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.