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B02403 Instructions how to play at billiards, trucks, bowls, and chess. Together with all manner of games either on cards, or dice. To which is added the arts and mysteries of riding, racing, archery, and cock-fighting. Cotton, Charles, 1630-1687. 1687 (1687) Wing C6386A; ESTC R174281 83,437 197

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ground and there having made him trot a good while about in your hand to take him off from wantonness and wild tricks offer to mount which if he refuse then trot him again in your hand then put your foot in the Stirrup and mount half way and dismount again if he seem distasted at it about with him again and let him not want correction but if he take it patiently cherish him and place your self in the Saddle but stay there a very little while then cherish him again and give him bread or grass to feed on then having seen all things fit and strong without offence to your self and Horse remount him placing your self even in the Saddle carrying your Rod inoffensively to his eye then let some person having in his hand the Chaff-halter lead him a little way then make him stand and having cherisht him let him forward again do this seven or eight times or so often till you have brought him of his own accord to go forward then must you stay and cherish him and having brought him home alight gently then dress and feed him well Observe this course every day till you have brought him to trot which will be but three at the most if you observe to make him follow some other Horsman stopping him now and then gently and then making him go forward remembring his seasonable cherishings and not forgetting his due corrections as often as you find him froward and rebellious and when you ride him abroad return not the same way home that you may make him take all ways indifferently and by these observations you will bring him to understand your will and purpose in less than a Fortnights time Having brought your Horse to receive you to his back trot fore-right stop and retire with patience and obedience be never unmindful of your Helps corrections and cherishings which consist in the Voice Bridle Rod Calves of the Legs and Spurs the last of which is chief for correction which must not be done faintly but sharply when occasion shall require it Cherishings may be comprehended within three Heads the Voice delivered smoothly and lovingly as so so boy so then the hand by clapping him gently on the neck or buttock lastly the Rod by rubbing him therewith upon the Withers or the Main in which he very much delights The next that you are to regard is the Musrole or Cavezan and Martingale this is an excellent Guide to a well disposed Horse for setting of his Head in due place forming of his Rein and making him appear lovely to the eye of the Spectator and withall this is a sharp correction when a Horse yerketh out his Nose disorders his Head or endeavours to run away with his Rider The manner of placing it is thus let it hang somewhat low and rest upon the tender grissel of the Horses nose that he may be the more sensible of correction and let it not be strait but loose whereby the Horse may feel upon the yielding in of his Head how the offence goeth from him and by that means be made sensible that his own disorder was his only punishment You must carefully observe how you win your Horses head and by those degrees bring his Martingale straighter and straighter so as the Horse may ever have a gentle feeling of the same and no more till his head be brought to its true perfection and there stay When you have brought your Horse to some certainty of Rein and will Trot forth-right then bring him to the treading forth of the large rings If your Horses nature be sloathful and dull yet strong trot him first in some new plow'd field but if agil and of a fiery spirit then trot him in some sandy ground and there mark out a spacious large ring about a hundred paces in circumference Having walkt him about it on the right seven or eight times you must then by a little straitning of your right Rein and laying the calf of your left Leg to his side making a half circle within your ring upon your right hand down to the center thereof and then by straitning a little your left Rein and laying the calf of your right Leg to his side making another semi-circle to your left hand from the center to the outmost verge which two Semicircles contrary turned will make a perfect Roman S within the ring then keeping your first large circumference walk your Horse about in your left hand as oft as you did on your right and then change within your ring as you did before to your right hand again and then trot him first on the right hand then on the left as long as you shall think convenient either one two or three hours to perfect him in this lesson and this must be done every morning and evening too if you find your Horse sloathful and dull otherwise you need not take so much pains with him Having taught him to trot the large rings perfectly which will not require above four or five days then in the same manner and changes make him gallop the same rings making him take up his Feet so truly and loftily