.23 27.31 6.10 22.26 9.14 26.30 23.18 B. wins.

VARIATION 2.

14.17 5.14 25.21 5.9 30.26 17.22 A--17.21 14.18 21.17 9.14 B. wins. 22.6 18.9 -- 1.19 1.5 A B. wins. 21.30 18.15

VARIATION 3.

14.10 10.14 14.9 23.19 19.15 15.10 B. wins.

{445}

VARIATION 4.

22.18 22.26 22.26 23.27 27.24 20.16 18.22 26.22 26.22 11.15 24.20 16.12

B. wins. Very critical, and requires extreme care in forcing the win.

FOURTH POSITION.

Black. +---------------------------------------+ | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | | | | | | | | | |---------------------------------------| | B | | BB | | BB | | | | |---------------------------------------| | | | | | | | | BB | |---------------------------------------| | | | W | | WW | | WW | | +---------------------------------------+ White.

FIG. 8. [BLACK TO MOVE AND [WHITE TO MOVE AND WIN.] DRAW.]

{446}

_Solution_.

Black to move. White to move.

28.24 32.27 31.27 22.18 32.28 24.28 23.19 31.27 24.20 27.32 27.31 28.24 28.32 18.22 19.24 27.31 22.18 31.27 32.27 18.23 31.27 22.26 24.20 31.26 23.19 30.23 27.32 Drawn. 27.31 28.24 19.24 B. wins.

For further information as to the science of the game, see the article "Draughts" in _The Book of Card and Table Games_, of which the above account is an abridgment. The reader desirous of still more minute information will find it in _The Game of Draughts Simplified_, by Andrew Andersen. The fifth edition (1887) of this standard work (James Forrester, 2s. 6d.) is edited by Mr. Robert McCulloch, the writer of the above-mentioned article. Mr. McCulloch has also produced a book of his own, _The Guide to the Game of Draughts_ (Bryson & Co., Glasgow, 2_s_. 6d.). These are thoroughly up-to-date publications. We may mention in addition the _American Draughtplayer_, by H. Spayth, the accepted authority in America, and two valuable works by Mr. Joseph Gould, _The Problem Book_, and _Match Games_.

* * * * *

{447}

ROULETTE AS PLAYED AT MONTE CARLO.

BY CAPTAIN BROWNING.

("Slambo" of _The Westminster Gazette_.)

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.

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 (_Dernière_), the second (_Milieu_), and first (_Première_) twelve (_Douzain_) numbers.

On either side of the column of figures are further spaces to mark the _Rouge_ (or Red numbers); _Impair_ (or odd numbers), _Manque_ (all numbers from 1 to 18 inclusive) on the one side; and the _Noir_ (or Black numbers), _Pair_ (or even numbers), and _Passe_ (all {448} numbers from 19 to 36 inclusive) on the other side; at the top of all is the space reserved for zero.

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.).

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.

The game is played in the following manner. A croupier--styled the _Tourneur_--calls out, "_Messieurs, faites vos jeux_," when the players place their stakes on that portion of the cloth which indicates the chance they wish to play upon. The _tourneur_ then says, "_Les jeux sont fait_," 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, "_Rien ne va plus_," 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 _tourneur_ in this way, "_Onze, noir, impair, et manque_," which means that number 11, the Black, the uneven, and the _manque_ (numbers 1 to 18) win. The losing stakes are first raked into the Bank, then the winnings are paid, after which the _tourneur_ again says, "_Messieurs, faites vos jeux_," and the game proceeds as before.

{449}

There are no less than eight different methods of staking at Roulette. Besides the three even chances: Red, Black; _Pair_, _Impair_; _Passe_ or _Manque_, one single number may be backed. This is called staking _en plein_. Or two numbers may be coupled (_à cheval_); or three numbers (_transversale pleine_); or four numbers (_carré_); or six numbers (_transversale simple_, or _sixaine_). In addition, the first, second, or third dozens of numbers (_Douzaine Première_, _Milieu_, or _Dernière_), 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 _en plein_ 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, _Pair_, _Impair_, _Passe_, or _Manque_ being even money chances.

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 _à cheval_--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, {450} 1, 2, 3 (_quatre premières_), 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 _voisins_, or adjacent numbers, 0, 26, 15 on the Wheel, three separate stakes would be required.

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 _Rouge_ and _Impair_, 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 _Passe_ and _Noir_ or _Rouge_ and _Manque_ at the same time, two separate states would be required.

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 _carré_ 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.

Each table is presided over by two _chefs-de-partie_, who sit on elevated chairs on either side of the Wheel. There are four croupiers, who sit at the _Banque_ (one {451} being the _tourneur_), 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.

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.

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--_Rouge_, _Pair_, _Manque_, &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.

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.

Thus it will be seen that, theoretically, once in every thirty-seven spins the Bank wins _half_ of all money staked on the even chances; on which chances, consequently, the Bank may be said to have a percentage {452} 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 _Impair_ 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 _Impair_ 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 _Pair_, 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 _transversales_, _carrés_, and _en pleins_, by which method he loses all his money if zero appears, should rather stake the equivalent amount on Black and _Impair_, or Red and _Pair_, 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 _à cheval_ on two dozens. A more idiotic method {453} of gambling cannot be conceived. The equivalent amounts (supposing the _douze_ P and the _douze_ M are selected) should be staked on _Manque_, and the _transversale_ of 19 to 24. Now if zero appears half the stake on _Manque_ is saved, but in the former case the entire stake would be lost!