sounds
yet mute for ever.
63. Metagram
a riddle in which the change of the initial letter produces a series
of words of different meanings; from
meta
, implying change, and
gramma
, a letter. Thus:
I cover your head; change my head, and I set you to sleep; change it
again and again, and with every change comes a new idea.—Cap, Nap,
Gap, Sap, Hap, Map, Lap, Pap, Rap, Tap. This kind of riddle is also
known as word-capping.
Gunpowder Made By a Monk at Cologne A.D.1330.
64. Palindrome
from the Greek
palin-dromos
, running back again. This is a
word, sentence, or verse that reads the same both forwards and
backwards—as, madam, level, reviver; live on no evil; love your
treasure and treasure your love; you provoked Harry before Harry
provoked you; servants respect masters when masters respect servants.
Numerous examples of Palindrome or reciprocal word-twisting exist in
Latin and French; but in English it is difficult to get a sentence
which will be exactly the same when read either way. The best example
is the sentence which, referring to the first banishment of the Great
Napoleon, makes him say, as to his power to conquer Europe:
"Able was I ere I saw Elba."
65. Puzzles
vary much. One of the simplest that we know is this:
Take away half of thirteen and let eight remain.
Write XIII on a slate, or on a piece of paper—rub out the lower
half of the figures, and VIII will remain.
Upon the principle of the square-words, riddlers form Diagonals,
Diamonds, Pyramids, Crosses, Stars, &c These specimens will show
their peculiarities:
66. Oblique Puzzle.
Malice, eight, a polemical meeting, a Scottish river, what I write
with, a decided negative, the capital of Ireland. The initials
downward name a celebrated musician.
(solution in
below.)
67. Diagonal Puzzle
A direction, a singer, a little bird, a lady's ring, a sharp shaver.
Read from left to right and right to left, the centrals show two
famous novelists.
The following are answers to these two puzzles, and afford good
examples of their construction to any one who wishes to try his hand
at their manufacture.
puzzle 1
68. Diamond Puzzle
The head of a mouse, what the mouse lives in, the county of calves,
the city of porcelain, a German town, a Transatlantic stream, a
royal county, a Yorkshire borough, Eve's temptation, our poor
relation, myself. Centrals down and across, show a wide, wide, long
river.
The construction of the Diamond Puzzle is exhibited in the following
diagram, which is, at the same time, the answer to it.
puzzle 2
69. Rebuses
are a class of Enigma generally formed by the first, sometimes the
first and last, letters of words, or of transpositions of letters, or
additions to words. Dr. Johnson, however, represents Rebus to be a
word represented by a picture. And putting the Doctor's definition and
our own explanation together, the reader may glean a good conception
of the nature of the Rebus of which the following is an example:
The father of the Grecian Jove;
A little boy who's blind;
The foremost land in all the world;
The mother of mankind;
A poet whose love-sonnets are
Still very much admired;—
The initial letters will declare
A blessing to the tired.
Answer—
S
aturn;
L
ove;
E
ngland;
E
ve;
P
lutarch. The initials form
sleep.
The excellent little work mentioned in
, entitled "Philosophy
and Mirth united by Pen and Pencil," has this novelty, that many of
the Enigmas are accompanied by enigmatical pictures, so that the eye
is puzzled as well as the ear.
Glass First Brought to England A.D. 668.
70. Square Words
A comparatively modern sort of riddle, in which the letters of each
word selected reads both across and down. With four letters the
making of the riddle is easy, but with five or six the difficulty
increases. We give an example of each.
- Inside, a thought, a liquid gem, a timid creature.
- To run out, odour, to boil, to loosen, unseen essence.
- Compensations, a court favourite, to assist, to bite slightly,
Spanish money, sarcasms.
puzzle 3
With seven or eight letters the riddle becomes exceedingly difficult,
especially if the selected words are of like character and syllables.
71. Chess, Laws of.
The rules given below are those which are now universally accepted by
English players.
- The board is to be so placed as to leave a white square at the
right hand of the player.
- Any mistake in placing the board or the men may be rectified
before the fourth move is completed, but not after.
- The players draw lots for the first move, and take the move
alternately.
[When odds are given, the player giving them moves first. White
generally moves first; therefore, if black win the move, the board
is turned. It is usual to play with the white and black men
alternately.]
- The piece touched must be moved. When the fingers of the player
have once left the man, it cannot be again removed from the square
it occupies.
[Except the move be illegal, when the opponent can insist on the
piece being moved in the proper manner, or for the opposing King to
be moved.]
- In touching a piece simply to adjust it, the player must notify
to his adversary that such is his intention.
