Enquire within upon everything · Chapter 49Part 3 (15)

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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,"

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.

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:

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:

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:

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:

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:

The secret is to keep the geese in a line. The fox tries to prevent this, and if he can succeed in doubling the geese, or getting one to stand before the other, he is nearly sure to pass through them.

2594. The Royal Game of Goose

In the old German game the figure of a goose is printed on a large sheet of paper, and divided into 63 squares or divisions. The object of the players,—any number of whom may join in the game—is to make 63 points by successive throws of two dice. A pool is made by equal contributions by the players, the first of whom gaining the required number wins. The players throw alternately and add each individual throw to that already made.

Each player's position is shown on the goose by a counter, a wafer, or any small article. Any number beyond 63 sends the thrower back as many points as he exceeds 63. Thus if he were 58, and by a 6 and 5 he threw eleven he would go forward 5 squares to 63, and back 6 squares from 63. In addition to this, certain numbers on the goose are barred; and if the player make them he is fined two counters, which are added to the pool. The numbered goose is sold at most toy shops, but a numbered draughtboard will serve as well.

2595. Troco or Lawn Billiards

This is a game that may be played by any number of persons in a field or open space. The implements are wooden balls and long-handled cues at the ends of which are spoonlike ovals of iron. In the centre of the Troco ground is fixed a ring of iron, which moves freely on a pivot, the spike of the ring being driven into a piece of wood let into the ground. The wooden ball is lifted from the ground by means of the spoon-ended cue, and thrown towards the ring—the object of the player being to pass the ball through the ring; and he who succeeds in making any given number of points by fairly ringing his ball, or canoning against the other balls, wins the game.

Canons are made by the player striking two balls successively with his own ball fairly delivered from his spoon. Thus (says the most recent writer on the game) a clever player may make a large number of points—five, seven, or more at a stroke: two the first canon, two for a second canon, and three for the ring. This, however, is very seldom accomplished.

Considerable skill is required in throwing the ball, as the ring, turning freely on its pivot, twists round on being struck. To "make the ring," it is necessary, therefore, that the ball be thrown fairly through its centre. But in order to get nearer to it a judicious player will endeavour to make two or three canons, if the balls lie within a convenient distance and at a proper angle to each other. If the ball be thrown with sufficient force, it will glance off from the ball struck in a line corresponding to its first or original line of projection.

2596. Rules

Troco may be played by two or more persons, each of whom is provided with a ball and a cue. When more than two play, sides are chosen, and the side which first makes the requisite number of points wins the game.

The players stand in a circle, in the centre of which is set up the pivot-ring.

Each player starts from any portion of the circle distant not less than four yards from the ring. The first player lifts his ball with the spoon-cue, and throws it towards the ring; each of the others taking his turn alternately—the balls remaining on the ground where they stop rolling.

If the first player fail to "make his ring," the next goes on, who may either throw at the ring or at the ball in the circle.

Partners may assist each other in getting near the ring; but no player, at starting, may step within four yards of the ring.

Two points are counted for every canon, and three for every fairly-made ring; and successive points are reckoned for any number of rings or canons.

Each player goes on till he fails to canon or ring his ball; when the next plays; and so on, till the required number of points are made.

One point is taken off the player's score for every foul stroke. Foul strokes are made by touching a ball with hand or person while it is in play; by playing with a wrong ball; by playing out of turn; by overturning the ring; and by making two or more steps while throwing the ball.

Each player, after the start, must go on from the place at which his ball was left after the previous stroke.

All disputed points must be settled by the umpire, whose decision is final.

No ball in-play must be removed from its position except by a stroke from another ball, and every ball is considered to be in-play while it is within the circle, which may be of any dimensions chosen by the players previous to the commencement of the game.

Any player leaving a game before it is finished, loses it.

The game is played fifteen, twenty-one, or any other determined number of points. The balls should be perfectly round and smooth. They are generally made of boxwood or lignum vitæ, and weigh about three to five lbs. each; the balls, cues, &c., are sold by most dealers in croquet implements.

2597. Habits of a Man of Business

A sacred regard to the principles of justice forms the basis of every transaction, and regulates the conduct of the upright man of business. The following statements afford a bird's-eye view, as it were, of his habits, practice, and mode of procedure:

He is strict in keeping his engagements.

He does nothing carelessly or in a hurry.

He employs nobody to do what he can easily do himself.

He keeps everything in its proper place.

He leaves nothing undone that ought to be done, and which circumstances permit him to do.

He keeps his designs and business from the view of others.

He is prompt and decisive with his customers, and does not over-trade his capital.

He prefers short credits to long ones; and cash to credit at all times, either in buying or selling; and small profits in credit cases with little risk, to the chance of better gains with more hazard.

He is clear and explicit in all his bargains.

He leaves nothing of consequence to memory which he can and ought to commit to writing.

He keeps copies of all his important letters which he sends away, and has every letter, invoice, &c., belonging to his business, titled, classed, and put away.

