J2 5V1/5 l.i W JMl Mm 3?iai / \?VEST & LEE, WORCESTER, MASS. 1873 ^, ^] Entered according to Act of Congress, in the year 1873, by West & Lee , Worcester, Mass., in the oflace of the Librarian of Congress, Washington, D. C. ^ /V/, .C3YV5' 1213 SNOVi BROTKERSj, PRmTEHS. CHIVALRIE. INTRODUCTION. In presenting to the public this elegant amuse- ment, it is not with the slightest desire to detract from the well deserved success of the popular, healthful and interesting game of Croquet, but to present a new and far more beautiful game — Croquet came as an outdoor sport for ladies, misses, and even little children, for rich and poor, strong and weak, and as it was readily learned and at- tractive to all, it has won for itself a wide reputa- tion, and upon its introduction to American Society, an almost universal welcome. While m^^n and boys have at all times had abundant opportunity for out- door recreation, ladies have mostly been restricted to the less exhilirating pastimes of indoor life, or if they ventured out their participation was generally the unsatisfactory one of lookers on. To the ladies, then, came Croquet as an outdoor s.port in which all might engage. We shall endeavor in this, our Manual, to make Chivalrie clear to every understanding, that none may fail to become proficient in a mode of amuse- ment which cannot fail to be a source of health and happiness. Believing that a game combininu: all the healthful exercise of Croquet, with a new and much more attractive method of playing, still remaining simple and ea<ast Porte or Garde, or Ac- coste the ball of a more careless player. WHAT IS IT TO BE KING? When a player has g'>ne the rounds and Encastled twice in the left Castle, (in regular routine of the game,) he may either pass Porte and retire, or not do so and be a King with the privilege of traveling over the ground to assist players on his own side, or damage the prospects of those on the other. Thus it 1 6 CHIVALRIE. will be seen that a good King is of the greatest service to the side, and that the sooner he is placed hors de combat, the better for the other side. The players on the other side should therefore do all they can to make such a ball pass Porte by Accosting it if possible, as the best player being dead and un- able to render farther assistance, the game often goes against that side. FIELD OR aROUND. Any piece of grass land of moderate, size will answer the purpose, but the nature of a game re- quiring so much accuracy of aim, will suggest that the more smooth, and level the ground, the better adapted it is to the purpose. In shape, it should be oblong, as many feet in length, and in width, as possible. The boundaries of the field are always determined by a line running parallel to, and about two feet back of Castles and Sortie. AEEANGEMENT OF SORTIE, PORTE, THRONE, OASTLES, GARDE AND BASTILES. (See diagram.) First place the Throne in centre of field. Now with a line passing through figures one and eight, place Sortie and upper Castle at the farthest limit your ground will admit of. In the same man- ner place right and left Castles, by a line passing through figures seven and two of Throne, one Cas- CHIVALRIE. 17 tie to right and one to left of Throne. Divide the distance between Throne and Sortie, and place Porte with its centre directly on the line you have before drawn. In the same manner place Garde, between upper Castle and Throne, observing the same pro- portion of distance. The centre opening in all Castles must open upon one directly opposite in Throne. The centre point in Sortie when placed, should point directly to cen- tre of section numbered 8 in Throne. The Castles can be placed at any desired curve, but section numbered 5 will open directly upon section num- bered 7. Sections numbered 1 and 2 of Throne and the other two sections in Castles, i. e., 3, 3, can be placed at a greater or less curve. They are set in the same manner as the Throne. The Bastiles are single copartments and are placed one at each upper corner of field half way bfitween the Castles, but a little outside of a direct line drawn from right to upper Castle and from left to upper Castle. THE GAME OOMMENOES. The Black or Brown Knight, as the case may be, endeavors by striking his ball with mallet, to drive it under the arch Porte, and reach the centre point of Throne, which succeeding in doing by a direct stroke would entitle him to a double score of eight, i. e. sixteen ; with a mallet length, he then strives to En Castle at the right, succeeding in which, he 18 CHIVALRIE. doubles the score of place of Encastlement, and with another mallet length endeavors to again En- throne, succeeding in which, by direct stroke, he scores double the value of copartment entered, and with a mallec length, strives again for Castle, when if an Encastlement should be made, another double score, and a mallet length in direction of Garde to upper Castle, thence to Throne, thence to