that no falshood may be perceived in his stroke but that his inward Feet play before his outward and each of a side follow the other so exactly that his gallop may appear the best grace of all his motions Here note You must not enter him all at once to gallop this great ring but by degrees first a quarter then a half quarter c. ever remembring not to force him into it with the spur but by the lightness and cheerfulness of your body let him pass of his own accord into a gallop Helps corrections and cherishings in the ring-turn are as aforesaid the elevation of the voice and the threatning of the rod and straitning of the bridle are good helps which you must use as you must the spur rod and leg for timely due corrections neither must you ever cherish without desert Having made your Horse gallop as well as trot the large ring then teach him to stop fair comely and without danger after this manner First having cherisht him bring him into a swift trot forward about fifty paces then draw in your bridle-hand straightly and suddenly which will make him gather up his hinder and fore-legs together and thereby stand still then ease your hand a little that he may give backward which if he doth give him more liberty and cherish him having given a little respit draw in your bridle-hand and make him go back three or four paces at which if he strike instantly ease your hand and draw it up again letting him come and go till he yield and go backward but if he refuse it let some person standing by put him back and then cherish him that he may know your intention Thus every time you stop make him retire till you have perfected him in these two lessons at one time Have a care that the ground be
ready to take up your Knight immediately he will take up the Queen at the next draught The Rooks are also to be surprized two ways first by playing your Bishop into your Knights Pawns first place of standing which Bishop shall march aslope towards the adverse Rook of the opposite corner which if you can make uncovered of the Knights Pawn your Bishop will then undoubtedly take clear for nothing the other way is like that of surprizing the Queen with a Bishop or a Knight where you must take notice that your adversaries Queens Rook is so much the easier to be taken with your Queens Knight that that Knight at his third draught may check the King and take the same Rook at his fourth draught There are several other ways to take a Rook which practice must inform you There is an ingenious way of taking a great man for a Pawn when you espy two great men of your adversaries standing in one and the same rank and but one house between them then prepare a Guard if you have it not ready to your hand for a Pawn which bring up to the rank next to them in the middle or front of both of them and without doubt if he save the one your Pawn will take the other this way of taking is called a Fork or Dilemma The neatest and most prejudicial trick you can put upon your adversary at Chess is a Check by discovery which may be thus effected observe when you find your adversaries King any way weakly guarded or perhaps not at all that is easie to be checked then before you bring that piece that can check him there to provide some other man in that course that checks him not afterwards bring that piece of yours which will check him your brought-piece being away and then with all possible speed remove away for that former piece where it may most annoy him saying withall Check by discovery of your last brought a piece which he being compelled to cover or remove you may do him a greater prejudice with that piece you removed from between the check at the next draught thus demonstrated Suppose you play with the White-men he removes first his Kings Pawn a double draught forward you answer him with the like play he then plays out his Kings Knight in front of his Kings Bishop's Pawn you do the like with yours that Knight of his takes your Kings Pawn and your Knight takes his likewise he advances the Queens Pawn and removes to chase away or to take your Knight you play up your white Queen one remove before your King to frighten his Knight also he thinks it better to save his Knight from your Queen than take yours with his Queens Pawn and therefore conveys him away into a more secure place you play your Kings Knight in front of his Queens Bishop's Pawn and therewithall say Check by discovery of your Queen now let him cover this check by Discovery as well as he can your Knight at the next draught will assuredly take his Queen There are several other ways to make a discovery and a Mate given with it which is the noblest Mate of all A Queen if lost indangers much the Game but if there be Pawns l●ft on either side there is possibility of making a new Queen and so by consequence the renovation of the Game which ten to one was lost before There are several ways to Mate this Queen and estate her in as great power as the former for brevity sake two Pawns in files next one to the other and plaid first one forward and the other backward close together is a good way to make a new Queen especially if any one of them be guarded underneath with a Rook for so they will force their way before them nor can any