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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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any other Game whatever and will take up sometimes in the playing so long a time that I have known two play a Fortnight at times before the Game hath been ended and indeed I believe the tediousness of the Game hath caus'd the practice thereof to be so little used however since this pastime is so highly ingenious that there is none can parallel it I shall here lay down some brief Instructions tending to the knowledge thereof The first and highest is a King the next in height is a Queen the cloven heads are Bishops they who have heads cut assaunt like a feather in a Helmet are called Knights the last are called Rooks with a round button'd cap on his head and these signifie the Country and Peasantry the Pawns are all alike and each Nobleman hath one of them to wait upon him The Chess-men standing on the board you must place the White King in the fourth house being black from the corner of the field in the first and lower rank and the black King in the white house being the fourth on the other side in your Adversaries first rank opposite to the white King then place the white Queen next to the white King in a white house which is the fourth on that side of the field likewise the black Queen in a black house next to a black King in the same rank Then place on the other side of the King in the same rank first a Bishop because he being a Man of counsel is placed before the Knight who is a man of action or execution the Knight after the Bishop and after the Knight place the Rook who is the peasant or Country-man in the last place or corner of the field place also on the Queens side and next to her a Bishop next a Knight and then a Rook the Pawns take up the last place one of which you must place before each Nobleman as Attendants so that these great or Noblemen fill up the first rank and the Pawns the second from one corner of the field to the other and as many great Men and Pawns as belong to the King so many hath the Queen viz. three great men and four Pawns a-piece that is one Bishop one Knight and one Rook with their Pawns Having thus placed and ordered your men you must in the next place consider their march how they advance and take guard and check The Pawns do commonly begin first the onset and their march is forward in their own file one house at once only and never backward for the Pawns alone never retreat the manner of his taking men is side-ways in the next house forward of the next file to him on either side where when he hath captivated his enemy and placed himself in his seat he proceeds and removes forward one house at once in that file until he find an opportunity to take again The Pawn guards a Piece of his side which stands in that place where if it were one of the contrary party he might take it In like manner the Pawn checks the King viz. as he takes not as he goes which Check if the adverse King cannot shun either by taking up the Pawn himself if the Pawn be unguarded or occasion his taking by some of his Pieces he must of necessity remove himself out of the Pawns Check or if it lie not in his power it is pawn-Mate and so the Game is ended and lost by him whose King is so Mate The Rook goes backward and forward in any file and cross-ways to and fro in any rank as far as he will so that there stands no piece between him and the place he would go to Thus he doth guard his own and check the King also which check if the King can neither cover by the interposition of some piece of his between the checking Rook and himself nor take the Rook nor be the cause of his taking he must remove himself out of that check or it is Mate and the Game is up The Knight skips forward backward and on either side from the place he stands in to the next save one of a different colour with a sideling march or a sloap thus he kills his enemies guards his friends and checks the King of the adverse party which because like the Pawns check it cannot be covered the King must either remove or course the Knight to be taken for he himself cannot take the Knight that checks him or its Mate and the Game is up The Bishop walks always in the same colour of the field that he is first placed in forward and backward asloap every way as far as he lists provided that the way be clear between him and the place he intends to go to thus he rebukes the adversary guards his consorts and checks the adverse King which not being avoided as aforesaid is Mate to him and the Game is ended The Queens walk is more universal for she goes the draughts of all the aforenamed pieces the Knights only excepted for her march is not from one colour to the other asloap so far as she listeth finding the way obstructed by any piece and thus she disturbs her Adversaries protects her subjects and mates the King unless as aforesaid he removes covers takes or causes her to be taken otherwise it is his Mate and the Game is concluded The Kings draught is from his own to the next to him any way that either is empty of his own subjects or where he may surprise any unguarded enemy