or 100 up. The points are thus reckoned--three for each red hazard,
two for each white hazard, and two for each canon. A coup--that is
running in a pocket, or off the table without striking a ball--is a
forfeiture of three points,--a miss gives one point to the adversary.
The game commences by stringing for lead and choice of balls. The red
ball is placed on the spot at the top of the table, and the first
player either strikes at it, or gives a miss. Every time the red ball
is pocketed, it is replaced on the spot. He who makes a hazard or
canon goes on playing till he fails to score. Then the other goes on,
and so they play alternately till one or other completes the required
number of points, and wins the game.
2584. Pyramids.
Pyramids is a game played by two persons, or by four in sides, two
against two. Fifteen balls are placed close together in the form of a
triangle or pyramid, with the apex towards the player, thus:
o o o o o
o o o o
o o o
o o
o
The centre of the apex ball covers the second or pyramid spot; and the
first player strikes at the mass with a white ball from baulk.
Pyramids is a game consisting entirely of winning hazards, and he who
succeeds in pocketing the greatest number of balls, wins. A single
point is scored for each winning hazard, and a forfeiture of a point
for each losing hazard; the game being usually played for a stake--so
much (say 6d.) a ball, and so much (say 1s. 6d.) for the game.
2585. Pool.
A game played by two or more persons, consisting of winning hazard
only. Each player subscribes a certain stake to form a pool or gross
sum, and at starting has three chances or lives. He is then provided
with a marked or coloured ball, and the game proceeds thus:
The white ball is placed on the spot, and the red is played on to it
from baulk. If the player pocket the white he receives the price of a
life from the owner of the ball; but if he fail, the next player
(yellow) plays on the red; and so on alternately till all have played,
or till a ball is pocketed. When a ball is pocketed, the striker plays
at the ball nearest his own, and goes on playing as long as he can
score. The first player who loses his three lives can star: that is,
he can purchase as many lives as are held by the lowest number
remaining in the pool. The order of play is usually red upon white,
yellow upon red, green upon yellow, brown upon green, blue upon brown,
black upon blue, spot-white upon black, white upon spot-white; and
this order is retained so long as all the original players remain in
the game. When the number of players is reduced to two, they can, if
they possess an equality of lives, as two each, or one each, divide
the stake; or they may by agreement play out the game for the entire
pool.
2586. Single Pool.
Single Pool is a game for two players, the white winning game,
originally played with two balls, for a money stake upon each life.
2587. Nearest Ball Pool.
Nearest Ball Pool is the same as ordinary pool, except that the
player, after taking a life, plays upon the ball nearest to the upper
or outer side of the baulk; or, if his ball be in hand, upon the ball
nearest the baulk semi-circle.
2588. Black Pool.
Black Pool is ordinary pool with the addition of a black ball, which
is placed on the centre spot. When, after pocketing the ball proper to
be played on, the black is struck into a pocket, each player pays the
price of a life to the striker.
2589. Skittle Pool.
Skittle Pool is pool with three balls and twelve little skittles,
placed in order round the table. A stake is determined on, and a price
paid out of the pool for every skittle knocked over after striking a
ball. An amusing game for a party of ladies and gentlemen.
2590. Penny Pot.
Penny Pot is pool without restriction as to the number of lives,
played by any number of players, who pay a penny each to the taker of
every life or winning hazard. For the scientific principles of
billiards, and the full rules of the several games played on the
billiard-table, the reader is referred to the excellent little
shilling volume, "Billiards Made Easy,"[1] and the more elaborate
treatise by Captain Crawley.
[Footnote 1: _Billiards made Easy_. With the scientific Principles of
the Spot-stroke, and the Side-stroke, familiarly explained: By Winning
Hazard. Illustrated by practical diagrams. With a chapter on
Bagatelle: Houlston and Sons.]