left Cas- tle and return to Throne, again to left Castle, when he becomes King and can either Enthrone put- ting himself out of the game, or strive to harrass the enemy, or assist his party. As soon however as he should miss passing Porte, Enthroning, Encas- tling or going through Garde, either playing up the field or on return, his play is over until it becomes his turn again. Thus if he sends his ball through Porte, and it rests between it and Throne, he is entitled to another stroke by passing Porte, but should he Enthrone at that stroke, only the value of the copartment of Throne entered could be scored ; should he not Enthrone, the opposing Knight then plays, and when it is the turn of the first again to play, he is not privileged to Enthrone, till he shall have first Encastled. If however, he does not pass Porte, he is then Benet and must replace his ball En Sortie, and wait till all the others have played, before he is allowed to try again. The opposite Knight playing, and the others in their respective orders, blue, gold, scarlet and purple. To sum up briefly, the game consists of the great- est number of points that can be gained in passing from Soa'tie to right Castle, (if no Enthronement is CHIVALEIE. 19 made by two strokes from Sortie,) thence to Throne, return to right Castle, thence to upper Castle, re- turn through Garde to Throne, thence to left Castle, thence to Throne, and returning to left Castle be- come King. It will thus be seen that it i- of import- ance to make the score great as possible, by selecting those copartments of highest count, and by as many direct strokes as possible. The player who reaches the upper Castle first has advantage for a time, as in returning he will meet the other players, and be enabled to Accoste and considerably impede their progress. The one making or having the greatest score at last Eulhronement of last player, wins the game, or a certain number of points may be played for, without reference to the field. NOTG — Oae great advantage over other games of this character. KULES AND REGULATIONS. THE FIRST PLAYERS. 1. Two of the party are chosen as Knights. These two make a trial of skill in driving their balls from Sortie to centre copartment of Throne. The one whose ball is driven nearest it, has first choice of Companion Maid of Honor, and commences the game and plays until his ball misses passing Porte, Enthron- ing or Encastleing, when the leader of the other side takes his turn. ORDER OF SrOOEEDING PLATERS. 2. The players on each side are to play alternately 20 CmVALEIE. according to their order of rank, and in which they are chosen — Black, Brown, Blue, Gold, Purple and Scarlet — and in which they play unchanged during the game. 3. A player continues to play until he fails in an attempt to pass Porte, Encastle, Enthrone or pass Garde. Or when Encastled or Enthroned, he volun- tarily relinquishes his play, preferring to remain out of danger in his place of Enthronement or Encastle- ment. FIRST POSITIOX OF BALL — EX SORTIE. 4. On commencing, the players must place their ball En Sortie, in their order of succession. STRIKING THE BALL. 5. The first stroke must be to pass the ball beneath Porte. 6. The ball must be struck with one of the faces of the mallet head, never with its side. 7. The ball must be fairly struck and never pushed. A ball is considered as fairly struck when the sound of the stroke is heard, and pushed, when the ball is propelled without the mallet being drawn back. 8. If a ball be struck otherwise than with the face of the mallet, if it be pushed or if in striking at his own ball a player hits another, it is a foul stroke, and the player looses his turn, and any balls disturbed shall be replaced or suffered to remain at the option of the other side. 0. A player may play in any attitude, and use his mallet with his hands in any way he pleases, provided ihe ball is struck with the face of the mallet. 10. If in making a strike a ball is driven beyond CHIVALRIE. 21 the limits of the field, it may be taken up and placed at the point where it crossed the boundary line. 11. When the ball is by accident driven from its resting place, it is to be returned to the spot from which it was started. 12. In lieu of aiming at Throne, Castle, Porte, Garde or Bastile, or at another ball, a player may strike his ball towards any part of the ground he pleases. PORTE AND GARDE. 13. The balls must pass through these in their reg- ular order. If a ball passes Porte or Garde, and En- thrones or Encastlev<5, such Enthronement or Encastle- ment is of no account, and he has no privilege above a regular miss. If however, he should in his blunder enter a Bastile, the rules governing that are the same as if forcibly put in by an enemy. 14. If a player with one stroke drives his ball be- neath Porte or Garde, he continues his course as stated in rule 3, and should he at th'S stroke make the passage and an Enthronement or Encastlement, would be entitled to double the score of copartment entered. 