The compleat gamester, or, Instructions how to play at billiards, trucks, bowls, and chess together with all manner of usual and most gentile games either on cards or dice : to which is added the arts and mysteries of riding, racing, archery, and cock-fighting.

About this Item

Title
The compleat gamester, or, Instructions how to play at billiards, trucks, bowls, and chess together with all manner of usual and most gentile games either on cards or dice : to which is added the arts and mysteries of riding, racing, archery, and cock-fighting.
Author
Cotton, Charles, 1630-1687.
Publication
London :: Printed by A.M. for R. Cutler and to be sold by Henry Brome ...,
1674.
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Subject terms
Games -- Early works to 1800.
Gambling -- Early works to 1800.
Great Britain -- Social life and customs -- 17th century.
Link to this Item
http://name.umdl.umich.edu/A34637.0001.001
Cite this Item
"The compleat gamester, or, Instructions how to play at billiards, trucks, bowls, and chess together with all manner of usual and most gentile games either on cards or dice : to which is added the arts and mysteries of riding, racing, archery, and cock-fighting." In the digital collection Early English Books Online. https://name.umdl.umich.edu/A34637.0001.001. University of Michigan Library Digital Collections. Accessed June 16, 2024.

Pages

Page 23

CHAP. I.

Of BILLIARDS.

THe Gentile, cleanly and most in∣genious Came at Billiards had its first original from Italy, and for the ex∣cellency of the Recreation is much ap∣proved of and plaid by most Nations in Europe especially in England there be∣ing few Towns of note therein which hath not a publick Billiard-Table, nei∣ther are they wanting in many Noble and private Fam••••••es in the Country, for the recreation of the mind and exercise of the body.

The form of a Billiard-Table is ob∣long, that is something longer than it is broad; it is rail'd round, which rail or ledge ought to be a little swel'd or stuft with fine flox or cotton: the superficies of the Table must be cove∣red with green-cloth, the finer and more freed from knots the better it is: the Board must be level'd as exactly as may be, so that a Ball may run true up∣on

Page 24

any part of the Table without lean∣ing to any side thereof; but what by reason of ill-season'd boards which are subject to warp, or the floar on which it stands being uneven, or in time by the weight of the Table, and the Game∣sters yielding and giving way, there are very few Billiard-Tables which are found true; and therefore such which are exactly level'd are highly valuable by a good Player; for at a false Table it is impossible for him to show the excellency of his Art and Skill, whereby Bunglers many times by knowing the windings and tricks of the Table have shamefully beaten a very good Gamester, who at a true Ta∣ble would have given him three in five.

But to proceed in the description thereof; at the four corners of the Table there are holes, and at each side exactly in the middle one, which are called Hazards, and have hanging at the bottoms nets to receive the Balls and keep them from falling to the ground when they are hazarded. I have seen at some Tables Wooden

Page 25

Boxes for the hazards, six of them as aforesaid, but they are nothing near so commendable as the former, because a Ball struck hard is more apt to fly out of them when struck in.

There is to the Table belonging an Ivory Port, which stands at one end of the Table, and an Ivory King at the other, two small Ivory Balls and two Sticks; where note if your Balls are not compleatly round you can ne∣ver expect good proof in your play: your Sticks ought to be heavy, made of Brasile, Lignum vitae or some other weighty wood, which at the broad end must be tipt with Ivory; where note, if the heads happen to be loose, you will never strike a smart stroke, you will ea∣sily perceive that defect by the hollow deadness of your stroak and faint run∣ning of your Ball.

The Game is five by day light, or se∣ven if odds be given, and three by Candle-light or more according to odds in houses that make a livelihood thereof; but in Gentlemens houses there is no such restriction; for the Game may justly admit of as many as the

Page 26

Gamesters please to make.

For the Lead you are to stand on the one side of the Table opposite to the King, with your Ball laid near the Cu∣shon, and your Adversary on the o∣ther in like posture; and he that with his Stick makes his Ball come nearest the King leads first.

The Leader must have a care that at the first stroke his Ball touch not the end of the Table leading from the King to the Port, but after the first stroke he need not fear to do it, and let him so lead that he may either be in a possibility of passing the next stroke, or so cunningly lie that he may be in a ve∣ry fair probability of hazarding his Ad∣versaries Ball, that very stroak he plaid after him.

