This puzzle is almost good enough to be included among conjuring

tricks, but as there is neither magic nor sleight of hand involved,

there is no alternative but to place it here. The puzzle seems

ridiculous and unreasonable, as in performing it neither the coat nor

vest may be torn, cut, or damaged, nor may either arm be removed from

the sleeve of the coat. The puzzle cannot always be performed, as it

depends upon the size of the coat-sleeves allowed by the fashions of

the day, though as a rule a coat with suitable sleeves will be found in

most households. The person whose waistcoat has to be removed should be

the wearer of a coat the sleeves of which are sufficiently large at the

wrist to admit of the hand of the operator being passed up and through

them. Any person undertaking to perform the puzzle in a drawing-room

should first request some one of the company to remove his evening

coat, and to replace it by a light spring overcoat; this being done,

it will be easy to carry out the following instructions: The waistcoat

should first be unbuttoned in the front, and then the buckle at the

back must be unloosed. The operator, standing in front of the person

operated upon, should then place his hands underneath the coat at the

back, taking hold of the bottom of the waistcoat, at the same time

requesting the wearer to extend his arms at full length over his head.

Now raise the bottom part of the waistcoat over the head of the wearer

(if the waistcoat be tight it will be necessary to force it a little,

but this must not be minded so long as the waistcoat is not torn);

the waistcoat then will have been brought to the front of the wearer,

across his chest. Take the _right_ side bottom-end of the waistcoat,

and put it into the arm-hole of the coat at the shoulder, at the same

time putting the hand up the sleeve, seizing the end, and drawing it

down the sleeve; this action will release one arm-hole of the garment

to be removed. The next thing to be done is to pull the waistcoat

back again out of the sleeve of the coat, and put the _same end_ of

the waistcoat into the _left_ arm-hole of the coat, again putting the

hand up the sleeve of the coat as before, and seizing the end of the

garment. It may then be drawn quite through the sleeve, and the puzzle

is accomplished.

TO BREAK A STONE WITH A BLOW OF THE FIST.

To do this two stones are required, each one of which should be from

three to six inches in length, and about half as thick. Place one of

the stones flat, firmly and immovably, upon the ground, and on it place

one end of the other stone, raising the opposite end to an angle of

something like forty-five degrees, and just over the centre of the

lower stone, with which it must form a T, being kept in that position

by a piece of twig or stick of the necessary length. The top or

elevated stone should then be smartly struck at about the centre with

the little-finger side of the hand; the stick, of course, will give

way, and the bottom stone will be broken to pieces.

THE KEY, THE HEART, AND THE DART.

This is a very old-fashioned puzzle, and easy of accomplishment to

those who know how to do it. The puzzle is either to arrange the three

articles in an apparently inextricable manner, or, if they are so

arranged, to separate them without damaging either, or bending the

cardboard out of which they should be made.

Cut out of some tough and elastic cardboard a double-headed dart, a

key, small at the ring end, and a heart, in which should be cut four

angular slits, shaped as in Fig. 18. To arrange them together, the

lowermost cut in the heart must be pressed out so that it will form a

loop, through which the ring end of the key has to be drawn, and so

that one end of the dart may also be passed through without breaking

the cardboard. Then fold the dart in the middle, so that one of its

heads shall accurately fit upon the other head; bring the loop of the

heart back into its former position, drawing it out of the ring of the

key, which should then glide down the shaft of the dart, and hang fast

held by the head. To disentangle the articles, reverse the order of

procedure.

[Illustration: Fig. 18.]

THE PRISONERS' RELEASE PUZZLE.

Take two pieces of string or tape, and round the wrists of two persons

tie the string, as shown in Fig. 19. It adds to the amusement of the

puzzle if one of the persons is a lady and the other a gentleman. The

puzzle is for them to liberate themselves, or for any one else to

release them without untying the string. To do this, B makes a loop of

his string pass under either of A's manacles, slips it over A's hands,

and both will be free. Reverse the proceeding, and the manacles are

again as before.

[Illustration: Fig. 19.--The Prisoners' Release Puzzle.]

As a finish to the Mechanical Puzzles, we will give the key to the

world-renowned

HAMPTON COURT MAZE.

Upon entering the maze, turn to the right; afterwards, whenever there

is a choice between the left and right, turn to the left, and the

centre will soon be reached. Reverse the process in coming out.

ARITHMETICAL PUZZLES.

Under this heading we propose to give some arithmetical puzzles, to

speak of the power of different numbers, to show some of the curious

combinations of which numbers are capable, and generally to give such

examples as our space will admit to explain how the science of numbers

may be made to do service for our amusement.

Among the most popular of number puzzles are the

AMERICAN PUZZLES "15" AND "34,"

which have been christened "Boss." The materials of the puzzles are

very simple, a description that may indeed be applied to all the

amusements dealt with in this section. The puzzles, as purchased,

consist of a square box of sixteen small wooden cubes, numbered from

1 to 16. The box of cubes may be purchased in the streets for a

very trifling sum, or it may be obtained in the toy-shops in a more

elaborate form, but still at a small cost. The popularity of the game

may be guessed from the statement made by a New York toy-dealer to the

effect that in one day he disposed of no less than 230 gross of a cheap

variety. In London, street toy-vendors by the score sold them all day

long for weeks together when they were first introduced, and a leading

toy-dealer in the fashionable neighbourhood of Regent Street says the

number sold retail from his shop daily was enormous. Their popularity

in other countries is equally great.

The puzzle is twofold, and is described in the following quaint and

curt manner in the little boxes sold in the streets:--

_The Puzzle of Fifteen._--"Remove the 16 block. Put the pieces in the

box irregularly, and arrange them to regular order by shoving."

_The Magic Sixteen, or the Puzzle of Thirty-four._--"Arrange the

sixteen blocks so that the sum of the numbers added up in any

straight line, either vertical, horizontal, or diagonal, will be 34."

[Illustration:

+----+----+----+----+

| 1 | 14 | 15 | 4 |

+----+----+----+----+

| 8 | 11 | 10 | 5 |

+----+----+----+----+

| 12 | 7 | 6 | 9 |

+----+----+----+----+

| 13 | 2 | 3 | 16 |

+----+----+----+----+

Fig. 1.--A Solution of the "34" Puzzle.]

[Illustration:

+----+----+----+----+

| 1 | 15 | 14 | 4 |

+----+----+----+----+

| 12 | 6 | 7 | 9 |

+----+----+----+----+

| 8 | 10 | 11 | 5 |

+----+----+----+----+

| 13 | 3 | 2 | 16 |

+----+----+----+----+

Fig. 2.--Another Solution of the "34" Puzzle.]

It would appear that the "15" puzzle has the merit of being entirely

new, a claim to which the "34" puzzle has no sort of right, it being

found in many books of old and recent date. It is believed that there

are in all sixteen different ways of arranging the numbered blocks so

that the sum of the numbers will be 34 in every direction; but two ways

will suffice to quote here, and they are as shown in Figs. 1, 2. The

fascination and popularity of "Boss," however, all centre around the

"15" puzzle; it is the solution of that which is said to have sent some

people mad, to have made more forsake their ordinary occupation, and

which claims to have given to a still larger and ever growing number of

human beings a new incentive to life. The puzzle is fairly stated above

in the words, "Put the pieces in the box irregularly," &c. As a first

attempt, however, place the pieces as arranged when the "34" puzzle

has been solved, and the "15" puzzle may be easily accomplished after

a little practice. To describe the various moves would be unnecessary,

but the object first to be aimed at is to get the first row of cubes,

viz., 1, 2, 3, 4, into their proper places, attention being next

directed to getting the 12 cube into its place; that cube will have to

be again moved before all the cubes have been consecutively arranged,

but it should always be kept as near to its proper position as

possible. The cubes, when arranged, should read as follows (Fig. 3):--

[Illustration:

+-----------------+

| 1 2 3 4 |

| |

| 5 6 7 8 |

| |

| 9 10 11 12 |

| |

| 13 14 15 |

+-----------------+

Fig. 3.--"15" Puzzle--The Cubes in Order.]

[Illustration:

+-----------------+

| 1 2 3 4 |

| |

| 5 6 7 8 |

| |

| 9 10 11 12 |

| |

| 13 15 14 |

+-----------------+

Fig. 4.--"15" Puzzle--The Cubes set for Solution.]

"Boss," or the real American puzzle of "15" is to place the numbered

cubes, as shown in Fig. 4, in the box, and then to arrange them, by

sliding and without lifting any one cube, so that they shall read

consecutively. It may at once be said that the American puzzle has

never yet been solved. But why? is asked by every one, and every

one tries to solve it. Articles on the puzzle have appeared in many

periodicals, but no one has had the hardihood to publish a solution

of the American puzzle. An ingenious calculator has stated that the

fifteen cubes may be arranged in the box in 1,307,674,318,000 different

combinations, and that it would take one individual a whole year to

work out 105,000 of these arrangements, if only one arrangement was

worked out every five minutes. Let the reader calculate at what remote

period the whole of the different orders could be tested to see whether

the "15-14" combination could be overcome. It seems to have been

decided that there are a certain number of the combinations that can be

solved, and that there are a certain number that cannot, and that the

number of each is equal. If, when the fifteen cubes are placed in the

box, the number of transpositions required to place the cubes in proper

consecutive order is even, the puzzle may be solved; but if the number

of transpositions required is odd, the puzzle cannot be solved. For

example: take the first solution of the "34" puzzle (Fig. 1), and it

will be found that six transpositions are required to place the numbers

in the proper order, viz.:--

1. Transpose 14 and 2 4. Transpose 11 and 6

2. " 15 " 3 5. " 10 " 7

3. " 8 " 5 6. " 12 " 9

The number of transpositions being even, the puzzle is soluble; with

the "15-14" order, there being only one transposition necessary, or an

odd number, the puzzle is insoluble. With this information and a little

practice any player may tell at a glance when any combination of the

figures is shown whether the puzzle is soluble or no.

After the above lengthy dissertation on these clever puzzles we will

now proceed to minor topics which may be treated as arithmetical

amusements.

THE MAGIC NINE, OR THE PUZZLE OF FIFTEEN.

To arrange the numbers 1 to 9 in three rows, so that the sum of each

row added together horizontally, vertically, or diagonally shall be 15.

Fig. 5 shows how the arrangement has to be made.

[Illustration:

+---+---+---+

| 2 | 9 | 4 |

+---+---+---+

| 7 | 5 | 3 |

+---+---+---+

| 6 | 1 | 8 |

+---+---+---+

Fig. 5.--The Magic Nine.]

THE MAGIC THIRTY-SIX, OR PUZZLE OF ONE HUNDRED AND ELEVEN.

This puzzle is similar in principle to the preceding one, and consists

in so arranging the numbers 1 to 36 in six rows that the sum of each

row, added together horizontally or vertically, shall be the same (Fig.

6). The sum of the rows will be found to be 111.

[Illustration:

+-----+-----+-----+-----+-----+-----+

| 8 | 30 | 27 | 10 | 25 | 11 |

| | | | | | |

+-----+-----+-----+-----+-----+-----+

| 35 | 6 | 33 | 34 | 1 | 2 |

| | | | | | |

+-----+-----+-----+-----+-----+-----+

| 17 | 13 | 22 | 21 | 24 | 14 |

| | | | | | |

+-----+-----+-----+-----+-----+-----+

| 20 | 19 | 16 | 15 | 18 | 23 |

| | | | | | |

+-----+-----+-----+-----+-----+-----+

| 5 | 31 | 4 | 3 | 36 | 32 |

| | | | | | |

+-----+-----+-----+-----+-----+-----+

| 26 | 12 | 9 | 28 | 7 | 29 |

| | | | | | |

+-----+-----+-----+-----+-----+-----+

Fig. 6.--Magic Thirty-six.]

