The percentage of the house, even in a square game, may be seen from

the following table, which gives the odds against the event, and the

odds which the house pays:--

The odds against 3 or 18 are 215 to 1; the house pays 180

” 4 ” 17 ” 71 ” 1 ” 60

” 5 ” 16 ” 35 ” 1 ” 29

” 6 ” 15 ” 20½ ” 1 ” 18

” 7 ” 14 ” 13¼ ” 1 ” 12

” 8 ” 13 ” 9¼ ” 1 ” 8

” 9 ” 12 ” 7¼ ” 1 ” 6

” 10 ” 11 ” 7 ” 1 ” 6

_=Cheating.=_ There are endless ways of swindling at Chuck-luck, the

most modern being to turn the dice over after they have reached the

table through the funnel. This is done by an apparatus under the cloth,

the dealer looking down the funnel to see how the dice lie, and then

adjusting them to suit himself. Another method is to hold out one die,

throwing only two down the funnel, and slipping the third down the

outside, turning it so that when it is combined with the two already

in the funnel it will beat the big bets on the layout. Raffles can be

forced in this way whenever the two dice in the funnel are paired.

RONDEAU.

This game is played on a pocket billiard table. The banker asks for

bets on the _=inside=_ and _=outside=_, and the amounts staked on each

side must balance. So long as they do not balance, the banker must ask

for what he wants: “Give me fourteen dollars on the outside to make

the game,” etc. As soon as the amounts balance, and no more bets are

offered, he says: “Roll. The game is made.”

A round stick, about a foot long, is placed behind nine small ivory

balls. Any person may roll. He takes his stand at one corner of the

table and rolls the balls across the table to the pocket diagonally

opposite him. At least one ball must go into the pocket and one must

be left out, or they must be rolled over again. The number of balls

left outside the pocket, odd or even, decides whether the inside or the

outside bets win; and after the banker has deducted his ten per cent,

the players who have backed the winning side get their money.

MONTE BANK.

The money staked by the banker is piled upon the table, so that all

players may see what is to be won. The banker takes a Spanish pack of

forty cards, shuffles them, and offers them to the players to be cut.

Holding the pack face down, the banker draws two cards from the bottom

and places them on the table, face up, for the “bottom layout.” He then

draws two cards from the top of the pack for the “top layout.”

The players can bet on either layout, and after all the bets are placed

the pack is turned face up. The card that shows is called the “gate.”

If it is of the same suit as either of the cards in the top layout, the

banker pays all bets on that layout. If there is a card of the same

suit as the gate in the bottom layout, the banker pays that also. If

there is no card of the same suit as the gate in either of the layouts,

the banker wins from that layout; so that he may win or lose from

either or both on the same gate.

The pack is then turned face down, the gate is drawn off and thrown

aside and two fresh layouts are made, as before and the bets placed

before the new gate is shown. This is continued until the pack is

exhausted.

THREE-CARD MONTE.

This is a purely gambling game, chiefly useful for separating fools

from their money. The dealer takes three cards, slightly bent

lengthwise, so as to be more easily picked up by the ends. One of these

is shown, and the players are told to watch it. After a few skilful

passes, the three cards come to rest on the layout, and the players are

asked to bet that they can pick out the card shown.

If the dealer will lay two to one, it is a fair gamble; but if he lays

even money only, the player is betting two to one against himself.

There are endless ways of pretending to mark the shown card, so that

it may be known by the back; but the dealer or his confederate always

knows that this is done, and the mark is shifted during the passes.

UNDER AND OVER SEVEN.

This game is played with a layout, divided and marked as follows:--

[Illustration:

+------+--------+------+

| _U_ | _7_ | _O_ |

| EVEN | 3 TO 1 | EVEN |

+------+--------+------+

]

The players can bet on any of the three spaces. Two dice are thrown by

the banker, and if the number thrown is _=under=_ seven he pays all

bets upon the U, even money, taking all those upon 7 and O. If the

throw is _=over=_ seven, he pays all bets upon the O, taking all those

upon U and 7. If seven is thrown, he pays all bets upon that number,

three for one, and takes all upon U and O.

As there are 36 possible throws with two dice, 15 being under and 15

over seven, the percentage in favour of the banker is always 21 to 15,

on U and O. As there are only 6 ways out of 36 to throw seven, the

odds against it are 5 to 1; but the banker pays only 3 for 1. In spite

of this enormous percentage in his favour, he frequently adds to his

revenue by skilful cheating.

LANSQUENET.