2591. Boss; or the Fifteen Puzzle.
Apparently simple, this game is really difficult of solution, Fifteen
cubes of wood, severally marked from I to 15, are placed indifferently
in a box made to hold sixteen; thus:
--------------------------- ---------------------------
| | | | | | | | | |
| 9 | 11 | 3 | 7 | | 1 | 2 | 3 | 4 |
| | | | | | | | | |
|------+------+------+------| |------+------+------+------|
| | | | | | | | | |
| 8 | 14 | 10 | 15 | | 5 | 6 | 7 | 8 |
| | | | | | | | | |
|------+------+------+------| |------+------+------+------|
| | | | | | | | | |
| 6 | 12 | 13 | 2 | | 9 | 10 | 11 | 12 |
| | | | | | | | | |
|------+------+------+------| |------+------+------+------|
| | | | | | | | | |
| 5 | 1 | 4 | | | 13 | 14 | 15 | |
| | | | | | | | | |
--------------------------- ---------------------------
The puzzle consists in sliding the cubes from square to square,
without lifting them or removing them from the box, until they are
placed in their natural order. It is easy enough to move the squares
up to 12; but to get the last three into order is often a puzzle
indeed. If the figures fall in either of the following positions--13,
15, 14; 14, 13, 15; or 15, 14, 13--the problem is unsolvable; it
follows, therefore, that the last row must be either 14, 15, 13; or
15, 13, 14. If you get the cubes into either of these positions, you
can easily bring them right; but if you cannot, the only way is to
begin the game all over again. Several other ways are suggested.
Cavendish (Mr. H. Jones) thinks he solves the puzzle by turning the
box half round; but as this is only possible when the figures are on
circular pieces of wood, his solution merely cuts the knot, instead of
unravelling it.
2592. The Thirty-Four Puzzle.
This is an adaptation of tho old magic square, which amused the
philosophers of old. A sketch of it appears in Albert Durer's painting
of Melancholia. Sixteen discs or squares, numbered from 1 to 16, are
placed indifferently on the table--or they may be in the fifteen box;
and the puzzle is to so arrange them as to make the sum of the figures
add up to 34, whether counted up, down, across or angularly. Here is
the solution:
--------------------------- ---------------------------
| | | | | | | | | |
| 1 | 15 | 14 | 4 | | 1 | 8 | 13 | 12 |
| | | | | | | | | |
|------+------+------+------| |------+------+------+------|
| | | | | | | | | |
| 12 | 6 | 7 | 9 | | 14 | 11 | 2 | 7 |
| | | | | | | | | |
|------+------+------+------| |------+------+------+------|
| | | | | | | | | |
| 8 | 10 | 11 | 5 | | 4 | 5 | 16 | 9 |
| | | | | | | | | |
|------+------+------+------| |------+------+------+------|
| | | | | | | | | |
| 13 | 3 | 2 | 16 | | 15 | 10 | 3 | 6 |
| | | | | | | | | |
--------------------------- ---------------------------
This is the simplest; but a more elaborate plan is to so arrange the
figures that any form of the blocks will form a square sum of 34. See
the annexed solution, which the ingenious in may still further
complicate:
----------------------------
| | | | |
| 16 | 3 | 2 | 13 |
| | | | |
|---------------------------|
| | | | |
| 5 | 10 | 11 | 8 |
| | | | |
|---------------------------|
| | | | |
| 9 | 6 | 7 | 12 |
| | | | |
|---------------------------|
| | | | |
| 4 | 15 | 14 | 1 |
| | | | |
----------------------------
2593. Fox and Geese.
This old-fashioned game is played on a solitaire board. Seventeen
geese occupy the upper part of the board lines, with the fox in the
middle, thus:
o--o--o
| | |
o--o--o
| | |
o--o--o--o--o--o--o
| | | | | | |
o--o--+--F--+--o--o
| | | | | | |
+--+--+--+--+--+--+
| | |
+--+--+
| | |
+--+--+
The object of the game is to confine the fox in a corner, so that he
cannot move. The geese march forward in straight lines, not on the
diagonals; and whenever a goose is on the spot next the fox, the
latter can take him, as in draughts, by jumping over to the vacant
spot beyond. The fox can move backwards, forwards, or sideways on the
straight lines; but the geese must go forward, and are not allowed to
retreat. Properly played, the geese must win; but when the number of
geese is reduced to six, it is impossible for them to confine the fox.
There are several ways of playing the game, by placing the fox and
geese in other positions, or by insisting on the fox catching all the
geese. In the latter case, the fox chooses his own starting place. The
game may also be played with eight geese and a fox.
