Chapter 67

The ground is preferably a grass plot of an oblong form; but an ordinary lawn or expanse of even turf will answer the purpose, so long as it is of sufficient extent for the operations of the game.

2570.  Implements

The implements are balls, mallets, starting and turning pegs, croquet clips or markers, hoops or arches.

2571.  Arrangement of the Hoops

As much of the interest of this game depends upon the arrangement of the hoops, it is essential that they should be fixed in the ground on definite principles. In the first place, the starting peg is driven in at one end of the ground, and the turning peg is driven in at the other extremity. From each of these pegs a space of twelve feet intervenes; here a hoop is fixed; another space of ten feet intervenes, when a second hoop is fixed; a space of eight feet then succeeds, and at this point is formed what may be termed the base, on each side of which, at a distance of twenty feet, and succeeding each other at intervals of ten feet, three hoops are driven in. By this arrangement, a square is formed, the starting peg leading into its centre, and the turning peg leading from it. Where the ground is small, the distances may be contracted proportionally. Other arrangements of the hoops may he made at the discretion of the players, but the first-named plan will be found best worthy of adoption, as it affords the most excellent opportunities for the display of address and skill.

2572.  The Game

The game consists in striking the balls from the starting peg through the hoops to the peg at the opposite extremity. The balls are then driven back again to the starting peg. The game may be played by any number of persons not exceeding eight. A larger number renders the game tedious. The best number is four. If two only play, each player may take two balls, and when as many as eight play, there should be two sides or sets. Each player takes a mallet, ball, and croquet clip of the same colour or number, the clip being used to indicate the hoop at which, in his turn, he aims. The division into sides, choice of balls, mallets, &c., is determined by the players among themselves.

2573.  Laws of Croquet

In this game, as with many other sports when first established, there were differences of opinion on certain points of practice. In 1870, however, at a conference of Croquet players, the following rules were settled and adopted. They are now accepted by all players.

2574.  Supplementary Laws

The following were added from the Draft Club Laws of Croquet.

2575.  Difference between Old and New Laws

The chief difference (says Captain Crawley) between these and previous laws will be found in the method of taking the Croquet. The new laws say that the foot must

not

be placed on the player's ball; the generally accepted practice was to take the Croquet by putting your foot on your ball and striking it so as to send the other bill off to a distance; or if the other ball belonged to your partner to merely tap it in the direction desired. The foot practice is still observed by many players; and some think with advantage.

2576.  Technical Terms Used in Croquet

2577.  Bagatelle

An indoor game played on an oblong board usually from six to ten feet long by a foot and a half to three feet in width. The bed of the table is of slate covered with a fine green cloth; and at the upper end, which is rounded, there are nine holes or cups, numbered from 1 to 9, thus:

Into these holes ivory balls are driven by a leather pointed cue. The player stands at the lower end of the table; and his object is to hole the balls successively into the several cups. Nine balls are used, eight white and one red; or seven white with two coloured balls. The red is placed on a spot just in front of the 1 hole; and the game is played according to the following:

2578.  Rules

2579.  The French Game (or Sans Egal)

The French Game (or Sans Egal) is played as follows:—The player who wins the lead takes four balls, leaving the other four for his opponent, and placing the black ball on the spot. He plays at it from baulk, and scores all he can. The other player then strikes up one of his balls, and so on alternately; the maker of the highest number of points winning. While the coloured ball is on the table, it must be struck, and when it is holed it counts double, in addition to any other score made by the same stroke. If either player hole his adversary's ball he forfeits to him the number scored by the stroke. If he fail to strike the black ball he forfeits five points. The rules as to rebounding balls, foul strokes, &c., are the same as in the ordinary game.

2580.  Old Canon Game

Old Canon Game, sometimes played on a table without holes or pockets, consists entirely of canons—two balls struck in succession by the player's ball. The game, 50 or 100 up, each canon counting two points, is played with three balls only—a white, spot-white, and black (or red) ball. When played on the ordinary bagatelle table, the holes filled after making a canon score to the player. One point is forfeited for missing the white, five points for missing the red; and all points made without a canon. The players go on alternately, the first who scores the stipulated number winning the game.