This is a banking game for any number of players, with a pack of

fifty-two cards. After the pack has been shuffled and cut, the dealer

lays off two cards, face up for “hand cards.” He then deals a card for

himself and one for the players, also face up. If either of these is of

the same denomination as either of the hand cards, it must be placed

with them, and another card dealt; because all bets must be made on

single cards.

Having two cards, one for the players and one for himself, the banker

turns up cards one at a time. If he draws the same denomination as

the players’ card, he wins all the bets upon it. If he draws his own

denomination, he loses all bets upon the other card. If he draws a card

that matches neither, and is not in the hand cards, it is placed on the

table, and the players can bet upon it.

As soon as the players’ card is matched, the banker withdraws both

cards, but he cannot withdraw his own card. All cards matching the hand

cards must be placed with them.

TABLE GAMES.

The common form of folding chess-board provides a field for three

of our best known games; Chess, Checkers, and Backgammon, which are

generally spoken of as “table games,” although, strictly speaking,

Backgammon is the only game of Tables. These three games were probably

played long before history noticed them, and they have survived almost

all ancient forms of amusement.

_=Chess=_ is not only the most important of the three, but the most

widely known, and possesses the most extensive literature. According

to Chatto, it is probable that all games of cards owe their origin

to chess, cards themselves having been derived from an old Indian

variation of chess, known as the Four Kings. Chess is also the most

fascinating of the table games, its charm being probably due to the

fact that, like whist, it is a game that no man ever mastered. Whether

or not this is in its favour is an open question. The amount of study

and practice required to make a person proficient in chess brings a

serious drain upon the time, and the fascinations of the game are such

that once a person has become thoroughly interested in it, everything

else is laid aside, and it is notorious that no man distinguished as a

chess-player has ever been good for anything else.

Mr. Blackburne, the English chess champion, regards the game as a

dangerous intellectual vice which is spreading to rather an alarming

extent. Discussing the matter, after his game with Mr. Bardeleben,

he said: “I know a lot of people who hold the view that chess is an

excellent means of training the mind in logic and shrewd calculation,

provision and caution. But I don’t find these qualities reflected in

the lives of chess-players. They are just as fallible and foolish as

other folks who don’t know a rook from a pawn. But even if it were a

form of mental discipline, which I doubt, I should still object to

it on the ground of its fatal fascination. Chess is a kind of mental

alcohol. It inebriates the man who plays it constantly. He lives in a

chess atmosphere, and his dreams are of gambits and the end of games. I

have known many an able man ruined by chess. The game has charmed him,

and, as a consequence, he has given up everything to the charmer. No,

unless a man has supreme self-control, it is better that he should not

learn to play chess. I have never allowed my children to learn it, for

I have seen too much of its evil results. Draughts is a better game, if

you must have a game.”

Chess is generally believed to have originated in India, and in

its primitive form was called Chaturanga. It is mentioned in the

Hindoo Puranas, at least 3000 years B. C. The game seems to have

spread eastward long before it came West, going through Burmah to

Thibet, Siam, China, Malacca, Java, and Borneo. Owing to the better

preservation of historical records in China, many persons have been

led to credit that country with the invention of chess, but recent

investigations have shown that the Chinese got it from India. At some

remote period of the world’s history the game was taken from China to

Japan, and there are to-day many points in common between the games

played in these two countries, especially in the arrangement of the

pieces, although the Japanese board has eighty-one squares.

Chess came westward through Constantinople, it having passed through

Persia sometime during the sixth century. The Arabs seem to have

learned the game, and taken it to Mecca and Medina, afterward passing

it along to Syria and the Byzantines, sometime during the seventh

century. Disbanded body-guards of the Byzantine emperors carried it to

Scandinavia and the North, while it was gradually spreading over Europe

by way of the Bosphoros and the Danube.

_=Draughts=_, or _=Checkers=_, is sometimes claimed to be an older game

than Chess: but it is much more probable that both are developments of

some still older game, all trace of which is lost. In Egypt and Nubia

there are illustrations of persons playing at draughts twenty centuries

before the Christian era. During recent explorations in Egypt quite a

variety of draughtmen have been found, some of which were used during

the reign of Rameses III. The usual form seems to have been circular,

about an inch in diameter, and surmounted by a round knob, something

like a chess pawn, so that the men could be easily picked up. From the

manner in which the men are shown mixed upon the board, it is evident

that they could not move or take backwards, as in Polish draughts, but

whether they advanced diagonally, as at the present day, there is no

evidence to show. The Japanese game of draughts has lately been revived

in England and America under the name of Go-Bang, but as it requires a

special board of 324 squares, it has never been popular.

