li I 111 ii:^:i::-'^^^ Class _iii_M£a Rnnlc ' G \Q ■®' n/^^/ e) — -.««tnH^iHM— — Qj^'^ •9- V .4^ AND i — ^«^^ ►— OrzO^^O *--i 5»^^— r^^T i FOR EVERYBODY. BY THE COAST CITy's HUMORIST. '(^ d>i\ NEW YORK: Coast City PuBLisHnrG Co. 49 NASSAU STREET. Copyright 1 886, by COAST CITY PUBLISHING COMPANY, v^t i^Ulf^^l PREl'ACE. In winter, when the long evenings are spent by the family circle collected together around the fire-side in reading or amusement, - and in summer, when during the tedious sul- try day the mind has become aweary and fatigued with thG exertion of reading, and needs some relaxation, it is then that th« games described in the following pages are eagerly sought after and pursued. To the many who do not seek the excitement derived from playing Cards, and who may not tho- roughly understand Backgammon, Chequers, Don Cossack, or the other games described in these pages, we hope this little volume will prove acceptable. Several of the games are new and not before described, and though not generally known, we hope will win their way into more general favour. The Hand- 3 /^ IT ? R E FA C E. Books of Chess and of Whist having met with very gen^th odd, the move belongs to your antagonist. This the following situation will readily explain, white being to play first : — White I *ll l^^ I Black The adverse pieces are here even, and the white squares odd ; as from the white king on 26 to the black king on 28 there intervene three white squares, 31, 27, and 24 ; and between 32, a white man, and 19, a black man, there are the two white squares, 26 and 23, which make in all, five; consequently, the move belongs to white. White, observing that the game is his, moves from 32 to 27, the black king moves from 28 to 32, and the white man on 27 next proceeds to 24, and is taken by the black man, who must be put upon 28; the white king is next moved to 23; the black king, having no alternative goes to 27, and is captured by the white; and as the black man, whose turn it is to move, cannot play, the game is, of course, finished. 48 DRAUGHTS, OR CHEQUERS. T*he mode of ascertaining the move by Itriking a right angle between the men, is a shorter plan than the foregoing, and equally efficacious. If you wish to know whether any particular white man has the move over any of his opponents, observe carefully the positions of both parties; and if the right angle end in a black square under the black man, white has the move. For example, if white is to play, and his piece is on 30, and his antagonist's man is on 3, by drawing a line from each, so as to describe a right angle^ you w^ill perceive that the lines cut in the black square between 31 and 32, immediately ander 3; and therefore, white has, in that instance, the move. Should, however, the white man be on 25, the lines will cut on 27, showing the reverse of the former experi- ment. This is a general rule, and will serve for any number of pieces. The player who opens the game derives no advantage from being the first player ; for, the men and squares being then even, he can- not have the move ; nor can his opponent^ DRAUGHTS, OR CHEQUERS. 49 although he has it, make it of any importance to himself; and, as we before observed, so long as the players give man for man, the move must, of course, belong to each, alter- nately. LAWS OF THE GAME. 1. The first move of every game must be taken by each player alternately, whether the last was won or drawn ; but the first move of the first game of each sitting, must be decided by lot. 2. The choice of men for the first game at the beginning of the sitting, is also to be de- cided by lot, but they must be changed every game, so that each player may have the white and black men alternately. 3. The men may be properly adjusted on the squares, in any part of the game ; but, after they are so placed, whichever player, when it is his turn to move, touches a man, he must play it somewhere, if practicable ; and if the man have been so far moved from his square as to be visibly over the angle 4 50 DRAUGHTS, OR CHEQUERS. separating the squares, a^^d thence indicative of a move, such move must be completed. 4. Pointing over the board, or employing any action likely to interrupt your antago- nist, or hinder his full view of the board, is not permitted. 5. When several men are en prise, or threa- tened by the sa^ man, at the same time, in opposite directionvfhat is, two one way and one the other, the player whose turn it is to move may take -which he pleases ; and, as it would be impossible for him to take all the men both ways, no penalty can be exacted for the omission. 