Every Boy's Book: A Complete Encyclopaedia of Sports and Amusements - Part 109
Library

Part 109

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K. Form a semicircle with the thumb and forefinger of the right hand, and join it to the forefinger of the left, which must be kept straight out; both forefingers must meet at the second joints.

L. Place the forefinger of the right hand across the centre of the palm of the left, so that the top of the finger may be exactly in the middle of the palm.

M. Place three fingers of the right hand flat upon the palm of the left.

N. Place two fingers of the right hand flat upon the palm of the left.

O. Touch the top of the third finger of the left hand with the forefinger of the right.

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P. Place the tips of the forefinger and thumb of the left hand in a semicircular form against the first and second joints of the forefinger of the right, which should be kept straight.

Q. Form a circle with the forefinger and thumb of the left hand, and then curve the forefinger of the right into the shape of a hook, and place it exactly where the other fingers join.

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R. Bend the forefinger of the right hand and rest it on the palm of the left.

S. Bend the little finger of each hand and lock them together.

T. Fix the tip of the forefinger of the right hand against the middle of the lower edge of the left.

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U. Touch the top of the little finger of the left hand with the forefinger of the right.

V. Place the first and second fingers of the right hand, apart, upon the palm of the left.

W. Lock the fingers of one hand between those of the other.

X. Cross the forefingers at the second joints.

Y. Extend the thumb and forefinger of the left hand, and at the lower part of the fork so made place the forefinger of the right hand.

Z. Elevate one hand towards the face, and rest the elbow upon the palm of the other.

The end of every sentence is indicated by snapping the second finger and thumb of the right hand. This result is requisite to avoid the confusion which might result from running the sentences into each other.

THE NUMBERS

Are denoted by holding up one finger to signify 1, two fingers for 2, the open hand for 5, both hands for 10, and so on.

DOMINOES.

There was a time when dominoes was a much more favourite game than at present. In many old houses beautifully finished sets of dominoes are yet kept, a memento of the favour in which the game was once, and still deserves to be, held. For boys it is second to none, as it improves their power of calculation, exercises their judgment, and leads them to acquire a habit of estimating chances in connexion with numbers, which is exceedingly useful in after-life.

The ordinary game of dominoes is played with twenty-eight pieces, which include every combination of numbers, from double-blank to double-6; but boxes of dominoes are not uncommon which have fifty-two pieces, or even eighty-five pieces, one including double-9's, and the latter double-12's. These are more used in the north than the south. The dominoes are usually made of oblong pieces of ivory, frequently cemented to an ebony back; whilst on the front they are divided into two parts by a fine line across the middle, and marked with round black spots. These are 1 and 1, 1 and 2, and so on to 6; then 2 and blank, 2 and 1, and so on. Where a set of dominoes is not handy, a pack of what printers call third-large cards may be made available, if they are marked with a pen, and the backs kept perfectly clean. These may be shuffled and dealt in a similar manner to playing cards; but the dominoes must be placed face downwards on the table and "shuffled" by being well mixed together.

The turn to commence is called "the pose," and is the same in all games of dominoes. After the players have drawn from the bulk the number of dominoes each requires, double-6 is called for, and he who has it plays first. If it is not in hand, then the highest double plays; if no doubles are out, then the call is from the highest domino to the lowest, as 6--5, 6--4, and so on.

THE ORDINARY BOY'S GAME

Is played in two modes. The first is called the _French game_. After the dominoes are well shuffled, each player (usually two) draws from the bulk the number of dominoes agreed upon. Seven is the common number, and this leaves fourteen dominoes on the table. The dominoes are either held in the hand, or set on their sides on the table, so that the pips are visible to the player only. In the north of England a small tin, angular frame is used to hold the dominoes. The player holding the highest double then plays first, and then each plays in turn by placing a domino of the same number of pips to the domino played at either end when you both have played. If your opponent cannot do this it is called "a go,"

and you can then play for him, until he can play. If you can play to both ends, do not do so until you have exhausted your hand at one end, and be sure to get out your doubles at the earliest opportunity, unless by so doing you close both ends against yourself. By pursuing this plan you can, when pressed, play at the ends closed against your adversary the domino you have reserved for that purpose. When you have played all your dominoes out, you win the game; or when neither can play, he that has the lowest number of pips, not pieces, wins the game. It is best, however, to play a definite number up, such as 30, 50, or 100. In these cases the game is better played by the

_Second mode_, which is commenced in the same manner; but when you play a double, and it is your turn, you can play it out and still keep your turn. When your adversary cannot play, you play _for him_, and _for yourself_ too, before he can play again. The game is counted thus:--When one has played all his dominoes out, he counts the number of pips in his adversary's hand, and scores them in his favour; if neither can play, the one who has the fewest left counts the other's numbers, and subtracts the number of his own, and scores the balance in his own favour. Formerly the whole number was scored, but this is dispiriting to the loser. In this game it is better to try to play so that neither can go on again than to play out all the dominoes. By a little practice it will be seen that heavy dominoes do not always lose, or light ones win.

In playing these and any game at dominoes it should be understood that a domino once played should not be recalled, as it frequently destroys all interest in the game. Sometimes it is understood that if the domino is not placed on the table you may recall it; but it is better to play it at once, as a skilful player can easily calculate the chances in his favour.

There are two or three variations on the first method. In one the winner of the game scores all the points left in his own hand (if any), as well as those in his opponent's. Another method is, when one player cannot go, the other is not bound to proceed, even if able, but can at once shut the game and count, if he likes to do so. Another variation is to permit the second player, if he chooses, to take all the dominoes but two left on the board. If he does not choose, the next player may draw as many as he chooses (always excepting two); and if one cannot play, he must draw until he can do so. The pose in this game is alternate, or is taken by the winner.

ALL FIVES

Is a game played by four persons, two against two, each player taking five dominoes. It may, however, be played by two persons only, when seven dominoes are given to each, and none are afterwards added. The score seldom exceeds 31, or any smaller number, and is marked on a cribbage-board. The object of this game is to play so that the two ends of the dominoes, after you have played, are a multiple of five. Thus the first player endeavours to make a point by putting down a 5 and blank, 4 and 1, 3 and 2, each of which counts 5: if he has the double-5 it counts 2. The other players follow on in the same way, endeavouring to make 5, 10, 15, or 20, for which they score 1, 2, 3, or 4 respectively. This game requires great caution, so as to prevent your opponent from scoring, if you cannot do so yourself. 20 is the largest number that can be made: thus, if there is a 4 at one end and a 6 at the other end, the next player, having the double-6, plays it to the 6, and the following player, having the double-4, plays it to the 4; doubles in this, as in all other games of dominoes, being laid across, there are 12 at one end and 8 at the other, making 20, or four fives. When one hand is played out, or neither can go, the lowest number counts one towards game. This is peculiarly a game of stratagems, and when one holds the double-5, he generally tries to keep it until there is a 5 at each end, when he plays it and scores 3, and generally, in that case, 1 for game as well.

THE MATADORE GAME

Is on an entirely different principle. You do not fit the same numbers together, as in other games at dominoes, but you must add a number which, when joined to one already there, makes seven. The double-blank, the 4--3, 6--1, and 5--2, are termed matadores, and can be played at any stage, and either end turned outward at will, for your opponent to play to. Three dominoes only are taken at the outset, and if one of the players cannot "go," he must draw until he can do so, unless the number of dominoes left on the board is reduced to two. The game is played 30, 50, or 100 up, and the winner counts to his score his opponent's pips.