of them be taken without great difficulty and danger As to short Mates take these observations having both placed your men and yours the first draught suppose you advance your Kings Pawn forward one single remove your adversary plays his Kings Pawn forward a double remove in his own file you at your second draught come out with your Queen upon that Pawn placing her in the house forward of your Kings Rooks file your enemy to guard his Kings Pawn plays forth his Queens Knight into the third House of the Queens Bishops file you hoping that he will not spy the attempt bring not for your third draught your Kings Bishop which you place in the fourth house of your Queens Bishops file he not perceiving your intention judging all secure makes for your Queen with his Kings Knight playing it in the front of his Kings Bishops Pawn either to chase her away or take her you immediately upon this take up that Bishops Pawn with your Queen and for your fourth draught give him a Mate which is called a Scholars Mate because any but young beginners may prevent it You may also give a Mate at two draughts if you encounter with a raw Gamester playing after this manner first remove his Kings Bishops Pawn a single draught which is ill play at first you your Kings Pawn a single remove he his Kings Knights Pawn advanced a double remove for his second draught you bringing out your Queen into the fifth house of your Kings Rooks file give him a Mate at your second draught There is another called a Blind-Mate and that is when your Adversary gives you a check that you cannot avoid by any means and is indeed a Mate absolute but he not seeing it to be a Mate says only to you check and it is therefore called a Blind-Mate this should be both loss of Game and stake if you before agree not to the contrary A Stale may be termed a Mate and no Mate an end of the Play but no end of the Game because it properly should be ended with a Check-Mate The Stale is thus when his King hath the worst of the Game and brought to such a strait that he hath but one place to flie unto and the pursuing King is so unadvised as to bar him of that place or stop it without checking him the distressed King being no way able to remove but in Check and having no other piece of his own that he can play then it is a Stale and a lost Game to him that gives it Therefore he that follows the flying King gives him check as long as he hath any place to flye to but when he hath none left to avoid his check let him then say check-Mate and both Game and Stake are won Lastly there is another term used in Chess-playing and that is called a Dead-Game which makes if I may say improperly an endless end of the Game both Gamesters saving their Stakes and thus it is when the Assailant falls to take all that comes near carelesly giving man for man so that it happens that either King hath but one man apiece left him the Assailant following his eager pursuit takes his Adversaries
of the same suit of these Tens he hath absconded for it must of necessity secure him from losing the Game Here note That he that wins Jack wins one also and furthermore observe that for advantage reneging is allowable if you have Trumps in your hand to trump it There is another sort of All-fours called Running-All-Fours at which they play One and Thirty up and in this Game the Dealer hath a great advantage for if he turn up an Ace it is four a King three a Queen two and a Knave one and these are the same also in play A Ten is the best Card for making up CHAP. X. English Ruff and Honours and Whist RUff and Honours alias Slamm and Whist are Games so commonly known in England in all parts thereof that every Child almost of Eight Years old hath a competent knowledge in that recreation and therefore I am unwilling to speak any thing more of them than this that there may be a great deal of art used in Dealing and playing at these Games which differ very little one from the other In playing your Cards you must have recourse altogether to your own judgment or discretion still making the best of a bad Market and though you have but mean Cards in your own hand yet you may play them so suitable to those in your Partners hand that he may either Trump them or play the best of that suit on the Board You ought to have a special eye to what Cards are play'd out that you may know by that means either what to play if you lead or how to trump securely and advantagiously Reneging or renouncing that is not following suit when you have it in your hand is very foul play and he that doth it ought to forfeit one or the Game upon a Game and he that loseth dealing loseth one or a trick as you make it At Ruff and Honours by some called Slamm you have in the Pack all the Deuces and the reason is because four playing having dealt twelve a piece there are four left for the Stock the uppermost whereof is turn'd up and that is Trumps he that hath the Ace of that Ruffs that is he takes in those four Cards and lays out four others in their lieu the four Honours are the Ace King Queen and Knave he that hath three Honours in his own hand his partner not having the fourth sets up Eight by Cards that is two tricks if he hath all four then Sixteen that is four tricks it is all