Spons' Household Manual A treasury of domestic receipts and a guide for home management

Part 122

Chapter 1224,631 wordsPublic domain

The cards are then scattered in the centre of the table, with their faces downwards. Each player then draws one in turn, displaying it before him and calling what it is. Should it only be an ordinary card or picture drawn each time let the cards drawn lie in a heap before the player; should aces be drawn spread them conspicuously in front of the others.

The cards to score points are:

1. The majority in possession when all are drawn.

2. The majority of court cards.

3. Every ace.

4. Every ace to which you have also drawn the deuce of the same suit.

Should any player draw the deuce of the same suit as an ace drawn he calls the owner’s attention to the fact, who immediately places the ace with his other cards, it being “killed” and reduced in value. Should a deuce be drawn before the ace of its suit it must be replaced with the others again, and another card be taken, the cards being previously shuffled. A player drawing the deuce of the same suit as an ace in his possession places it upon the ace, and keeps them separate from the others, as they score the most points. If a card drawn pairs with the player on either side, the person drawing the pairing card has immediately to pass all his cards to the one so paired, and pay a forfeit of one point to the pool.

When all the cards have been taken the pool-master (it is best always to appoint one player to occupy this post, or confusion is apt to ensue) pays out the points scored as follows:

1. For the majority of cards, 1 point.

2. For each ace on which the deuce has not been drawn, 2 points.

3. For majority of pictures, 3 points.

4. For each ace on which the deuce has been drawn, 4 points.

The cards are then mixed for a fresh start, and the pool again subscribed if run low.

Laws.--1. Each player to take but one card, and in turn; departure from this rule a fine of one to the pool.

2. If a deuce is drawn before the ace, it is to be replaced; if drawn after the ace, and replaced in mistake, it cannot be recovered, provided the ace was conspicuously displayed; the player so doing loses his turn and pays one to the pool.

3. A player turning a card other than that he draws pays one to the pool.

4. A player pairing with the last card drawn by the person on either side of him passes all his cards to that player and pays one to the pool. Should it so happen that he pairs with both, the one on the left has the preference.

5. It is not necessary that a player should have any cards in his possession to be paired with; the last card he drew, whether he has lost it or not, is the one to count.

6. Any dispute to be settled by pool-master.

7. Pool-master to be chosen for each game if desired. (H. E. Heather).

_Dominoes._--A set of dominoes usually consists of 28 oblong cards, each consisting of 2 squares united; no 2 pieces are alike, they being distinguished by pips. It is important for the learner to bear in mind that there are 7 dominoes of each number, and that each number is joined to one of each of the others. The calculations of the game are founded on these facts.

Dominoes are usually made with bone or ivory faces and ebony backs. They are shuffled, or “made,” as it is technically termed, by being turned downwards on the table, and mixed quickly by a light pressure and rapid movement with the hands.

On the Continent, where the game is usually played on a marble or hardwood table, the dominoes have frequently a projecting metal stud in the middle of the face; this enables them to be mixed with greater facility on smooth surfaces, but prevents their being effectually shuffled on one covered with a cloth, unless a large sheet of cardboard is interposed. Care should be taken that the back of the dominoes should not be stained or marked, as, if only one is thus capable of being distinguished, it lessens in the highest degree the interest of the game. They should be of good size, as small sets are very inconvenient to play with, and of sufficient thickness to stand firmly on their edges, with their faces turned towards the player and their backs towards his opponent.

As the game usually played is 100, a marker is convenient to score the successive additions made by each player. On the Continent very convenient markers are used; but there is a simple plan of making them extemporaneously with a visiting card. This is to be cut as shown in Fig. 106.

By turning back the nicks along the dotted lines the number marked on each is scored; a card so notched will score up to 99, and will answer for a large number of games before it becomes useless by the nicks breaking off.

The dominoes having been shuffled face downwards on the table, one of the two players pushes 2 towards the other, who selects one of the two, leaving the other for his opponent. Both are then turned up, and the player who has the highest number has the lead, or “pose,” as it is called. In England it is frequent for the holder of the 6-6 (double six) to pose first--a stupid plan, as it quite spoils the first hand, inasmuch as 6-6 may be a very bad domino to play from the dominoes held.

The 2 dominoes drawn and exposed are again mixed with the others, the non-leader mixing for them last. Each player then selects 7 dominoes; the leader plays one, placing it face upwards on the table, and the opponent matches it from his own hand, playing at either end as he thinks fit.

Thus, if the first player plays 4-5, the second may play either a 5 to his 5, or, should he think it more advantageous, a 4 to the 4, thus:

If a double is played first, which gives the second player only one number to play to, it is usual to place the double in a cross.

In either case the first player plays again, and so on alternately until one or other has played out, when he scores the pips on the domino or dominoes remaining in his opponent’s hand.