_=Backgammon=_ cannot be traced to its origin. Several authorities

have fallen into the error of ascribing the game to a certain country

because the name is derived from a certain language, forgetting that in

ancient times every country invented its own names for games. Chess is

called Choke-choo-hong-ki in China, and Shogi in Japan; but that does

not make it either a Chinese or a Japanese game. Either of these names

might be used for Backgammon, as they have exactly the same meaning.

The Welsh words, bach, and cammen; or the Saxon bac, and gamen,

signify “a little battle;” while the Chinese and Japanese names for

Chess signify “mimic warfare.”

The Welsh and Saxons undoubtedly got Backgammon from the Romans, who

played it under the name of Scripta Duodecimo. They seemed to have got

it from the Greeks, who are known to have used a table called Abacus,

very much like a backgammon board in form, with lines drawn upon it,

and the men were moved from one line to another according to the throws

of the dice.

There is no trace of Backgammon among the games of the Egyptians or the

Hebrews, although the chief factors in the game, the dice, have been

known to all nations, and are probably the oldest gaming instruments in

the world.

As to the respective merits of these table games, there is little to be

said. Curiously enough they are played by entirely different classes of

people. Backgammon has always been highly respectable, and seems likely

to retain its position as the fashionable game. Draughts is peculiarly

the game of the middle classes, popular at the workman’s dinner hour,

in the sitting-rooms of cheap hotels, in country clubs, and in fire

engine stations; the latter being a favourite training ground for our

checker champions. Chess is probably the most universal game of all,

and its general character is understood by almost every educated person

in the world.

CHESS.

Chess is played upon a square board, divided into sixty-four smaller

squares of equal size. These small squares are usually of different

colours, alternately light and dark, and the board must be so placed

that each player shall have a light square at his right, on the side

nearer him.

Each player is provided with sixteen men, eight of which are called

_=pieces=_, and eight _=pawns=_. The men on one side are red or black,

and those on the other side are white or yellow, and they are usually

of a standard pattern, which is known as the Staunton model.

The eight pieces are:

The King, ♚ The Queen, ♛ Two Rooks or Castles, ♜

Two Bishops, ♝ and two Knights, ♞

These eight pieces are arranged on the side of the board nearer the

player, and immediately in front of them stand the eight Pawns, ♟.

Diagram No. 1 will show the proper arrangement of the men at the

beginning of a game:--

[Illustration: _No. 1._

BLACK.

+---+---+---+---+---+---+---+---+

| ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ |

+---+---+---+---+---+---+---+---+

| ♚ | ♚ | ♚ | ♚ | ♚ | ♚ | ♚ | ♚ |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ |

+---+---+---+---+---+---+---+---+

| ♖ | ♘ | ♗ | ♕ | ♔ | ♗ | ♘ | ♖ |

+---+---+---+---+---+---+---+---+

WHITE.

]

It will be observed that the two Queens are opposite each other, and

that each Queen stands upon a square of the same colour as herself. For

irregularities in setting up the men, see the Laws of Chess.

The _=players=_ are designated by the colour of the men with which they

play, Black or White, and White always has the first move. In a series

of games each player alternately takes the white men with the first

move. It is usual to draw for the first game, one player concealing

in each hand a pawn of a different colour, and offering the choice of

hands to his adversary. Whichever colour the chosen hand contains is

the one the chooser must take for the first game.

The duplicate pieces of each colour are distinguished by their position

with regard to the King or Queen; those on the King’s side being called

the King’s Bishop, the King’s Knight, and the King’s Rook. Those on the

Queen’s side are the Queen’s Bishop, Queen’s Knight, and Queen’s Rook.

The pawns are designated by the pieces in front of which they stand;

King’s Pawn; Queen’s Knight’s Pawn, etc.

The comparative _=value of the pieces=_ changes a little in the course

of play, the Rooks especially not being so valuable early in the game.

Authorities differ a little as to the exact value of the pieces, but if

we take the Pawn as a unit, the fighting value of the others will be

about as follows:--

A Knight is worth 3½ Pawns.

A Bishop is worth 5¼ Pawns.

A Rook is worth 9½ Pawns.

A Queen is worth 15 Pawns.

A King is worth 4½ Pawns.

_=THE MOVES.=_ Each piece has a movement peculiar to itself, and, with

the exception of the Pawns, any piece can capture and remove from the

board any opposing piece which it finds in its line of movement. The

captured piece is not jumped over, but the capturing piece simply

occupies the square on which the captured piece stood. The movement of

each piece should be studied separately.