There is a still more complicated puzzle of this class to be performed.

It is called

THE MAGIC HUNDRED, OR THE PUZZLE OF FIVE HUNDRED AND FIVE.

This consists in arranging the numbers from 1 to 100 in ten rows,

and in such a way that the sum of the numbers counted, horizontally,

vertically, or diagonally, shall be 505, neither more nor less. This

puzzle may be set when the Magic Nine, the Magic Fifteen, and the

Magic Thirty-six have been solved. The key is printed in Fig. 7. Upon

a close examination of the key the solution of the puzzle from memory

will soon become quite an easy matter. Observe the rows are numbered on

the right hand side from 1 to 5, commencing both at the top and at the

bottom. It will be seen that the rows numbered 1 contain the numbers

1 to 10 and 91 to 100; the rows numbered 2 contain the numbers 11 to

20 and 81 to 90; the third rows contain all the numbers from 21 to 30

and from 71 to 80; the fourth rows contain the numbers 31 to 39 and 60

to 70, excluding 61, but including 41; in the fifth rows the numbers

run from 42 to 59, and have also the numbers 40 and 61. Furthermore,

note the lettered columns, and it will be seen that the unit figures in

columns A are noughts and ones, in columns B twos and nines, in columns

C threes and eights, in columns D fours and sevens, and in columns E

fives and sixes.

[Illustration:

A B C D E E D C B A

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 91 | 2 | 3 | 97 | 6 | 95 | 94 | 8 | 9 | 100 |

| | | | | | | | | | | 1

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 20 | 82 | 83 | 17 | 16 | 15 | 14 | 88 | 89 | 81 |

| | | | | | | | | | | 2

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 21 | 72 | 73 | 74 | 25 | 26 | 27 | 78 | 79 | 30 |

| | | | | | | | | | | 3

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 60 | 39 | 38 | 64 | 66 | 65 | 67 | 33 | 32 | 41 |

| | | | | | | | | | | 4

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 50 | 49 | 48 | 57 | 55 | 56 | 54 | 43 | 42 | 51 |

| | | | | | | | | | | 5

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 61 | 59 | 58 | 47 | 45 | 46 | 44 | 53 | 52 | 40 |

| | | | | | | | | | | 5

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 31 | 69 | 68 | 34 | 35 | 36 | 37 | 63 | 62 | 70 |

| | | | | | | | | | | 4

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 80 | 22 | 23 | 24 | 75 | 76 | 77 | 28 | 29 | 71 |

| | | | | | | | | | | 3

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 90 | 12 | 13 | 87 | 86 | 85 | 84 | 18 | 19 | 11 |

| | | | | | | | | | | 2

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

| 1 | 99 | 98 | 4 | 96 | 5 | 7 | 93 | 92 | 10 |

| | | | | | | | | | | 1

+-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+

Fig. 7.--Plan of the Magic Hundred.]

THE TWENTY-FOUR MONKS.

During the middle ages there existed a monastery, in which lived

twenty-four monks, presided over by a blind abbot. The cells of the

monastery were planned as shown in the accompanying figure (Fig. 8),

passages being arranged along two sides of each of the outer cells and

all round the inner cell, in which the abbot took up his quarters.

Three monks were allotted to each cell, making, of course, nine monks

in each row of cells. The abbot, being lazy as well as blind, was

very remiss in making his rounds, but provided he could count nine

heads on each side of the monastery he retired into his own cloister,

contented and satisfied that the monks were all within the building,

and that no outsiders were keeping them company. The monks, however,

taking advantage of their abbot's blindness and remissness, conspired

to deceive him, a portion of their number sometimes going out and at

other times receiving friends in their cells. They accomplished their

deception, and it never happened that strangers were admitted when

monks were out, yet there never were more nor less than nine persons

upon each side of the building. Their first deception consisted in

four of their number going out, upon which four monks took possession

of each of the cells numbered 1, 3, 6, and 8, one monk only being left

in each of the other cells; nine monks being thus on each side of the

building. Upon returning, the four monks brought in four friends, when

it was necessary to arrange the twenty-eight persons, two in each of

the cells 1, 3, 6, and 8, and five in each of the others; still nine

heads only were to be counted in either row. Emboldened by success,

eight outsiders were introduced, and the thirty-two persons now were

arranged one only in each of the cells 1, 3, 6, and 8, but seven in

each of the other cells; again, according to the abbot's system of

counting, all was well. In the next endeavour, the strangers all went

away and took six monks with them, leaving but eighteen at home to

represent twenty-four; these eighteen placed themselves five in each of

the cells 1 and 8 and four in each of the cells 3 and 6; the remaining

cells were empty, but the cells on each side of the building still

contained nine monks. On returning, the six truants each brought two

friends to pass the night, and the thirty-six retired to rest, nine in

each of the cells 2, 4, 5, and 7; the remainder were empty, and the

abbot was quite satisfied that the monks were alone in the monastery.

[Illustration:

+-----++------++-----+

| || || |

| 1 || 2 || 3 |

| || || |

+=====++======++=====+

| || || |

| 4 ||ABBOTT|| 5 |

| || || |

+=====++======++=====+

| || || |

| 6 || 7 || 8 |

| || || |

+-----++------++-----+

Fig. 8.--The Twenty-four Monks.]

TO TAKE ONE FROM NINETEEN, SO THAT THE REMAINDER SHALL BE TWENTY.

See how it is done: XIX. (nineteen), by taking away the one that stands

between the two tens (XX.), twenty will remain.

A similar catch is to write down nine figures, the sum of which is 45,

from that number to take away 50, and to let the remainder be fifteen.

The numerals should be added together thus: 1+2+3+4+5+6+7+8+9=45, or

XLV., from which take away L. (50), and there will be left XV. (15).

THE FAMOUS FORTY-FIVE.

The number 45 can be divided into four such parts that if to the first

2 is added, from the second 2 is subtracted, the third is multiplied

by 2, and the fourth divided by 2:--the total of the addition, the

remainder of the subtraction, the product of the multiplication, and

the quotient of the division will be the same.

The first part is 8, to which add 2, and the total will be 10

The second is 12, from which subtract 2, and the total will be 10

The third is 5, which multiply by 2, and the result will be 10

The fourth is 20, which divide by 2, and the result will be 10

--

45

Again, 45 may be subtracted from 45 in such a manner as to leave 45 for

a remainder. Arrange the following figures, add the rows together, and

each row will be 45; subtract the bottom row from the top row, and the

sum of the result added together will also be 45.

9+8+7+6+5+4+3+2+1=45

1+2+3+4+5+6+7+8+9=45

--------------------

8+6+4+1+9+7+5+3+2=45

THE COSTERMONGER'S PUZZLE.

A costermonger bought 120 oranges at two for a penny, and 120 more at

three for a penny, and mixed the oranges all together in a basket. He

sold them out, hoping to receive back his money again, at the rate

of five for twopence; but on counting his money he found that he had

sold the oranges for fourpence less than they had cost him. How this

happened will be seen by following the accompanying figures. The first

forty purchasers of the oranges would take 200 out of the 240 oranges,

and taking it for granted that the fruit was equally mixed, would

receive for their money 100 of the oranges originally bought at two a

penny and 100 of those at three a penny, and would pay for them the

sum of 6s. 8d. The forty remaining oranges would bring in, at the same

rate, 1s. 4d. only, making 8s. in all. The cost of the fruit was, for

the first 120, 5s., and for the second 120, 3s. 4d., or 8s. 4d. in all,

making the loss of 4d. on the lot. To more fully explain the matter, we

will suppose the oranges not mixed, but standing in separate baskets,

from which, for each purchaser, the costermonger takes two of the two a

penny oranges and three of the three a penny oranges, disposing of them

in that way for twopence; it will then be clearly seen that the basket

containing the three a penny oranges will be first exhausted, for the

first forty purchasers, each having three oranges from one basket, will

take all the 120 oranges purchased at three a penny, but will require

only 80 oranges from the other basket, thus leaving 40 of the two a

penny oranges to be sold at five for twopence, or a loss of fourpence

on the last 40 sold.

THE PROGRESSION OF NUMBERS.

An illustration of the progression of numbers may be gathered from the

description given of the American puzzle of "15," at the commencement

of this section on _Arithmetical Amusements_. It is there stated that

the different number of combinations or different arrangements of

the fifteen cubes that can be made are 1,307,674,318,000. The reader

may prove this for himself in the following manner:--The number of

combinations that can be made with two cubes is 2, of three cubes

6, of four cubes 24, of five cubes 120, of six cubes 720, and so

on, multiplying the result each time by one number higher than the

previous result was multiplied by, until the amazing total quoted is

reached; the arrangement of the cubes in rows and columns introducing

additional variations of combinations. There are numerous instances on

record in which it is stated that advantage has been taken of the known

progression that ensues upon a repeated doubling of a given result. The

_Horse-dealer's Bargain_ is frequently quoted. A horse-dealer having a

horse to dispose of, to which a gentleman had taken a great fancy, was

asked to name any price he thought fit. Wishing at the first blush to

appear generous, he offered to sell his horse, calculating its price

according to the number of nails that were used to fasten on the four

shoes, a farthing being allowed for the first nail, a halfpenny for the

second, a penny for the third, twopence for the fourth, and so on. Upon

examination it was found that it took six nails to fasten on each of

the shoes, making in all twenty-four nails. The amount arrived at by

repeatedly doubling the amount until the twenty-fourth nail had been

allowed for was £8,738 2s. 8d.

The story of the _Sovereign and the Sage_ gives a still more wonderful

result. A king once, anxious to reward one of his subjects for valuable

services performed to the State, asked in what way the subject would

take his recompense. The king and the subject were both sixty-four

years of age, and the wise man asked that he might be granted a kernel

of wheat for the first year of their lives, two for the second, four

for the third, eight for the fourth, sixteen for the fifth, and so on.

By continuing the calculation until the result has been doubled for the

sixty-fourth time, the astounding number of 9,223,372,036,854,775,808

will appear. It is generally conceded that the average number of wheat

kernels in a pint is 9,216, which will give 18,432 for a quart, 73,728

for a peck, and 589,824 for a bushel, or 31,274,997,411,298 bushels of

grain as the courtier's reward for his services, a larger amount than

the whole world would produce in several years.

_The Pin in the Hold of the "Great Eastern" Steamship_ is comparatively

a modern calculation, based on this principle. It is calculated that

200 pins go to the ounce, and that if for the fifty-two weeks in the

year one pin were dropped into the hold during the first week, two in

the second, four in the third, and so on, that by the end of the year

the weight of the whole would be no less than 628,292,358 tons of pins.

As the _Great Eastern_ steamship was built to carry 22,500 tons only,

it follows that to carry all the pins there would be required 27,924

ships of the size of the _Great Eastern_.

As a last illustration of this subject we will instance the feat of

counting a billion, which all boys know is a million millions. Allowing

that so many as 200, which is an outside number, could be counted in

a minute, it would, excluding the 366th day in leap years, take one

person upwards of 9,512 years before the task would be completed. It is

not, therefore, probable that any one person has yet counted a billion.

We next proceed to give a few of the rules showing

HOW A NUMBER THOUGHT OF OR OTHERWISE INDICATED MAY BE TOLD.

These rules and puzzles are numerous, and in practising them in company

it is well to have several methods at command, in order that those of

the company not in the secret may be the more mystified; and, indeed,

those who only know one or two ways will themselves be astonished if

they see others proceeding on principles differing from those with

which they are familiar.