He never suffers his desk to be confused by many papers lying upon it.

He is always at the head of his business, well knowing that if he leaves it, it will leave him.

He holds it as a maxim that he whose credit is suspected is not one to be trusted.

He is constantly examining his books, and sees through all his affairs as far as care and attention will enable him.

He balances regularly at stated times, and then makes out and transmits all his accounts current to his customers, both at home and abroad.

He avoids as much as possible all sorts of accommodation in money matters, and lawsuits where there is the least hazard.

He is economical in his expenditure, always living within his income.

He keeps a memorandum-book in his pocket, in which he notes every particular relative to appointments, addresses, and petty cash matters.

He is cautious how he becomes security for any person; and is generous when urged by motives of humanity.

Let a man act strictly to these habits—ever remembering that he hath no profits by his pains whom Providence doth not prosper—and success will attend his efforts.

2598. Taking a Shop or Place of Business

If you are about to take a place of business, you will do well to consider the following remarks:

2599. Small Capitalists

Let us take the case of a person who has no intimate knowledge of any particular trade, but having a very small capital, is about to embark it in the exchange of commodities for cash, in order to obtain an honest livelihood thereby. It is clear, that unless such a person starts with proper precaution and judgment, the capital will be expended without adequate results; rent and taxes will accumulate, the stock will lie dead or become deteriorated, and loss and ruin must follow. For the last absorption acting upon a small capital will soon dry up its source; and we need not picture the trouble that will arise when the mainspring of a tradesman's success abides by him no more.

2600. Larger Capitalists

The case of the larger capitalist can scarcely be considered an exception to the same rule. For it is probable that the larger capitalist, upon commencing a business, would sink more of his funds in a larger stock—would incur liability to a heavier rent; and the attendant taxes, the wages of assistants and servants would be greater, and, therefore, if the return came not speedily, similar consequences must sooner or later ensue.

2601. Localities

Large or small capitalists should, therefore, upon entering on a shopkeeping speculation, consider well the nature of the locality in which they propose to carry on trade, the number of the population, the habits and wants of the people, and the extent to which they are already supplied with the goods which the new adventurer proposes to offer them.

2602. New Neighbourhoods

There is a tendency among small capitalists to rush into new neighbourhoods with the expectation of making an early connection. Low rents also serve as an attraction to these localities. General experience, however, tends to show that the early suburban shops seldom succeed. They are generally entered upon at the very earliest moment that the state of the locality will permit—often before the house is finished the shop is tenanted, and goods exposed for sale—even while the streets are unpaved, and while the roads are as rough and uneven as country lanes.

The consequence is, that as the few inhabitants of these localities have frequent communication with adjacent centres of business, they, as a matter of habit or of choice, supply their chief wants thereat; and the newly arrived shopkeeper has to depend principally for support upon the accidental forgetfulness of his neighbour, who omits to bring something from the cheaper and better market; or upon the changes of the weather, which may sometimes favour him by rendering a "trip to town" exceedingly undesirable.

2603. Failures

"While the grass is growing the horse is starving;" and thus, while the new district is becoming peopled the funds of the small shopkeeper are gradually eaten up, and he puts up his shutters just at the time when a more cautious speculator steps in to profit by the connection already formed, and to take advantage of the new improved condition of the locality. It seems, therefore, desirable for the small capitalists rather to run the risk of a more expensive rent, in a well-peopled district, than to resort to places of slow and uncertain demand; for the welfare of the small shopkeeper depends entirely upon the frequency with which his limited stock is cleared out and replaced by fresh supplies.

2604. Precautions

But should the small capitalist still prefer opening in a suburban district, where competition is less severe, and rents and rates less burdensome, there are certain precautions which he will do well to observe. He should particularly guard against opening a shop to supply what may be termed the superfluities of life; for the inhabitants of new suburban districts are those who, like himself, have resorted to a cheap residence for the sake of economy. Or if this be not the case—if they are people of independent means, who prefer the "detached villa" to the town house, squeezed up on both sides, they have the means of riding and driving to town, and will prefer choosing articles of taste and luxury from the best marts, enriched by the finest display.

2605. Necessaries or Luxuries

The suburban shopkeeper should, therefore, confine himself to supplying the

necessaries

of life. Hungry people dislike to fetch their bread from five miles off; and to bring vegetables from a long distance would evidently be a matter of considerable inconvenience. The baker, the butcher, the greengrocer, the beer retailer, &c., are those who find their trade first established in suburban localities. And not until these are doing well should the tailor, the shoemaker, the hatter, the draper, the hosier, and others, expect to find a return for their capital and reward for their labour.

2606. Civility

In larger localities, where competition abounds, the small shopkeeper frequently outstrips his more powerful rival by one element of success, which may be added to any stock without cost, but cannot be withheld without loss. That element is

civility

. It has already been spoken of elsewhere, but must be enforced here, as aiding the little means of the small shopkeeper to a wonderful degree. A kind and obliging manner carries with it an indescribable charm. It must not be a manner which indicates a mean, grovelling time-serving spirit, but a plain, open, and agreeable demeanour, which seems to desire to oblige for the pleasure of doing so, and not for the sake of squeezing an extra penny out of a customer's pocket.