♟ _=The Pawns=_ move straight forward, one square at a time, except

on the first move, when they have the privilege of moving either one

or two squares, at the option of the player. In capturing, the Pawn

does not take the piece directly in its path, but the one diagonally

in front of it on either side. Such a capture of course takes the Pawn

from the file it originally occupied, and it must then continue to

advance in a straight line on its new file. In Diagram No. 2, the white

Pawns could not capture either of the black Bishops or Rooks, but the

Pawn on the left could take either of the black Knights:--

[Illustration: _No. 2._

| ♞ | | ♞ | | | | ♙ | ♜ |

+---+---+---+---+---+---+---+---+

| | ♙ | | | ♝ | | ♜ | |

+---+---+---+---+---+---+---+---+

| | | | | ♙ | ♝ | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

WHITE.

]

After a Pawn has crossed the middle line of the board into the

adversary’s territory, it is called a _=passed Pawn=_. If an adverse

Pawn attempts to pass this Pawn by availing itself of the privilege of

moving two squares the first time, that would not prevent the passed

Pawn from capturing it _=en passant=_. In the position shown in Diagram

No. 3, for instance, if the black Queen’s Pawn were to advance two

squares, the white Pawn could capture it en passant, lifting it from

the board, and taking the position that the black Pawn would have

occupied if it had moved only one square the first time; that is,

the first black square in front of the Queen. A Pawn can be taken en

passant only by another pawn, never by any other piece.

[Illustration: _No. 3._

BLACK.

+---+---+---+---+---+---+---+---+

| ♜ | ♞ | ♝ | ♛ | ♚ | ♝ | ♞ | ♜ |

+---+---+---+---+---+---+---+---+

| ♟ | ♟ | ♟ | ♟ | | ♟ | ♟ | ♟ |

+---+---+---+---+---+---+---+---+

| | | | | ♟ | | | |

+---+---+---+---+---+---+---+---+

| | | | | ♙ | | | |

]

♜ _=The Rook=_ can be moved any number of squares at a time, forward or

backward, but only in vertical or horizontal lines, never diagonally.

The Rook’s movement is of course limited by pieces obstructing its

path, for it cannot jump over anything. At the beginning of the game,

for instance, the Rook cannot move at all.

♝ _=The Bishop=_ can be moved any number of squares at a time, forward

or backward, but only in diagonal lines, never horizontally or

vertically. For this reason the Bishop never leaves the squares of the

same colour as that on which it originally stood. A Bishop is often

spoken of as a white Bishop or a black Bishop, which does not mean that

it is one of White’s Bishops, or one of Black’s; but that it stands

upon a white or black square. Like the Rook, the Bishop cannot jump

over other pieces, and cannot be moved at all until one or other of the

two Pawns diagonally in front of it have opened the way.

♛ _=The Queen=_ combines the movements of the Rook and Bishop, and can

be moved horizontally, vertically, or diagonally, any number of squares

at a time, provided that the path is clear. Like the Rook and Bishop,

she cannot move at all until some of the adjoining pieces have made a

way for her.

♚ _=The King=_ has the same movement as the Queen, but is limited to

one square at a time. The King is not allowed to move to a square which

would expose him to capture by adverse pieces, for reasons which will

presently be explained.

♞ _=The Knight=_ has a very peculiar movement, which is L shaped, and

necessitates his changing the colour of the square he stands on, every

time he moves. The simplest way for the beginner to learn the Knight’s

move is to observe that he must go two squares, neither more nor less,

in a vertical or a horizontal direction, and must then change the

colour of the square he stands on by going one square either to the

right or left, which will complete the L shaped movement. Diagram No.

4 will show that when the Knight is away from the side of the board,

he may go to any one of eight different squares; but when he is in a

corner he can go to two only. For that reason Knights are much more

powerful when placed near the centre of the board.

[Illustration: _No. 4._

+---+---+---+---+---+---+---+---+

| | | | | 8 | | 1 | |

+---+---+---+---+---+---+---+---+

| | | | 7 | | | | 2 |

+---+---+---+---+---+---+---+---+

| | | | | | ♞ | | |

+---+---+---+---+---+---+---+---+

| | | | 6 | | | | 3 |

+---+---+---+---+---+---+---+---+

| | | | | 5 | | 4 | |

+---+---+---+---+---+---+---+---+

| | 1 | | | | | | |

+---+---+---+---+---+---+---+---+

| | | 2 | | | | | |

+---+---+---+---+---+---+---+---+

| ♞ | | | | | | | |

+---+---+---+---+---+---+---+---+

]

The peculiarity of the Knight’s move is that it is not retarded by

other pieces, because the Knight can jump over them, a privilege which

is not given to any other piece on the board. In Diagram No. 5, for

instance, the Knights have been legitimately moved, but no other piece

could be moved until the Pawns had made way for it.