The first contest is who shall pass first, and in that strife there are fre∣quent opportunitities of hazarding one another; and it is very pleasant to ob∣serve what policies are used in hinder∣ing one another from the pass, as by turng the Port with a strong clever stroke; for if you turn it with your Stick it must be set right again; but

Page 27

indeed more properly he that doth it should lose one; sometimes it is done (when you see it is impossible to pass) by laying your Ball in the Port, or before your Adversaries, and then all he can do is to pass after you; if he hath past and you dare not adven∣ture to pass after him, for fear he should in the interim touch the King and so win the end, you must wait upon him and watch all opportuni∣ties to hazard him, or King him; that is, when his Ball lyeth in such man∣ner that when you strike his Ball may hit down the King, and then you win one.

Here note, that if you should King him, and your Ball fly over the Table, or else run into a hazard, that then you lose one notwithstanding.

The Player ought to have a curious eye, and very good judgment when he either intends to King his Adversa∣ry's Ball, or hazard, in taking or quar∣tering out just so much of the Ball as will accomplish either; which ob∣servation must be noted in passing on your Adversary's Ball, or corner of the

Page 28

Port. Some I have observed so skil∣ful at this Recreation, that if they have had less than a fifth part of a Ball they would rarely miss King or Hazard.

As this is a cleanly pastime, o there are Laws or Orders made a∣gainst lolling slovingly Players, that by their forfeitures they may be re∣duced to regularity and decency; wherefore be careful you lay not your hand on the Table when you strike or let your sleeve drag upon it, if you do it is a loss; if you smoak and let the ashes of your Pipe fall on the Table, whereby oftentimes the Cloth is burned, it is a forfeiture, but that should not so much deter you from it as the hindrance piping is to your play.

When you strike a long stroke, hold your stick neatly between your two fore fingers and your thumb, then strike smartly, and by aiming rightly you may when you please ei∣ther fetch back your Adversary's Ball when he lyeth fair for a pass, or many times when he lyeth behind the King,

Page 29

and you at the other end of the Table you may King him backward.

If you lie close you may use the small end of your stick, or the flat of the big end, raising up one end over your shoulder, which you shall think most convenient for your purpose.

Have a care of raking, for if it be not a forfeiture it is a fault hardly ex∣cusable, but if you touch your Ball twice it is a loss.

Beware when you jobb your Ball through the Port with the great end of your Stick that you throw it not down, if you do it is a loss, but do it so handsomly that at one stroke without turning the Port with your Stick you effect your purpose; it is good play to turn the Port with your Ball, and so hinder your Adver∣sary from passing; neither is it amiss if you can to make your Adversary a Fornicator, that is having past your self a little way, and the others Ball being hardly through the Port you put him back again, and it may be quite out of pass.

It argueth policy to lay a long Ha∣zard

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sometimes for your Antagonist, whereby he is often entrapped for rashly adventuring at that distance, thinking to strike your Ball into the Hazard, which lieth very near it, he frequently runs in himself by reason of that great distance.

There is great art in lying abscond, that is, to lie at bo-peep with your Adversary, either subtlely to gain a pass or hazard.

Here note, if your Adversary hath not past and lyeth up by the King, you may endeavour to pass again, which if you do, and touch the King, it is two, but if thrown down you lose: Some instead of a King use a string and a bell, and then you need not fear to have the end, if you can pass first; this is in my judgment bungling play, there being not that curious art of finely touching at a great distance a King that stands very ticklishly.

For your better understanding of the Game▪ read the ensuing Orders. But there is no better way than pra∣ctice to make you perfect therein.

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Orders to be observed by such who will play at Billiards.

1. IF the Leader touch the end of the Table with his Ball at the first stroke he loseth one.

2. If the Follower intend to hit his Adversaries Ball, or pass at one stroke he must string his Ball, that is, lay it even with the King, or he loseth one.

3. He that passeth through the Port hath the advantage of touching the King which is one if not thrown down.

4. He that passeth twice, his Ad∣versary having not past at all, and toucheth the King without throwing him down wins two ends.

5. He that passeth not hath no o∣ther advantage than the Hazards.

6. He that is a Fornicator (that is, hath past through the back of the Port) he must pass twice through the fore part, or he cannot have the ad∣vantage of passing that end.

7. He that hits down the Port or King, or hazards his own Ball, or

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strikes either Ball over the Table lo∣seth one.

