English Billiards,--the best of all the games,--is usually played 50

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.

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