[Illustration: _No. 5._

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | ♘ | | | ♘ | | |

+---+---+---+---+---+---+---+---+

| ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ | ♙ |

+---+---+---+---+---+---+---+---+

| ♖ | | ♗ | ♕ | ♔ | ♗ | | ♖ |

+---+---+---+---+---+---+---+---+

]

There are one or two peculiar movements which are allowed only under

certain conditions. One of these is _=Castling=_. If there are no

pieces between the King and the Rook, and neither piece has been

moved, the King may be moved two squares toward the Rook, and at the

same time the Rook may be brought round to the other side of the King.

The movement must be made with both hands, each manipulating a piece.

In the position shown in Diagram No. 6, for instance, the King could

castle on either side, with the King’s Rook, or with the Queen’s Rook:--

[Illustration: _No. 6._

+---+---+---+---+---+---+---+---+

| ♜ | | | | ♚ | | | ♜ |

+---+---+---+---+---+---+---+---+

| ♟ | ♟ | ♟ | | ♛ | ♟ | ♟ | ♟ |

+---+---+---+---+---+---+---+---+

| | | ♞ | ♟ | ♝ | ♞ | | |

+---+---+---+---+---+---+---+---+

| | | ♝ | | ♟ | | | |

+---+---+---+---+---+---+---+---+

| | | ♗ | | ♙ | | | |

+---+---+---+---+---+---+---+---+

| | | ♘ | ♙ | ♗ | ♘ | | |

+---+---+---+---+---+---+---+---+

| ♙ | ♙ | ♙ | | ♕ | ♙ | ♙ | ♙ |

+---+---+---+---+---+---+---+---+

| ♖ | | | | ♔ | | | ♖ |

+---+---+---+---+---+---+---+---+

]

If an adverse piece commands the square that would be passed over by

the King in castling, the move is not allowed; because a King must not

move into check, nor cross a square that is checked by an adverse piece

nor castle out of check.

In Diagram No. 7 the position that would result from castling with the

Queen’s Rook is shown by the black men.

[Illustration: _No. 7._

+---+---+---+---+---+---+---+---+

| | | ♚ | ♜ | | | | ♜ |

+---+---+---+---+---+---+---+---+

| ♟ | ♟ | ♟ | | ♛ | ♟ | | ♟ |

+---+---+---+---+---+---+---+---+

| | | ♞ | ♟ | ♝ | ♞ | | |

+---+---+---+---+---+---+---+---+

| | | ♝ | | ♟ | | | |

]

_=Queening Pawns.=_ If a passed Pawn succeeds in reaching the last or

eighth square on any file, the player to whom the Pawn belongs may

call it anything he chooses, from a Queen to a Knight. If the piece he

chooses has already been captured, it must be replaced on the board,

and on the square occupied by the Pawn, which is then removed. If not,

some other piece must be put upon the board as a marker; a Rook upside

down, or a Pawn with a ring on it, may represent a second Queen.

_=OBJECT OF THE GAME.=_ If all the pieces could be captured, the object

of the game might be to clear the board of the adversary’s men, as in

Checkers; but the peculiarity of Chess is that one piece, the King,

cannot be captured, and the object is to get the adverse King in such

a position that he could not escape capture if he were a capturable

piece. When that is accomplished the King is said to be _=mated=_, and

the player who first succeeds in giving mate to the adversary’s King

wins the game, regardless of the number or value of the pieces either

side may have on the board at the time the mate is accomplished.

When an adverse piece is moved so that it could capture the King on

the next move, due notice must be given to the threatened King by

announcing “_=Check=_,” and the player must immediately move his King

out of check, interpose a piece or a Pawn, or capture the piece that

gives the check. If he cannot do one of these three things he is mated,

and loses the game. A very simple example of a mate is given in Diagram

No. 8.

[Illustration: _No. 8._

+---+---+---+---+---+---+---+---+

| | | ♖ | | | | ♚ | |

+---+---+---+---+---+---+---+---+

| ♝ | | | | | ♟ | ♟ | ♟ |

+---+---+---+---+---+---+---+---+

| ♞ | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | ♔ | | | | |

]

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 56 / 70 段