THE GAMES OF THREAD-MY-NEEDLE, AND THE WOLF.

Madame D’Hernilly’s birth-day was celebrated by her family without

parade or ceremony: the offerings upon this occasion were those of the

heart alone. The neighbouring farmers, and superior class of peasants,

presented themselves at the castle, to offer their congratulations to

Madame on the return of the day; their little girls, dressed in white,

brought her flowers. Madame D’Hernilly received with pleasure the

simple offerings of these worthy people, for whom she prepared

pleasures suited to their taste. The court of the castle became the

theatre of a _fête champêtre_, which not only lasted the whole day,

but was prolonged during the evening, by the light of a number of

small lamps. The villagers amused themselves with dancing, and at

night they were regaled with a simple collation.

[Illustration: Girls amusing themselves outdoors]

While the villagers were enjoying the dance, their children were

diverting themselves in the gardens of the castle with the young

ladies and their visitors. As the games which they commonly played

would not suffice for the amusement of so many, Ernestina, who had a

very ready invention, proposed to them a new game, which she assured

them was quite original. We know that children, and particularly young

persons who are just past childhood, play sometimes at a game called

“_Who will laugh last?_” The mode of playing this game is very simple;

they look each other full in the face, using at the same time every

effort to preserve their gravity, and the first who smiles, even in

the slightest degree, gives a forfeit, or else her companions impose a

slight penance upon her.

Ernestina invented a game of this sort, in which a great number of

persons might be engaged at once. It was a trial who should remain the

longest time motionless in the same place. This play, it must be

confessed, did not promise much amusement, but the preparations were

entertaining enough. Madame D’Hernilly’s daughters had the greatest

trouble to make the young villagers comprehend what they were to do;

some of them, as soon as they were placed in proper positions, and

desired to remain without moving as long as they possibly could,

turned round immediately to the opposite side, and asked, with great

simplicity, what they were to do? The confusion which resulted from

these blunders was very diverting to the lookers-on. At last every

thing was arranged, and the game might have gone on smoothly enough,

but for want of patience in the players, who very naturally got tired

of this silent amusement as soon as they began it; and, passing at

once from one extreme to the other, in which, by-the-by, they

resembled many grown people, they adopted the proposal of a pretty

little peasant, to play at the game of “_Thread-my-needle_.” They

comprehended with great facility the explanation which she gave them

of it, and they began to play at it immediately.

The young ladies, their visitors, and the villagers, took each other

by the hand, and formed a long file: they arranged themselves in such

a manner that the two tallest girls were at the end of this file, and

one of the most active at the opposite extremity. The lot fell to

Aglaé to conduct the joyous band; and while the two last remained

fixed in their places, with their arms raised, she passed under them,

and all those who followed her did the same: after making a circuit,

Aglaé returned between the second and the third, then between the

third and the fourth, and so on, till by coming nearer and nearer, she

found herself obliged at last to make a turn under the arm of the

young girl who was next her; this is the termination of the game. Each

of them took her turn in this manner to pass under one another’s arms,

as a thread drawn through a needle, and, directed by a skilful hand,

successively runs through all the meshes of a web.

This exercise does not require any particular degree of agility, the

main point is to hold each other by the hand firmly, and to take care

that you do not lose your hold. Half an hour was long enough to tire

our young revellers of this game, and they had recourse to another

somewhat similar to it, called _queue-le-leu_, or sometimes more

simply termed the _wolf_.

They tossed up to see who should be _wolf_; the chance fell upon

Adriana, who stood alone on one side during some time; her companions,

holding each other by the tails of their gowns, ranged themselves

behind a tall and active female villager, who was to play the

shepherdess. It was expressly agreed upon, that Adriana should only

take the last of the flock, and the shepherdess took all possible care

to prevent her getting at that one. The struggle was a little unequal,

because the shepherdess’s movements were quicker and more abrupt than

those of the poor little wolf. Fortunately, those girls who formed the

tail of the flock, had not so much strength or agility as their

shepherdess, they relaxed by degrees in their exertions, and Adriana

took advantage of it to catch the last; the file was then thrown into

disorder, and they suffered themselves to be taken one after another.