_The Cancelled Figure._--Write down on a slate a series of numbers,

the sum of each of which shall be 9: such, for example, as 18, 27,

36, 45, 144, 234, 612, 711, 252, 342, 261, 360, 432, 315, &c. &c. The

greater the variety the better. Tell some person to fix on two of these

numbers, and after adding them together, to strike out any one of

the figures of the result, and then, upon his stating the sum of the

remaining figure or figures, the figure struck out may be arrived at by

ascertaining the difference between that sum and 9 or 18, according to

whether the sum is less or more than 9. If the sum remaining be 9, the

figure struck out will have been 9. Suppose, for instance, the numbers

selected are 711 and 252, the total of which will be 963; if the figure

struck out of that number be 6, the sum of the two remaining figures

will be 12, or 6 less than 18. Again, take the numbers 18 and 27,

making a total of 45; strike out the 5, and it will be seen that the

difference between 4 and 9 is 5.

In the following methods any number may be thought of, and the

subsequent calculations are to be mentally or otherwise made by him

thinking of the number.

_First Method._--Instruct that the number thought of be multiplied by

3, that 1 be added to the result, the result again being multiplied by

3, to which result the number first thought of has to be added; ask the

result, strike off mentally the final figure, which will be a 3, and

the figure or figures then left will represent the number first thought

of. For example:--

The number thought of is 11

Multiplied by 3, it is 33

Add 1 34

Multiply by 3 102

Add the number (11) thought of 113

The result of which, when told, will show 11 to be the number thought

of.

_Second Method._--Let any number be thought of, which we will

again suppose to be 11

Instruct that it be doubled 22

Instruct that some stated even number be added

(say 54) 76

Let the result be halved 38

Deduct the number first thought of (11) 27

The result will always be the half of the number that was instructed to

be added.

_Third Method._--Multiply the number thought of by itself

(say 11). 121

Take 1 from the number thought of, and multiply

the result by itself (10+10) 100

---

Ask the difference between the two results 21

To this number the player, who is exhibiting his powers, must mentally

add 1=22, and divide that number by 2, which gives 11, the number

thought of.

_Fourth Method._--Add 1 to the number thought of (again 11) 12

Multiply by 3 36

Add 1 37

Add the number thought of (11) 48

Ask the result, from which mentally subtract 4, and divide the result

by 4, which will again correctly give the original number.

_Fifth Method._--Let the number (11) thought of be doubled 22

Add 4 26

Multiply by 5 130

Add 12 142

Multiply by 10 1,420

Ask the result, from which mentally deduct 320, giving 1,100, from

which strike off the noughts, and the result is again as before.

_Sixth Method._--Let 1 be deducted from the number (11)

thought of 10

Multiply by 2 20

Add number first thought of 31

Ask the result, and to it mentally add 3=34, divide by 3, and the

quotient of full numbers will be the number thought of. The above

methods of guessing a number thought of will be about as many as any

lad can remember.

MAGICAL ADDITION.

The following is a peculiar arrangement of the figures 1 to 9, so that

by adding them together they amount to 100:--

15

36

47

---

98

2

---

100

_To find the sum-total of three lines of figures upon the first line

being shown_, let any one write down a row of figures, and suppose they

are 76854. Then take the paper, and, leaving space for two more rows

of figures, say that the result of the addition of that row with two

other rows can be given, the first of which rows may be written by any

one present. Proceed by deducting 1 from the final right-hand figure,

and place the figure 1 on the left-hand side; let the top row be folded

over, and the paper handed back for the second row to be written, which

we will suppose to be 34721; fill in the third row by making each

figure in the second row up to 9 by writing 65278; the figures given

according to the instructions will be the addition of the three rows.

76854

34721

65278

------

176853

------

_The addition of five rows of figures may be told in a similar manner._

Let any one present write down, as before, a row of figures, and then

the calculator may undertake to tell the addition of that row with

four other rows, two of which may be written by any person or persons

present. This is attained by deducting 2 from the unit figure, and

placing the figure 2 on the left-hand side. For example: again suppose

the first row to be as before (76854); the result of the addition of

that row and four others may be made to be 276852. After the first row

has been written, fold it over, and request some one to write a second

row of figures, which shall be supposed to be 34721; to this the magic

calculator should write for the third row such figures as will make

each of the above up to 9, namely, 65278; again, let a stranger write

the fourth row, first turning over so as to conceal the second and

third rows; whatever appears for the fourth row must be in each figure,

as before, for the fifth row, made by the calculator to 9. Thus, if

the fourth row be put down 80765, the necessary figures to add for the

fifth row will be 19234, when the previously given total will be found

to be correct.

76854

34721

65278

80765

19234

------

276852

------

In the last two examples of _Magical Addition_ the only stipulations

needed are that no subsequent row shall contain more figures than are

contained in the first row, and that the first row shall end neither

with a 1 nor a 0.

THE CLEVER LAWYER.

The following good story is very old:--A country attorney was once

left executor to a will in which the testator bequeathed his stable of

horses to be divided among three persons, in the proportions of half

of the horses to A, a third of the horses to B, and a ninth of the

horses to C. When the will was made 18 horses were in the stable, but

subsequently, and before the death of the testator, one died, leaving

but 17. The division according to the will now seemed impossible; but

to prevent disputes among the legatees, the lawyer gave a horse out

of his own stable, then divided the horses according to the will, and

yet received his own back, and all were satisfied. It was done in the

following manner:--

A received the half of 18, namely 9 horses.

B " third " 6 "

C " ninth " 2 "

--

17

The lawyer's horse returned 1

--

18

A NEW WAY OF MULTIPLYING BY 9.

Suppose it be required to multiply the following figures by 9, the

result may be obtained in the following as well as in the ordinary way.

In the first example the ordinary method has been pursued; the new

way consists in adding a 0 on the right-hand side of the figures, and

subtracting the number to be multiplied.

467543 4675430

9 467543

------- -------

4207887 4207887

TO REWARD THE FAVOURITES, AND SHOW NO FAVOURITISM.

The proprietor of a ladies' school once received an invitation for

one-half of her pupils to attend a flower show, but was a long time

before she could decide how to pick out those who ought to be rewarded

without hurting the feelings of those left behind. There were thirty

pupils in the school, and fifteen were to be taken and the like number

left at home. The following plan was the one hit upon:--The pupils were

arranged in a row, four intended to go were placed first, five not

intended next, and so on, as shown below, the letter A denoting those

it was intended should partake of the offered pleasure, the letter B

denoting those it was wished to leave out, and they were told when so

arranged that the ninth girl, and each succeeding ninth, would be left

at home.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

A A A A B B B B B A A B A A A

16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

B A B B A A B B B A B B A A B

The counting commenced with No. 1, and went round and round

consecutively, each ninth pupil being dropped out, as designated to

stay at home. It will be seen that those to be left were dropped out

in the following order:--9th, 18th, 27th, 6th, 16th, 26th, 7th, 19th,

30th, 12th, 24th, 8th, 22nd, 5th, 23rd, thus leaving fifteen only.

THE DISHONEST SERVANTS.

Three gentlemen, with their servants, had to cross over a river in a

boat in which two passengers only could be transported at one time.

The servants were known to have planned to murder and rob one or more

of the masters if two servants were left with one master or three

servants with two masters. The question to be decided was how these

six persons were to cross so that the boat could be returned, and yet

so that the servants on either side of the river should not outnumber

the masters. The following is one of the several ways in which the

difficulty might have been overcome:--Two servants go over first, one

returns; two servants go over again, one again returning with the boat;

two of the masters next go over, and a master and one of the previously

taken servants returns; then two of the masters again go over, and the

servant already crossed takes the boat back, leaving the three masters

safely crossed; the servants are left to come over in any manner they

choose.

LORD DUNDREARY'S FINGER PUZZLE TO COUNT ELEVEN FINGERS ON THE TWO HANDS.

Begin on one hand, and count the ten fingers throughout. Begin next

time at the finger last counted in the first round, counting this time

backwards--ten, nine, eight, seven, six--then holding up the other

hand, say "And five are eleven."

UNIFORM RESULTS OF MULTIPLICATION.

The digits 15873 multiplied by 7 give .. .. 111111

" 31746 " 7 " .. .. 222222

" 47619 " 7 " .. .. 333333

" 63492 " 7 " .. .. 444444

" 79365 " 7 " .. .. 555555

" 95238 " 7 " .. .. 666666

" 126984 " 7 " .. .. 888888

" 142857 " 7 " .. .. 999999

Of course, it would need the digits 111111 to make .. 777777

TO ASCERTAIN A SQUARE NUMBER AT A GLANCE.

Every boy knows that a square number is a number produced by the

multiplication of any number into itself; thus 7, multiplied by itself,

gives 49 as a result, 49 consequently is a square number, 7 being

termed the square root from which it springs. In high numbers the

extraction of the square root is an affair of time and trouble, and

after all the necessary calculations have been made it may perhaps be

found that the number is not a square number. This unnecessary trouble

may be saved if the following instructions are remembered:--Every

square number ends with one of the figures 1, 4, 5, 6, or 9, or with

two ciphers preceded by one or other of those figures. Again, every

square number is either equally divisible by 4, or when divided by 4

will have a remainder of 1; thus, as shown above, the square of 7 is

49, which divided by 4 gives us a quotient 12 and 1 over; 64 again is a

square number, and it is exactly divisible by 4.

TO DISTINGUISH COINS BY ARITHMETICAL CALCULATION.

Request some person to place in one of his hands a bronze coin and in

the other a silver one, and to let no one know which hand contains

either particular coin. This may be ascertained by the following

calculation:--The calculator should assign an even number, say 4, to

the bronze coin, and an odd number, say 7, to the silver coin. The

person holding the coins should be requested to multiply the number

assigned to the coin held in his right hand by an even number, and that

assigned to the coin held in the left hand by an odd number. Instruct

that the products of the two calculations be added together, and if the

whole sum be even the silver coin will have been placed in the right

hand, and the bronze coin in the left. If the result be an odd number,

the reverse arrangement will of course have been made.

We will conclude this section by stating shortly some of the

PROPERTIES OF NUMBERS.

By a careful study of these properties many amusing arithmetical

puzzles and numerical combinations may be arrived at:--

1. Every odd number multiplied by an odd number produces an odd

number.

2. Every odd number multiplied by an even number produces an even

number.

3. Every even number multiplied by an odd number produces an even

number.

4. An even number added to or subtracted from an even number, or an

odd number to or from an odd number, produces an even number.

5. An odd number added to or subtracted from an even number produces

an odd number.

6. The digits of the nine times multiplication table added together

make either 9 or 18 (twice 9), thus:--

9 × 1 = 9

9 × 2 = 18 or 8 plus 1 = 9

9 × 3 = 27 or 7 " 2 = 9

9 × 4 = 36 or 6 " 3 = 9

And so on to

9 × 11 = 99 or 9 plus 9 = 18

Then so on again up to 9 times 24, each table making 9, with the

exception of 9 times 22 =198=8+9+1=18. Indeed, the digits, added

together, of the product of any number multiplied by 9, will be found

to be 9 or a multiple thereof.

7. The digits 1 to 9 may be placed to form 362880 combinations; this

number divided by 9 gives 40320; these figures added together make 9.

8. If two numbers are divisible by any one number, their sum and

their difference will also be divisible by the same number.

9. If two numbers divisible by 9 be added together, the sum of the

figures will be either 9 or a multiple of 9.

CARD GAMES.

There is no knowing exactly when card-playing first made its

appearance, or who introduced it. Long before Whist, Cribbage, or

Piquet was heard of the natives of India and China amused themselves

for many a long hour in card-playing. Though probably they did not

restrict themselves to any particular rule or method, still, the

enjoyment they derived from the game was, doubtless, quite equal to

any that we have now. The old tale, that has so often been repeated,

that Whist was invented purposely to entertain, during his moments of

sanity, an English sovereign who had lost his reason, may or may not

be true. All we really know is, that for more than two hundred years

our grandmothers and grandfathers have spent many a happy hour at the

card-table, sipping their toddy and playing their rubbers in really

good earnest. As far as we are concerned, the toddy sipping may be

with safety dispensed with, but not the earnestness; for with cards,

almost more than any other amusement, it is utterly useless to play in

a half-hearted sort of manner.