or where he may stand free from the check of any of the adverse party Thus he confounds his foes defends his friends but checks not the King his enemy who never check one another for there must ever be one house or place at least between the two Kings though unpossest of any other piece and if one King be compel'd to flie for refuge to the King of the adverse party then it is Mate or a Stale and so he that gives the first wins the Game Let this suffice for the various draughts and several walks of the Chess-men but this is not all I shall give you some other Instructions as brief as I may and refer the rest to your own observation Kings and Queens have seven a piece to attend them The King whether white or black guards five persons before he goes forth and being once advanced into the field though it be but into the second house he then and afterwards in his March guards eight houses till he come again to one side or other of the field The five the King guards before his March are the Queen the Bishop his own his Queens and his Bishops Pawn The Queen protects her King and Bishop her Kings her Bishops and her own Pawn Thus the Queen guards as many as the King before she goes forth and after till the Game be won or lost The Kings Bishop guards the Kings Pawn and his Knights the Queens Bishop guards the Queens Pawn and her
forward of the next file of either side when he takes I say his priviledge is that he may remove to the second house forward which is the fourth rank in his own file for his first draught and ever after but one forward at once The second priviledge is greater and that is when any Pawn is come so far as to the first rank of the adversary and seats himself in any of his Noble houses he is dignified for this fact with the name and power of a Queen and so becomes chief of his own Kings forces if the first Queen were slain before and if the first Queen be yet standing in the field the Pawn coming to the rank aforesaid in any house whatsoever may there make what piece you please which you have already lost Some are of opinion that Chefs as well as Draughts may be plaid by a certain Rule indeed I am partly inclined to believe it notwithstanding that most are of a contrary opinion The first remove is an advantage and therefore you must draw for who shall have the first draught which may be done with a black and white man distributed into either hand and offer'd the Opponent which he will chuse if he chuse his own man the first draught is his but when a Game is ended and a Mate given he is to have the first Draught next Game who gave the former Mate The first remove is divers according to the judgment of the Gamester as some will first remove their Kings Knights Pawn one single remove that is to the third house in his own file others play the Kings Rooks Pawn first a double draught but the best way is to play the Kings Pawn first a double remove that so if they are not prevented by their adversaries playing the like they may still remove that Pawn forward with good guard for he will prove very injurious to the adverse King. This Pawn I shall advise you to remove first but not so venturously as a double remove because if you cannot guard him cunningly then are you like to lose him with a check to your King by the Queens coming forth upon him to the great hazard of your Kings Rook therefore play your Kings Rook one single remove that there may be way made for the coming forth of Queen one way two houses asloap and to your Kings Bishop the other way three houses asloap and so upon the neglect of your adversary he may be put to a Scholars check at least in danger of it here note it is ill to play the Bishops Pawn first and worse to play the Queens He that would be an Artist in this noble Game must be so careful to second his pieces that if any man advanced be taken the enemy may be likewise taken by that piece that guards or seconds it so shall he not clearly lose any man which should it fall out contrarily might lose the Game he must also make his passages free for retreat as occasion shall serve lest he be worsted In defending you must also be very careful that you are as able to assault as your enemy for you must not only answer your adversaries assault by foreseeing his design by his play and preventing it but you must likewise devise plots how to pester and grieve your assailant and chiefly how to entrap such pieces as are advanced by him preventing their retreat amongst which a Pawn is the soonest ensnared because he cannot go back for succour or relief but Bishops and Rooks are harder to be surprized because they can march from one side of the field to the other to avoid the ensuing danger but the Knights and Queens of all are most difficultly betray'd because they have so many places of refuge and the Queen more especially where note as a great piece of policy that if possible you constantly have as many guards upon any one piece of yours as you see your enemy hath when he advanceth to take it and be sure withall that your guards be of less value than the pieces he encountreth you with for then if he fall to taking you will reap advantage thereby but if you