As fast as Adriana made a captive, it was placed behind her, and the

flock of wolves became at last so formidable, that they completely

surrounded the sheep, and not one of them could escape. Valeria,

Ernestina, and the others, each in their turn, became the _wolf_; and

when they were tired of this game, they divided into groups, and

played at “_hide and seek_,” “_puss in the corner_,” “_paquets_,” and

other sports, which the villagers delight to play at in their rustic

_fêtes_.

[Illustration: Girls playing with yoyo and balls]

THE CUP-AND-BALL, THE DEVIL, THE SOLITAIRE, EMIGRANT, DOMINOS, &c.

The Misses D’Hernilly received from their brother a delightful

present, and one worthy of the affection which these amiable children

bore to each other. Young D’Hernilly had learned by a letter from

Ernestina, that the companions whom his sister met with at the castle,

were younger than themselves, and that, in conformity to the taste of

their little friends, the Misses D’Hernilly had resumed the trifling

and puerile amusements of their childish days. Upon receiving this

intelligence, Victor D’Hernilly went immediately to one of the most

elegant toy-shops, and purchased a complete collection of all sorts of

games, which he sent to his sisters by the first opportunity.

My little readers will easily conceive, that the arrival of this

present occasioned a grand rejoicing among the young inmates of the

castle. Each vied with the other who should first try the

“_cup-and-ball_,” the “_solitaire_,” and the other play-things, some

of which were unfortunately gone a little out of fashion, such as the

“_Devil_,” and above all, the “_Emigrant_,” the name of which alone is

sufficient to indicate its origin.

Madame D’Hernilly who still continued to share in the amusements of

the children, was particularly attentive to them while they were

engaged in these new games; she made them keep at certain distances

from each other, lest they should be hurt by the ball of the

_cup-and-ball_, or by the fall of the _devil_.

The cup-and-ball, in the management of which the celebrated Marquis of

Bièvre is said to have excelled, is of ancient origin, since mention

is made of it in Rabelais. It is composed of two parts, which are

united by a small cord, the strongest, and at the same time, the most

flexible of its kind that can be procured. One of the parts is a

wooden or ivory stick, pointed at one extremity and rounded at the

other; the cord fixed in the centre of the stick, supports a large

ball, pierced through the middle by a hole, the cord which is passed

through the smallest opening, comes out at the large one; then a knot

is tied at the end, which secures the ball from falling down.

The player begins by twirling the ball so as to give it a very quick

motion in a perpendicular direction; you must wait a few seconds till

you feel that the ball begins to move less quickly; this is the moment

to throw it up, and if the aim is good, the ball will be caught in the

cup, or with a more skilful player upon the point, which is called the

spindle. There are some players so clever, that they will catch the

ball every time; two people may play at this game by trying in a given

number of throws, which will first be able to catch the ball.

An ancient historian, named Estoile, tells us that King Henry the

Third of France amused himself very frequently at cup-and-ball. This

game came suddenly into very great favour in the middle of Louis the

Fifteenth’s reign; it was in fact so much the fashion, that the

actresses had the cup-and-ball in their hand even upon the stage.

The _Emigrant_ was at one time quite as much in vogue, and it deserved

it, on account of its singular mechanism, which though very simple

causes it to remount of itself the whole length of the cord from which

it descends. The _Emigrant_ is a double disk, made of ebony or ivory;

the two parts of this disk are united in the centre by a ball, which

is of the same shape, and which forms a single piece; the ball is

pierced with a hole, through which a cord is passed, the cord is

knotted at the extremity in the same manner as the string of a

cup-and-ball. You wind this cord round the ball, and then raising it

by one end, you let the toy drop, retaining only the end of the cord;

the toy falls, but it has acquired a force of rotation, which obliges

it to roll itself round the cord in an opposite direction, and it thus

winds itself up almost to the very end of the cord. It would in fact

return of itself into your hand, only that a part of its impulse is

destroyed by the friction and the resistance of the air; you are

therefore obliged to second its motion by the alternate play of the

hand. The _Emigrant_ descends and ascends without ceasing, unless it

gets deranged by the string getting out of the rut, which is formed by

the middle of the ball.

