The dominoes are then shuffled again by both players, and each draws

the number of pieces required by the game they are about to play.

The dominoes remaining on the table are left face down, and form the

_=stock=_ or _=bone-yard=_. Each player should sort his dominoes into

suits, and either leave them standing on their edges on the table with

their faces toward him, or hold them in his hand. Few persons can hold

more than six dominoes in this way, so the seventh is left upon the

table, or is the first one set.

[Illustration]

_=Matching.=_ All games of dominoes are based upon the principle of

matching, or following suit; which requires that each domino played

shall belong to the same suit as one of the exposed ends of the line

of dominoes already played, and exposed upon the table. In playing a

domino, it must be so placed that the end of it shall match and adjoin

the exposed end of the line; a six being played to a six, a four to a

four, and so on. Each domino, as played, is laid face upward on the

table, the ends abutting, and doublets being laid across, or at right

angles to the line.

The principal games are divided into two classes; those in which the

object is to _=block=_ a player, so that he cannot follow suit, and

those in which the object is to make the ends of the line some multiple

of _=five=_ or _=three=_. The Block Game will be described first.

_=THE BLOCK GAME.=_ Each player draws seven dominoes, and the one whose

turn it is to set lays down any domino he pleases. If a good player,

he will select one of his longest suit, especially if he has three

or more, and his object will be to get the line back to his suit as

often as possible. If a player had to set with the hand of dominoes

shown in the foregoing diagram, he would select the 5-0, because he

has four of the 5 suit, and three of the 0 suit. This would compel his

adversary to play some domino having upon it a 5 or a 0. Let us suppose

this adversary to hold the following dominoes: 6-6, 6-3, 6-1, 6-0,

5-1, 5-0. He would of course play the 6-0, in order to bring the line

round to his long suit of 6’s. As this would close the blank end of the

line, the first player, whom we shall call A, would have to play on

the 5 end, as he has no 6. In order to get the line back to his second

longest suit, the blanks, he would play the 5-2, hoping to play 2-0

next time. His adversary, B, would play on this end if he could, but

being unable to do so, he gets rid of his heaviest domino, playing the

double six. A plays 2-0, and B should now bring in his suit of aces by

playing 6-1, which would win the game; but for the sake of illustration

we shall suppose that he foolishly plays 6-4. A plays his double four,

and the dominoes on the table present the following appearance:--

[Illustration]

B, having neither 4 nor 0 on any of his remaining dominoes, says:

“_=Go=_,” which signifies that he is blocked, and cannot play. A can

now play at either end, and with either of two dominoes; but it would

be bad policy to play the 4-5, because his adversary might be able to

play to the 5; but it is a certainty that he cannot play to either 0 or

4. If A plays the 4-5, B gets rid of all his dominoes before A can play

again. If A plays the 4-0 on the blank end, he will have to play again

with his 4-5; but if he plays it on the 4 end he blocks himself.

Whether to block the game or not depends on the probable comparative

value of the dominoes held by A and B. If A blocks the game by making

both ends blank, both players show their remaining dominoes, and the

one with the greater number of pips loses as many points as he has pips

in excess of the other player. In order to judge whether to block or

play, it should be remembered that as there are 147 pips in the entire

set, the average value of each domino will be 5¼. If A blocks the game,

he will have 17 pips left in his hand, which is above the average value

of two dominoes; but his adversary will have four dominoes to count,

and it is probable that they will be worth about 21 points. The fact

that the seven dominoes already played are 13 pips above the average

will reduce the probable value of B’s dominoes to about 20. On the

other hand, A knows that B has no blanks, which would slightly increase

the weight of B’s dominoes.

If A blocks the game, as he should do with the odds in his favour, he

will win 7 points, the difference between his 17 and B’s 24. If he does

not block, he must follow the 4-0 with the 5-4. This will bring in B’s

ace suit, bringing him back to his long suit of 6’s. When the 5-1 was

played, A would have to say, “go,” and B would continue with 1-1, 1-6,

6-3, claiming _=domino=_, all his pieces being exhausted. Although

A can now play, it is too late, for when one player makes domino he

counts all the pips remaining in his adversary’s hand; in this case, 8

points for B.