Another way of playing this game is on an ordinary draughtboard, with
four white men for the geese, and a black king for the fox. The geese
can only move forward, but the fox moves either way. The object of the
geese is to pen up the fox so that he cannot move; the object of the
fox is to break through the line of defence. If the game be properly
played, the geese must win. Place them on the draughtboard thus:
-------------------------
| | O| | O| |O | | O|
-------------------------
| | | | | F| | | |
-------------------------
| | | | | | | | |
-------------------------
| | | | | | | | |
-------------------------
| | | | | | | | |
-------------------------
| | | | | | | | |
-------------------------
| | | | | | | | |
-------------------------
| | | | | | | | |
-------------------------
The secret is to keep the geese in a line. The fox tries to prevent
this, and if he can succeed in doubling the geese, or getting one to
stand before the other, he is nearly sure to pass through them.
2594. The Royal Game of Goose.
In the old German game the figure of a goose is printed on a large
sheet of paper, and divided into 63 squares or divisions. The object
of the players,--any number of whom may join in the game--is to make
63 points by successive throws of two dice. A pool is made by equal
contributions by the players, the first of whom gaining the required
number wins. The players throw alternately and add each individual
throw to that already made.
Each player's position is shown on the goose by a counter, a wafer, or
any small article. Any number beyond 63 sends the thrower back as many
points as he exceeds 63. Thus if he were 58, and by a 6 and 5 he threw
eleven he would go forward 5 squares to 63, and back 6 squares from
63. In addition to this, certain numbers on the goose are barred; and
if the player make them he is fined two counters, which are added to
the pool. The numbered goose is sold at most toy shops, but a numbered
draughtboard will serve as well.
2595. Troco or Lawn Billiards.
This is a game that may be played by any number of persons in a field
or open space. The implements are wooden balls and long-handled cues
at the ends of which are spoonlike ovals of iron. In the centre of the
Troco ground is fixed a ring of iron, which moves freely on a pivot,
the spike of the ring being driven into a piece of wood let into the
ground. The wooden ball is lifted from the ground by means of the
spoon-ended cue, and thrown towards the ring--the object of the player
being to pass the ball through the ring; and he who succeeds in making
any given number of points by fairly ringing his ball, or canoning
against the other balls, wins the game.
Canons are made by the player striking two balls successively with his
own ball fairly delivered from his spoon. Thus (says the most recent
writer on the game) a clever player may make a large number of
points--five, seven, or more at a stroke: two the first canon, two for
a second canon, and three for the ring. This, however, is very seldom
accomplished.
Considerable skill is required in throwing the ball, as the ring,
turning freely on its pivot, twists round on being struck. To "make
the ring," it is necessary, therefore, that the ball be thrown fairly
through its centre. But in order to get nearer to it a judicious
player will endeavour to make two or three canons, if the balls lie
within a convenient distance and at a proper angle to each other. If
the ball be thrown with sufficient force, it will glance off from the
ball struck in a line corresponding to its first or original line of
projection.
2596. Rules.
i. Troco may be played by two or more persons, each of whom is
provided with a ball and a cue. When more than two play, sides are
chosen, and the side which first makes the requisite number of
points wins the game.
ii. The players stand in a circle, in the centre of which is set up
the pivot-ring.
iii. Each player starts from any portion of the circle distant not
less than four yards from the ring. The first player lifts his ball
with the spoon-cue, and throws it towards the ring; each of the
others taking his turn alternately--the balls remaining on the
ground where they stop rolling.
iv. If the first player fail to "make his ring," the next goes on,
who may either throw at the ring or at the ball in the circle.
v. Partners may assist each other in getting near the ring; but no
player, at starting, may step within four yards of the ring.
vi. _Two_ points are counted for every canon, and _three_ for every
fairly-made ring; and successive points are reckoned for any number
of rings or canons.
vii. Each player goes on till he fails to canon or ring his ball;
when the next plays; and so on, till the required number of points
are made.
viii. One point is taken off the player's score for every foul
stroke. Foul strokes are made by touching a ball with hand or person
while it is in play; by playing with a wrong ball; by playing out of
turn; by overturning the ring; and by making two or more steps while
throwing the ball.
ix. Each player, after the start, must go on from the place at which
his ball was left after the previous stroke.
x. All disputed points must be settled by the umpire, whose decision
is final.
xi. No ball in-play must be removed from its position except by a
stroke from another ball, and every ball is considered to be in-play
while it is within the circle, which may be of any dimensions chosen
by the players previous to the commencement of the game.
xii. Any player leaving a game before it is finished, loses it.