2581.  Other Games

Mississippi, Trou Madame, Cockamaroo, and other toy-games are sometimes played on the bagatelle table; but they need no description. To play well at any of the games, however, requires great care and nicety. Much depends on the manner of holding and using the cue, and the slight degree of force employed in making the stroke. Some experts are able to fill all the holes at one essay, placing the coloured balls in the 8 and 7 at the first stroke, and then playing direct at the cups or at the cushion, till all the balls are holed. At the French Game a hundred or more canons at a break is by no means unusual.

2582.  Billiards

This well-known game of skill is played on a rectangular table with three ivory balls,—white, spot-white, and red; the object being to drive one or other of them into either of the six pockets, and to strike one ball against the two others. The first stroke is known as a hazard, and the second as a canon. The instrument for striking at the ball, is a long tapering stick called a cue; and the game is scored by hazards, canons, misses, and forfeitures. The ball struck with the cue is known as the player's ball; the ball played as the object ball. A ball struck into a pocket, is a winning hazard; the player's ball falling into a pocket after contact with the white or red, is a losing hazard. Three principal games are played on the billiard table—the English game, or Billiards, Pyramids, and Pool.

2583.  English Billiards

English Billiards,—the best of all the games,—is usually played 50 or 100 up. The points are thus reckoned—three for each red hazard, two for each white hazard, and two for each canon. A coup—that is running in a pocket, or off the table without striking a ball—is a forfeiture of three points,—a miss gives one point to the adversary. The game commences by stringing for lead and choice of balls. The red ball is placed on the spot at the top of the table, and the first player either strikes at it, or gives a miss. Every time the red ball is pocketed, it is replaced on the spot. He who makes a hazard or canon goes on playing till he fails to score. Then the other goes on, and so they play alternately till one or other completes the required number of points, and wins the game.

2584.  Pyramids

Pyramids is a game played by two persons, or by four in sides, two against two. Fifteen balls are placed close together in the form of a triangle or pyramid, with the apex towards the player, thus:

The centre of the apex ball covers the second or pyramid spot; and the first player strikes at the mass with a white ball from baulk. Pyramids is a game consisting entirely of winning hazards, and he who succeeds in pocketing the greatest number of balls, wins. A single point is scored for each winning hazard, and a forfeiture of a point for each losing hazard; the game being usually played for a stake—so much (say 6d.) a ball, and so much (say 1s. 6d.) for the game.

2585.  Pool

A game played by two or more persons, consisting of winning hazard only. Each player subscribes a certain stake to form a pool or gross sum, and at starting has three chances or lives. He is then provided with a marked or coloured ball, and the game proceeds thus:

The white ball is placed on the spot, and the red is played on to it from baulk. If the player pocket the white he receives the price of a life from the owner of the ball; but if he fail, the next player (yellow) plays on the red; and so on alternately till all have played, or till a ball is pocketed. When a ball is pocketed, the striker plays at the ball nearest his own, and goes on playing as long as he can score. The first player who loses his three lives can star: that is, he can purchase as many lives as are held by the lowest number remaining in the pool. The order of play is usually red upon white, yellow upon red, green upon yellow, brown upon green, blue upon brown, black upon blue, spot-white upon black, white upon spot-white; and this order is retained so long as all the original players remain in the game. When the number of players is reduced to two, they can, if they possess an equality of lives, as two each, or one each, divide the stake; or they may by agreement play out the game for the entire pool.

2586.  Single Pool

Single Pool is a game for two players, the white winning game, originally played with two balls, for a money stake upon each life.

2587.  Nearest Ball Pool

Nearest Ball Pool is the same as ordinary pool, except that the player, after taking a life, plays upon the ball nearest to the upper or outer side of the baulk; or, if his ball be in hand, upon the ball nearest the baulk semi-circle.