If one player cannot play at either end, he says “go,” when his opponent plays on until some number is posed to which he can play. If neither can play, both hands are shown, and the one that has the fewest pips wins the score, which should consist of the whole of the opponent’s pips as well as his own added together. After a score the dominoes are turned and mixed, the pose or lead being taken alternately.

Persons who know but little of the game think that the best play is at once to get rid of the heaviest dominoes, but this is not necessarily the case; but with a heavy hand, every care should be taken not to let the opponent close the game leaving you with a heavy score. In this most simple English game the aim of the player should be to make his long suit, and prevent his opponent playing.

Following are a few examples of hands played in the ordinary English game with 7 pieces. In this game the player sees his whole hand of seven at once, and he knows that his opponent has also seven, or one-third of the remainder; the other 14 dominoes are untouched, and he can make his calculations and play his game accordingly. In this game, each player plays alternately, until one or other has played all his dominoes, when he scores the number of pips left in his opponent’s hand. Should either be unable to play, the other continues until he brings a card to which his opponent can play. Should both players be unable to play, then the one who has the least number of pips scores, not only those in his opponent’s hand, but his own also. To give an example. Suppose 2 players, A. and B., playing the English game, and having drawn for pose, A. plays first from the following hand:--6-6, 5-2, 5-0, 4-3, 4-0, 2-2, 2-1.

An inexperienced player would probably play his 6-6, that being a heavy card, and in all probability he would lose the score if his opponent had 2 or 3 sixes in his hand.

The proper play would be the 2-2, as it gives B. only one number to play to, and if, as not unfrequently happens, B. has no twos, A. has the chance of a splendid game.

Let us take B.’s hand as follows:--6-4, 6-3, 6-1, 5-4, 5-1, 3-0, 1-1.

A. plays 2-2. As B. cannot play, A. plays again, selecting the card of which he has most (so as to lessen B.’s chance as much as possible), this would be the 2-5, as he has 2 fives in his hand and only a single one. If B. plays 5-1, which offers his best chance of success, A. will play 1-2, and the game will be shut up. On counting the pips, A. will be found to have 22 and B. 46. A. consequently scores 68 towards the game of 100.

If, on the contrary, A. plays the 6-6, he may lose, and he cannot possibly win as many as he could have done with the previous play.

If B. replies to 6-6 with 6-1, A. would then play 1-2, B. 6-4, A. 2-2, B. 4-5, A. would close the game by making 2-all, viz. 2 at both ends, by placing 5-2 to the 5 end, and his score would be 36, made up of B.’s 20 pips and A.’s own 16.

A hand with 3 or 4 of any one number is better than a hand with only 2 of each sort, even supposing the first to be much the heavier, as it gives a command of the game, and enables the holder to shut his adversary out and to play his own dominoes as he likes, closing the game if he thinks fit.

Thus take the following hands, A. to play first with the heavy pieces, viz.: 6-6, 6-4, 6-3, 6-1, 5-4, 5-2, 5-1, and B. to be his opponent with the light hand: 5-0, 4-1, 3-3, 3-1, 2-2, 2-1.

If A. commences with 6-6, B. must lose, provided A. plays with the most ordinary skill.

The principle of the game is to play so as to bring the numbers of which you hold most (and therefore in all probability your opponent least) at the ends; by this means you play out more dominoes than he does, and you often have the opportunity of closing the game. But this must be done with judgment, for it sometimes may happen that the player who shuts up the game loses, as his opponent may have a less number than he has, and win the score. It is this uncertainty which gives interest to the game, for to close the game and win when the numbers are nearly equal shows the skill and judgment of the player.

_Mill._--This is a good evening game for boys. It somewhat resembles draughts, and is easily manufactured as follows: Take a sheet of stiff white cardboard, such as is sold for mounting water-colour drawings, &c., draw on it 3 oblong squares (Fig. 107) one within the other; the outside square, say 18 in. by 14 in., the second 14 in. by 10 in., and the third 10 in. by 6 in. Unite the 3 squares by drawing 4 opposite lines from the centre square to the outside square, so as to make 4 passages, enabling the players to move their men from one square to the other. Fig. 107 shows the board, with a game in progress.

In this game the black men are supposed to be winning. At the right hand black has a double mill, and a single mill at the top; white has a double mill also, but is afraid to open it, as black would instantly seize his man.