Everything, for the time, must be forgotten but the game, and into that

the whole energy must be thrown. As all good players know, triflers

are to be dreaded far more than inexperienced players. The latter, by

practice, strict attention, the exercise of judgment, observation,

and memory may soon become skilful players, while the former will

never willingly be chosen as partners by good Whist players. It is

said that good old Sir Roger de Coverley sent a messenger round every

Christmas time with a pack of cards to all the cottagers on his estate,

and if accompanied, as no doubt they were, with something useful and

substantial, nothing could have been much more acceptable.

LONG WHIST.

Among all card games Whist is unequalled, and although no more than

four players can join in one game, a whole roomful of people may easily

play at the same time by simply dividing themselves into so many

quartettes, a pack of cards being provided for each set of players.

For Long Whist four players are required, and a complete pack of

fifty-two cards. The first step is for each player to draw a card

from the pack, the two highest and the two lowest being partners,

each player taking his seat opposite his partner. The cards are then

shuffled by the "elder hand," who is the player to the left of the

dealer, the post of dealer being allotted to the drawer of the lowest

card; after which they are cut by the "younger hand," who is the player

to the right of the dealer. Beginning with his left-hand neighbour, the

whole pack is then dealt out to the players one by one, faces downward,

until the last one is arrived at, which, though the property of the

dealer, is turned up, displaying the trump suit. If dealt properly,

every player will hold in his hand thirteen cards, which he is now at

liberty to look at and arrange in order, the owner of each hand being

in honour bound not to look at any cards but his own.

The object of the game is for each player to either make himself, or

assist his partner in making, as many tricks as possible, so that they

together may gain ten points, that number being game in Long Whist.

The player to the left of the dealer first leads a card which his left

hand opponent follows with a card of the same suit; the next player

does the same, until all four cards are upon the table, the trick

belonging to the player of the highest card.

Should any one not be able to follow suit, he may either play a card

from another suit, or give one of the trump suit, and may possibly,

by adopting the latter method, secure the trick for himself and his

partner from the hands of their adversaries.

The winner of the trick is entitled to the next lead, the others

following him as they did the former leader, and thus the game goes on

until the full thirteen tricks are made. The points gained by each side

are then noted down, either on a cribbage board or entrusted to the

memory of the players, after which another shuffling takes place, and

the cards are again distributed, the game thus proceeding until one of

the couples has obtained ten tricks, when the game is won.

Another way of scoring points, and one which greatly facilitates

business, is that of counting the honours. The four court cards of

the trump suit are called honours, and should any one be fortunate

enough to have these four cards dealt to him in one hand, or if he

and his partner have the cards between them, they can score four to

their game. Three honours count for two; but should the honours be

equally distributed--that is, should one set of partners have only

two court cards between them--the other two cards of the same kind

must necessarily be in the hands of their opponents, in which case the

honours are said to be divided, and neither side reaps any advantage

from them. Each set of partners must win six tricks, constituting "a

book," before they may score any to the game.

It is possible, therefore, for a couple of players to gain ten or

eleven points during one round, though such luck very rarely occurs.

It is a much more common occurrence for five or six deals to be made

before the winning of a game.

Although in playing Whist the beginner need know nothing more than the

ordinary rules of the game to enable him to take a part, nothing but

practice will make him a skilful player. It is only by experience he

will learn how necessary it is for him to rigidly adhere to the rules

of the game. Whist, like Chess, must be played properly, or not at all.

It is, therefore, important that all who wish to be good Whist players

should at once make themselves thoroughly acquainted with the rules of

the game, and also learn what mistakes to avoid.

The following are technical terms used in Whist:--

_Ace._--Highest in play, lowest in cutting.

_Blue Peter._--A signal for trumps allowable in modern play. This

term is used when a high card is unnecessarily played in place of one

of lower denomination--as a ten for a seven, a five for a deuce, &c.

_Bumper._--Two games won in succession before adversaries have won

one; that is a rubber of full points. Five at Short Whist, ten at

Long.

_Cut._--Lifting the cards when the uppermost portion (not fewer than

three), is placed below the rest. The pack is then ready for the

dealer.

_Cutting in._--Deciding the deal by each player taking up not fewer

than three cards, and the two highest and two lowest become partners.

In case of ties, the cards must be cut again.

_Cutting out._--In case of other person or persons wishing to play,

the cut is adopted as before, when the highest (or lowest, as may be

agreed on), stands out of the game, and does not play.

_Call, The._--The privilege of the player at eight points asking his

partner if he holds an honour. "Have you one?" The partners having

eight points are said to _have the call_. When each side stands at

eight, the first player has the privilege. No player can call until

it is his turn to play.

_Deal._--The proper distribution of the cards from left to right,

face downwards.

_Deal, Fresh._--A fresh or new deal, rendered necessary by any

violation of the laws, or by any accident to the cards or players.

_Double._--Ten points scored at Long Whist before adversaries have

obtained five; or in Short Whist, five before three.

_Elder Hand._--The player to the left of the dealer.

_Faced Card._--A card improperly shown in process of dealing. It is

in the power of adversaries, in such cases, to demand a new deal.

_Finessing._--A term used when a player endeavours to conceal his

strength, as when having the best and third best (ace and queen) he

plays the latter, and risks his adversary holding the second best

(the king). If he succeed in winning with his queen, he gains a clear

trick, because if his adversary throws away on the queen, the ace

is certain of making a trick. The term finessing may be literally

explained by saying a player chances an inferior card to win a trick

with while he holds the king card in his hand.

_Forcing._--This term is employed when the player obliges his

adversary or partner to play his trump or pass the trick. As, for

instance, when the player holds the last two cards in a suit and

plays one of them.

_Hand._--The thirteen cards dealt to each player.

_Honours._--Ace, king, queen, and knave of trumps, reckoned in the

order here given.

_Jack._--The knave of any suit.

_King Card._--The highest unplayed card in any suit; the leading or

winning card.

_Lead, The._--The first player's card, or the card next played by the

winner of the last trick.

_Long Trumps._--The last trump card in hand, one or more, when

the rest are all played. It is important to retain a trump in an

otherwise weak hand.

_Loose Card._--A card of no value, which may be thrown away on any

trick won by your partner or adversary.

_Longs._--Long Whist, as opposed to Short.

_Lurch._--The players who make the double points are said to have

lurched their adversaries.

_Love._--No points to score. Nothing.

_Marking the game._--Marking the score apparent with coins, &c., or

with a whist-marker.

_Mis-deal._--A mis-deal is made by giving a card too many or too few

to any player, in which case the deal passes to the next hand.

_Nine Holes._--The side when the score, at a fresh deal, stands at 9,

must win, if at all, by points only; the honours do not count.

_No Game._--A game at which the players make no score.

_Opposition._--Side against side.

_Points._--The score obtained by tricks and honours. The wagering or

winning periods of the game.

_Quarte._--Four cards in sequence.

_Quarte Major._--A sequence of ace, king, queen, and knave.

_Quint._--Five successive cards in a suit; a sequence of five--as

king, queen, knave, ten, and nine.

_Rags._--Cards of no value, as the small numbers.

_Renounce._--Possessing no card of the suit led, and playing another

which is not a trump.

_Revoke._--Playing a card different from the suit led, though the

player can follow suit. The penalty for the error, whether made

purposely or by accident, is the forfeiture of three tricks. When a

Revoke is made the penalty should invariably be enforced.

_Rubber._--The best of three games, that is, two out of three.

_Ruffing._--Another term for trumping a suit other than trumps.

_Sequence._--Cards following in their natural order--as ace, king,

queen; two, three, four, &c. There may, therefore, be a sequence of

four, five, six, and so on.

_Single._--Scoring at Long Whist ten tricks before your adversaries

have scored five.

_See-Saw._--When each partner trumps a suit. For instance, A holds no

diamonds, and B no hearts. When A plays hearts, B trumps and returns

a diamond, which A trumps and returns a heart, and so on.

_Score._--The points gained in a game or rubber.

_Slam._--Winning every trick in a round.

_Shorts._--Short Whist as opposed to Long.

_Tenace._--Holding the best and third best of any suit led when last

player. Holding tenace; as king and ten of clubs. When your adversary

leads that suit, you win two tricks perforce. (_Tenace minor_ means

the second and fourth best of any suit).

_Treble._--Scoring five (at Short Whist) before your adversaries have

marked one.

_Tierce._--A sequence of three cards in any suit.

_Tierce Major._--Ace, king, and queen of any suit held in one hand.

_Trick._--The four cards played, including the lead.

_Trump._--The last card in the deal; the turn-up.

_Trumps._--Cards of the same suit as the turn-up.

_Ties._--Cards of like denomination--as two kings, queens, &c. Cards

of the same number of pips.

_Trumping Suit._--Playing a trump to any other suit led.

_Underplay._--Playing to mislead your adversaries; as by leading a

small card though you hold the king card of the suit.

_Younger Hand._--The player to the right of the dealer.

The following rules have frequently proved very valuable to beginners;

we think, therefore, our own young readers who are at all ambitious to

excel in Whist may as well have the benefit of them.

BOB SHORT'S RULES.

FOR FIRST HAND, OR LEAD.

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

and keep a commanding card to bring it in again.

2.--Lead through the strong suit and up to the weak, but not in

trumps, unless very strong in them.

3.--Lead the highest of a sequence; but if you have a quart or quint

to a king, lead the lowest.

4.--Lead through an honour, particularly if the game be much against

you.

5.--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.

6.--Lead a trump if you have four or five or a strong hand, but not if

weak.

7.--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.

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

losing card only, lead the losing card.

9.--Return your partner's lead, not the adversaries', and if you have

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

immediately when you win with the king, queen, or knave, and have only

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

have five trumps.

10.--Do not lead from ace queen or ace knave.

11.--Do not lead an ace unless you have a king.

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

13.--Do not trump a thirteenth card, unless you be last player or want

the lead.

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

15.--Be cautious in trumping a card when strong in trumps,

particularly if you have a strong suit.

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

17.--If your partner refuses to trump a suit of which he knows you

have not the best, lead your best trump.

18.--When you hold all the remaining trumps, play one, and then try to

put the lead in your partner's hand.

19.--Remember how many of each suit are out, and what is the best card

left in each hand.

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

have a renounce or want the odd trick.

21.--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.

22.--If you take a trick and have a sequence, win with the lowest.

FOR SECOND HAND.

23.--With king, queen, and small cards, play a small one when not

strong in trumps; but if weak, play the king. With ace, king, queen,

or knave only, and a small card, play the small one.

FOR THIRD HAND.

24.--With ace and queen, play Her Majesty, and if she wins return the

ace. In all other cases the third hand should play his best card when

his partner has led a low one. It is a safe rule for third hand to

play his highest.

FOR ALL THE PLAYERS.

25.--Fail not, when in your power, to make the odd trick.

26.--Attend to the game, and play accordingly.

27.--Hold the turn-up card as long as possible, and so keep your

adversaries from a knowledge of your strength.

28.--Retain a high trump as long as you can.

29.--When in doubt, win the trick.

30.--Play the game fairly, keep your temper, and don't talk.

Supplied with the above directions, none of our young friends need

hesitate to become one of four players at the whist-table, where,

no doubt, they will soon distinguish themselves by their skill and

dexterity.

This, however, will not be the case unless they resolve either to play

well or not to play at all; and to do this, they must bear in mind

that not only is it necessary to have a thorough knowledge of all the

leading rules and principles of the game, but the little details, which

are learnt only by degrees, must also receive due attention.