2607. Integrity

The sole reliance of the shopkeeper should be in the integrity of his transactions, and in the civility of his demeanour. He should make it the interest and the pleasure of the customer to come to his shop. If he does this, he will form the very best "connections," and so long as he continues this system of business, they will never desert him.

2608. Duties of a Shopkeeper

He should cheerfully render his best labour and knowledge to serve those who approach his counter, and place confidence in his transactions; make himself alike to rich and poor, but never resort to mean subterfuge and deception to gain approbation and support. He should be frugal in his expenditure, that in deriving profits from trade, he may not trespass unduly upon the interest of others; he should so hold the balance between man and man that he should feel nothing to reprove his conscience when the day comes for him to repose from his labours and live upon the fruits of his industry. Let the public discover such a man, and they will flock around him for their own sakes.

2609. A Very Useful Book

A very useful book, "The Handy Book of Shopkeeping, Shopkeeper's Guide"

(published at one shilling), enlarges upon these subjects in a very able manner, and gives most useful hints to people in every department of trade.

Footnote 1:

Houlston and Sons, London.

2610. Early Rising

The difference between rising every morning at six and eight, in the course of forty years, amounts to 29,200 hours, or three years one hundred and twenty-one days and sixteen hours, which are equal to eight hours a day for exactly ten years So that rising at six will be the same as if ten years of life (a weighty consideration) were added, wherein we may command eight hours every day for the cultivation of our minds and the despatch of business.

2611. Frugality

The great philosopher, Dr. Franklin, inspired the mouthpiece of his own eloquence, "Poor Richard," with "many a gem of purest ray serene," encased in the homely garb of proverbial truisms. On the subject of frugality we cannot do better than take the worthy Mentor for our text, and from it address our remarks. A man may, if he knows not how to save as he gets, "keep his nose all his life to the grindstone, and die not worth a groat at last. A fat kitchen makes a lean will."

"Many estates are spent in getting, Since women for tea forsook spinning and knitting, And men for punch forsook hewing and splitting."

If you would be wealthy, think of saving as well as of getting. The Indies have not made Spain rich, because her out-goes are greater than her in-comes.

Away with your expensive follies, and you will not have so much cause to complain of hard times, heavy taxes, and chargeable families.

"What maintains one vice would bring up two children."

You may think, perhaps, that a little tea, or superfluities now and then, diet a little more costly, clothes a little finer, and a little entertainment now and then, can be no great matter; but remember, "Many a little makes a mickle."

Beware of little expenses: "A small leak will sink a great ship," as Poor Richard says; and again, "Who dainties love, shall beggars prove;" and moreover, "Fools make feasts and wise men eat them."

Here you are all got together to this sale of fineries and nick-nacks. You call them goods; but if you do not take care they will prove evils to some of you. You expect they will be sold cheap, and perhaps they may, for less than they cost; but if you have no occasion for them they must be dear to you.

Remember what Poor Richard says, "Buy what thou hast no need of, and ere long thou shalt sell thy necessaries."

"At a great pennyworth, pause awhile." He means, perhaps, that the cheapness is apparent only, and not real; or the bargain, by straightening thee in thy business, may do thee more harm than good; for in another place he says, "Many have been ruined by buying good pennyworths."

"It is foolish to lay out money in the purchase of repentance;" and yet this folly is practised every day at auctions for want of minding the Almanack.

2612. Cash and Credit

If you would get rich, don't deal in bill books. Credit is the "Tempter in a new shape." Buy goods on trust, and you will purchase a thousand articles that cash would never have dreamed of. A shilling in the hand looks larger than ten shillings seen through the perspective of a three months' bill. Cash is practical, while credit takes horribly to taste and romance. Let cash buy a dinner, and you will have a beef-steak flanked with onions. Send credit to market, and he will return with eight pairs of woodcocks and a peck of mushrooms. Credit believes in diamond pins and champagne suppers. Cash is more easily satisfied. Give him three meals a day, and he doesn't care much if two of them are made up of roasted potatoes and a little salt. Cash is a good adviser, while credit is a good fellow to be on visiting terms with. If you want double chins and contentment, do business with cash.

2613. Hints upon Money Matters

Have a supply of change in hand—shillings, sixpences, halfpence. This will obviate the various inconveniences of keeping people at the door, sending out at unreasonable times, and running or calling after any inmate in the house, supposed to be better provided with "the needful." The tradespeople with whom you regularly deal will always give you extra change,

when

you are making purchases or paying bills; while those to whom you apply for it, on a sudden emergency, may neither be willing nor able to do so. Some housekeepers object to this arrangement, that, "as soon as five-pound notes or sovereigns are changed, they always seem to go, without their understanding how;" but to such persons I would humbly intimate, that this is rather the fault of their