one if the two Partners make them three or four between them as if one had them If the Honours are equally divided among the Gamesters of each side then they say Honours are split If either side are at eight Groats he hath the benefit of calling Can-ye if he hath two Honours in his hand and if the other answers one the Game is up which is nine in all but if he hath more than two he shows them and then it is one and the same thing but if he forgets to call after playing a trick he loseth the advantage of Can-ye for that deal All Cards are of value as they are superiour one to another as a Ten wins a Nine if not Trumps so a Queen a Knave in like manner but the least Trump will win the highest Card of any other Card where note the Ace is the highest Whist is a Game not much differing from this only they put out the Deuces and take in no stock and is called Whist from the silence that is to be observed in the play they deal as before playing four two of a side some play at two handed or three handed Whist if three handed always two strive to suppress and keep down the rising-man I say they deal to each Twelve a piece and the Trump is the bottom Card. The manner of crafty playing the number of the Game Nine Honours and dignity of other Cards are all alike and he that wins most tricks is most forward to win the set He that can by craft over-look his Adversaries Game hath a great advantage for by that means he may partly know what to play securely or if he can have some petty glimpse of his Partners hand There is a way by winking or the Fingers to discover to their Partners what Honours they have as by the wink of one eye or putting one Finger on the Nose or Table it signifies one Honour shutting both the eyes two placing three fingers or four on the Table three or four Honours They have several ways of securing an Honour or more in the bottom when they deal either to their Partners or selves if to their Partner they place in the second lift next the top 1 2 3 or four Aces or Court cards all of a suit according as they could get them together in the former deal and place a Card of the same suit in the bottom when the Cards are cut they must use their hand so dexterously as not to put the top in the bottom but nimbly place where it was before If they would secure Honours to themselves when dealing they then place so many as they can get upon their lap or other place undiscerned and after the Cards are cut then clap them very neatly under But the cleanliest rooking way is by the breef that is take a pack of Cards and open them then take out all the Honours that is as aforesaid the four Aces the four Kings c. then take the rest and cut a little from the edges of them all alike by which means the Honours will be broader than the rest so that when your Adversary cuts to you you are certain of an Honour when you cut to your Adversary cut at the ends and then it is a chance if you cut him an Honour because the Cards at the ends are all of a length thus you may make breefs end-ways as well as side-ways There are a sort of cunning fellows about this City who before they go to play will plant half a dozen of these Packs nay sometimes half a score in the hands of a Drawer who to avoid being suspected will call to their confederate Drawer for a fresh pack of Cards who brings them as from a shop new and some of these Packs shall be so finely markt whereby the Gamester shall plainly and certainly know every Card therein contain'd by the outside although the best of other eyes shall not discern where any mark was made at all and this done with that variety that every Card of every suit shall have a different distinguishable mark Some have a way to slick with a Slick-stone all the Honours very smooth by which means he will be sure to cut his Partner an Honour and so his partner to him again and that is done by lying a fore-finger on the top indifferent hard and giving a slurring jerk to the rest which will slip off from the slickt Card. It is impossible to shew you
since this one is sufficient to direct you in all others And thus much for Costly-Colours CHAP. XIV BONE-ACE THis Game you may look on as trivial and very inconsiderable and so it is by reason of the little variety therein contain'd but because I have seen Ladies and Persons of quality have plaid at it for their diversion I will briefly describe it and the rather because it is a licking Game for Money There are seven or eight or as many as the Cards will permit play at it at one time In the lifting for dealing the least deals which is a great disadvantage for that makes the Dealer youngest hand The Dealer deals out two to the first hand and turns up the third and so goes on to the next to the third fourth fifth c. He that hath the biggest Card carries the Bone that is one half of the Stake the other remaining for the Game now if there be three Kings three Queens three Tens c. turn'd up the eldest hand wins it Here note that the Ace of Diamonds is Bone-Ace and wins all other Cards whatever thus much for the Bone afterwards the nearest to one and thirty wins the Game and he that turns up or draws to one and thirty wins it immediately CHAP. XV. Of PUTT and the High-Game PVtt is the ordinary