When may a nobleman's property be said to be all feathers?

_When his estates are all entails_ (hen-tails).

[EVERY MAN KNOWS WHERE HIS OWN SHOE PINCHES.]

57. Cryptography, or secret writing

from the Greek _cryptos_, a secret, and _graphein_, to write--has been

largely employed in state despatches, commercial correspondence, love

epistles, and riddles. The telegraphic codes employed in the

transmission of news by electric wire, partakes somewhat of the

cryptographic character, the writer employing certain words or

figures, the key to which is in the possession of his correspondent.

The single-word despatch sent by Napier to the Government of India,

was a sort of cryptographic conundrum--_Peccavi_, I have sinned

(Scinde); and in the agony column of the 'Times' there commonly appear

paragraphs which look puzzling enough until we discover the key-letter

or figure. Various and singular have been the devices adopted--as, for

instance, the writing in the perforations of a card especially

prepared, so as only to allow the real words of the message to be

separated from the mass of writing by means of a duplicate card with

similar perforations; the old Greek mode of writing on the edges of a

strip of paper wound round a stick in a certain direction, and the

substitution of figures or signs for letters or words. Where one

letter is always made to Stand for another, the secret of a

cryptograph is soon discovered, but when, as in the following example,

the same letter does not invariably correspond to the letter for which

it is a substitute, the difficulty of deciphering the cryptograph is

manifestly increased:

Ohs ya h sych, oayarsa rr loucys syms

Osrh srore rrhmu h smsmsmah emshyr snms.

The translation of this can be made only by the possessor of the key.

a b c d e f g h i j k l m n o p q r s t u v w x y z

h u s h m o n e y b y c h a r l e s h r o s s e s q

"Hush Money, by Charles H. Ross, Esq."--twenty-six letters which, when

applied to the cryptograph, will give a couplet from Parnell's

"Hermit":

"Far in a wild, unknown to public view,

From youth to age a reverend hermit grew."

The employment of figures and signs for letters is the most usual form

of the cryptograph. From the following jumble we get a portion of

Hamlet's address to the Ghost:

9 a 6 2 x # 9 a 1 | 3 a 3 # 2 \ # * 7 6 \

9 5 2 1 2 7 2 a 1 ; #

4 2 8 * ; # ( 3 \ 3 , * 7 8 2 9 x , 1 * \

6 * 4 x 3 a 1 9 | a 2 1

With the key

a b c d e f g h i j k l m n o p q r s t u v w x y z

9 4 5 1 2 7 6 8 3 + - x | a * ( ) \ # , ; : . o $ /

it is easy to write and not very hard to read the entire speech. The

whole theory of the cryptogram is that each correspondent possesses

the key to the secret. To confound an outside inquirer the key is

often varied. A good plan is to take a line from any ordinary book and

substitute the first twenty-six of its letters for those of the

alphabet. In your next cryptogram you take the letters from another

page or another book. It is not necessary to give an example. Enough

will be seen from what we have written to instruct an intelligent

inquirer.

58. Decapitations and Curtailments

are riddles somewhat of the nature of the Logogriph, which _see_.

In the first, the omission of the successive initials produces new

words, as--Prelate, Relate, Elate, Late, Ate. In the curtailment the

last letter of the word is taken away with a similar result,

as--Patent, Paten, Pate, Pat, Pa. Of like kind are the riddles known

as variations, mutilations, reverses, and counterchanges. A good

example of the last-named is this:

Charge, Chester, Charge: on, Stanley, on!

Were the last words of Marmion.

Had I but been in Stanley's place,

When Marmion urged him to the chase,

A tear might come on every face.

The answer is onion--On, I, on.

[MOCK NOT A COBBLER FOR HIS BLACK THUMB.]

59. Enigmas

are compositions of a different character, based upon _ideas_,

rather than upon words, and frequently constructed so as to mislead,

and to surprise when the solution is made known. Enigmas may be

founded upon simple catches, like Conundrums, in which form they are

usually called RIDDLES, such as:

"Though you set me on foot,

I shall be on my head."

The answer is, _A nail in a shoe_. The celebrated Enigma on the

letter H, by Miss Catherine Fanshawe, but usually attributed to Lord

Byron, commencing:

"'Twas whispered in heaven, 'twas muttered in hell,

And echo caught faintly the sound as it fell;"

and given elsewhere in this volume (See _par_. 215, page 77), is an

admirable specimen of what may be rendered in the form of an Enigma.