[It is usual, in such a case, to say J'adoube (I adjust); but
he may not touch a piece with the intention of moving it, and then,
when he discover his mistake, say, J'adoube. The phrase is
simply intended to be used when a piece is displaced or overturned
by accident.]
- If a player take one of his own men by mistake, or touch a wrong
man, or one of his opponent's men, or make an illegal move, his
adversary may compel him to take the man, make the right move, move
his King, or replace the piece, and make a legal move.
- A pawn may be played either one or two squares at a time when
first moved.
[In the latter case it is liable to be taken en passant, with
a pawn that could have taken it had it been played only one square.]
- A player cannot castle under any of the following
circumstances:
-
- If he has moved either King or Rook.
- If the
King be in check.
- If there be any piece between the King and the
Rook.
- If the King, in moving, pass over any square commanded by
any one of his adversary's forces.
[You cannot castle to get out of check.]
- If a player give a check without crying "check," the adversary
need not take notice of the check. But if two moves only are made
before the discovery of the mistake, the pieces may be replaced, and
the game properly played.
- If a player say check without actually attacking the King, and
his adversary move his King or take the piece, the latter may elect
either to let the move stand or have the pieces replaced and another
move made.
- If, at the end of a game, the players remain, one with a
superior to an inferior force, or even if they have equal forces,
the defending player may call upon his adversary to mate in fifty
moves on each side, or draw the game.
[If one player persist in giving perpetual check, or repeating the
same move, his opponent may count the moves for the draw; in which
case touching a piece if reckoned a move.]
- Stalemate, or perpetual check is a drawn game.
- Directly a pawn reaches its eighth square it must be exchanged
for a piece.
[It is usual to change the pawn for a Queen, but it may be replaced
by a Rook, Bishop, or Knight, without reference to the pieces
already on the board. In practice it would be changed for a Queen or
a Knight, seeing that the Queen's moves include those of the Rook
and Bishop. Thus you may have two or more Queens, three or more
Rooks, Bishops, or Knights on the board at the end of the game.]
- Should any dispute arise, the question must be submitted to a
bystander, whose decision is to be considered final.
For information as to the best modes of play, the Openings and Endings
of Games, &c, read
The Book of Chess
, by G.H. Selkirk,
published by Messrs. Houlston and Sons.
72. Draughts, Rules of the Game.
The accepted laws for regulating the game are as follows:
- The board is to be so placed as to have the white or black double
corners at the right hand of the player.
- The first move is taken by chance or agreement, and in all the
subsequent games of the same sitting, the first move is taken
alternately. Black generally moves first.
-
Any action which prevents your adversary from having a full
view of the board is not allowed, and if persisted in, loses the
game to the offending player.
-
The man touched must be moved, but the men may be properly
adjusted during any part of the game. After they are so placed, if
either player, when it is his turn to play, touch a man, he must
move it. If a man be so moved as to be visible on the angle
separating the squares, the player so touching the man must move it
to the square indicated.
[By this it is meant that a player may not move first to one square
and then to another. Once moved on to a square, the man must remain
there.]
- It is optional with the player either to allow his opponent to
stand the huff, or to compel him to take the offered piece.
["Standing the huff" is when a player refuses to take an offered
piece, but either intentionally or accidentally makes another move.
His adversary then removes the man that should have taken the piece,
and makes his own move—huff and move, as it is called.]
-
Ten minutes is the longest time allowed to consider a move,
which if not made within that time, forfeits the game.
-
It is compulsory upon the player to take all the pieces he can
legally take by the same series of moves. On making a King, however,
the latter remains on his square till a move has been made on the
other side.
-
All disputes are to be decided by the majority of the
bystanders present, or by an umpire.
-
No player may leave the room without the consent of his
adversary, or he forfeits the game.
-
A false move must be remedied as soon as it is discovered, or the
maker of such move loses the game.
-
When only a small number of men remain toward the end of the
game, the possessor of the lesser number may call on his opponent to
win in at least fifty moves, or declare the game drawn. With two
Kings to one, the game must be won in at most twenty moves on each
side.
-
The player who refuses to abide by the rules loses the game. In
the losing game a player must take all the men he can by his move.
73. Whist
Great silence and attention should be observed by the players. Four
persons cut for partners; the two highest are against the two
lowest. The partners sit opposite to each other, and he who cuts the
lowest card is entitled to the deal. The ace is the lowest in
cutting.
-
Shuffling—-Each person has a right to shuffle the cards before
the deal; but it is usual for the elder hand only; and the dealer
after.
-
Cutting.—The pack is then cut by the right hand adversary; and
the dealer distributes the cards, one by one, to each of the
players, beginning with the player on his left, until he comes to
the last card, which he turns up for trump, and leaves on the table
till the first trick be played.