Had B played properly, by putting down 6-1, instead of 6-4, A would

have been compelled to play his 4-0, and B would have made both ends

6’s, A saying, “go.” By then playing his double ace, B would have made

certain of domino next time by playing the 6-3, for even if A could

play to the 3, he could not shut B out of the ace, and B’s 5-1 would

make, him domino, winning 17 points.

The Block Game is sometimes played 50 or 100 points up, and at the end

the winner takes the stakes, if any, or settles at so much a point for

the difference between the scores.

In the _=Four-handed Block Game=_ the players cut for partners, the two

lowest playing against the two highest, and the lowest cut having the

first set. Each player draws four bones, and the play goes round from

right to left. When any player is blocked, and says “go,” the one on

his left must play or say “go,” also. The game is at an end when one

player gets rid of all his dominoes, or all four players are blocked.

The pips remaining in the hands of the partners are then reckoned, and

the side having the lower number wins the difference.

Another variation is for each to play for himself, but instead of

playing only one domino at a time in each round, a player may go on as

long as he can follow suit to either end of the line.

_=DRAW GAME.=_ In this variation of the Block Game, each player has the

option of drawing any number of dominoes from the bone-yard except the

last two, which must always remain in stock. He may draw while he is

still able to play, or not until he is blocked; but when he is blocked

he is compelled to draw until he obtains a domino that can be played,

or has drawn all but the last two in the bone-yard.

_=MATADORE GAME.=_ This is another variety of the Block Game. Each

player takes seven bones, and the highest double or the heaviest

domino sets. The object is not to follow suit to the ends, but to play

a number which will make the end and the number played to it equal

_=seven=_. If the end is a 3, a 4 must be played; a 2 must be played

to a 5, and an ace to a 6. Four dominoes in the set are trumps, or

Matadores. These are the double blank, and the three dominoes that

have seven on their faces; 6-1, 5-2, and 4-3. Any of these trumps

may be played at any time on either of the ends, in order to prevent

a block; but the following player, if he does not play a trump also,

must play the complement of seven to whichever end of the matadore is

left exposed. Doublets are not placed crosswise, and count only for

the suit to which they belong; a double three cannot be played to an

ace, because it counts as three only. The trumps are usually placed at

right angles to the line. The game is decided and settled for as in the

ordinary Block Game.

_=SEBASTOPOL.=_ In this variety of the Block Game, four persons play.

Each takes seven bones, and the double six sets. Nothing but sixes can

be played until both sides and both ends of the first set have been

played to. When these five dominoes have been set, any of the four ends

may be played to. Each player in turn must play or say, “go.” The game

is decided and settled for as in the ordinary Block Game.

_=BERGEN GAME.=_ Two persons play, each of whom draws six bones. The

highest double sets, and scores two points for the _=double header=_.

Two points are scored by the player making both ends of the line the

same. If there is a doublet at one end, and one of the same suit at the

other, it is a triple header, and counts three. Fifteen points is game.

In addition to the headers, domino counts one. If both players are

blocked, the bones are shown, and the one having the smallest number of

pips and no doublet counts one toward game. If he holds a doublet, his

adversary scores one; but if both hold doublets, the lower number of

pips wins the point.

_=DOMINO POOL.=_ Any number from three to six can play, and a pool is

made up. They draw for the first set, and after shuffling again, each

player takes such an equal number of bones as will leave at least eight

in the stock. The leader plays anything he pleases for the first set,

and each following player must follow suit if he can, to one end or the

other. If a person cannot play, he says “go,” and the player on his

left plays or passes also. When one makes domino he wins the pool. If

all are blocked, the smallest number of pips left in hand wins; ties

divide.

_=MUGGINS, OR ALL FIVES.=_ This is a game for two, three, or four

players. The object is to make the two ends of the line some multiple

of five, and for every five so made the player scores five points

toward game, which is usually 100 up. If only one point is scored for

each five, 20 or 21 may be game. Each player draws seven bones, and

the highest double sets, each person afterward playing in turn. If

double five is the first set it counts 10. The 5-0 played to this would

count 10 for the second player, because one end of the line being 10

and the other 0, the total value of the two ends is still 10. Double

blank played to this would count 10 more. If 5-6 is now played on one

end, and 0-4 on the other, the count will be 10 again, as shown on the

diagram. The figures show the order in which the dominoes were played.