60. Hidden Words.

A riddle in which names of towns, persons, rivers, &c., are hidden or

arranged, without transposition, in the midst of sentences which

convey no suggestion of their presence. In the following sentence, for

instance, there are hidden six Christian names:--Here is hid a name

the people of Pisa acknowledge: work at each word, for there are worse

things than to give the last shilling for bottled wine.--The names are

Ida, Isaac, Kate, Seth, Ethel, Edwin. Great varieties of riddles,

known as Buried Cities, Hidden Towns, &c., are formed on this

principle, the words being sometimes placed so as to read backwards,

or from right to left. The example given will, however, sufficiently

explain the mode of operation.

61. Lipogram

from _leipein_, to leave out, and _gramma_, a letter--is a riddle in

which a name or sentence is written without its vowels, as:

Thprffthpddngsthtng,

The proof of the pudding is in the eating.

Whnhnorslst ts--rlftd,

Dths bt--sr rtrt fm nfmy.

"When honour's lost 'tis a relief to die,

Death's but a sure retreat from infamy."

This riddle sometimes appears as a proverb.

"Fear's the white feather all cowards wear."

----s' th wht fthr ll cwrds----

62. Logogriph.

This is a riddle (_logos_, a word, and _griphos_, a riddle) in which a

word is made to undergo several changes. These changes are brought

about by the addition, subtraction, omission, or substitution of a

letter or letters. The following, by the late Lord Macaulay, is an

excellent example:

"Cut off my head, how singular I act:

Cut off my tail, and plural I appear.

Cut off my head and tail--most curious fact,

Although my middle's left, there's nothing there!

What is my head cut off?--a sounding sea!

What is my tail cut off?--a flowing river!

Amid their mingling deaths I fearless play

Parent of softest sounds, though mute for ever!"

The answer is _cod_. Cut off its head and it is _od_ (odd, singular);

its tail, and it is Co., plural, for company; head and tail, and it is

o, nothing. Its head is a sounding C (sea), its tail a flowing D

(river Dee), and amid their depths the cod may fearless play, parent

of softest _sounds_ yet mute for ever.

63. Metagram,

a riddle in which the change of the initial letter produces a series

of words of different meanings; from _meta_, implying change, and

_gramma_, a letter. Thus:

I cover your head; change my head, and I set you to sleep; change it

again and again, and with every change comes a new idea.--Cap, Nap,

Gap, Sap, Hap, Map, Lap, Pap, Rap, Tap. This kind of riddle is also

known as word-capping.

[GUNPOWDER MADE BY A MONK AT COLOGNE A.D.1330.]

64. Palindrome,

from the Greek _palin-dromos_, running back again. This is a word,

sentence, or verse that reads the same both forwards and

backwards--as, madam, level, reviver; live on no evil; love your

treasure and treasure your love; you provoked Harry before Harry

provoked you; servants respect masters when masters respect servants.

Numerous examples of Palindrome or reciprocal word-twisting exist in

Latin and French; but in English it is difficult to get a sentence

which will be exactly the same when read either way. The best example

is the sentence which, referring to the first banishment of the Great

Napoleon, makes him say, as to his power to conquer Europe:

"Able was I ere I saw Elba."

65. Puzzles

vary much. One of the simplest that we know is this:

Take away half of thirteen and let eight remain.

Write XIII on a slate, or on a piece of paper--rub out the lower

half of the figures, and VIII will remain.

Upon the principle of the square-words, riddlers form Diagonals,

Diamonds, Pyramids, Crosses, Stars, &c. These specimens will show

their peculiarities:

66. Oblique Puzzle.

Malice, eight, a polemical meeting, a Scottish river, what I write

with, a decided negative, the capital of Ireland. The initials

downward name a celebrated musician.

(solution in p.67 below.)

67. Diagonal Puzzle.

A direction, a singer, a little bird, a lady's ring, a sharp shaver.

Read from left to right and right to left, the centrals show two

famous novelists.

The following are answers to these two puzzles, and afford good

examples of their construction to any one who wishes to try his hand

at their manufacture.

OBLIQUE. DIAGONAL.

R E V E N G E L A B E L

O C T A V E T E N O R

S Y N O D D I V E R

S P E Y J E W E L

I N K R A Z O R

N O

I

68. Diamond Puzzle.

The head of a mouse, what the mouse lives in, the county of calves,

the city of porcelain, a German town, a Transatlantic stream, a

royal county, a Yorkshire borough, Eve's temptation, our poor

relation, myself. Centrals down and across, show a wide, wide, long

river.

The construction of the Diamond Puzzle is exhibited in the following

diagram, which is, at the same time, the answer to it.