6. In the event of standing the "huff," it is at the opponent's option, either to take the man, or insist on the adverse party taking his man omitted by the "huff." 7. When a game has been prolonged to a tiresome length, and only a few pieces re- main on the board, without, however, any chance of the players giving up, the stronger party may be required to win the game in a certain number or' moves, suppose forty DRAUGHTS, OU CHEQUERS. 51 moves for each player, or consider it as a drawn game ; the moves, of course, being counted from the notice given. If two kings be opposed to one king, the moves not to ex- ceed twenty for each player. When the odds of the drawn game are given, the game should be continued to a more advanced stage than in other cases ; and when the situations be- come so equal that neither party can gain the advantage, then he who gives the draw must either drive his opponent from his strong po- sition, or be adjudged to have lost the game. 8. Not more than three minutes are al- lowed for considering amove; if a longer time be taken by each player, his opponent may request him to proceed ; and if he pause five minutes further time, after such notice^ he loses the game. 9. In the event of a false move being made, such as moving out of turn, or moving a common man backward, as though he were a king, the man must be moved to some square, according to law III., but with this addition, that it shall be moved to wherever 52 DRAUGHTS, OR CHEQUERS. the adversary may dictate, consistent with the rules of the game ; or, if he so please, the false move may be allowed to stand, as best suits his plan. 10. Daring a game, neither party can quit the room without the consent of his oppo- nent, otherwise he forfeits the game. 11. If a dispute occur between the two f)layers5 it should be referred to a third par- ty, whose decision is to be considered final, in all cases in which the l^ws of the game do not offer any explanation ; and any player who does not submit to the rules laid down, or abide by the decision of the said third p^rty, is to be adjudged to have lost the game to his adversary. 12. Bystanders must abstain from all re- marks during the progress of a game, neither may they advise or interrupt either of the players. CONCLUDING OBSERVATIONS. Keep your men as much in the centre ol the bo^rd as possible, for they can move into DRAUGHTS, OR CHEQUERS. ffl the diagonals on either side, which if they be in the side squares, cannot be done. Be not over hasty in your movements, but calculate the moves, so that you may in some measure judge what consequences will fol- low the steps you take. In calculating the moves, do it mentally j as pointing from square to square is both im- proper and unbecoming. ^ Be decided in action, and never touch a man without moving it. If one player be stronger than the other, odds should be given to the weaker party, either by giving a man in a rubber of three games, or by allowing the weaker party to consider all the drawn games of the sitting as won by him. Avoid conversing with the intention of annoying your opponent. Never triumph over a vanquished oppo- nent ; and if you be repeatedly defeated, let it stimulate you to fresh exertions, so that in your trrn you may be the conqueror. 54 DOMINOES. IroMiNOKs is a game of modern invei tioii J RKtl though Tar inferior to draughts, and im- measurably below chess in point of intricacy, still it requires much attention and practice to make a skilful player. This game is played by two or four per- sons, with twenty-eight oblong pieces of ivory, all of the same size and shape, plain at the back, but on the face divided by a black line in the middle, and indented with spots from one to a double-six ; these pieces are, a double-blank, ace-blank, double-ace, deuce-blank, deuce-ace, double-deuce, trois- blank, trois-ace, trois-deuce, double-trois, four-blank, four-ace, four-deuce, four-trois, double-four, five-blank, five-ace, five-deuce, five-trois, five-four, double-five, six-blank, six-ace, six-deuce, six-trois, six-four, six-five, and double-six. Sometimes a double set is played with, of which double-twelve is the highest. DOMINOES. 55 At the commencement of the game, the dominoes are well mixed together, with their faces upon the table. Each person draws one; and, if four play, those who choose the two highest are partners, against those who take the two lowest ; drawing the latter a.lso serves to determine who is to lay down the first piece, which is reckoned a gr^at advantage. Afterwards, each playei takes seven pieces, or nine, according to agreement, at random. The eldest hanQ having laid down one, the next must paii him, at either end of the piece he may choose, according to the number of pips, or the blank in the commencement of the piece; but whenever any one cannot match the part, either of the domino last put down, or of that unpaired at the other end of the row, then he says, " go" ; and the next is at liberty to play. Thus