You may play with the _Emigrant_ not only by giving it a vertical

motion, but also a horizontal one; and you may make it go, if you

choose, like a censer, but this last method is not free from

inconvenience, for if the string should chance to break, the disk may

hurt the people who are near the player, or it may smash the

looking-glasses or china.

The _Devil_ is a toy still more dangerous to furniture; it is indeed

so much so, that one cannot without imprudence play with it in a room.

Most people remember this noisy plaything, for it was much in vogue a

few years ago. It is in some respects, the reverse of the _Emigrant_;

but it is moved by the same principle. It consists of two hollow

balls, which are cut out of the same piece of wood, and united by a

common stalk. Sometimes instead of wood, the toy is composed of tin,

pewter, or even crystal; it is hardly necessary to observe that the

_Devils_ of this last substance are the most expensive and the most

fragile. Each ball is pierced with a hole into which the air enters,

and from which it escapes with impetuosity as the instrument turns

round; a continual noise results from this, similar to that made by a

German top. The rotation of the Devil is kept up by the alternate play

of a small cord, suspended between two sticks placed in each hand of

the player. You may throw this plaything very high, even to the

distance of fifteen or twenty feet, and yet retain it upon the string;

but this cannot be done without exposing the poor _Devil_ to the

chance of falling every instant; and it does not long survive repeated

falls.

It seems likely that this game has been brought from India by the

English, for it has been long known in China, and it is represented in

some engravings sent from China, by the missionaries thirty years ago.

Adriana, although the youngest of the girls, had seized upon a toy,

the use of which requires both stillness and reflection; consequently,

she did not expect much amusement from it. It is called the

_Solitaire_, because it can be played by a single person.

The _Solitaire_ is a sort of octagon table, in which thirty-seven

holes are made in the following order; three upon the first row, five

upon the second, seven upon the third, fourth, and fifth, five upon

the seventh, and three upon the eighth and last row.

The thirty-seven holes receive little pegs of bone or ivory which are

taken out at pleasure; but you must leave one of the holes towards the

middle empty. You take the pegs at this game in the same manner as at

draughts, jumping in a straight line over those who leave behind them

an empty space. You may take away the pegs in whatever way you think

proper, but at the end of the game there must remain only one peg; if

two or three, or a greater number, should remain so separated, that

they cannot be taken one after another, the game is lost.

The combinations of this game are very varied, and after you have won

one game, you find it very difficult to play another exactly in the

same manner. This difficulty is a good deal increased by the manner in

which players exercise themselves, in leaving at different times a

hole empty in various parts of the board, first in one place, and then

in another.

There was at this time a continued and heavy fall of rain, which

obliged our young friends to remain for some days within doors.

Fortunately, Victor’s liberality enabled them to amuse themselves as

well in the house as in the open air. In the parcel he had sent to

them, there were two sorts of shuttlecock; the one we have already

described, and another in which the shuttlecock is received on each

side in a sort of funnel attached to a long handle. This exercise is

less active than battledore and shuttlecock, because it is necessary

that both the players should stand in a straight line. The dining-room

was sufficiently spacious to admit of their playing this game with

perfect convenience[1].

Adela and Ernestina laughed very heartily at seeing Tee-totums among

their brother’s presents; even Adriana herself thought that this play

was somewhat too childish; nevertheless, after they had ridiculed

Victor for sending them Tee-totums, they demonstrated at last by

playing with them, that his foresight was not useless. When they had

played at this game in their infancy, they had never troubled

themselves to seek the signification of the letters marked on each

side. All their pleasure consisted in trying who should make the totum

spin the longest. Sometimes they themselves made a totum of a

button-mould into which they drove a nail, a pin, or a little wooden

peg. When Madame D’Hernilly explained to them what was meant by the

letters engraved in black on the sides, they conjectured that the

amusement had been invented by grave professors of science, or at

least by some of their pupils, who had made a certain progress; for

each of these letters P. A. D. T. is the initial of a Latin word

expressing divers chances of the game. The letter P. is the beginning

of the Latin word _pone_, which signifies put down; the person who

throws it is obliged to put down a counter to the pool. The letter A.

is the initial of _accipe_, that is to say, _receive_; the player who

throws it gains a counter. D. the first letter of the Latin word _da_,

in English _give_, obliges you if you turn it up, to pay a counter. If

T, the first letter of _totum_, which signifies _all_, should turn up,

you take all that is in the pool.