DIAMOND.

M

A I R

E S S E X

D R E S D E N

G O T T I N G E N

M I S S I S S I P P I

B E R K S H I R E

H A L I F A X

A P P L E

A P E

I

69. Rebuses

are a class of Enigma generally formed by the first, sometimes the

first and last, letters of words, or of transpositions of letters, or

additions to words. Dr. Johnson, however, represents Rebus to be a

word represented by a picture. And putting the Doctor's definition and

our own explanation together, the reader may glean a good conception

of the nature of the Rebus of which the following is an example:

The father of the Grecian Jove;

A little boy who's blind;

The foremost land in all the world;

The mother of mankind;

A poet whose love-sonnets are

Still very much admired;--

The _initial_ letters will declare

A blessing to the tired.

Answer--_S_aturn; _L_ove; _E_ngland; _E_ve; _P_lutarch.

The initials form _sleep._

The excellent little work mentioned in para. 63, entitled "Philosophy

and Mirth united by Pen and Pencil," has this novelty, that many of

the Enigmas are accompanied by enigmatical pictures, so that the eye

is puzzled as well as the ear.

[GLASS FIRST BROUGHT TO ENGLAND A.D. 668.]

70. Square Words.

A comparatively modern sort of riddle, in which the letters of each

word selected reads both across and down. With four letters the

making of the riddle is easy, but with five or six the difficulty

increases. We give an example of each.

i. Inside, a thought, a liquid gem, a timid creature.

ii. To run out, odour, to boil, to loosen, unseen essence.

iii. Compensations, a court favourite, to assist, to bite slightly,

Spanish money, sarcasms.

i. ii.

P I T H I S S U E

I D E A S C E N T

T E A R S E E T H

H A R E U N T I E

E T H E R

iii.

A M E N D S

M I N I O N

E N A B L E

N I B B I E

D O L L A R

S N E E R S

With seven or eight letters the riddle becomes exceedingly difficult,

especially if the selected words are of like character and syllables.

71. Chess, Laws of.

The rules given below are those which are now universally accepted by

English players.

i. The board is to be so placed as to leave a white square at the

right hand of the player.

ii. Any mistake in placing the board or the men may be rectified

before the fourth move is completed, but not after.

iii. The players draw lots for the first move, and take the move

alternately.

[When odds are given, the player giving them moves first. White

generally moves first; therefore, if black win the move, the board

is turned. It is usual to play with the white and black men

alternately.]

iv. The piece touched must be moved. When the fingers of the player

have once left the man, it cannot be again removed from the square

it occupies.

[Except the move be illegal, when the opponent can insist on the

piece being moved in the proper manner, or for the opposing King to

be moved.]

v. In touching a piece simply to adjust it, the player must notify

to his adversary that such is his intention.

[It is usual, in such a case, to say _J'adoube_ (I adjust); but he

may not touch a piece with the intention of moving it, and then,

when he discover his mistake, say, _J'adoube._ The phrase is simply

intended to be used when a piece is displaced or overturned by

accident.]

vi. If a player take one of his own men by mistake, or touch a wrong

man, or one of his opponent's men, or make an illegal move, his

adversary may compel him to take the man, make the right move, move

his King, or replace the piece, and make a legal move.

vii. A pawn may be played either one or two squares at a time when

first moved.

[In the latter case it is liable to be taken _en passant_, with a

pawn that could have taken it had it been played only one square.]

viii. A player cannot castle under any of the following

circumstances:--1. If he has moved either King or Rook. 2. If the

King be in check. 3. If there be any piece between the King and the

Rook. 4. If the King, in moving, pass over any square commanded by

any one of his adversary's forces.

[You cannot castle to get out of check.]

ix. If a player give a check without crying "check," the adversary

need not take notice of the check. But if two moves only are made

before the discovery of the mistake, the pieces may be replaced, and

the game properly played.

x. If a player say check without actually attacking the King, and

his adversary move his King or take the piece, the latter may elect

either to let the move stand or have the pieces replaced and another

move made.

xi. If, at the end of a game, the players remain, one with a

superior to an inferior force, or even if they have equal forces,

the defending player may call upon his adversary to mate in fifty

moves on each side, or draw the game.

[If one player persist in giving perpetual check, or repeating the

same move, his opponent may count the moves for the draw; in which

case touching a piece if reckoned a move.]

xii. Stalemate, or perpetual check is a drawn game.

xiii. Directly a pawn reaches its eighth square it must be exchanged

for a piece.