[Illustration]

The highest possible score is 20 points, made with the 4-4 and 6-6,

at different ends. If either player makes a multiple of five without

noticing or claiming it, his adversary says, “_=muggins=_,” and scores

it himself. If a player makes an erroneous score, it must be taken

down, and his adversary marks it as penalty.

When a player cannot follow suit, he must draw from the bone-yard until

he gets a domino that can be played; but the last two in the stock must

never be drawn. When one player gets rid of all his bones, he calls

_=domino=_, and scores the nearest multiple of five that is found in

the dominoes remaining in his adversary’s hand. Remainders of 3 or 4

count as 5; those of 1 or 2 as nothing; so that 12 pips would count as

10; but 13 would count as 15. The players usually settle at the end of

the game for the difference between their scores.

Muggins is sometimes varied by playing from both ends of the first

doublet set, as well as from the sides. It is not necessary to play on

the ends of the first set until one cannot play on the line; but any

of the four points may be played to at any time. The end of the first

doublet does not count in making multiples of five, but the ends of any

dominoes played to it must be counted. If only one end of the first

doublet has been played to, there will be three ends to count to make

multiples of five; and if both ends of the first doublet have been

played to, there will be four ends. Every count must take in all the

ends that are in play. The highest count possible is 35; all four lines

open, with the 6-6, 4-4, 5-5, and 0-5 at the ends.

_=ALL THREES.=_ Muggins is sometimes played by making the object to get

multiples of three at the ends, instead of multiples of five. Otherwise

the game is the same as All Fives.

There are several _=card games=_ with dominoes, but they are little

used, and hardly worth description in a work of this kind.

DICE.

Dice are probably the oldest gambling instruments in the world. Chatto

thinks that man acquired the passion for gambling as soon as he could

distinguish odd from even, or a short straw from a shorter. Simple

gambling instruments were probably very early articles of manufacture,

and Chatto says that it is not unlikely that after a simple dinner

of mutton some enterprising gamester may have taken the small bones

from between the shank and the foot, and after burning spots in them

to distinguish one from the other, put them into _a_ cow’s horn and

shaken them up, afterward rolling them upon the ground. From some such

beginning Astragali was developed, a game which Dr. Thomas Hyde thinks

was known at the time of the Deluge. Later on, other instruments were

used in connection with dice, and so the earliest forms of Backgammon

were developed.

Dice are still the favourite implements for deciding any matters of

pure chance, such as raffling off a horse or a gold watch; but the

rules governing such lotteries are but imperfectly understood by people

in general. There are also a number of smaller matters, such as the

payment for refreshments or cigars, which are settled by thousands of

persons every day, simply by throwing dice. The various methods of

throwing, and the rules governing all such games are as follows:--

_=THE DICE.=_ Although dice may be of any size, the standard pattern

are half an inch square, of ivory or bone, with black spots one tenth

of an inch in diameter. The opposite sides of the die always equal

seven, and if the die is placed upon the table with the ace uppermost

and the deuce nearest you, the four will be on the left and the three

on the right. The positions of the three and four are sometimes

reversed to enable sharpers to distinguish fair dice from those which

have been doctored.

At the beginning of any dice game, it is quite unnecessary to examine

the dice to be used, because they are always fair. Crooked dice are

_=rung in=_ during the game, and the player should make it a point

to examine the dice frequently if he has any suspicions. First

see that each die has all six figures upon it, for some dice are

_=dispatchers=_, made with double numbers, so as to secure higher

throws than the natural average. Double fives are great favourites

with backgammon sharps. The next thing is to place the dice together

in pairs, to be sure that they are exactly the same height each way.

If dice are not square they can be made to roll over and over on the

same faces. The faces should then be tested to see that they are not

convex, even in the slightest degree. Shaped dice are usually flat on

the ace and six faces, especially in crap shooting. Each die should

be held between the thumb and forefinger at its longest diameter, to

see if it has any tendency to swing on a pivot, for if it does it is

loaded. Even if the dice are transparent, it is no guarantee that they

are not loaded in the spots. Loaded ivory dice soon get discoloured,

and the presence of any darkness in the corners is usually a sign of

the presence of mercury. It is a mistake to suppose that loaded dice

will always throw high or low; all they will do is to beat averages.

Finally, the dice should be tested with a magnet, as they are sometimes

made to work in connection with a battery concealed under the table.