We need hardly tell our young readers, that it is from this word

_totum_, that the game takes its name. There are some totums that have

a greater number of sides than others; this causes an infinite variety

in the game, and greatly increases the chances of gain or loss. The

totums with twelve sides, do not differ much from a ball in form; but

they are not turned upon a pivot, they are only rolled by the hand.

The sides are numbered up to twelve, he who gains the highest point

wins the game, and as this play does not require any profound

combinations, they have given it the familiar name of _Jack_.

“It is a pity,” said Adriana, “that Victor did not send us a _Jack_.”

“Oh,” cried Adela, “we may manage to have one with two dice, which

will produce the same numbers from two to twelve.” Madame D’Hernilly

surprised her daughters very much by proving to them, that at the game

of dice, the chances were not equal, and that they would find by

calculation, it was probable they might throw one number more

frequently than another.

In the first place, you can never throw the simple number 1, because

you are obliged to make use of two dice; the lowest number you can

produce, must therefore be 2, which is formed by the two aces; there

is consequently only one means of producing this number: 3 may be

formed in two ways, that is to say, with the ace of one die, and the 2

of another; and then with the 2 of the first, and the ace of the

second.

Number 4 may be formed in three ways, by the double 2, by 1 and 3, and

by 3 and 1. Number 5 has four chances, namely, 2 and 3, 3 and 2, 4 and

1, 1 and 4.

6 may be thrown in five different ways; first, the double 3; second, 2

and 4; third, 4 and 2; fourth, 5 and ace; fifth, ace and 5.

The chances are most in favour of the number 7; it may be formed first

by 6 and ace; second, by ace and 6; third by 5 and 2; fourth, by 2 and

5; fifth, by 4 and 3; sixth, by 3 and 4.

The numbers which follow these, decrease in the same proportion as the

preceding ones have augmented; therefore there are five chances for

number 8, as there are for number 5; the 9 like the 4 has four

chances; the 10 is gained in three ways like the 3; and the 11 is made

by two different combinations like the 2; lastly, the number 12 can be

produced only by the double 6.

It is very necessary to understand these combinations at the games of

tric-trac, or backgammon; the knowledge of them, in fact, constitutes

the whole art of placing the men skilfully.

Players at different games, down even to the very game of _goose_,

have made use of these combinations in order to calculate the probable

chances of the different numbers. There is an infinite variety of

drawings upon pasteboard designed for these games. The game of the

_goose_, and similar ones, are disposed from 9 to 9; but you cannot

stop there, and it is not possible to arrive at the last number 63,

till you have surmounted a great number of obstacles. As a proof of

this, we need only observe how often it happens, that when a person is

nearly at the end of the game, and upon the point of winning it, he

throws 6, which is one of the most common throws, and thus going

beyond the required number is obliged to begin the game again. The

_bridge_, the _well_, the _prison_, and _death_, that is to say, the

figures which represent these quicksands, are arranged in such a

manner, that one falls into them by the numbers 6, 7, and 8, which

come every instant. In speaking upon this subject, Ernestina said

facetiously, that a comic poet was not in the wrong in making one of

his personages say:――

These games I prefer, which the spirit amuse,

And ’tis a nice game, this same game of the GOOSE.

Adela, who had seen her parents play at tric-trac, asked the meaning

of the words carmes, sonnes, &c., which she had heard pronounced at

this game. Madame D’Hernilly informed her, that they call the two aces

_leset_; the two trays _ternes_; the two fours _carmes_; the two

fives, _quines_; the two sixes _sonnez_. There is no particular

denomination for the double deuce.

With three dice, the chances are still more multiplied, and it would

be very easy to calculate them; three points alike are called

_raffle_, that is to say, a raffle of aces, a raffle of trays, a

raffle of sixes, &c. &c.

From explaining the chances of the dice, Madame D’Hernilly turned to

that of the _osselets_, or knuckle bones, which the ancients used

nearly in the same manner as we do dice. They placed two or three in

the dice box, and they reckoned a certain number of points according

to what was turned up. The game was, however, looked upon only as a

childish amusement. Phrates, king of the Parthians, wishing to

reproach Demetrius, king of Syria, for his habitual levity, sent him

some golden _osselets_.