For instance, success greatly depends upon knowing when to return a

partner's lead, how to secure the odd trick, and also how to finish the

game.

A very common occurrence is for a well-played game to be spoilt by the

last two or three tricks being played badly; and the ending of the game

is almost more important than the beginning.

An inexperienced player, elated, perhaps, by a little seeming success,

which, no doubt, has really been attributable to the good playing of

his partner, has often been known to spoil the end of a game by his bad

playing.

Very slow calculating players are by no means regarded in the light of

acquisitions at a card-table; still, as compared with rash, thoughtless

players, they are very much the safer partners.

Most of the long established laws of Whist, which must be thoroughly

mastered and committed to memory by all learners, in order that they

may be carried into practice continually, are as follows:--

LAWS OF LONG WHIST.

THE RUBBER.

1.--The rubber is the best of three games. If the first two games are

won by the same players the third game is not played.

2.--A game consists of ten points (five in Short Whist). Each trick

above six counts one point.

3.--Honours, _i.e._, ace, king, queen, and knave of trumps, are thus

reckoned:--

If a player and his partner, either separately or conjointly, hold--

1st. The four honours, they score four points.

2nd. Three of the honours, they score two points.

3rd. Two honours only, they do not score. (In Short Whist honours

do not count.)

4.--Those players who at the commencement of a deal are at the score

of nine cannot score honours.

5.--The penalty for a revoke takes precedence of all other scores;

tricks score next; honours last.

6.--Honours, unless claimed before the trump card of the following

deal is turned up, cannot be scored.

7.--To score honours is not sufficient: they must be called at the end

of the hand; if so called, they may be scored at any time during the

game.

8.--If an erroneous score be proved, such mistake can be corrected

prior to the conclusion of the game in which it occurred, and such

game is not concluded until the trump card of the following deal has

been turned up.

9.--If an erroneous score, affecting the amount of the rubber, be

proved, such mistake can be rectified at any time during the rubber.

10.--In cutting, the ace is the lowest card.

11.--In all cases every one must cut from the same pack.

12.--Should a player expose more than one card, he must cut again.

13.--In cutting for partners, two players cutting cards of equal

value, unless such cards are the two highest, cut again; should they

be the two lowest, a fresh cut is necessary to decide who shall deal.

14.--Three players cutting cards of equal value cut again.

SHUFFLING.

1.--The pack must be shuffled above the table, but not so that the

cards can be seen.

2.--The pack must not be shuffled during the play of the hand.

3.--The dealer's partner must collect the cards for the ensuing deal,

and has the first right to shuffle that pack.

4.--Each player, after shuffling, must place the cards, properly

collected and face downwards, to the left of the player about to deal.

5.--The dealer has always the right to shuffle last; but should a

card or cards be seen during his shuffling or any other time, he must

re-shuffle.

6.--Each player deals in his turn; the right of dealing goes to the

left.

7.--The player on the dealer's right cuts the pack, and in dividing it

must not leave fewer than four cards in either packet; if, in cutting,

a single card be exposed, or if there be any confusion of the cards,

there must be a fresh cut.

8.--When a player whose duty it is to cut has once separated the pack,

he must neither re-shuffle nor re-cut the cards.

9.--After the pack is cut, should the dealer shuffle the cards he

loses his deal.

10.--If any card, except the last, be faced in the pack, or if the

pack prove to be imperfect, there must be a new deal.

11.--A misdeal loses the deal.

12.--The trump card must be left on the table until the first trick

has been won.

13:--A revoker must give three tricks to his opponent.

14.--When a revoke has been made the opponents may search all the

tricks.

15.--A revoke cannot be claimed after the cards have been cut for the

next deal.

16.--Bystanders should be silent.

The following general principles will be found to be of very great

value:--

FIRST HAND.

1.--Lead from your strongest suit.

2.--Lead the highest of a head sequence.

3.--Lead the highest of a numerically weak suit.

4.--Try to avoid changing suits.

5.--In the second round of a suit return the lowest of a four suit,

the highest of a three suit.

SECOND HAND.

6.--The second hand player in the first round of a suit should

generally play the lowest card, and also win with the lowest of a

sequence.

7.--If you do not head a trick you should throw away with your lowest

card.

8.--Young players often make the mistake of imagining that it does not

signify which card they play when they hold only small cards or cards

in sequence.

9.--They have still to learn that a reason ought to exist for the

playing of every card on the table, and that the winning of a single

trick is not all that ought to be taken into consideration; the

information afforded to one's partner must also be thought of.

THIRD HAND.

10.--Play your highest card third hand. Presuming that your partner,

who may lead a small card, plays from his strong suit, meaning to

get the winning cards of it out of his way, you therefore play your

highest, remembering that you play the lowest of a sequence.

11.--When your partner leads a high card, however, the case is

different. You must not put ace on your partner's king, thus parting

with ace and king in one trick.

12.--If you think that your partner has led from a weak suit, you may

then finesse king, knave, &c., or pass his card altogether, so as not

to give up the entire command of the suit; but if you are not sure

whether his card is intended to signify strength or weakness, do not

finesse.

FOURTH HAND.

13.--Less skill is required by the fourth player than any of the

others; all he has to do is to try to beat the three cards on the

table before him, and thus win the trick, unless, of course, it has

already been taken by his partner, who has either played the highest

card or trumped. In that case the player should play a low one of the

same suit, or if he cannot do that he should discard.

When not able to follow suit, you should discard from your weakest

suit; indeed, the fact of your discarding originally from any suit is

an intimation to your partner that you are weak in that particular

suit. Natural discards may be distinguished from such as are forced by

taking into consideration the aspect of the game at the time of the

discard.

If the person discarding has been playing a strong game, or leading

trumps, you may be sure that the discard was from a weak suit; while,

on the other hand, any one discarding who has not shown strength most

likely does it to conceal weakness. The best use that can be made

of trumps is a matter that is by no means learnt all at once. The

advantage generally acknowledged to be the greatest in the possession

of a hand strong in trumps is to draw the adversaries' trumps for

the bringing in of your own or your partner's long suit. At the

same time, should you be weak in every suit but trumps, you have no

alternative but either always leading trumps or leading from a weak

suit. As a general rule, it is only right to lead trumps when strong

in them, therefore your partner's lead of trumps should be returned

immediately. Still, a player, however strong in trumps, should not use

them recklessly, but remembering that they are meant to disarm the

opponents, should employ them as much as possible for that purpose.

Such advice, we ought to remark, is only serviceable among sound

players; should you have an inexperienced partner, the best thing to

be done is to make as many tricks as you can, and not attempt to play

scientifically.

When you have played all your trumps, do not choose a suit from which

your partner threw away when he was not able to follow your trump lead.

Of course he is weak in that suit. If he has thrown away more than one

suit, play the suit from which he last threw away.

Leading a high card, then a low one from the same suit, indicates

weakness, or it may indicate a wish to have trumps led. Trumping second

hand at an early stage of the game also indicates weakness.

When you and your partner have all the trumps between you, if you wish

to throw the lead into his hand play a small one.

There are some instances when it is polite to win your adversaries'

leads with the highest of a sequence, if you can do it without

deceiving your partner; by so doing you make your opponents wonder what

has become of the lower honours.

Holding ace, ten, and a small one, your partner leading the nine of the

suit, pass it; for if he holds an honour you make two tricks, counting

your ace for a certain trick.

With king, queen, or queen and knave, and another play one of the high

cards in all cases when you are second hand. With an average remainder

of trumps and good cards, having one certain loser, throw it away at

your first opportunity; it may enable your partner to make his second

best of the suit. When your partner does not trump a winning card you

may be quite sure that he means you to play trumps.

Should the queen come from your right in a lead with ace or king, ten

or another, pass it; this gives you a ten ace; if your partner have

either ace or king, you make three tricks in the suit.

Some players, however, think it best to cover the queen.

It is bad policy to lead up to queen or knave, the contrary with

respect to the ace or king; the same may be said with reference to

leading through those several cards.

If your partner leads trumps and you have four high trumps, endeavour

to make sure of three rounds in that suit; should his lead, however, be

a nine, pass it; you will then have the lead after the third round.

When the lead comes from your right hand opponent, play your queen,

should you hold ace, queen, and ten.

Independently of Whist being one of the best in-door games that have

ever been introduced, it is certainly the finest exercise of memory

that, in this form, we could have. Beginners frequently are quite

discouraged by their repeated failures, which arise from no other cause

than simply the forgetfulness of the player. No one, however, need be

disheartened; a knowledge of the game will create in the player such a

love for it that he will be anxious to cultivate any deficiency he may

have as regards his memory in order that he may become a proficient

Whist player, and thus his character as a whole will, no doubt, be

benefited by the exercise, because in Whist one great maxim is that no

allowances should be made for forgetfulness.

Not beginners only, who have had no confidence in their memory, but

many long-established players, have been known, in sorting their

cards after the deal, to arrange them in such perfect order that a

sharp-sighted adversary with very little difficulty can take a glance

at the whole hand.

Even Hoyle, in a plan laid out by him as a kind of aid to the memory,

recommends that the trumps should be placed to the left of all the

other suits, the best or strongest suit next, and the weakest last on

the right hand.

Instead of that, most people find by experience that the best plan is

to take up the cards just as they happen to fall, and hold them in the

hand without sorting.

A little practice will soon enable the player to select the right card

without any previous arrangement.

And now, after giving all these rules and instructions with regard to

Whist playing, we must not omit to add a few words as to the spirit in

which the game should be played. Voltaire says that "in war we ought

to do that which the enemy most dreads." So we should also in Whist,

remembering, however, that we are trying to conquer, not our enemies,

but our friends; therefore, if we win we have cause for congratulating

ourselves, if we lose let us be quite as ready to congratulate our

opponents.

There is, perhaps, no game where the temper may be more tried than in

Whist. Knowing this, it would perhaps be better for the irritable and

peevish in disposition to keep altogether aloof from the game, simply

because they would not only be a source of annoyance to others, but

they would derive no pleasure themselves from the pursuit.

Patience and forbearance must be exercised. In spite of all that has

been said against the practice of card-playing, we none of us can tell

how much good has resulted from it. Not only good temper, but many

other virtues, may be cultivated at the whist table.

Honour and integrity must be maintained; for though cheating and

underhand playing have in some cases for a time been successful,

they are methods that never, in the long run, have been adopted with

satisfaction.

Idleness is a quality that must be wholly dispensed with. A player

needs to be always on the alert; without casting any sly glances at the

cards held in the hands of the others, he may, by his own observation

and diligence, know exactly the strength or weakness of each player.

"My son," once said a keen, shrewd business man, "don't attempt to play

cards unless you have four eyes;" and certainly the player who cannot

with his mind's eye see what cards the other players have, as well as

those in his own hand, will never be much more than an indifferent

player.

No silly trifling conversation should be carried on during the game.

To play well, nothing should be allowed to divert the interest from

the subject in hand. Indeed, we cannot conclude better than quote what

Charles Lamb says in one of his Essays about the famous Mrs. Battle,

although, at the same time, we should scarcely advise any of our

readers to estimate either Whist or any other game quite so seriously

as she did.

MRS. BATTLE'S OPINION ON WHIST.

"A clear fire, a clean hearth, and the rigour of the game." This was

the celebrated wish of old Sarah Battle (now with God), who, next to

her devotions, loved a good game of Whist.

She was none of your lukewarm gamesters, your half-and-half players,

who have no objection to take a hand if you want one to make up a

rubber; who affirm that they have no pleasure in winning; that they

like to win one game and lose another; that they can while away an hour

very agreeably at a card-table, but are indifferent whether they play

or not; and will desire an adversary who has slipped a wrong card to

take it up and play another. These insufferable triflers are the curse

of a table. One of these flies will spoil a whole pot.