-
First Play.—The elder hand, the player on the left of the
dealer, plays first. The winner of the trick plays again; and so on,
till all the cards are played out.
-
Mistakes.—No intimations, or signs are permitted between the
partners. The mistake of one party is the profit of the adversary.
-
Collecting Tricks.—The tricks belonging to each player should be
turned and collected by one of the partners only. All above six
tricks reckon towards game.
-
Honours.—The ace, king, queen, and knave of trumps are called
honours; and when either of the partners hold three separately, or
between them, they count two points towards the game; and in case
they have four honours, they count four points.
-
Game.—Long Whist game consists of ten points, Short Whist
of five points.
74. Terms used in Whist.
-
Finessing, is the attempt to gain an advantage; thus:—If
you have the best and third best card of the suit led you put on the
third best, and run the risk of your adversary having the second
best; if he has it not, which is two to one against him, you are
then certain of gaining a trick.
-
Forcing, is playing the suit of which your partner or
adversary has not any, and which in order to win he must trump.
-
Long Trump, the one or more trumps in your hand when all
the rest are out.
-
Loose Card, a card of no value, and the most proper to
throw away.
-
Points,—Ten make the game; as many as are gained by
tricks or honours, so many points are set up to the score of the
game.
-
Quarte, four successive cards in suit.
-
Quarte Major, a sequence of ace, king, queen, and knave.
-
Quinte, five successive cards in suit.
-
Quinte Major, is a sequence of ace, king, queen, knave,
and ten.
-
See-saw, is when each partner trumps a suit, and when they
play those suits to each other for that purpose.
-
Score, is the number of points set up. The following is a
good method of scoring with coins or counters:
puzzle 4
For Short Whist there are regular markers.
-
Slam, is when either side win every trick.
-
Tenance, is possessing the first last and third best
cards, and being the player; you consequently catch the adversary
when that suit is played: as, for instance, in case you have ace and
queen of any suit, and your adversary leads that suit, you must win
two tricks, by having the best and third best of the suit played,
and being the last player.
-
Tierce, three successive cards in suit.
-
xv. Tierce Major, a sequence of ace, king, and queen.
Children and Chickens Must Always be Picking.
75. Maxims for Whist.
-
Lead from your strong suit, be cautious how you change suits, and
keep a commanding card to bring it in again.
-
Lead through the strong suit and up to the weak; but not in
trumps; unless very strong in them.
-
Lead the highest of a sequence; but if you have a quarte or
cinque to a king, lead the lowest.
-
Lead through an honour, particularly if the game is against you.
-
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.
-
Lead a trump if you have four or five, or a strong hand; but not
if weak.
-
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.
-
If you have the last trump, with some winning cards, and one
losing card only, lead the losing card.
-
Return your partner's lead, not the adversaries'; and if you
hold only three originally, play the best; but you need not return
it immediately, when you win with a king, queen, or knave, and have
only small ones, or when you hold a good sequence, a strong suit, or
five trumps.
-
Do not lead from ace queen, or ace knave.
-
Do not—as a rule—lead an ace, unless you have a king.
-
Do not lead a thirteenth card, unless trumps be out.
-
Do not trump a thirteenth card, unless you be last player, or
want the lead.
-
Keep a small card to return your partner's lead.
-
Be cautious in trumping a card when strong in trumps,
particularly if you have a strong suit.
-
Having only a few small trumps, make them when you can.
-
If your partner refuse to trump a suit, of which he knows you
have not the best, lead your best trump.
-
When you hold all the remaining trumps, play one, and then
try to put the lead in your partner's hand.
-
Remember how many of each suit are out, and what is the best
card left in each hand.
-
Never force your partner if you are weak in trumps, unless you
have a renounce, or want the odd trick.
-
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.
-
If you take a trick, and have a sequence, win it with the
lowest.
There are None So Wicked as Represented.
76. Laws of Whist
as accepted at the best Clubs.
-
The deal is determined by cutting-in. Cutting-in and cutting-out
must be by pairs.
[Less than three cards, above or below, is not a cut. Ace is lowest.
Ties cut again. Lowest deals. Each player may shuffle, the dealer
last. The right-hand adversary cuts to dealer.]
-
iIf a card be exposed, a fresh deal may be demanded.
-
Dealer must not look at bottom card; and the trump-card must be
left, face upwards, on the table till the first trick be turned, or
opponents may call a fresh deal.
-
Too many or too few cards is a misdeal—an exposed or face card.
In either case, a fresh deal may be demanded.
[In cases of a misdeal, the deal passes to the next player.]
-
After the first round has been played, no fresh deal can be
called.
[If the first player hold fewer than thirteen cards, the other hands
being right, the deal stands.]