Our children employed the little bone which is found in the leg of

mutton, and which we call cramp-bone, or else small pieces of ivory

cut to resemble it. The convex side is called the back, the opposite

side which is concave, is called the hollow, and the two other sides

are called the flat sides. The _osselet_ is thrown up into the air,

and before it falls, the player is obliged to place those which remain

upon the tube one after another upon the back, upon the hollow, and

upon the concave side; another osselet is then thrown up, and before

it returns into his hand, he must successively snatch up all those

which are on the table, or else he must make them pass under the thumb

and forefinger of his left hand, which is extended; these different

combinations are called making the _back_, the _hollow_, the _wells_,

the _fricassee_, the _raffle_, &c.

The Misses D’Hernilly, and their young friends amused themselves very

little with the _osselets_ which Victor had sent them; they declared

that such a fatiguing game was fitter for boys than girls. But though

they thought little of the _osselets_, they prized very highly a

superb set of dominos, which were made of mother-of-pearl, and had the

spots marked with golden nails. Madame D’Hernilly thought that this

elegant token of Victor’s affection for his sisters, would not be very

long safe in the hands of those little rattle-pates and their giddy

associates; she therefore took charge of them herself, and presented

the children with a common set in their stead.

Each Domino is divided into two parts, and each part presents seven

combinations; namely, the six points of the dice, and the white space:

it is for this reason, that the dominos are 28 in number. Each player

takes at random a certain number of dominos, which he places before

him in such a manner, that his adversary cannot distinguish how many

there are. The person who has a double six, or for want of that, a

double five, or any other number doubled, begins the game: the others,

for three or four may play at it, place by turns, a corresponding

domino to one of the extremities of the domino which is put upon the

table. If any one has not a domino to correspond with the others, he

is passed by, and loses his turn; this is called _sulking_. When there

are only two, it is called _fishing_. You take at first very few

dominos, for example, three, or at most five. When you _sulk_, instead

of letting your adversary play, you draw from the dominos which

remain, until you have drawn the required number; in consequence of

this, it sometimes happens, that the player draws more than half the

set. The game is won by the player who has first used all his dominos.

If the game is closed, and that no one can place their remaining

numbers either to the right or the left, he who has the smallest

number of points, or if the points are equal, who retains the least

number of dominos, wins the game. The winner reckons in his favour the

number of points which his adversary has not been able to place, and

they begin again until one of the players has gained the number 100 as

at picquet.

The young neighbours were obliged to absent themselves for a few days

from the castle, they soon however returned; and they passed whole

evenings in playing at domino. Each of the players marked by means of

a card the numbers they had gained. Madame D’Hernilly informed them,

that their manner of reckoning up their numbers, by cutting a card in

different places, had a great resemblance to the _abacus_, which the

ancient Romans made use of in counting; and the _souan-pan_, which the

Chinese employ for the same purpose.

On one side is a large hollow, with four slits to mark the units; on

the other side is a mark reckoned equal to fifty, and four others,

which are each equal to ten. You might by this means, count beyond

ninety-nine, but in multiplying the slits, you might go to several

millions, or even millions of millions.

This kind of arithmetic is much more expeditious than that of writing

down and adding up columns of figures, but it is attended with one

very great inconvenience, that of leaving no trace of detached

calculations; so that you cannot ascertain afterwards whether you have

not committed some error.

The children’s fondness for dominos, subsided at last like their other

whims, and they condescended to play with the _onchets_. Adriana

deceived by the similarity of sound between this word and _échecs_,

the French name for chess, supposed they were the same game; Madame

D’Hernilly explained the difference, which was very considerable; but

although she was tolerably skilful at chess and draughts, she thought

that their combinations were too complicated for young people. “When

you are older,” said she, “I will make you acquainted with a charming

poem, written by Cérutti on the game of chess; but in order to

comprehend the poem, you must be acquainted with the rules of the

game. I shall content myself to-day with reading you some verses

descriptive of the subject.”

[1] This game and those that follow are represented in the

border of the print.

Healthful Sports for Young Ladies · 第 7 / 15 题