2588.  Black Pool

Black Pool is ordinary pool with the addition of a black ball, which is placed on the centre spot. When, after pocketing the ball proper to be played on, the black is struck into a pocket, each player pays the price of a life to the striker.

2589.  Skittle Pool

Skittle Pool is pool with three balls and twelve little skittles, placed in order round the table. A stake is determined on, and a price paid out of the pool for every skittle knocked over after striking a ball. An amusing game for a party of ladies and gentlemen.

2590.  Penny Pot

Penny Pot is pool without restriction as to the number of lives, played by any number of players, who pay a penny each to the taker of every life or winning hazard. For the scientific principles of billiards, and the full rules of the several games played on the billiard-table, the reader is referred to the excellent little shilling volume, "Billiards Made Easy,"

1

and the more elaborate treatise by Captain Crawley.

Footnote 1:

Billiards made Easy

. With the scientific Principles of the Spot-stroke, and the Side-stroke, familiarly explained: By Winning Hazard. Illustrated by practical diagrams. With a chapter on Bagatelle: Houlston and Sons.

return to footnote mark

2591.  Boss; or the Fifteen Puzzle

Apparently simple, this game is really difficult of solution, Fifteen cubes of wood, severally marked from I to 15, are placed indifferently in a box made to hold sixteen; thus:

two boxes, each holding 15 blocks

The puzzle consists in sliding the cubes from square to square, without lifting them or removing them from the box, until they are placed in their natural order. It is easy enough to move the squares up to 12; but to get the last three into order is often a puzzle indeed. If the figures fall in either of the following positions—13, 15, 14; 14, 13, 15; or 15, 14, 13—the problem is unsolvable; it follows, therefore, that the last row must be either 14, 15, 13; or 15, 13, 14. If you get the cubes into either of these positions, you can easily bring them right; but if you cannot, the only way is to begin the game all over again. Several other ways are suggested. Cavendish (Mr. H. Jones) thinks he solves the puzzle by turning the box half round; but as this is only possible when the figures are on circular pieces of wood, his solution merely cuts the knot, instead of unravelling it.

2592.  The Thirty-Four Puzzle

This is an adaptation of tho old magic square, which amused the philosophers of old. A sketch of it appears in Albert Durer's painting of Melancholia. Sixteen discs or squares, numbered from 1 to 16, are placed indifferently on the table—or they may be in the fifteen box; and the puzzle is to so arrange them as to make the sum of the figures add up to 34, whether counted up, down, across or angularly. Here is the solution:

two boxes, each holding 16 blocks

This is the simplest; but a more elaborate plan is to so arrange the figures that any form of the blocks will form a square sum of 34. See the annexed solution, which the ingenious in may still further complicate:

one boxes, holding 16 blocks

2593.  Fox and Geese

This old-fashioned game is played on a solitaire board. Seventeen geese occupy the upper part of the board lines, with the fox in the middle, thus:

fox and geese board

The object of the game is to confine the fox in a corner, so that he cannot move. The geese march forward in straight lines, not on the diagonals; and whenever a goose is on the spot next the fox, the latter can take him, as in draughts, by jumping over to the vacant spot beyond. The fox can move backwards, forwards, or sideways on the straight lines; but the geese must go forward, and are not allowed to retreat. Properly played, the geese must win; but when the number of geese is reduced to six, it is impossible for them to confine the fox.

There are several ways of playing the game, by placing the fox and geese in other positions, or by insisting on the fox catching all the geese. In the latter case, the fox chooses his own starting place. The game may also be played with eight geese and a fox.

Another way of playing this game is on an ordinary draughtboard, with four white men for the geese, and a black king for the fox. The geese can only move forward, but the fox moves either way. The object of the geese is to pen up the fox so that he cannot move; the object of the fox is to break through the line of defence. If the game be properly played, the geese must win. Place them on the draughtboard thus:


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