-
If two cards be dealt to the same player, the dealer may rectify
his error before dealing another card.
[The dealer must not touch the cards after they have left his hands;
but he may count those remaining in the pack if he suspect a
misdeal, or he may ask the players to count their cards. One partner
may not deal for another without the consent of opponents.]
-
If the trump-card be not taken into the dealer's hand at the
expiration of the first round, it may be treated as an exposed card,
and called.
[After this, no one has a right to ask what was the trump-card, but
he may ask "What are Trumps?"]
-
If the third hand play before the second, the fourth has a
right to play before his partner; or if the fourth hand play before
the second or third, the cards so played must stand, and the second
be compelled to win the trick if he can.
-
If a player lead out of his turn, or otherwise expose a card,
that card may be called, if the playing of it does not cause
a revoke.
[Calling a card is the insisting of its being played when the suit
comes round, or when it may be played.]
-
If a player trump by mistake, he may recall his card, and play to
the suit, if the card be not covered; but he may be compelled to
play the highest or lowest of the suit led, and to play the exposed
trump when it is called by his adversaries.
-
If, before a trick be turned, a player discover that he has not
followed suit, he may recall his card; but the card played in error
can be called when the suit is played.
-
Before a trick is turned, the player who made it may see the
preceding trick.
[Only one trick is to be shown; not more, as is sometimes
erroneously believed.]
-
Before he plays, a player may require his partner to "draw his
card," or he may have each card in the trick claimed before the
trick be turned.
-
When a player does not follow suit his partner is allowed to
ask him whether he has any card of the suit led.
-
The penalty for a revoke—either by wrongfully trumping the suit
led, or by playing a card of another suit—is the loss of three
tricks; but no revoke can be claimed till the cards are abandoned,
and the trick turned.
[Revokes forfeit three tricks from the hand or score: or opponents
may add three to their score; partner may ask and correct a trick if
not turned; the revoking side cannot score out in that deal.]
-
No revoke can be claimed after the tricks are gathered up, or
after the cards are cut for the next deal.
[The wilful mixing up of the cards in such case loses the game.]
-
The proof of a revoke lies with the claimants, who may examine
each trick on the completion of the round.
-
If a revoke occur on both sides, there must be a new deal.
-
Honours cannot be counted unless they are claimed previous to
the next deal.
[No omission to score honours can be rectified after the cards are
packed; but an overscore, if proved, must be deducted.]
-
Honours can only be called at eight points (in Long Whist), and
at nine they do not count.
[In some Clubs, eight, with the deal, cannot call against nine.]
77. Short Whist
is the above game cut in half. Honours are not
called
at any
part of the game; but, as in Long Whist, they are counted by their
holders and scored—except at the score of four. All the maxims and
Rules belonging to the parent game apply to Short Whist.
78. Points at Short Whist.
The Game consists of Five Points. One for a Single—5 to 3 or 4; Two
for a Double—5 to 1 or 2; Three for a Triple—5 to love. A
Rubber—two Games successively won, or the two best Games out of
three—counts for Two Points. Thus, if the first Game be won by 5 to
4, the Points are 1 to love; the second Game won by the opposite side
by 5 to 1, the Points are then 1 to 2; the third Game won by the side
which won the first, by 5 to love. The Points are then 6 to 2—a
balance of 4. This is arrived at thus: the Single in the first Game,
1; the Triple in the third Game, 3; the Rubber (two Games of three),
2; together, 6. From this deduct 2, for the Double gained by the
opponents in the second Game, which leaves 4, as above. Short Whist is
usually played for points—say, a shilling, or a penny, for each
point; two for the Game, and two for the Rubber.
None are so Good as they Should Be.
79. Advice to all Players.
-
Count, and arrange your cards into suits; but do not always place
your trumps in one particular part of your hand, or your opponents
will discover how many you have.
-
Attend to the game, and play as though your hand consisted of
twenty-six instead of thirteen cards.
-
In the second round of a suit, win the trick when you can, and
lead out for your partner's high cards as soon as possible.
-
Touch only the card you intend to play.
-
Retain a high trump as long as you can, to bring back your strong
suit.
-
With a weak hand, always try to secure the seventh or odd trick
to save the game.
-
Attend to the score, and play as if the whole fortune of the
game depended on yourself.
-
Remember the number of trumps out at every stage of the game.
Note, also, the fall of every court-card in the other suits, so that
you are never in doubt as to the card that will win the trick.
-
Hold the turn-up as long as you can, as by that means you keep
your adversaries from knowing your strength in trumps.
-
Do not force your partner unnecessarily, as by that means you
sometimes become his adversary instead of his friend.
-
When in doubt, play a trump. Play the game in its integrity, and
recollect that Whist is full of inferences as well as facts.