The game is played fifteen, twenty-one, or any other determined number
of points. The balls should be perfectly round and smooth. They are
generally made of boxwood or lignum vitæ, and weigh about three to
five lbs. each; the balls, cues, &c., are sold by most dealers in
croquet implements.
2597. Habits of a Man of Business.
A sacred regard to the principles of justice forms the basis of every
transaction, and regulates the conduct of the upright man of business.
The following statements afford a bird's-eye view, as it were, of his
habits, practice, and mode of procedure:
i. He is strict in keeping his engagements.
ii. He does nothing carelessly or in a hurry.
iii. He employs nobody to do what he can easily do himself.
iv. He keeps everything in its proper place.
v. He leaves nothing undone that ought to be done, and which
circumstances permit him to do.
vi. He keeps his designs and business from the view of others.
vii. He is prompt and decisive with his customers, and does not
over-trade his capital.
viii. He prefers short credits to long ones; and cash to credit at
all times, either in buying or selling; and small profits in credit
cases with little risk, to the chance of better gains with more
hazard.
ix. He is clear and explicit in all his bargains.
x. He leaves nothing of consequence to memory which he can and ought
to commit to writing.
xi. He keeps copies of all his important letters which he sends
away, and has every letter, invoice, &c., belonging to his business,
titled, classed, and put away.
xii. He never suffers his desk to be confused by many papers lying
upon it.
xiii. He is always at the head of his business, well knowing that if
he leaves it, it will leave him.
xiv. He holds it as a maxim that he whose credit is suspected is not
one to be trusted.
xv. He is constantly examining his books, and sees through all his
affairs as far as care and attention will enable him.
xvi. He balances regularly at stated times, and then makes out and
transmits all his accounts current to his customers, both at home
and abroad.
xvii. He avoids as much as possible all sorts of accommodation in
money matters, and lawsuits where there is the least hazard.
xviii. He is economical in his expenditure, always living within his
income.
xix. He keeps a memorandum-book in his pocket, in which he notes
every particular relative to appointments, addresses, and petty cash
matters.
xx. He is cautious how he becomes security for any person; and is
generous when urged by motives of humanity.
Let a man act strictly to these habits--ever remembering that he hath
no profits by his pains whom Providence doth not prosper--and success
will attend his efforts.
2598. Taking a Shop or Place of Business.
If you are about to take a place of business, you will do well to
consider the following remarks:
2599. Small Capitalists.
Let us take the case of a person who has no intimate knowledge of any
particular trade, but having a very small capital, is about to embark
it in the exchange of commodities for cash, in order to obtain an
honest livelihood thereby. It is clear, that unless such a person
starts with proper precaution and judgment, the capital will be
expended without adequate results; rent and taxes will accumulate, the
stock will lie dead or become deteriorated, and loss and ruin must
follow. For the last absorption acting upon a small capital will soon
dry up its source; and we need not picture the trouble that will arise
when the mainspring of a tradesman's success abides by him no more.
2600. Larger Capitalists.
The case of the larger capitalist can scarcely be considered an
exception to the same rule. For it is probable that the larger
capitalist, upon commencing a business, would sink more of his funds
in a larger stock--would incur liability to a heavier rent; and the
attendant taxes, the wages of assistants and servants would be
greater, and, therefore, if the return came not speedily, similar
consequences must sooner or later ensue.
2601. Localities.
Large or small capitalists should, therefore, upon entering on a
shopkeeping speculation, consider well the nature of the locality in
which they propose to carry on trade, the number of the population,
the habits and wants of the people, and the extent to which they are
already supplied with the goods which the new adventurer proposes to
offer them.
2602. New Neighbourhoods.
There is a tendency among small capitalists to rush into new
neighbourhoods with the expectation of making an early connection. Low
rents also serve as an attraction to these localities. General
experience, however, tends to show that the early suburban shops
seldom succeed. They are generally entered upon at the very earliest
moment that the state of the locality will permit--often before the
house is finished the shop is tenanted, and goods exposed for
sale--even while the streets are unpaved, and while the roads are as
rough and uneven as country lanes.