8. He that hazards his Adversary's Ball, or makes it hit down the King winneth the end.

9. If four play, two against two, he that mistakes his stroke loseth one to that side he is of.

10. He that after both Balls plaid, removes the Port without consent, or strikes his Ball twice together, or that his Adversaries Ball touch his Stick∣hand, Clothes, or playeth his Adversa∣ries Balls, loseth one.

11. He that sets not one foot up∣on the ground when he strikes his Ball shall lose an end, or if he lay his hand or sleeve on the Cloth.

12. A stander by though he betts shall not instruct, direct or speak in in the Game without consent, or being first asked; if after he is advertised hereof he offend in this nature, for every fault he shall instantly forfeit Two pence for the good of the Com∣pany, or not be suffer'd to stay in the Room.

13 He that plays a Ball, while the

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other runs, or takes up a Ball before it lie still loseth an end.

14. He that removes the Port with his Stick when he strikes his Ball, and thereby prevents his Adversaries Ball from passing loseth an end.

15. All controversies are to be decided by the Standers by, upon asking judg∣ment. Here note, that whosoever breaks the King forfeits a shilling, for the Port ten shillings, and each Stick five shillings.

16. Five ends make a Game by Day-light, and three by Candle-light.

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The Orders in Verse as I found them fram'd for a very ancient Billiard-Table.

1.
THe Leading ball the upper end may'nt hit; For if it doth it loseth one by it.
2.
The Follower with the King lie even shall If he doth pass or hit the others ball; Or else lose one, the like if either lay Their arm or hand on board when they do play.
3.
That man wins one who with the o∣thers ball So strikes the King that he doth make him fall.
4.
If striking at a hazard both run in, The ball struck at thereby an end shal win.
5.
He loseth one that down the Port doth ling; The like doth he that justles down the King.
6.
He that in play the adverse ball shall touch With stick, hand, or cloaths forfeits just as much.

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7.
And he that twice hath past shall touch the King, The other not past at all shall two ends win.
8.
If both the balls over the Table flie, The striker of them loseth one thereby. And if but one upon the board attend, The striker still the loser of the end.
9.
One foot upon the ground must still be set, Or one end's lost if you do that forget: And if you twice shall touch a ball e're He Hath struck between an end for him is free.
10.
If any Stander by shall chance to bet, And will instruct, he then must pay the set.
11.
The Port or King being set, who moves the same With hand or stick shall lose that end or Game.
12.
He that can touch being past, or strike the other Into the Hazard is allowed another.
13.
If any Stander by shall stop a ball, The Game being lost thereby he pays for all.

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14.
If any past be stricken back again, His pass before shall be accounted vain.
15.
He that breaks any thing with vio∣lence, King, Port, or Stick is to make good th'offence.
16.
If any not the Game doth fully know May ask another whether it be so, Remember also when the Game you win, To set it up for fear of wrangling.
17.
He that doth make his ball the King light hit, And holes th'other scores two ends for it.

There are several other Orders which only concern the house which I omit, as impertinent to the Rules of playing at Billiards.

Since Recreation is a thing lawful in it self if not abused, I cannot but commend this as the most gentile and innocent of any I know, if rightly u∣sed; there being none of those cheats to be plaid at this as at several other Games I shall hereafter mention. There is nothing here to be used but pure art; and therefore I shall only caution

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you to go to play, that you suffer not your self to be over-matcht, and do not when you meet with a better Gamester than your self condemn the Table, and do not swear as one did play∣ing at Nine-Pins, this L. N. hath put false Pins upon me.

To conclude, I believe this Pastime is not so much used of late as formerly, by reason of those spunging Caterpil∣lars which swarm where any Billiard-Tables are set up, who making that single room their Shop, Kitching and Bed-chamber; their Shop, for this is the place where they wait for ignorant Cul∣lies to be their Customers; their Kitch∣ing, for from hence comes the Major part of their provision, drinking and smoak∣ing being their common sustenance; and when they can perswade no more persons to play at the Table, they make it their dormitory, and sleep un∣der it; the Floor is their Feather-bed, the legs of the Table their Bed-posts, and the Table the Tester; they dream of nothing but Hazards, being never out of them, of passing and repassing, which may be fitly applied to their

Page 38

lewd lives, which makes them conti∣nually pass from one prison to another till their lives are ended; and there is an end of the Game.

Page 39

Chap. III.

Of TRVCKS.

Trucks is an Italian Game, and is much used in Spain and Ireland; it is not very unlike Billiards, but more boisterous, and in my opinion less gentile.