rooking Game of every place and seems by the few Cards that are dealt to have no great difficulty in the play but I am sure there is much craft and cunning in it of which I shall show as much as I understand If you play at two-handed Putt or if you please you may play at three hands the best Putt-Card deals Having shuffled the Cards the Adversary cuts them then the Dealer deals one to his Antagonist and another to himself till they have three apiece five up or a Putt is commonly the Game The eldest if he hath a good Game and thinks it better than his Adversaries puts to him if the other will not or dare not see him he then wins one but if he will see him they play it out and he that wins two tricks or all three wins the whole set but if each win a trick and the third tyed neither win because it is trick and tye Sometimes they play without putting and then the winner is he that wins most tricks Here note that in your playing keep up your Cards very close for the least discovery of any one of them is a great advantage to him that sees it This Game consists very much in daring for a right Gamester will put boldly upon very bad Cards sometimes as upon a five seven and a nine the other thinking there are good Cards in his Adversaries hand having very indifferent ones in his own dares not see him and so by going to stock loseth one Here note that he that once hath the confidence to put on bad Cards cannot recall his putting by which means he frequently pays for his bravado The best Putt-Cards are first the Trey next the Deuce then the Ace the rest follow in preheminence thus the King the Queen the Knave the Ten and so onwards to the four which is the meanest Card at Putt Some of the Cheats at Putt are done after this manner First for cutting to be sure of a good Putt-Card they use the Bent the Slick and the Breef the bent is a Card bended in play which you cut the slick is when before-hand the Gamester takes a Pack of Cards and with a slick-stone smooths all the Putt-Cards that when he comes to cut to his Adversary with his four-finger above and his thumb about the middle he slides the rest of the Cards off that which was slickt which is done infallibly with much facility but in this there is required neatness and dexterity for fear of discovery and then your confidence in this contrivance will be vain and of no effect Lastly the Breef in cutting is very advantagious to him that cuts and it is thus done the Cheat provides before-hand a Pack of Cards whereof some are broader than others under some of which he plants in play some good Putt-Cards which though they shuffle never so much they shall rarely separate them by which means he that cuts laying his fingers on the broad Card hath surely dealt him a Putt-Card In dealing these Rooks have a trick they call the Spurr and that is as good Cards come into their hand that they may know them again by the out-side and so discover the strength or weakness of their Adversaries Game I say somewhere on the out-side they give them a gentle touch with their nail Now when they intend to bleed a Col to some purpose whom they have set before they always fix half a score Packs of Cards before as I have related in Whist by slicking them or spurring them that is giving them such marks that they shall certainly know every Card in the Pack and consequently every Card that is in his Adversaries hand an advantage that cannot well be greater But if they are not furnished with such Cards and cannot accomplish their ends by the former indirect means without palpable discovery then they have accomplices who standing by the innocent Col look over his Game and discovers what it is to his Adversary and to strengthen their interest by cheating they frequently carry about them Treys Deuces Aces c. in their Pockets which they use as need requires or if not they will steal them out of the Pack whilst they are playing which is the securest way and freest from discovery Lastly they have one most egregious piece of Roguery more and that is playing the High-Game at Putt and this is to be done but once at a Set-meeting and therefore on this depends the absolute overthrow of the Col that plays or the Col that is a stander-by This High Game at Putt is thus performed the Rook whilst playing singles out the Deuces and Treys for the last Game and placeth them thus in order hiding them in his lap or other covert first a Deuce then a Trey next a Deuce then a Trey then a Trey and a Trey now stooping letting fall a Card or some other way as he shall think fit he claps these Cards fac'd at the bottom having shuffled the Cards before and bids his Adversary cut which he nimbly and neatly with both his hands joyns the divided Cards and then the bottom fac'd Cards are upwards and then he deals and lest there should be a discovery made of the facing he palms them as much as he can nimbly passing the last Card. Now do the Gamesters smile at the goodness of each others Game one shows his to one the other his to another and cries who would not put at such Cards the other in as brisk a tone says Come if you dare What will you lay of the Game says the Rook what you dare says the Col then pausing a while the Rook seems to consult with his