The lines forming each square should be ½ in. wide. The board can be made in a few minutes with the help of a flat rule with the inches marked on it. “Mill” is played by 2 people, each of whom has nine men; draught men will do. Having chosen who is to commence, begin by placing a man on any part of the board, either at the corner of a square or in the centre, of on one of the 4 lines. _The men must not be placed in the intermediate spaces._ Each line holds a mill, which consists of 3 men in a row, and the object of each player is to make a mill, and to prevent his adversary from making one. When a mill is made call out “mill,” and remove one of your opponent’s men, provided it does not form one of a mill, which cannot be broken as long as it remains closed; try, if possible, to get a double mill, that is, 5 men so placed that by moving one man either forwards or backwards you make a mill each time. If you can get 3 men on 3 corners of one square--which, if your opponent is a good player, he will prevent your doing--you are certain at all events of one mill, if not of a double one. When all the men are on the board you can move a man in any direction on the lines and up or down the cross lines into the other squares, but you must not cross the squares in any other way but by the passages; each passage will hold a mill. A move is from the corner of either square, on the line, to the centre, or back again, so on all round the squares if necessary--i.e. supposing you have only 3 men left, the rest having fallen to your opponent’s skill, and these 3 are in different parts of the board, you must move them till you have succeeded in joining them into a mill. When you have one or more mills, open either by moving a man forward (taking care that your opponent has not a mill ready to be closed, as he will then take your man and break your mill), and when you close it again remove one of your adversary’s men not forming part of a mill. When a mill is open it is of course in danger. The most amusing part of the game is when each has arrived at his last mill and is trying to destroy his opponent’s. The board may also be made of 2 very thin pieces of wood, joined by 2 hinges in the centre, so as to fold it up when not in use, painted white or black, and the squares and passages painted gold or scarlet.

_Pachîsî._--This is a variety of the game of draughts as played by the natives of India, as good as, if not superior to, the English game. The freedom of moving in any direction, and the fact that it is not obligatory to accept a force, make the game one entirely of tactics, and are productive of many phases before the game is finished. The rules are few and simple. The name Pachîsî is derived from the Oriental expression for “25”--the number of posts in the square (Fig. 108): _a_ are places for the men when off the board.

Pachîsî is played with a board as in Fig. 108, and 16 pieces on each side. The centre line of posts is left vacant. A piece may be moved in any direction along any line (and this includes advancing, retiring, and a lateral or diagonal move), but no farther than one post. Captures are made as in draughts, and are not limited in number, i.e. each piece has the power of a crowned piece in ordinary draughts. It is not obligatory to capture an adverse piece when it is possible to do so. The game is won precisely as in draughts, by capturing all the adverse pieces, or by the adversary being unable to move.

_Poker._--Poker is a round game at cards, much played in America, but scarcely known in this country. Recently it has found favour here. The deal is determined by throwing a card to each player, the lowest having the first deal, and the deal afterwards proceeding to the left, as at whist. A pack of 52 cards is used. It is better not to play with more than 6 players.

The dealer, beginning with the person at his left, throws round 5 cards to each player, giving one card at a time. The dealer shuffles and makes up the pack himself, or it may be done by the player at his left, and the player at his right must cut.

To begin the pool, the player next to the dealer on his left must put up money, which is called an “ante,” and then in succession each player, passing round to the left, must, after looking at his hand, determine if he goes in or not; and each person deciding to play for the pool must put in twice the amount of the ante. Those who decline to play throw up their cards face downwards on the table, and for convenience in front of the next dealer.

When all who wish to play have gone in, the person putting up the ante can either give up all interest in the pool, thus forfeiting the ante which has been put up, or else can play like the others who have gone in, by “making good,” that is, putting up in addition to the ante as much more as will make him equal in stake to the rest.

If a number of players have gone in, it is best generally for the ante-man to make good and go in, even with a poor hand, because half his stake is already up, and he can therefore stay in for half as much as the others have had to put up, which is a percentage in favour of his taking the risk. This of course does not apply if any one has “raised,” that is, more than doubled the ante, before it comes around to the starting point.

Any one at the time of going in must put up as much as double the ante, and may put up as much more as he pleases, by way of “raising” the ante; in which case, every other player must put up as much as will make his stake equal to such increase, or else abandon what he has already put in.

Each player as he makes good, and equals the others who are in before him, can thus increase the ante if he chooses, compelling the others still to come up to that increase, or to abandon their share in the pool.

All “going in,” or “raising” of the pool, as well as all betting afterwards, must be in regular order, going round by the left; no one going in, making good, increasing the ante, or betting, except in turn. When all are in equally who intend to play, each player in turn will have the privilege of drawing; that is, of throwing away any number of his 5 cards, and drawing as many others, to try to better his hand. The cards thus thrown up must be placed face downwards on the table, and, for convenience, in front of or near the next dealer.

The dealer, passing around to the left, will ask each player in turn how many cards he will have, and deal him the number asked for, from the top of the pack, without their being seen. The dealer if he has gone in to play for the pool will, in like manner, help himself last.

The players must throw away their discarded cards before taking up, or looking at those they draw.