see you cannot guard yours but must of necessity lose it then be very circumspect and see whether you can take a far better piece of his in case he takes yours by advancing some other piece of yours in guard for so as it often falls out that yours which you had given over for lost may be saved whereas no other way could have done it When an adverse piece comes in your way so that by it all may be taken consider with your self first whether it be equal in worth to yours next whether it can do you any damage in the next Draught if not let it alone for as it is best to play first so it is to take last unless as was said you might take the piece clear or get a better than that you lose to take it or at least disorder him one Pawn in his taking your man that took his but when you have the advantage be it but of one good piece for a worse or of a Pawn clear then it is your best way to take man for man as often as you can besides you are to note that whatsoever piece your adversary plays most or best withall be sure if it lie in your power to deprive him thereof though it be done with loss of the like or of one somewhat better as a Bishop for a Knight for by this means you may frustrate your adversaries design and become as cunning as himself Now the chief aim at Chefs is to give the Mate which is when you so check the King of the adverse party that he can neither take the checking piece because it is guarded nor cover the check nor yet remove out of it Your care ought to be in the interim how to deprive him of some of his best pieces as his Queen or Rook and the way to entrap a Queen is two-fold First by confining her to her King so that she may not remove from him for leaving him in check of an adverse piece Secondly by bringing her to or espying her in such a place as a Knight of yours may check her King and the next draught take her In the same manner you may serve a Bishop if the adverse Queen covers her slope-wise but if she stand not in such a posture she may be brought to it entice her thither with some unguarded man which she out of eagerness of taking for nothing may indiscreetly bring her self into trouble But if you intend to catch the Queen with a Knight imagine that the adverse King stands in his own place unremoved and that the Queen hath brought her self to stand in that place where the Kings Rooks Pawn stood first she standing in this posture bring if you can one of your Knights to check her King in the third house before his own Bishop and if there be no man
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
Colours p. 88 Ch. 14. Bone-Ace p. 91 Ch. 15. Of Put and the High-Game p. 92 Ch. 16. Wit and Reason a Game so called p. 97 Ch. 17. A Pastime called The Art of Memory p. 99 Ch. 18. A Game called Plain-dealing p. 100 Ch. 19. A Game called Queen Nazareen p. 101 Ch. 20. Lanterloo ibid. Ch. 21. A Game called Penneech p. 104 Ch. 22. Post and Pair p. 106 Ch. 23. Bankafalet p. 107 Ch. 24. Beast p. 108 Games within the Tables Ch. 25. Of Irish p. 109 Ch. 26. Of Back-Gammon p. 110 Ch. 27. Of Tick-tack p. 112 Ch. 28. Dubblets p. 115 Ch. 29. Sice-Ace p. 116 Ch. 30. Ketch-Dolt ibid. Games without the Tables Ch. 31. Of Inn and Inn. p. 117 Ch. 32. Of Passage p. 119 Ch. 33. Of Hazzard p. 120 Ch. 34. The Art and Mystery of Riding Whether the Great Horse or any other p. 124 Ch. 35. Of Racing p. 141 Ch. 36. Of Archery p. 149 Ch. 37. Of Cock-fighting p. 152 Of Gaming in General or an Ordinary described GAming is an enchanting witchery gotten betwixt Idleness and Avarice An itching Disease that makes some scratch the Head whilst others as if they were bitten by a Tarantula are laughing themselves to death Or lastly it is a paralytical distemper which seizing the arm the man cannot chuse but shake his elbow It hath this ill property above all other Vices that it renders a Man incapable of prosecuting any serious action and makes him always unsatisfied with his own condition he is either lifted up to the top of mad joy with success or plung'd to the bottom of despair by misfortune always in extreams always in a storm this minute the Gamester's countenance is so serene and calm that one would think nothing could disturb it and the next minute so stormy and tempestuous that it threatens destruction to it self and others and as he is transported with joy when he wins so losing he is tost upon the billows of a high swelling passion till he hath lost sight both of sense and reason I have seen some Dogs bite the stones which Boys have thrown at them not regarding whence they were flung so I have seen a losing Gamester greedily gnawing the innocent Box and sometimes tearing it to pieces as an accessary to his throwing out nor must the Dice go unpunished for not running his chance and therefore in rage are thrown on the ground to be kickt to and fro by every body and at last lookt upon no other than the fit companions of every saucy Skip-jack Then fresh Dice are called for as thinking they will prove more kind than the former or as if they believed that some were good natur'd others bad and that every Bale produced a different disposition If these run cross too the Box-keeper shall not go