15. If a ball is struck through Porte or Garde by a blow from another ball, or, is by friend or foe Accosted beneath either, it is considered the same as if its own player had made the stroke. 10. Any player at first stroke missing Porte, be- comes Benet, takes his ball up, and when it is his turn again to play, places it En Sortie as at first. 17. If by direct stroke a ball passes beneath Porte and Enthrones, its player scores double the value of place of Enthronement, but if one stroke is given to 22 CHIVALRIE. pass Porte, and another to Enthrone, only the plain value of the copartment is allowed. 18. If in two strokes from Sortie, the player doe^:? not Enthrone, he must go to the right Castle, before permitted to again strive for Throne. 19. A ball has fairly passed Porte or Garde, when it passes within and beyond it to any extent, so that if a mallet handle is laid across the outside of both points of arch, the ball will not touch the handle. 20. When a ball enters any copartment of Throne, Castle or Bastile, with such force as to strike the back plate of such copartment and returns into the field it shall be considered the same as though it had retained its position in such copartment. N. B. — This rule holds good in all cases unless laid aside by especial agree- ment at the opening of the game, 21. A ball is considered Enthroned when more than half its diameter is within the outer points of the co- partment. 22. A direct stroke from Sortie or Castles to an En- thronement, scores double the value of copartment entered. THE THRONE. 23. A ball, upoH its play, securing position in any copartment of Throne is equivalent in its privileges of playing, same as passage beneath Porte or Garde ; i. e. entitled to another play, and whatever score it makes by Enthronement. 24. A mallet length is always taken from Throne, the end of the mallet-handle being placed against the opening of the section from whence the ball is taken. 25. As soon as a player by his own stroke or that of an adversary passes Porte after he has Encastled CHIVALRIE. 23 for the last time in left Castle, such ball is dead and must be removed from the field. 26. As long as it remains in its copartment a ball Enthroned is safe from an outride attack, and the player having such ball deeming it inexpedient to venture out because of the proximity of his opponent may remain and pass his stroke, in which case, how- ever, he does not have another stroke until his turn shall have again come, 27. A player having passed Porte plays to Throne or to Right Castle as he may elect, but if after passing P he plays for the Throne and misses he has no right to again play to the Throne until he shall have Encastled or Accosted an opposing balL 28. A ball Accosted by an opponent and entering any copartment of Throne, scores same as if the player had made the score himself, and, upon its turn to play, takes a mallet length as usual in En- thronement. 29. A player Accosting a ball and then on next stroke Enthroning, scores double, but is deprived on leaving his position, of at next stroke Accosting*the same ball. CASTLES. SO. A mallet length from any copartment entered is always given, 31. A direct stroke from Castle to Throne or vice versa scores double. 32. A ball Encastled has same privileges as En- throned. All rules applying to the Throne govern- ing ihe Castles, 24 OHIYALKIE. 33. The order of playing the Field is from Sortie to Right Castle, if do Enthronement is made. Right Castle to Throne and return to Right Castle, thence beneath Garde to Upper Castle return beneath Garde to Throne, thence to Left Castle, thence to Throne, thence to Left Castle when the ball becomes a King or Queen, the last Encastlement making it such. 34. All copartments of Castles are numbered 3, 5, 3, five being the centre copartment. BAST1LE8. 85. A ball either forced into a Bastile by an enemy or inadvertently finding position there, gives a score of five to the opposing force for liberation. Or, if the side to which the ball thus imprisoned belongs can force a ball of the opposing side into the other Bastile, an exchange of prisoners can be made, or if a Maid of Honor should be so imprisoned and a Knight of same side can force an entrance into the same Bastile both balls are liberated, and such Knight has an addi- tional play. Same rule applies when a Knight is im- prisoned, — the Maid of Honor liberating the captive Knight. KINGS AND QUEENS. 36. A ball becomes a King or Queen when it has passed around the field in the regular order of the game and has Encastled twice in the Left Castle. 37. When a King or Queen passes Porte either by its own play or being accosted it is dead. 38. A King has liberty to accoste consecutively all the balls during any one of his turns to play, but must not accoste the same ball twice in one turn. .40^ .•i°<. .V .0" %,** :^: \,/ •■-^■?'^-- ^