It is a pastime less noted in Eng∣land, wherefore the Tables are rare∣ly met withal; one I have seen at Tower-hill, but so bunglingly compo∣sed, and so irregularly formd and fram'd, that it was fit for none to play at but such who never saw or plaid at any other than that.

A right Truck-table ought to be somewhat larger than a Billiard-table, being at least three foot longer than it is broad and covered with Green Cloth, but it need not be every whit so fine as the former.

It hath three holes at each end, besides the corner holes; the middle-most at one end stands directly against

Page 40

the Sprigg which stands for the King at Billiards, and the other end, middle-most hole, stands exactly against the Argolio, which is in the nature of a Port at Billiards. Of each side there are ten holes, none of these have nets to receive the Balls, and therefore it is a sport more troublesome than Bil∣liards.

The Argolio stands as the Port at Billiards as aforesaid, and is made of a strong hoop of Iron fastned to the Table, that it cannot stirr, having a wider passage than a Port, and in its bending is higher from the Board.

The Sprigg is another piece of Iron, about the thickness of a Man's little finger, and is taller than the Billiard King, and driven into the Board, so that it is immovable.

The Tacks with which they play, are much bigger than Billiard Sticks, and are headed at each end with Iron; the small end is round from the mid∣dle, or farther running taperwise, but the great end is flat beneath, though rounding a top; good Gamesters play for the most part with the small end.

Page 41

The Balls are made of Ivory, and are in bigness like Tennis-balls, and require much art in their rounding, for otherwise they will never run true.

You may lead as you do at Billi∣ards, but that is lookt upon as bung∣ling play; the best Artist at this Game usually bank at the fourth Cushon from the end where the Argolio stands, and is commonly markt for distincti∣on whith a little chalk.

The Game because it is sooner up than Billiards, is Nine, and sometimes Fifteen, or indeed as many, or as few as you please.

He that leads must have a care he hit not the end, for that is a loss, but he may bank if he please; if the Lea∣der lie in pass, the Follower must hit him away if he can, for if he pass it is ten to one but he wins the end, because he may boldly strike at the Sprigg. If the Leader lies not in pass, he may either strike at him, or lye as well to pass as the former, and then all the strife lyeth in trucking one an∣other, or striving who shall pass first.

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In passing here is this subtlety to be observed, if your Adversary's Ball lie strait before the Argolio, and yours lies a little behind it, and it is your stroke, you would think it impossible to pass by reason of that obstructi∣on; whereas it is easily done thus, take the small end of your Tack, and set it sloaping behind your Ball, but touch it not, for if you do, you lose the end; then bend your fist, and give your Stick a smart cuff, and it will raise you Ball over your Adversary's through the Port with much facility, this is called by Artists, falkating; all that the follower can do to save the end, is (lying as he doth just against the Sprigg) to pass and touch the Sprigg at one stroke, and that is two; if he touch not the end, is the others; if in striking the Sprigg too hard, he run not out of one hole or other, and then he loseth.

For the advantage of striking you may lay one hand on the Table, arm, &c. without forfeiture; but you must not touch your Ball with your sleeve or hand without leave first obtained

Page 43

under the loss of the end. As thus, you may not know which is your Ball, upon this you cry, By your leave, Sir, and then you may take it up and see by the mark whether it be yours or not.

If you truck your Adversary's Ball it is one, but if you do it and run out, or fly over the Table, you lose one, so if you strike at your Adver∣sary's Ball, and one or both fly over the Table it is a loss to you.

If after you have past you truck your Adversary's Ball and hit the Sprigg it is three; if you pass at one stroke truck your Adversary's Ball and hit the Sprigg you win four; this is very rarely done, as you may well imagin, yet I have seen it done, but never done by design, but casually; there is much art in holding your Tack rightly, the best way I can in∣form you is to hold the great end in your right hand, and level the small end over your fore-finger and thumb, leaning your left arm on the Table, for the more steddy and direct guid∣ance of your Tack to transmit the Ball

Page 44

to what part of the Table you shall think most requisite, and when you intend a smart stroke let your shove be brisk.

In short I must leave this as all o∣ther Games to your observation and practice; only this let me advise you, if any difference arise leave it to the judgment of the Table, to decide the Controversie, but end it not with your lives, by using two such clubbing Ar∣bitrators as you play with, for with one stroke (they are so strong & heavy) they are sufficient to dash out a mans brains, and by the several great mischiefs have been done thereby be advised not to fall into the like dangerous rashness.