they play alternately, either until one party has played all his pieces, and thereby won the game, or till the game be "blocked"; that is, when neither part)'' can play, by matching the 56 DOMINOES. pieces, Tvhere unpaired, at either end ; then that party wins who has the smallest num- ber of pips on the pieces remaining in their possession. It is to the advantage of every player to dispo-ssess himself as early as possible of the heavy pieces, such as double- six, five, four, &c. Sometimes, when two persons play, they take each only seven pieces, and agree to play or draw ; that is, when one cannot conie in, or pair the pieces on the board at the end unniatched, he is then to draw from the four- teen pieces in stock till he finds one to suit. Another way of playing this game is, the players continue alternately to lay down their pieces as long as they can be matched, and he who first gets rid of all his pieces wins the game ; but if it so happens, as it often does, that neither of them have exhaust- ed their pieces, nor can match the open num- bers on the table, they then discover what remains on both sides, and he whose pieces contain the fewest spots obtains the victory. Sometimes four play m which case they deal DOMINOES. 57 oilt six dominoes to each, leaving only four upon the ts\h\Q^ and then play on in rotation. EVERLASTING is another game played with dominoes, so called from its length ; frequently, when there are several players, lasting for three or four hours. The pieces are shuffled and distri- buted, with their backs up, equally amongst the players; each player places his men toge- ther in a line and plays from one end of it, while at the other he places the men which he captures. The first player having laid down his piece, the next one follows, and so on, until one of the party places upon the pile a piece which will in either one of its halves match the previous piece laid down. Thus, if a piece having on it a blank and a three is laid down, and the next player places upon it a piece having on it either one of those marks, the second player takes up both pieces and places them at one end of his line, and then places another upon the table for competition by the next player. This is a game of mere 58 DOMINOES, chance, but often affords amusement from the excitement caused by the constantly varying fortunes of each player. The person who plays the longest, taking all his adversary'* men, w^ins the game. A very interesting game, similar in it* character to the above, is played with cards. The cards should be shuffled and dealt with the backs up, the dealer turning up the last card, the person to whom it belongs being considered as the first player. The others follow in proper succession, each one playing from the top of the pack in his hand, and placing his tricks underneath. The only difference between this game played with cards and with dominoes, con- sists in the counting. When an ace is turned up the next player lays down four in succes- sion, provided, before he finishes laying down four he shall not have laid down another face card; in which case, the next player lays down to it. To a King, three are to be played ; lO a Queen, two ; to a Jack or Knave^ one. MERELLES. If in either case, the proper number is laid down without another face card turning iip» the owner of the card takes the whole trick. In this game the best card is the Knave, as it is seldom that another face card turns up when it is being played to, the owner thereby gain- ing the trick. None of the players should look at the cards in their hands, but play from the top, and put the tricks beneath. MERELLES— NINE-MENS' MORRIS. Merelles, or as it was formerly called in England, Nine-Men's Morris, and also Five- penny Morris, is a game of some antiquity. Cotgrave describes it as a boyish game, ana says it was played there commonly with stones, but in France with pawns, or men, made on purpose, and these weie termed Merelles ; hence the pastime itself received that denomination. It was certainly mncb used by the shepherds formerly, and conii 60 M E R E L L E !5. aues to be used by them, and other riistiet} to the present hour. But it is very iar from being confined to the practice of boys and girls. The form of the raerelle-table, and the Wnes upon it, as it appeared in the four- teenth century, are here represented. These lines have not been varied. The black spots at every angle and intersection of the lines are the places for the men to be laid upon. A board may be easily made at home by pasting a thick piece of paper, such MERELLES. C fts thin bristol board or thick drawiug-papei dpon a smooth square piece of board, and then neatly drawing the above pattern upon it. The men are different in form or colour **vwr distinction's sake ; the