In the game every player is for himself and against all others, and to that end will not let any of his cards be seen, nor betray the value of his hand by drawing or playing out of his turn, or by change of countenance or any other sign. It is a great object to mystify your adversaries up to the “call” when hands have to be shown. To this end it is permitted to chaff or talk nonsense with a view of misleading your adversaries as to the value of your hand, but this must be without unreasonably delaying the game.

When the drawing is all complete, the betting goes around in order, like the drawing, to the left. The ante man is the first to bet, unless he has declined to play, and in that case the first to bet is the player nearest to the dealer on his left. But the player entitled to bet first may withhold his bet until the others have bet round to him, which is called “holding the age,” and this, being an advantage, should, as a general rule, be practised. Each better in turn must put into the pool a sum equal at least to the first bet made; but each may in turn increase the bet or raise it as it comes to him; in which case the bets, proceeding around in order, must be made by each player in his turn equal to the highest amount put in by any one, or else, failing to do that, the party who fails must go out of the play, forfeiting his interest in the pool.

When a player puts in only as much as has been put in by each player who has preceded him, that is called “seeing” the bet. When a player puts in that much, and raises it, that is called seeing the bet and “going better.”

When the bet goes around to the last better or player who remains in, if he does not wish to see and go better, he simply sees and “calls,” and then all playing must show their hands, and the highest hand wins the pool. When any one declines to see the bet, or the increase of bet which has been made, he “lays down” his hand, that is, throws it up with the cards, face downwards, on the table. If all the other players throw down their hands, the one who remains in to the last wins, and takes the pool without showing his hand.

To “bluff” is to take the risk of betting high enough on a poor hand or a worthless one to make all the other players lay down their hands without seeing or calling you.

When a hand is complete, so that the holder of it can play without drawing to better it, that is called a “pat” hand. A bold player will sometimes decline to draw any cards, and pretend to have a pat hand, and play it as such, when he has none.

A skilful player will watch and observe what each player draws, the expression of the face, the circumstances and manner of betting, and judge, or try to judge, of the nature of each hand opposed to him accordingly.

No one is bound to answer the question, how many cards he drew, except the dealer; and the dealer is not bound to tell after the betting has begun.

Drawing.--If the player determines to draw to a pair, he draws 3 cards.

If he draws to 2 pairs, he draws one card. If he holds 3 to begin with, he draws 2 cards, in order to have the best chance of making a full, inasmuch as, in playing, pairs are apt to run together. But, to deceive his adversaries and make them think he has nothing better than 2 pairs, a sharp player will often draw but one card to his 3’s.

It is advisable sometimes to keep an ace or other high card as an “outsider,” with a small pair, and draw but one card--thus taking the chance of matching the high cards and so getting a good 2 pairs, or something better possibly--while at the same time others may be deceived into believing that the player is drawing to 3’s.

When drawing to cards of the same suit to try to make a flush, or to cards of successive denominations to try to make a sequence, as many more cards are to be taken as will be needed to fill out the flush or the sequence. But it is seldom advisable to venture in to draw for either a flush or a sequence when more than one card is required to complete the hand.

When a player holds 4’s in his original hand it is as good as it can be, and yet it is best to throw away the outside card and draw one, because others may then think he is only drawing to 2 pairs, or for a flush or a sequence, and will not suspect the great value of the hand. When one is in (as he ought seldom to be) without even so much as a pair, his choice must be either to discard 4 cards, or 3 cards, and draw to the highest, or 2 highest in the hand, or throw away the whole hand and draw 5, or look content and serious, stand pat, and bet high!

The player determining to try this last alternative on a worthless hand had generally better begin by raising when he goes in, or else nobody will be likely to believe in his pretended strong hand.

Relative Value of Hands in their Order, beginning with the Best.--1. A Sequence Flush: Which is a sequence of 5 cards, and all of the same suit.

2. Fours: Which is 4 out of the 5 cards, of the same denomination.

3. A Full: Which is a hand consisting of 3 cards of the same denomination, and 2 of likewise equal denomination.

4. A Flush: Which is all 5 cards of the same suit.

5. A Sequence: Which is all 5 cards not of the same suit, but all in sequence. (In computing the value of a sequence an ace counts either as the highest or lowest card, that is, below a deuce or above a king.)

6. Threes: Which is 3 cards of the same denomination, but the other 2 of different denominations from each other.

7. Two Pairs.

8. One Pair.

9. Highest Card: When a hand has neither of the above, the count is by the cards of highest value or denomination. [Ace is highest.]

When parties opposed, each holds a pair, the highest pair wins, and the same when each party holds 3’s or 4’s.

When each party holds 2 pairs, the highest pair determines the relative value of the hands.

When each party holds a sequence, the hand commencing with the highest card in sequence wins; so also when two or more parties hold flushes against each other.

That full counts highest of which the 3 cards of the same denomination are highest. The 2 cards of the same denomination help only to constitute the full, but do not add to the value of the hand.