[It is usual to change the pawn for a Queen, but it may be replaced

by a Rook, Bishop, or Knight, without reference to the pieces

already on the board. In practice it would be changed for a Queen or

a Knight, seeing that the Queen's moves include those of the Rook

and Bishop. Thus you may have two or more Queens, three or more

Rooks, Bishops, or Knights on the board at the end of the game.]

xiv. Should any dispute arise, the question must be submitted to a

bystander, whose decision is to be considered final.

For information as to the best modes of play, the Openings and Endings

of Games, &c., read 'The Book of Chess', by G.H. Selkirk, published by

Messrs. Houlston and Sons.

72. Draughts, Rules of the Game.

The accepted laws for regulating the game are as follows:

i. The board is to be so placed as to have the white or black double

corners at the right hand of the player.

ii. The first move is taken by chance or agreement, and in all the

subsequent games of the same sitting, the first move is taken

alternately. Black generally moves first.

iii. Any action which prevents your adversary from having a full

view of the board is not allowed, and if persisted in, loses the

game to the offending player.

iv. The man touched must be moved, but the men may be properly

adjusted during any part of the game. After they are so placed, if

either player, when it is his turn to play, touch a man, he must

move it. If a man be so moved as to be visible on the angle

separating the squares, the player so touching the man must move it

to the square indicated.

[By this it is meant that a player may not move first to one square

and then to another. Once moved on to a square, the man must remain

there.]

v. It is optional with the player either to allow his opponent to

stand the huff, or to compel him to take the offered piece.

["Standing the huff" is when a player refuses to take an offered

piece, but either intentionally or accidentally makes another move.

His adversary then removes the man that should have taken the piece,

and makes his own move--huff and move, as it is called.]

vi. Ten minutes is the longest time allowed to consider a move,

which if not made within that time, forfeits the game.

vii. It is compulsory upon the player to take all the pieces he can

legally take by the same series of moves. On making a King, however,

the latter remains on his square till a move has been made on the

other side.

viii. All disputes are to be decided by the majority of the

bystanders present, or by an umpire.

ix. No player may leave the room without the consent of his

adversary, or he forfeits the game.

x. A false move must be remedied as soon as it is discovered, or the

maker of such move loses the game.

xi. When only a small number of men remain toward the end of the

game, the possessor of the lesser number may call on his opponent to

win in at least fifty moves, or declare the game drawn. With two

Kings to one, the game must be won in at most twenty moves on each

side.

xii. The player who refuses to abide by the rules loses the game. In

the losing game a player must take all the men he can by his move.

73. Whist.

(Upon the principle of Hoyle's games.)

Great silence and attention should be observed by the players. Four

persons cut for partners; the two highest are against the two

lowest. The partners sit opposite to each other, and he who cuts the

lowest card is entitled to the deal. The ace is the lowest in

cutting.

i. Shuffling---Each person has a right to shuffle the cards before

the deal; but it is usual for the elder hand only; and the dealer

after.

ii. Cutting.--The pack is then cut by the right hand adversary; and

the dealer distributes the cards, one by one, to each of the

players, beginning with the player on his left, until he comes to

the last card, which he turns up for trump, and leaves on the table

till the first trick be played.

iii. First Play.--The elder hand, the player on the left of the

dealer, plays first. The winner of the trick plays again; and so on,

till all the cards are played out.

iv. Mistakes.--No intimations, or signs are permitted between the

partners. The mistake of one party is the profit of the adversary.

v. Collecting Tricks.--The tricks belonging to each player should be

turned and collected by one of the partners only. All above six

tricks reckon towards game.

vi. Honours.--The ace, king, queen, and knave of trumps are called

honours; and when either of the partners hold three separately, or

between them, they count two points towards the game; and in case

they have four honours, they count four points.

vii. Game.--_Long Whist game consists of ten points, Short Whist of

five points._

74. Terms used in Whist.

i. _Finessing,_ is the attempt to gain an advantage; thus:--If you

have the best and third best card of the suit led you put on the

third best, and run the risk of your adversary having the second

best; if he has it not, which is two to one against him, you are

then certain of gaining a trick.

ii. _Forcing_, is playing the suit of which your partner or

adversary has not any, and which in order to win he must trump.

iii. _Long Trump,_ the one or more trumps in your hand when all the

rest are out.

iv. _Loose Card,_ a card of no value, and the most proper to throw

away.

v. _Points,_--Ten make the game; as many as are gained by tricks or

honours, so many points are set up to the score of the game.

vi. _Quarte_, four successive cards in suit.

vii. _Quarte Major_, a sequence of ace, king, queen, and knave.