ordinary chequers will answer ; and from moving these men backwards or forwards, as though they were dancing a morris, I suppose the pastime le- ceived the appellation of Nine-Mens' Morris ; but why it should have been called iivepen- ny Morris, I do not know. The manner of playing is briefly this : — Two persons, having each of them nine pieces, or men, lay them down alternately, one by one, upon the spots ; and the business of either party is to prevent his antagonist from placing three of his pieces so as to form a row of three, with- out the intervention of an opponent piece. If a row be formed, he that made it is at liberty to take up one of his competitor** pieces from any part he thinks most to his own advantage; excepting he has made a row, which must not be touched if he bar n2 M E R E L L E S. anotiner piece upon the board that is n«t « component part of that row. When all thff pieces are laid down, they are played back wards and forwards, in any direction that the lines run, but only can move from one spot to another at one time ; he that takes off dl his antagonist's pieces is the conqueror. The rustics, when they have not materials tt hand to make a table, cut the lines in the same form upon the ground, and make a small nolo for every dot. They then collect, as abo^'2 mentioned, stones of different forms or colours for the pieces, and play the game by depositing them in the holes in the same manner that they are set over the dots upon ♦he table. Hence, Shakspeare, describing Jic effects of a wet and stormy season, says ? The folds stand empty in the drowned field, And crows are fatted with the murrain flock ; The nine-ioens^ morris is filled up with trud FOX AND GEESE. This is a game somewhat resembling that of merelles in the manner the pieces are moved, but in other respects, as well as in the form of the table, it differs materially ; the intersection and angles are more numer- :>us, and the dots of course increased, which ^d Js to the number of the moves. To play this game there are sevei.teen pieces, called Geese, which are placed as we fee them upon the engraving, and the Fox in the middle, distinguished either by his size, t difference of colour, as here, for instance, h« 63 M FOXANDGEESE. ss black. The business of the game is to »h«t the Fox up, so that he cannot move. All the pieces have the power to move from one spot to another, in the direction of the right lines, but cannot pass over two spots at one time. The Geese are not permitted to take the Fox if he stands close to them, but the Fox may take a Goose, in like case, if the spot behind it be unoc- cupied, or not guarded by another Goose; and if all be taken, or the number so reduced that the Fox cannot be blocked, the game is won. The board is sometimes made with holes bored through it, where the dots are made, and pegs equal to the number of Geese put into them, and the Fox is distinguished by being larger and taller than the rest. Such a board can be procured at most of the toy and variety stores ; the other k4nd of board can be made in the same manner as the me- relle-table. The great deficiency of this game is, that the Fox must inevitably be blocked if the Geese are played by a skilful hand ; fq? whirh reason, some players add another Fo3F- 7HE KND. ,(5 __ 9., p AND f-^4MUSBMfiNTS| 1^ I >' FOR EVERYBODY. BY THE COAST CITY S HUMORIST, U V^ NEW YORK: GoAST City PuBLiszniG Co. 49 NASSAU STREET. 4*^ ■*^ Copyright 1 886, by COAST CITY PUBLISHING COMPANY. .¥^ THE COAST CITY PUBLISHING CO'S. 15 Cent "Fireside Library" Series- No. 1. How to Select A Good Wife. By a New York Physician. •' 2. How to Select A Good Husband. By a New York Physicia:n. " 3. The" Work-Box and Needle, or Rules and directions for Netting, Knitting, Lace and Needle Work. " 4. The Art and Beauty of Conversation, or How to Talk to every body, by a Practical Talker. " 5. Games and Amusements, for everybody. " 6. The Perfect Lady, Rules for the Etiquette and usages of Social Life, for Ladies. ** 7. The Perfect Gentleman, Rules for the Etiquet^te and usages of boc-al Life, for Gentlemen. •* 8. Crochet Work made Easy. How to make Collars, Edging, Caps, Polkas, Purser, Napkins, Cuffs, Patterns &c. ** 9. The Ball Room and Evening Parties, the rules and usages of Dancing, Dress, Etiquette &c. [Illus rated.] " 10. How to be Handsome, the Art of Preserving and Beautifying the Person. " Jl. '"Popping the Question," a guide book on Love, Courtship, and Marriage, for Sweethearts and Lovers. " 12. Advice to Newly Married Couples, a companion for Young Married Persons, a mirror for the Newly Married. All the above are in uniform Style and Size, and Printed in colored titles. Price 15 cents each, Sent by Mail. The Coast City Publishing Company, New York. c/. U9 ]^n UADlii Iiiii!!ii «l||i