Of such, it may be said that they do not play at cards, but only play

at playing at them.

Sarah Battle was none of that breed. She detested them from her heart

and soul, and would not, save upon a striking emergency, willingly seat

herself at the same table with them.

She loved a thorough-paced partner, a determined enemy. She took and

gave no concessions. She hated favours. She never made a revoke nor

ever passed it over in her adversary without exacting the utmost

forfeiture. She fought a good fight, cut and thrust.

She held not her good sword (her cards) like a dancer. She sate bolt

upright, and neither showed you her cards nor desired to see yours.

All people have their blind side, their superstitions; and I have heard

her declare under the rose that hearts were her favourite suit.

I never in my life (and I knew Sarah Battle many of the last years of

it) saw her take out her snuff-box when it was her turn to play, or

snuff a candle in the middle of the game, or ring for a servant till

it was fairly over. She never introduced or connived at miscellaneous

conversation during its process.

As she emphatically observed, _cards were cards_; and if I ever saw

unmingled distaste in her fine last-century countenance, it was at

the airs of a young gentleman of a literary turn who had been with

difficulty persuaded to take a hand, and who, in his excess of candour,

declared that he thought there was no harm in unbending the mind now

and then, after serious studies, in recreations of that kind!

She could not bear to have her noble occupation, to which she wound up

her faculties, considered in that light. It was her business, her duty:

the thing she came into the world to do--and she did it. She unbent her

mind afterwards over a book.

Quadrille, she told me, was her first love, but Whist was the soldier

game--that was her word. It was a long meal; not like quadrille, a

feast of snatches. One or two rubbers might co-extend in duration with

the evening.

A grave simplicity was what she chiefly admired in her favourite game;

there was nothing silly in it, like the nob at cribbage--nothing

superfluous. She even wished that Whist were more simple than it is,

and saw no reason for the deciding of the trump by the turn of the

card. Why not one suit always trumps?

In square games (she meant Whist), all that is possible to be allowed

in card playing is accomplished.

No inducement could ever prevail upon her to play _for nothing_. She

could not conceive _a game_ wanting the spritely infusion of chance,

the handsome excuses of good fortune. Man is a gaming animal, and his

passion can scarcely be more safely expended than upon a game at cards,

with only a few shillings for the stake.

It is needless to say that Sarah Battle's dislike to play Whist for

nothing is not by any means generally shared by Whist players. Those

who cannot play the game for its own sake and for the interest which

they take in it had better not play it at all.

* * * * *

SHORT WHIST.

This is unmistakably nothing more or less than ordinary Whist cut in

half; therefore it is almost unnecessary to say much about it, because

the principles of the game are just the same as those which have been

given at length for the playing of Long Whist.

It is said that it was first introduced at Bath by Lord Peterborough,

who, fearing he was about to incur some heavy losses, thought he might

sooner be relieved of his suspense if he could contrive to shorten the

game. Even now, although it may not be so popular as it once was, it

still possesses a great attraction for many players, who are of opinion

that the awarding of points for honours (which are not held as the

result of play, but simply because they are dealt out to the players

holding them) introduces an element of mere accident into the game,

which they think does not add either to its interest or to its claims

as a scientific amusement. Five points constitute the game in Short

Whist, the rubber being reckoned as two points.

Honours are never called, but are always counted, except at the point

of four.

The chief advantage of Short Whist lies in the fact that the trumps may

be made special instruments of power. Carleton says:--"Trumps should be

your rifle company; use them liberally in your manœuvres; have copious

reference to them in finessing, to enable you to maintain a long suit."

Should you be weak in trumps, ruff a doubtful card at all times; with a

command in them, be very chary of that policy.

Let your great principle always be to keep the control of your

adversaries' suit and leave that of your partner free.

If you see the probable good effect of forcing, decide which of your

adversaries you will assail, but do not attempt them both at once. Let

it be the stronger, if possible.

When you force both hands opposed to you, one throws away his useless

cards; while the chance is the other makes trumps that under other

circumstances would have been sacrificed.

And the great authority Deschapelles, in speaking of Short Whist,

remarks, "When we consider the social feeling it engenders, the

pleasure and vivacity it promotes, and the advantages it offers to the

less skilful player, we cannot help acknowledging that Short Whist is a

decided improvement upon the old game."

DUMBY, OR THREE-HANDED WHIST.

This is exactly the same as Long Whist, excepting that there are

three players instead of four, and one of the players undertaking the

responsibility of two hands. Dumby's hand is exposed on the table, open

to the view of the three players. On the whole, the player having Dumby

for partner has somewhat the best of it.

DOUBLE DUMBY, OR TWO-HANDED WHIST.

This is when only two persons play. Two hands may either be exposed on

the table, and made use of as if there were four players, or they may

be entirely rejected. In the latter case the single hands held by the

players must be managed as skilfully as possible. In all these little

variations upon the real game of Whist each honour counts as one point.

* * * * *

PIQUET.

At one time Piquet was one of the most fashionable of our card games,

though latterly, perhaps owing to its being rather difficult to learn,

it has not been quite so popular. It is played by two persons with

thirty-two cards, all the twos, threes, fours, fives, and sixes being

dispensed with; the remaining cards possessing the same value as at

Whist. In each game the number of points is 101.

Before describing the game it will be most advisable to give the

meaning of the technical terms employed.

_Talon or Stock._--The eight remaining cards after twelve are dealt to

each person.

_Repique_ is when one of the players counts thirty points in hand

before his adversary has or can count one; when, instead of reckoning

thirty, he reckons ninety, and counts above ninety as many points as he

would above thirty.

_Pique_ is when the _elder hand_ counts thirty in hand and play before

the adversary counts one, in which case, instead of thirty, the hand

reckons for sixty, to which are added as many points as may be reckoned

above thirty.

_Capot._--When either party makes every trick, which counts for forty

points.

_Cards._--The majority of the tricks, reckoned for ten points.

_Carte Blanche._--Not having a pictured card in hand, reckoned for ten

points, and takes precedence of everything else.

_Quatorze._--The four aces, kings, queens, knaves, or tens. Each

quatorze reckons for fourteen points.

_Threes of Aces_, &c., down to tens, reckon for three points.

_Point._--The greatest number of pips on cards of the same suit,

reckoned thus: The ace for eleven, the court cards for ten, nines for

nine, &c., and count for as many points as cards.

_Tierce._--Three successive cards of the same suit, reckoned for three

points. There are six kinds of tierces, viz., ace, king, queen, called

a tierce major, down to nine, eight, seven, a tierce minor.

_Quart._--Four successive cards of the same suit, reckoned for four

points. There are five kinds of quarts: ace, king, queen, knave, called

quart major, down to ten, nine, eight, seven, a quart minor.

_Quint._--Five successive cards of the same suit, reckoned for fifteen

points. There are four kinds of quints: ace, king, queen, knave, ten,

called quint major, down to knave, ten, nine, eight, seven, a quint

minor.

_Sixième._--Six successive cards of the same suit, reckoned for sixteen

points. There are three kinds of sixièmes: ace, king, queen, knave,

ten, nine, a sixième major, down to queen, knave, ten, nine, eight,

seven, a sixième minor.

_Septième._--Seven successive cards of a suit, reckoned for seventeen

points. There are two kinds, viz., from the ace to the eight inclusive,

a septième major, and from the king to the seven inclusive, a septième

minor.

_Huitième._--Eight successive cards of the same suit, reckoned for

eighteen points.

The first thing, however, to be noticed is Have either of the players

_carte-blanche_? Should the eldest hand have it, he must tell the

dealer to discount for it, and show his cards. Should the younger hand

have it, he must wait until the elder has discarded, then show his hand

also.

The player who has _carte blanche_ not only counts ten towards the

pique, or repique, but prevents his opponent having either.

The dealer has the option of discarding or not as he feels inclined,

but should he do so he must take in first any that may be left by the

elder hand, and after that his own three which are at the bottom of the

stock. The cards that may be left he can look at; but in that case the

elder hand may do the same.

It is wiser, therefore, in some instances for the dealer not to look at

the cards he leaves, because it will be more to his advantage that the

cards should not be seen by his opponent. If the dealer should happen

to mix up with his own discard any of the cards left by him, the elder

hand can claim to see all, as soon as he has intimated what suit he

means to lead. If, however, the elder hand should not lead the suit he

named, the dealer can insist upon his leading any suit he pleases.

In the game of Piquet the value of the cards depends to a very great

extent upon the various combinations that are made. The learner must,

therefore, become thoroughly acquainted with these combinations,

otherwise he might make the mistake in discarding of simply throwing

out such cards as were of the least numerical value, which really would

be a loss to him. There are no trumps in Piquet, therefore each trick

is won by the highest card of the suit that is led.

In laying out try to secure a _quatorze_. Should neither player have

four aces, _quatorze_ kings annul queens, and, by the same rule, in the

adversary's hand queens annul knaves. If you have four aces, you may

reckon also any inferior _quatorze_, as of tens, and your opponent

cannot reckon four kings, though he should hold them. In the same way,

you can count three aces, and inferior threes down to tens, while your

opponent cannot count his three kings.

The player who has the greatest number of cards in a suit has the

point; but when both players have an equal number of cards in the same

or different suits, the point is then won by the player who has the

greatest number of pips, counting the ace as eleven and the court cards

as ten each. The point being chosen, the eldest hand announces what it

is, asking at the same time if it is good; if his adversary has more

he replies "it is not good," if he has just as many he answers "it is

equal," but if he has not so many he answers "it is good." The player

who has the best counts as many for it as he has cards which compose

it, and whoever has the point counts it first, be he elder or younger

hand, points being equal; or the two players having equal tierces,

quints, quarts, &c., neither can count.

The points, tierces, quarts, quints, &c., must be shown on the table,

that their value may be reckoned; _quatorzes_, threes of aces, and

kings need not be shown.

In reckoning after the _carte-blanche_ comes the point, next the

sequences, and then the _quatorzes_, or threes of aces, kings, &c. The

cards are then played, each card, excepting a nine or an inferior one,

counting one.

The elder hand having played the first card, the dealer before

answering the card must count his own game, point, sequence,

_quatorze_, or _carte-blanche_, if he has it, and, after reckoning them

altogether, he takes the first trick if he can with the same suit; if

he cannot do so his opponent has the trick.

When the tricks are equal they do not count. The winner of the last

trick counts two.

The three chances in Piquet are the _repique_, _pique_, and _capot_,

the whole of which are sometimes made in one deal. The capot is won by

the player who wins all tricks adding ten instead of forty to his score.

A _pique_ is gained as follows:--Supposing the elder hand to have a

_quint_ to an ace, which being a _quint-major_ is as good as a point,

it is therefore good also as a sequence, and counts twenty; suppose

also that he should have three aces, which must be good, because he has

a _quint-major_, that is, one of each of the cards that constitute a

_quatorze_, that makes him twenty-three. In playing the cards, then,

his _quint-major_ and the two additional aces must also count one each,

making in all thirty, upon which the player, instead of saying in his

play "twenty-nine, thirty," says "twenty-nine, sixty."

Now for the _repique_. Supposing the elder hand to have the same point,

good as above, and four aces as well, instead of three, he counts in

his hand, without playing a card, first, five for his point, fifteen

for his _quint-major_, and fourteen for his four aces--that is to say,

thirty-four in hand, which is ninety-four in fact, the game in one hand.

* * * * *

EUCHRE.

This is the most popular game in the United States, and can be played

by two, three, or four players.

Like Whist, Euchre does not depend upon chance only; great skill is

required to play the game well.

It is played with a Piquet pack, that is, a pack of thirty-two cards,

all cards below seven, excepting the ace, being taken out. The value of

the cards is the same as in Whist, except that the knave of trumps and

the other knave of the same colour take precedence over the remainder

of the trumps. The knave of trumps is called the right bower, and the

knave of the suit of the same colour the left bower.