The consequence is, that as the few inhabitants of these localities
have frequent communication with adjacent centres of business, they,
as a matter of habit or of choice, supply their chief wants thereat;
and the newly arrived shopkeeper has to depend principally for support
upon the accidental forgetfulness of his neighbour, who omits to bring
something from the cheaper and better market; or upon the changes of
the weather, which may sometimes favour him by rendering a "trip to
town" exceedingly undesirable.
2603. Failures.
"While the grass is growing the horse is starving;" and thus, while
the new district is becoming peopled the funds of the small shopkeeper
are gradually eaten up, and he puts up his shutters just at the time
when a more cautious speculator steps in to profit by the connection
already formed, and to take advantage of the new improved condition of
the locality. It seems, therefore, desirable for the small capitalists
rather to run the risk of a more expensive rent, in a well-peopled
district, than to resort to places of slow and uncertain demand; for
the welfare of the small shopkeeper depends entirely upon the
frequency with which his limited stock is cleared out and replaced by
fresh supplies.
2604. Precautions.
But should the small capitalist still prefer opening in a suburban
district, where competition is less severe, and rents and rates less
burdensome, there are certain precautions which he will do well to
observe. He should particularly guard against opening a shop to
supply what may be termed the superfluities of life; for the
inhabitants of new suburban districts are those who, like himself,
have resorted to a cheap residence for the sake of economy. Or if this
be not the case--if they are people of independent means, who prefer
the "detached villa" to the town house, squeezed up on both sides,
they have the means of riding and driving to town, and will prefer
choosing articles of taste and luxury from the best marts, enriched by
the finest display.
2605. Necessaries or Luxuries.
The suburban shopkeeper should, therefore, confine himself to
supplying the _necessaries_ of life. Hungry people dislike to fetch
their bread from five miles off; and to bring vegetables from a long
distance would evidently be a matter of considerable inconvenience.
The baker, the butcher, the greengrocer, the beer retailer, &c., are
those who find their trade first established in suburban localities.
And not until these are doing well should the tailor, the shoemaker,
the hatter, the draper, the hosier, and others, expect to find a
return for their capital and reward for their labour.
2606. Civility.
In larger localities, where competition abounds, the small shopkeeper
frequently outstrips his more powerful rival by one element of
success, which may be added to any stock without cost, but cannot be
withheld without loss. That element is _civility_. It has already been
spoken of elsewhere, but must be enforced here, as aiding the little
means of the small shopkeeper to a wonderful degree. A kind and
obliging manner carries with it an indescribable charm. It must not be
a manner which indicates a mean, grovelling time-serving spirit, but a
plain, open, and agreeable demeanour, which seems to desire to oblige
for the pleasure of doing so, and not for the sake of squeezing an
extra penny out of a customer's pocket.
2607. Integrity.
The sole reliance of the shopkeeper should be in the integrity of his
transactions, and in the civility of his demeanour. He should make it
the interest and the pleasure of the customer to come to his shop. If
he does this, he will form the very best "connections," and so long as
he continues this system of business, they will never desert him.
2608. Duties of a Shopkeeper.
He should cheerfully render his best labour and knowledge to serve
those who approach his counter, and place confidence in his
transactions; make himself alike to rich and poor, but never resort to
mean subterfuge and deception to gain approbation and support. He
should be frugal in his expenditure, that in deriving profits from
trade, he may not trespass unduly upon the interest of others; he
should so hold the balance between man and man that he should feel
nothing to reprove his conscience when the day comes for him to repose
from his labours and live upon the fruits of his industry. Let the
public discover such a man, and they will flock around him for their
own sakes.
2609. A Very Useful Book.
A very useful book, "The Handy Book of Shopkeeping, Shopkeeper's
Guide" [1] (published at one shilling), enlarges upon these subjects
in a very able manner, and gives most useful hints to people in every
dapartment of trade.
[Footnote 1: Houlston and Sons, London.]
2610. Early Rising.
The difference between rising every morning at six and eight, in the
course of forty years, amounts to 29,200 hours, or three years one
hundred and twenty-one days and sixteen hours, which are equal to
eight hours a day for exactly ten years So that rising at six will be
the same as if ten years of life (a weighty consideration) were added,
wherein we may command eight hours every day for the cultivation of
our minds and the despatch of business.
2611. Frugality.