_=DICE BOXES.=_ Although the dice may be perfectly fair, the box may

be “crooked.” A fair box may be of leather, perfectly smooth inside,

or it may be of bone, ivory or wood, with the interior “screwed” or

grooved. If the upper edge of the inside presents a sloping flat

surface, slightly roughened with sand paper, it will be just as well to

refuse to allow such a box to be used, as your adversary _is_ probably

an expert at _=securing=_, which is a method of holding one of the

dice securely against this upper edge while the others are shaken

and rattled about in the usual manner. A person who is securing dice

can be detected by the manner in which he holds the box, keeping his

fingers, instead of his palm, over the mouth. When he turns the box

face downward on the table, he will still have his fingers under it,

and will withdraw them in regular order, the second and third fingers

being first separated.

_=THROWING DICE.=_ There are three methods of throwing dice: The

first is to shake them in the box with the palm over the top, and

then to shift the hold to the sides, completely exposing the mouth.

The box is then turned mouth downward on the table, leaving all the

dice completely covered. The box must be lifted by the person who is

recording the throws, in a raffle, for instance, after the spectators

have had time to assure themselves that all the dice are covered. If

the caster has his fingers over the mouth of the box when he turns it

over, or lifts the box himself, the throw is foul.

The second method is known as rolling, or the _=long gallery=_, and is

generally used in poker dice and such games. After the box has been

shaken, the caster holds it by the side, and gives it a twist and a

push, which causes the dice to pour out, and roll along the table.

The third method is called _=shooting=_, and is always employed in

craps. No box is used, the dice being held in the hand and rolled

along the table or the ground. The crap shooter is obliged to shake

the dice in his hand to show that he is not holding them with certain

faces together, which is a common way of preventing or getting certain

throws, especially with shaped dice.

Whichever method is employed, each die must lie flat upon one of its

own faces after the throw, neither resting upon nor _=cocked=_ against

any other die or any obstruction upon the table or the ground. If any

of the dice are cocked, all of them must be taken up and thrown again.

RAFFLING.

In a raffle for prizes of any kind, each player has three throws with

three dice. The rules already given for throwing dice from a box must

be followed, the scorer placing the dice in the box before each throw,

and lifting the box after it. The total of the three throws is recorded

opposite the name of each player, and the highest throw wins. The odds

against throwing a certain number or higher are shown in the margin.

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

|IT IS ABOUT AGAINST THROWING|

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

| Even |32 or more|

| 9 to 7 |33 ” |

| 11 to 6 |34 ” |

| 28 to 11 |35 ” |

| 3 to 1 |36 ” |

| 5 to 1 |37 ” |

| 7 to 1 |38 ” |

| 10 to 1 |39 ” |

| 16 to 1 |40 ” |

| 24 to 1 |41 ” |

| 39 to 1 |42 ” |

| 66 to 1 |43 ” |

| 116 to 1 |44 ” |

| 215 to 1 |45 ” |

| 422 to 1 |46 ” |

| 886 to 1 |47 ” |

| 2016 to 1 |48 ” |

| 5032 to 1 |49 ” |

| 14093 to 1 |50 ” |

| 45809 to 1 |51 ” |

| 183229 to 1 |52 ” |

| 1007768 to 1 |53 ” |

| 10077695 to 1 |54 |

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

Suppose the prize in a raffle is a horse which would be worth a hundred

dollars to you. The highest throw so far is 42, and there are only

twenty more chances to be thrown. It is 2 to 1 that 42 is not beaten

or equalled because it is 39 to 1 that 42 is not thrown, and there are

only 20 more chances to throw it. If 45 had been thrown, and there were

still 21 chances to be thrown, you would be safe in paying liberally

for the 45 chance. The great mistake that people make in buying or

selling chances on throws already made in raffles is in thinking that

because a certain number has not been thrown, that therefore it is

likely to be. If there are 116 chances, they argue that 44 or better

should be thrown, because that number or higher should come once in

116 times. This is quite right at the beginning of the raffle, but it

is not right to assume that because 100 of the 116 chances have been

thrown without reaching 44, that the odds are only 15 to 1 that 44 will

not be thrown in the remaining 16 chances. The odds are still 116 to

1 against 44, just as they were before the raffle began. If you are

going back to take into account the previous throws of the dice, you

should know the 100 throws that were made with those dice before the

raffle began.