without a horrid execration if for nothing else but that he lookt strictly to the cast it may be conceiving that his very eyes were capable of making them turn to his disadvantage This restless man the miserable Gamester is the proper subject of every man's pity Restless I call him because such is the itch of play either winning or losing he can never rest satisfied if he wins he thinks to win more if he loses he hopes to recover To this Man's condition the saying of Hannibal to Marcellus may be fitly applied that nec bonam nec malam fortunam ferre potest he could not be quiet either Conqueror or Conquered Thus have I heard of some who with Five Pounds have won Four Hundred Pounds in one Night and the next Night have lost it to a sum not half so much others who have lost their estates and won them again with addition yet could not be quiet till they lost them irrecoverably And therefore fitly was that question propounded Whether men in Ships at Sea were to be accounted among the living or the dead because there were but few inches betwixt them and drowning The same quaere may be made of great Gamesters though their estates be never so considerable Whether they are to be esteemed poor or rich since there are but few Casts at Dice betwixt a rich man in that circumstance and a beggar Now since speculation will not be convincing unless we shew somewhat of the modern practice we must therefore lay our Scene at an Ordinary and proceed to action Where note an Ordinary is a handsome house where every day about the hour of twelve a good Dinner is prepared by way of Ordinary composed of variety of dishes in season well drest with all other accommodations fit for that purpose whereby many Gentlemen of great Estates and good repute make this place their resort who after Dinner play a while for recreation both moderately and commonly without deserving reproof But here is the mischief the best Wheat will have Tares growing amongst it Rooks and Daws will sometimes be in the company of Pigeons nor can real gentlemen now adays so seclude themselves from the society of such as are pretendedly so but that they oftentimes mix company being much of the same colour and feather and by the eye undistinguishable It is reported of the Polypus a Fish that it will conform it self to the colour of what is nearest for security and advantage And so do these pretended Gentlemen attire themselves in what is both gentile and fashionable that under that disguise they may with more facility riggle themselves into the society of such worthy persons out of whom they intend to squeeze some sums of moneys by Cards Dice or otherways These Rooks can do little harm in the day time at an Ordinary being forc'd to play upon the Square although now and then they make an advantage when the Box-keeper goes with him and then the Knave and Rascal will violate his trust for profit and lend him when he sees good a Tickler shall do his business but if discovered the Box-keeper ought to be soundly kickt for his pains Such practices and sometimes the Box-keepers connivances are so much us'd of late that there is nothing near that fai● play in an Ordinary as formerly The day being shut in you may properly compare this place to those Countries which ly● far in the North where it is as clear at midnigh● as at noon-day And though it is a house of Si● yet you cannot call it a house of Darkness fo● the Candles never go out till morning unless the sudden fury of a losing Gamester make them extinct This is the time when ravenous beasts usually seek their prey wherein comes shoals of Huffs Hectors Setters Gilts Pads Biters Divers Lifters Filers Budgies Droppers Crossbyters c. and these may all pass under the general and common appellation of Rooks. And in this particular an Ordinary serves as a Nursery for Tyburn for if any one will put himself to the trouble of observation he shall find that there is seldom a Year wherein there are not some of this Gang hang as precious Jewels
man not minding that his King can take his also so that the Kings losing all their men and they being so unable to come so near as to grapple the Game is ended but the Stakes on both sides are saved I shall conclude this Game with the Laws of Chess which are these following 1. What Piece soever of your own you touch or lift from the point whereon it standeth you must play it for that draught if you can and into what house you set your Man there it must stand for that draught according to the saying at this Game Touch and take out of hand and stand 2. If you take up your Adversaries man and after think best to let it stand untaken before you set your piece in place thereof you must cry him mercy or lose the Game 3. If your Adversary play a false draught and you see it not till you play your next draught 't will then be too late to challenge him for it 4. If you play a false draught through mistake and your Adversary take no notice for his advantage and plays his next draught you cannot recall it 5. If you misplace your men and so play awhile and then discover it it lies in your Adversaries power to continue or begin the Game 6. Pawns may be plaid a double remove