Supposing spades to be trumps, then the cards rank in the following

order:--Knave of spades, knave of clubs, ace, king, queen of spades, &c.

If clubs were trumps then the knave of that suit would be highest card,

and knave of spades the next. The knaves rank as in Whist when neither

right nor left bowers.

EUCHRE FOR TWO PLAYERS.

The cards are dealt as follows:--First deal two to each, then three to

each.

The eleventh card is then turned up, and to whatever suit it belongs

that suit is trumps.

Five points constitute the game. If a player win three tricks, they

count for one point; if he win four tricks, they also count for one

point; but if he win all five tricks, they count two points.

The eleventh card being turned up, the first player begins the game

by looking at his hand to ascertain if, in his own estimation, it is

sufficiently strong to score--that is, to make three, four, or five

tricks. Should he be able to do so, he will say, "I order it up;" that

is, that the dealer is to take up the turn-up card in his hand, and put

out any card he likes. If, on the contrary, he thinks he cannot score,

he says, "I pass."

If the first player orders the turn-up card up, the game begins at once

by his playing a card and the dealer following suit. Should the dealer

not be able to follow suit, he must either throw away or trump, as in

Whist.

The winner of the trick then leads, and so the game goes on until the

ten cards are played.

If either the dealer or the other player order the card up and fail to

get three or more tricks, he is euchred--that is, his adversary scores

two.

Suppose the first player passes, not, in his own estimation, being

strong enough to make three tricks, the dealer can, if he likes, take

the card and put one of his own out, but if he fails to score he is

euchred.

If they both pass, the first player may change the trump, and the

dealer is compelled to play. If, however, the former does not score he

is euchred.

If he passes for the second time the dealer can alter it, the same

penalty being enforced should he not score.

If they both pass for the second time, the round is over, and the first

player begins to deal.

If trumps are led, and you only have _left bower_, you must play it, as

it is considered a trump.

THREE-HANDED EUCHRE.

Fifteen cards are dealt in this game, but the rules are exactly the

same as in two-handed euchre.

There are, however, a few differences in the tactics. If one player has

scored four points, and the other two players two each, it is allowable

for the two latter to help each other to prevent the player with the

four tricks from winning.

FOUR-HANDED EUCHRE.

In this game the players go two and two, being partners, the same as in

Whist.

The game is won when the combined tricks taken by a player and his

partner amount to five.

If all pass in the first round, the first player is allowed to alter

trumps; if he does not care to do so, the second, then the third, and

lastly the fourth.

If one should fail to score, having ordered up the card, he and his

partner are euchred, and their opponents count two.

Should one player be exceedingly strong, he can say, "I play a lone

hand," whereupon his partner throws up his hand, and the _lone hand_

plays against the other two.

If the single player gets all five tricks he counts three, if three or

four tricks, he counts only one, and if two, or less, he is euchred.

There is yet another variation to this game, and one that generally

meets with approval.

A blank card is taken and on it is written "Joker." This card always

counts highest in the pack whatever suit may happen to be trumps.

If "Joker" should be the turn-up card, the dealer has the privilege of

naming any suit he likes for trumps.

* * * * *

VINGT-UN.

Of all round card games, there is not one more deservedly popular

than the one so well known as Vingt-Un (_i.e._, Twenty-one). Although

much of the success attending it depends upon chance, the exercise

of no small amount of care and judgment is required by the players,

in consequence of which the real interest of the game is greatly

intensified.

Six, eight, or, indeed, as many persons as like may join in it. A whole

pack of cards is required, and the value attached to them is the same

as in Cribbage.

Tens and court cards count as ten each. The ace may either be valued

as one or as eleven, to suit the convenience of the holder, and the

rest of the cards as usual. The cards are shuffled and cut as in Whist,

and to each player a certain number of counters is given. The dealer

then gives one card, face downwards, all round, including himself. The

players, looking at the cards, each place in front of them a stake,

consisting of one or more counters, the amount of each depending

entirely upon the choice of the players.

Beginning at the elder hand a second card is then distributed to each.

Before proceeding further the dealer may, if so inclined, "challenge

the board," receiving or paying from all whose hands are less or more

than his own, up to twenty. Should he not feel justified in taking such

a step, he puts the question, "Do you stand?" to each player in turn,

the winners in the game being the players who simply make twenty-one,

neither more nor less. The answers to this question should not be given

without due consideration.

The players who feel that they may with safety take one card, or even

two or three cards, to enable them to make up the necessary number,

receive any number they ask for from the dealer, while those whose

number already is so close upon _twenty-one_ that they think it safer

to stand, say so.

It sometimes happens that one of the two cards given in the first

instance to a player is _an ace_, and the other a _ten_, or a

_court card_. This being the case, the owner of them has reason to

congratulate himself on his good fortune, because the two cards

combined make what is called a _natural_, and unless the dealer also

has exactly _twenty-one_, he must pay double stakes to the possessor of

the natural, who, by reason of its having fallen to him, becomes the

next dealer. When the dealer himself, however, is equally fortunate in

having a natural he receives double stakes from all the players and

single from the ties. All players having either declined the offer of

additional cards, or having received as many as they wish, the dealer

turns up his two cards, and either _stands_ with them as they are, or

takes what cards he likes from the stock on the table. If he should

take too many he pays all the standing players the amount of the stakes

they made, and to those who have _naturals_, or cards amounting to

twenty-one, whatever they may be, he pays double stakes.

Supposing any player's first and second cards should be alike, he may

divide them and place a stake on both, regarding each as a separate

hand, and draw cards accordingly, to make _two_ twenty-ones instead of

one.

At the beginning of a game a player is at liberty to sell his deal if

he should please to do so.

When it happens that the dealer on taking his second card supplies

himself with a natural, the round is considered at an end, and he

is entitled at once to double stakes from all the players, before

supplying them with any additional cards.

On looking at the second card dealt, a player should announce the fact

directly when he has a natural, and be paid for it at once, before the

dealer has taken his own second card.

Sometimes a dealer takes advantage of his right to insist upon all the

players doubling their stakes, and especially does he assert his claim

to take this step when his first card is an ace or a tenth card, or

when he considers the stakes offered are not as high as they should be.

Another privilege belonging to the dealer is what is termed the brulet,

which consists of the top and bottom cards of the pack, after it has

been cut and shuffled. Before beginning to deal, the dealer may take

these two cards, and should they united constitute a natural, every

player must pay him double stakes. The cards are then recut and the

proper deal is made. On the other hand, he is not compelled to stand by

the brulet; when he has supplied every one with the cards they require,

he may add as many as he chooses to his own pair.

* * * * *

SPECULATION.

In playing the famous game of Speculation a full pack of fifty-two

cards is used, the value of each card being the same as at Whist.

Either counters or halfpennies may serve for stakes, an equal number of

which must be allotted to all, the pool being provided by contributions

from each player. After cutting for deal the owner of the lowest card

deals out three cards to each player, one at a time, face downwards,

and no one must on any account look at what has been given him.

The top card of the remaining pack is then to be the trump, and this

card the dealer may either keep himself or sell to the highest bidder,

making it thus an object of speculation.

The player on the left of the possessor of the winning card then turns

up his top card, and if it happen not to be a trump the next player

turns up, and so on, until a higher trump than the first make its

appearance, when the new comer takes the place of its predecessor, and,

if not retained by its owner, is awarded to the highest bidder. If the

card be not a trump, but only an ordinary one, it may be beaten by the

highest card that makes its appearance of the same suit or by a trump.

At the close of every round the pool is won by the player who holds the

highest card of the trump suit. Should the ace of trumps be turned up,

the hand is, of course, at an end, the owner of it being the winner.

The game is well named, for the buying and selling business is

frequently carried on to a very considerable extent. Sometimes the

players will sell their whole hand to each other, or perhaps a single

card on the chance of their proving winners.

Although the above method is the most common way of playing, slight

variations are frequently made. For instance, an extra hand is dealt

by many players and placed in the middle of the table for pool; at the

end of the round this hand is examined, and if a better card is found

in it than that belonging to the winner, the pool is left undisturbed,

and added to the next new pool, making it, of course, double in value.

Another variation is, that any player who may turn up a knave or a five

of any suit excepting trumps shall pay one counter to the pool.

In order to play well at Speculation great judgment must be used, and

also the memory must be in full exercise, but when once thoroughly

understood and appreciated there is no game superior to it for a

Christmas gathering, and almost any number of players may join in it.

* * * * *

NAPOLEON.

This game, though comparatively new, is exceedingly interesting, and

one that hitherto has always proved to be very popular as a lively and

stirring round game.

Like Speculation, it is played with a full pack of fifty-two cards, and

as the shuffling of them is of great importance, it is advisable to be

supplied with two packs, as at Whist.

The pool is started by contributions from each player, the dealer

giving double value. Five cards are then distributed to each player and

held in the hand; as at Whist, it being necessary for the owner of them

to ascertain whether they are good or otherwise.

The player to the left of the dealer then declares how many tricks he

will guarantee to take, or whether he would prefer to be passed once,

owing to the weakness of his hand.

He may promise to take one, two, three, or four tricks; but unless

he should declare _Nap_, which means that he is able to take all

five tricks, the next player is questioned, and so on, until Nap has

ultimately been proclaimed by some one. Should no player declare _Nap_,

the one declaring to take the highest number of tricks leads off.

The stand player, as he is called, then plays against every one else;

he leads the game, and his first card decides what suit shall be

trumps. All the other players try to prevent him from making the tricks

which he declared to take, because, if he should fail, the payments

will have to be made from him to them. Should he succeed, however,

they pay him; and in the event of his making _Nap_, he receives double

stakes from every one of the company.

A player revoking is Napoleoned, which means that he must pay five

tricks to the stand hand, and the cards are played over again.

* * * * *

CRIBBAGE.

This game is played with an ordinary Whist pack, and it is won by the

player who first scores sixty-one points. These points are marked on

what is called a cribbage-board. The board may be placed either across

or lengthways between the players.

A player must begin to score from the end where his sixty-first point

is, and begin at the outside edge. Two pegs are given to each player

to score with, and he uses them as follows:--

Supposing his first score to be four, he places a peg in the fourth

hole; then if his next score be three, he marks it off from the

position of the first peg, and sticks the second peg in the third hole

farther on.

[Illustration: Cribbage Board.]

If his next score be eight, say, he counts from the second peg eight

holes, and there sticks the peg, and so on. By this method confusion

is avoided, and the players are able to check one another's scores.

Generally, the pegs of the different players vary in colour, but this

is not necessary, though one player must never touch his opponent's

half of the board.

The court cards and tens rank equally, and the other cards according to

their number of pips. Aces are counted lowest.

_The Game._

The cards having been shuffled, the non-dealer cuts, but does not place

the undermost half on the uppermost, as in Whist, but leaves the pack

divided into two parts on the table. From the undermost part the dealer

then deals five cards each, beginning with his adversary. The remaining

cards are placed on the other heap, and the pack remains undisturbed

until the crib cards are put out. In the first hand of a new game, the

non-dealer counts three at starting, as a sort of set-off against the

possession of crib by the dealer.

Both players then look at their hands and throw out two cards, the

dealer throwing out first, and the cards being face downwards.

The non-dealer then again cuts the cards, but the number cut must be

more than two, after which the dealer takes the top card of the heap

left on the table, the non-dealer replaces the cards he cut, and the

dealer puts the top card, which is thrown face upwards on the whole.

The two cards thrown out by each player and the turn-up card form

the crib, which belongs to the dealer. If a knave be the turn-up,

the dealer counts "two for his heels." The turn-up card is reckoned

in making up the score of either player, as well as of the crib. The

non-dealer then begins by playing a card, the value of which he calls

out.