CRAP SHOOTING.

This game is a simple form of Hazard, and when played “on the square,”

is one of the fairest of all games, the percentage in favour of either

side being very small. It is rapidly replacing Faro as the gambling

game of America.

Any number of persons may play, and any one may be the caster for the

first throw. Two dice are used. The players bet a certain amount of

money, and the caster covers it, or as much of it as he can. If the

caster does not take all the bets offered, players may back him against

the other players. The bets made, the caster shoots. If the total of

the two dice on the first throw is seven or eleven, it is called a

_=nick=_, or _=natural=_, and the caster immediately wins the stakes.

If the first throw is two, three or twelve, it is a _=crap=_, and

the caster immediately loses. If the caster throws any number, 4, 5,

_6_, 8, 9, or 10, that number is his _=point=_, and he must continue

throwing until he throws the same number again, in which case he wins;

or throws a seven, in which case he loses.

Two dice may come up in thirty-six different ways, each of which will

produce one or more of eleven possible throws, running from 2 to 12.

The most common throw is seven, because there are six ways that the two

dice may come that will make seven; 6-1, 5-2, 4-3, 3-4, 2-5 and 1-6.

The most uncommon are two and twelve, because there is only one way

for each of them to come; double aces or double sixes. The numbers of

different ways in which each throw may come are as follows:--

7 may come 6 different ways.

6 or 8 may come 5 different ways.

5 or 9 may come 4 different ways.

4 or 10 may come 3 different ways.

3 or 11 may come 2 different ways.

2 or 12 can come 1 way only.

When the caster makes his first throw, he has 8 chances out of 36 to

get 7 or 11, which will win for him; and 4 chances out of 36 to throw

2, 3 or 12, which will lose for him. It does not follow from this that

the odds are 2 to 1 in favour of the caster, because there are only

12 throws out of the 36 possible that will bring any “action” on the

bets; so that the odds are 2 to 1 that the first throw will not settle

the bets either way. After the first throw, the caster’s chances vary

according to his point. If his point was six, he would have 5 chances

out of 36 to throw it again, while the players would have 6 chances out

of 36 to get a seven. If the player’s point is four or ten, the odds

will be 6 to 3 against him; because there are only three ways to get

his point, while there are six ways to get a seven.

If the caster wins he shoots again, but when he loses he passes the

dice to the next player in turn.

The old game of Hazard was a very complicated affair compared to

modern craps, an intimate knowledge of odds and probabilities being

requisite for success. The game was generally against the caster, and

certain throws were barred when a certain number was the point. Those

interested in the subject will find it exhaustively treated in George

Lowbut’s “Game of Hazard Investigated.”

POKER DICE.

If ordinary dice are used, the aces rank above the sixes, the deuces

being the lowest. Any number of persons may play, and five dice are

used. Each in turn takes the box and has three throws, the first being

made with all five dice. After the first throw the caster may lay aside

any of the five dice he chooses, putting the others back in the box for

a second throw. The same process of selection is allowed for the third

throw, any or all five of the dice being available for the last throw.

The second and third throws have the same effect as the draw at Poker,

except that the dice player may draw twice if he wishes to, and may put

back all or any of the dice that he kept on the first or second throws,

or he may stand pat on any throw.

The object of the game is to secure pairs, triplets, full hands, and

four or five of a kind. Straights do not count in Poker Dice. Suppose

the player’s first throw to be a pair of sixes. He places them on one

side, and picks up the three other dice, throwing them over again. If

the second throw produced another six, it would be placed with the

first pair, making a triplet, and the two remaining dice would be

thrown again. Whatever they produced would be the final value of his

hand. The player is not obliged to throw again, if he is satisfied with

his first or second throw; neither is he obliged to leave any pairs or

triplets. A player getting two small pairs on the first throw may put

either or both of them back in the box again if he chooses.

In throwing for drinks or cigars, it is usual to throw _=horse and

horse=_; that is, if several persons are in the game the highest man

on each round goes out, ties shake it off immediately, one hand each.

After it gets down to two men, they shake for the best two out of three

hands, and if each wins a hand they are horse and horse, and throw a

third to decide it. The last person to throw on each round follows his

lead, throwing the first hand on the next round.

TEN PINS WITH DICE.

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 62 / 70 段