forward for their first draught but no Pawn hath that priviledge without permission on whose next file on either side a Pawn of your Adversaries is already advanced as far as your fourth rank 7. The standing of the King ought to be certain in his shifting and not as you please to place him as some men play 8. If your King stand in the check of any adverse piece and you have plaid one draught or more without avoiding the check your Adversary may say check to you when he listeth and for your draught then make you avoid that check you stood in though it may be to your great peril 9. If any one condition by wager that he will give Mate or win the Game and the Adversary brings it to a Dead-Game though he save the first Stake yet he loseth the Wager 10. He that gives over the Game before it is finished without the consent of his Adversary loseth his Stake Many more Observations might be here inserted for the understanding of this noble Game which I am forced to wave to avoid prolixity CHAP. V. Principal Games on CARDS PICKET BEfore you begin the Game at Picket you must throw out of the Pack the Deuces Treys Fours and Fives and play with the rest of the Cards which are in number thirty and six The usual Set is an hundred not but that you may make it more or less the last Card deals and the worst is the Dealers The Cards are all valued according to the number of the spots they bear the Ace only excepted which wins all other Cards and goes for eleven The Dealer shuffles and the other cuts delivering what number he pleaseth at a time so that he exceed not four nor deal under two leaving twelve on the Table between them He that is the elder having lookt over his Cards and finding never a Court-Card among them says I have a blank and I intend to discard such a number of Cards and that you may see mine discard you as many as you intend this done the Eldest shows his Cards and reckons ten for the blank then taking up his Cards again he discards those which he judgeth most fit here note he is always bound to that number which he first propounded This being done he takes in as many from the Stock as he laid out and if it should chance to fall out that the other hath a Blank too the youngers Blank shall bar the former and hinder his Picy and Repicy though the eldest hands Blank consists of the biggest Cards It is no small advantage to the eldest to have the benefit of discarding because he may take in eight of the twelve in the Stock discarding as many of his own for them nor but that if he find it more advantageous he may take in a less number after this the Antagonist may take in what he thinks fit acquitting his hand of the like number Here note that let the Game be never so good the Gamesters are both obliged to discard one Card at least After the discarding you must consider the Ruff that is how much you can make of one suit the eldest speaks first and if the youngest makes no more the Ruff is good and sets up one for every ten he can produce as for example for thirty reckon three for forty four and so onward withall take notice you are to count as many for thirty five as for forty and as much for forty five as fifty and so of the rest but from thirty five to thirty nine you must count no more than for thirty five and so from thirty to thirty four count no more than for thirty and this Rule is to be observed in all other higher numbers As for Sequences and their value after the Ruff is plaid the Elder acquaints you with his Sequences if he have them and they are Tierces Quarts Quints Sixiesms Septiesms Huictiesms and Neufiesms as thus six seven and eight nine ten and Knave Queen King and Ace which last is called a Tierce Major because it is the highest A Quart is a sequence of four Cards a Quint of five a Sixism of six c. These Sequences take their denomination from the highest Card in the Sequence It is a Tierce Major or a Tierce of an Ace when there is Queen King and Ace a Tierce of a King when the King is the best Card a Tierce of a Queen when there is neither King nor Ace and so till you come to the lowest Tierce which is a Tierce of an eight You must reckon for every Tierce three for a Quart four but for a Quint fifteen for a Sixiesm sixteen and so upward now what ever you can make of all you must add to your Blank and count the whole together Here note that the biggest Tierce Quart or other Sequence although there be but one of them makes all the others less Sequences useless unto him be they never so many and he that hath the biggest Sequence by vertue thereof reckons all his less Sequences though his Adversaries Sequences be greater and otherwise would have drowned them Farther observe that a Quart drowns a Tierce and a Quint a Quart and so of the rest so that he who hath a Sixiesm may reckon his Tierces Quarts or Quints though the other may happen to have Tierce Quart c. of higher value than the others are that hath the Sixiesm trace the same method in all the other like Sequences After you have manifested your Sequences you come to reckon your three Aces three Kings three Queens three Knaves or three Tens as for Nines Eights Sevens and Sixes they have no place in this account