Suppose the dealer to have in his hand a queen, knave, and five, and

the non-dealer a seven, eight, and queen, and that the turn-up is four;

then the non-dealer plays his queen, and cries "ten;" the dealer plays

his queen, and cries "twenty," scoring two for a pair, because a court

card counts ten.

The first player then puts down his knave and cries "thirty." As his is

the nearest attained to thirty-one, and the dealer has no ace, he cries

"Go," and the first player scores one hole.

Each player's hand is then counted up, the elder one scoring four--two

for each fifteen; and the dealer two for his fifteen, made up by a

seven and eight.

If the knave in either hand be the same suit as the turn-up, the holder

of the card scores "one for his nob." The crib is added up by the

dealer, and the game goes on.

If in trying to get near thirty-one in the beginning a player can make

fifteen, he counts two. If a player gets exactly thirty-one he counts

two.

The hands are counted up as follows:--

For knave turned up (heels) 2 points.

For sequence of three or four cards 3 or 4 "

For a flush, that is, three cards of same suit 3 "

For a full flush, when cards in hand and turn-up are of same

suit 4 points.

For every fifteen, as 6 and 9; 10, 3, and 2; 7 and 8, court

card and 5, &c. 2 "

For a pair (two of a sort, as 2 threes, 2 fours, &c.) 2 "

For a pair royal (three of same sort) 6 "

For a double pair royal, or four of same sort 12 "

For knave of trumps in hand (nob) 1 "

If a player has in his hand, say, six, seven, and eight, and the

turn-up is eight, he will count that two separate sequences, and score

three for each.

The non-dealer always counts up first. This counting up is called the

"show," and the first show is very important at the end of the game,

as a player may just get sixty-one points and win. The dealer may also

have sixty-one, but as his show has not been the first it does not

count.

Should the dealer misdeal, and not discover the mistake before either

of the hands is taken up, his opponent counts two, and a fresh deal

must be made. If, during the deal the non-dealer expose any one of his

cards to view, the dealer has the option of dealing again, without,

however, looking at his own cards. If the dealer deal more than five

cards, his adversary counts two, and a new deal takes place, the same

penalty being enforced if he give less than five cards.

THREE-HANDED CRIBBAGE.

The theory of Three-handed Cribbage is the same as that in Cribbage,

which we have already described. It is played, as its name indicates,

by three people instead of by two. The board must be triangular in

shape, containing three sets of holes of sixty each and the additional

game hole. Each player has to fight for himself alone, and has,

therefore, two antagonists to combat with instead of one, as in the

ordinary game.

Five cards are dealt to each player, after which an extra card is laid

down to form the commencement of the crib. To this card each player

adds one of his own, the result being that the sixteen cards are

equally divided among the three players and the crib. The player who

first succeeds in reaching the sixty-first hole is the winner of the

game, and is entitled to double the stakes which are apportioned to him

by his two less fortunate companions.

FOUR-HANDED CRIBBAGE.

In this variety of the game four persons play in partnerships of two

each, as at Whist. Sixty-one constitute the game, still it is very

usual to go twice round the board, the number of game in that case

being 121.

Before beginning to play two of the four players are chosen to have the

management of the score, and between them the board is placed, because

upon them only devolves the duty of moving the pegs. The other two

players may not even assist in counting.

After cutting and dealing five cards to each player, the dealer places

the remainder of the pack on his left hand. One card is then given by

each person to form the crib, which, when complete, belongs to the

dealer.

In contributing to the crib, the choice of the card given depends

upon whether the crib belongs to the player and his partner or to

their opponents. Fives are the best cards to give to one's own crib,

therefore they should never be given to the antagonists. Aces and kings

should be avoided; low cards are the best for the purpose.

The play then begins until all the sixteen cards are played out.

Fifteens, sequences, pairs, &c., are reckoned in the usual way. Should

either player be unable to come in under thirty-one, he declares it to

be a "go," and the play belongs to his left-hand neighbour. No small

cards must be kept up which would come in under a penalty.

Great care is required in playing this game of Four-handed Cribbage, as

the learner will soon discover.

In leading, threes and fours are the best cards to select. Five is a

bad lead, as also are ones and nines. The second player must be careful

as to pairing, also he must try to avoid playing too closely on:

though in some cases by doing so the adversary is tempted to form the

sequence. He will learn in time to discriminate when it is wise to play

on. If he can make fifteen it is generally better play than pairing the

card led.

The object of the third player should be to make the number below

twenty-one, in order to help his partner to gain the end hole for the

"go" or the two for thirty-one.

The fourth man who in the first round is the last player will do

wisely to hold aces or low cards for the purpose, especially when it

is necessary to score a few holes in play, or when the only chance of

securing game is to play out.

The hand being played out the different amounts are pegged, crib

included, the one who led off scoring first.

As a rule the amount of points from each hand is seven, and four or

five from the crib.

* * * * *

RANTER GO ROUND.

No game that we can mention surpasses the popular one of Ranter Go

Round for real interest and excitement. It is said to have been first

played in Cornwall, but to us it signifies very little whether it

originated at Land's End or at John o' Groat's; the matter of the

greatest interest is that it is a first-rate game for a winter evening.

First of all, each player is provided with three counters, or lives, as

they are called, and the object of the game consists in trying to see

which player will succeed in keeping his lives the longest.

An ordinary pack of fifty-two cards is then shuffled, and dealt out one

by one to each player.

The players look at their cards, and the one on the left of the dealer,

if he thinks his card is too low, has the option of changing with his

left-hand neighbour, who again may change with his left-hand neighbour,

and so on till the dealer gets the low card, and as he has no one with

whom he can exchange he is allowed to take for it the top card of the

pack. The players then turn their cards face upwards on the table, and

the possessor of the lowest card, aces being counted lowest, has to

forfeit one of his lives.

The game thus goes on until all the players are out but one, who is

declared the winner.

If a player's card be demanded by his right-hand neighbour, whose card

is higher than the one he gave in exchange, he _stands_, or, in other

words, refuses to change with his left-hand neighbour, knowing that he

is safe for that round, because at any rate one card lower than his own

is out. If two players have cards of the same value, and these cards

are lowest, the player who turned his up last has to lose a life.

Players begin turning up their cards from the one on the left of the

dealer No player may exchange more than once.

Sometimes a rule is enforced that when a player demands to exchange

with his left-hand neighbour, and gets a card with _one_, _two_, or

_three_ pips given him for his own, the player with whom he exchanged,

if he has got a higher card for his one, two, or three, cries out the

value of the card he exchanged, so that the other players may know its

worth.

The rule is not one that has ever become very popular, because it tends

very much to deteriorate from the uncertainty of the game, a feature in

all card-playing that possesses a greater charm than perhaps any other.

The vicissitudes of fortune in Ranter Go Round are wonderful.

For instance, a player may have kept his three lives till all but one

are out, and then lose them in three successive rounds, while a player

who has only had one life for a long time will win the game.

As each life is lost a counter of the player belonging to it is placed

in the pool, and as the lives decrease in number they increase in value.

* * * * *

ÉCARTÉ.

The game of Écarté is a real French game; it originated first in Paris,

and at one time was one of the most fashionable games in that city.

It has been devoted so extensively by some players to gambling

purposes, that its reputation has unmistakably suffered thereby, and

any one professing to have a preference for Écarté was, at one time,

suspected immediately of not being a very desirable associate.

It would have been a matter of regret if, because of any unfortunate

association connected with the game, we should have been deprived of

the benefit of it, for it is second to none in its power of affording

amusement. It is easy to learn, and yet it is a scientific, clever

game, and one that we can well imagine would be selected as a favourite

among all other card games by proficient card-players.

It is played by two persons with a pack of thirty-two cards, all the

twos, threes, fours, fives, and sixes being thrown out in preparing the

pack.

The technical terms used are supplied both in English and French, and

considering the game to be so essentially French in its nature we

subjoin the latter list.

_Abattre._--To lower the cards and show them.

_Atout._--Trump.

_Avoir le main._--The act of dealing.

_Battre._--To shuffle the cards before dealing.

_Carte Doublée._ }

_Carte Gardée._ } Two cards of the same suit.

_Couper._--To cut.

_Defaulter._--To refuse a suit.

_Donner._--To deal.

_Écart._--The cards thrown aside.

_Être à la devine._--To be embarrassed which suit to keep.

_Faire._--To deal.

_Faire un main._--To make a trick.

_Forcer._--To play a superior card on an inferior.

_La Belle._--The highest card of any suit.

_La Vole._--To make all the tricks.

_Le Point._--One score of the five which compose the game.

_Levée._--One trick made whilst playing.

_Je propose._--Asking fresh hands, or part of fresh hands.

_Refaire._--To recommence distributing the cards.

_Renoncer._--Not to answer the suited.

_Retourner._--When the cards are dealt, to turn up the first of the

talon.

_Sous-forcer._--To play a card inferior to what remains of some suit in

hand.

_Talon._--What remains of the pack after there has been distributed to

each player what he requires.

The game consists of five points, unless differently arranged.

The king instead of the ace is the highest card.

After the king follow the queen and knave, next comes the ace, then

ten, nine, eight, and seven.

After the dealer has shuffled the cards his opponent cuts them. The

latter also can claim to shuffle if so inclined, but should he do so

the dealer may re-shuffle. The dealer then gives three cards to his

opponent and takes three himself, after which he gives two to his

opponent and takes two himself, turning up the eleventh, which is also

the trump, card on the pack.

Sometimes the two cards are dealt first, and afterwards the three; but

this is a trifling matter, to be decided by the wish of the dealer.

Should the turn-up, or trump, happen to be a king of any suit, the

dealer makes one point to himself and cries "I mark king."

The point is lost, however, unless the king be declared at once, before

the first trick has been played. Still there is one case in which it

would be bad policy to declare the king, even though you hold it.

Supposing that you mark three, and that your adversary does not allow

you to discard, or that, being himself the elder hand, he should play

without proposing; in either case, if he does not make the point, he

loses two, which gives you the game, a result you will have a greater

chance of obtaining by masking your hand; in other words, by not

announcing that you hold the king. The markers used are generally a two

and a three from the discarded suits.

On examining the cards after the deal the non-dealer, if not satisfied

with his hand, exclaims, "Je propose," which is equivalent to saying

that he wishes to exchange one or more of his cards with some of those

in the remainder of the pack. The dealer, if inclined to accept the

proposition, signifies it by saying, "How many?" upon which both he and

the non-dealer each change what cards they like, exclaiming, as they

throw away the original cards, "J'écarte." Should the dealer decline

the offer, and refuse to have any cards exchanged, his opponent scores

double for any points he may make, except in the case of marking king.

Sometimes when both players agree to change their cards, discarding

may be continued, as long as any cards remain in the stock, or until

one of the players shall declare that he is satisfied, when both must

immediately cease discarding.

The game consists of five points, each trick being won by the highest

card of the suit led. Three tricks must be made in order to score one

point; five tricks to score two points. It is possible for a player to

score five points in one round, thus: First, by marking king; then if

he should _propose_, and be _refused_, and afterwards make two points,

these two points he may double on account of being _refused_, securing

by this means the five points. Therefore in some cases it is advisable,

even with a good hand, to _propose_, for the simple reason that, should

the dealer refuse, you score two points for three tricks, and four

for five tricks, although you may only wish to change a single card

in order to hazard the dealer's refusal, or to make the _vole_ if the

proposal be accepted.

The important business of discarding being concluded, the non-dealer

leads off the game by playing any card he likes, his adversary playing

a higher card, if he can, of the same suit, thus taking the trick.

Should he have no higher card, he may take the trick with a trump, or

pass it, as he feels inclined.

Cassell's Book of In-door Amusements, Card Games, and Fireside Fun · 第 5 / 8 章