viii. _Quinte_, five successive cards in suit.

ix. _Quinte Major,_ is a sequence of ace, king, queen, knave, and

ten.

x. _See-saw,_ is when each partner trumps a suit, and when they play

those suits to each other for that purpose.

xi. _Score_, is the number of points set up. The following is a good

method of scoring with coins or counters:

1 2 3 4 5 6 7 8 9

00 0 0 00 000 0

0 00 000 00 00 000 0 0 0

For Short Whist there are regular markers.

xii. _Slam,_ is when either side win every trick.

xiii. _Tenance,_ is possessing the first last and third best cards,

and being the player; you consequently catch the adversary when that

suit is played: as, for instance, in case you have ace and queen of

any suit, and your adversary leads that suit, you must win two

tricks, by having the best and third best of the suit played, and

being the last player.

xiv. _Tierce,_ three successive cards in suit.

xv. _Tierce Major,_ a sequence of ace, king, and queen.

[CHILDREN AND CHICKENS MUST ALWAYS BE PICKING.]

75. Maxims for Whist.

i. Lead from your strong suit, be cautious how you change suits, and

keep a commanding card to bring it in again.

ii. Lead through the strong suit and up to the weak; but not in

trumps; unless very strong in them.

iii. Lead the highest of a sequence; but if you have a quarte or

cinque to a king, lead the lowest.

iv. Lead through an honour, particularly if the game is against you.

v. Lead your best trump, if the adversaries be eight, and you have

no honour; but not if you have four trumps, unless you have a

sequence.

vi. Lead a trump if you have four or five, or a strong hand; but not

if weak.

vii. Having ace, king, and two or three small cards, lead ace and

king if weak in trumps, but a small one if strong in them.

viii. If you have the last trump, with some winning cards, and one

losing card only, lead the losing card.

ix. Return your partner's lead, not the adversaries'; and if you

hold only three originally, play the best; but you need not return

it immediately, when you win with a king, queen, or knave, and have

only small ones, or when you hold a good sequence, a strong suit, or

five trumps.

x. Do not lead from ace queen, or ace knave.

xi. Do not--as a rule--lead an ace, unless you have a king.

xii. Do not lead a thirteenth card, unless trumps be out.

xiii. Do not trump a thirteenth card, unless you be last player, or

want the lead.

xiv. Keep a small card to return your partner's lead.

xv. Be cautious in trumping a card when strong in trumps,

particularly if you have a strong suit.

xvi. Having only a few small trumps, make them when you can.

xvii. If your partner refuse to trump a suit, of which he knows you

have not the best, lead your best trump.

xviii. When you hold all the remaining trumps, play one, and then

try to put the lead in your partner's hand.

xix. Remember how many of each suit are out, and what is the best

card left in each hand.

xx. Never force your partner if you are weak in trumps, unless you

have a renounce, or want the odd trick.

xxi. When playing for the odd trick, be cautious of trumping out,

especially if your partner be likely to trump a suit. Make all the

tricks you can early, and avoid finessing.

xxii. If you take a trick, and have a sequence, win it with the

lowest.

[THERE ARE NONE SO WICKED AS REPRESENTED.]

76. Laws of Whist,

as accepted at the best Clubs.

i. The deal is determined by cutting-in. Cutting-in and cutting-out

must be by pairs.

[Less than three cards, above or below, is not a cut. Ace is lowest.

Ties cut again. Lowest deals. Each player may shuffle, the dealer

last. The right-hand adversary cuts to dealer.]

ii. If a card be exposed, a fresh deal may be demanded.

iii. Dealer must not look at bottom card; and the trump-card must be

left, face upwards, on the table till the first trick be turned, or

opponents may call a fresh deal.

iv. Too many or too few cards is a misdeal--an exposed or face card.

In either case, a fresh deal may be demanded.

[In cases of a misdeal, the deal passes to the next player.]

v. After the first round has been played, no fresh deal can be

called.

[If the first player hold fewer than thirteen cards, the other hands

being right, the deal stands.]

vi. If two cards be dealt to the same player, the dealer may rectify

his error before dealing another card.

[The dealer must not touch the cards after they have left his hands;

but he may count those remaining in the pack if he suspect a

misdeal, or he may ask the players to count their cards. One partner

may not deal for another without the consent of opponents.]

vii. If the trump-card be not taken into the dealer's hand at the

expiration of the first round, it may be treated as an exposed card,

and called.

[After this, no one has a right to ask what was the trump-card, but

he may ask "What are Trumps?"]

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