One thing I had almost forgot, and that is, if you fulkate over hand be very careful how you strike your Ball, for by carelesness or missing your Ball you frequently wound the Table. Now fulkating over hand, is, when you lie near the Cushon for a pass, and your Adversary's Ball lies directly before yours, to make yours to jump over his through the Argolio, you must strike

Page 45

a strong stroke,sloaping downwards, which will make your Ball mount a∣loft.

Orders for a Truck-Table.

1. IF the Leader touch the end, it is the loss of one.

2. If the Follower intend to hit his Adversary's Ball from the pass at the first stroke he must string his Ball even with the Sprigg, or loseth one.

3. He that passeth and first hits the Sprigg wins one.

4. He that passeth twice and hits the Sprigg wins two.

5. He that passeth backward (and is called a Fornicator) he must pass twice through the fore-part, or he can∣not have the advantage of passing that end.

6. He that trucks his own Ball, or strikes it, or his Adversary's over the Table, loseth one.

7. He that trucks his Adversary's Ball wins two.

8. He that toucheth his Adversa∣ry's Ball with Hand, Stick, or Clothes,

Page 46

or strikes it for his own, loseth one.

9. He that passeth and toucheth at a stroke, wins two.

10. He that having past trucks his Adversaries Ball and hits the Sprigg with his own, wins three.

11. Lastly, he that passeth, trucketh his Adversary's Ball and hits with his own the Sprigg, wins four.

There are other trivial Orders which for brevity sake I here omit.

Page 47

CHAP. IV.

Of BOWLING.

BOwling is a Game or Recreation, which if moderately used is very healthy for the body, and would be much more commendable than it is were it not for those swarms of Rooks which so pester Bowling-Greens, Bares, and Bowling-Alleys where any such places are to be found, some making so small a spot of gound yield them more annually then fifty Acres of Land shall do elsewhere about the City, and this done cunning, betting, crafty matching, and basely playing booty.

In Bowling there is a great art in chusing out his ground, and prevent∣ing the windings, hanging, and many turning advantages of the same, whe∣ther it be in open wide places, as Bares and Bowling-greens, or in close Bow∣ling-Alleys. Where note that in Bow∣ling the chusing of the Bowl is the

Page 48

greatest cunning. Flat Bowls are best for close Alleys; round byassed Bowls for open grounds of advantage, and Bowls round as a Ball for green swarths that are plain and level.

There is no advising by writing how to bowl, practice must be your best tutor, which must advise you the risings, fallings, and all the several advantages that are to be had in divers Greens, and Bowling-Alleys; all that I shall say, have a care you are not in the first place rookt out of your money, and in the next place you go not to these places of pleasure unseasonably, that is when your more weighty business and concerns require your being at home, or some where else.

Page 49

The Character of a Bowling-Ally, and Bowling-Green.

A Bowling-Green, or Bowling-Ally is a place where three things are thrown away besides the Bowls, viz. Time, Money and Curses, and the last ten for one. The best sport in it, is the Gamesters, and he enjoys it that looks on and betts nothing. It is a School of wrangling, and worse than the Schools.; for here men will wrangle for a hairs bredth, and make a stir where a straw would end the controversie. Never did Mimmick screw his body into half the forms these men do theirs; and it is an Article of their Creed, that the bending back of the body or screwing in of their shoulders is sufficient to hinder the over-speed of the Bowl, and that the running after it adds to its speed. Though they are skilful in ground, I know not what grounds they have for loud lying, crying

Page 50

sometimes the Bowl is gone a mile, a mile, &c. when it comes short of the Jack by six yards; and on the con∣trary crying short, short, when he hath overbowled as far. How sensless these men appear when they are speaking sense to their Bowls, putting consi∣dence in their intreaties for a good cast. It is the best discovery of hu∣mours, especially in the losers, where you may observe fine variety of impa∣tience, whilst some fret, rail, swear, and cavel at every thing, others rejoyce and laugh, as if that was the sole design of their creation.

To give you the Moral of it, it is the Emblem of the World, or the worlds ambition, where most are short, over, wide or wrong byassed, and some few justle in to the Mistress, Fortune! And here it is as in the Court, where the nearest are the most spighted, and all Bowls aim at the other.

Page 51

CHAP. V.

Of a Game at Chess.

CHess is a Royal Game and more difficult to be understood than 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 pa∣stime is so highly ingenious that there is none can parallel it, I shall here lay down some brief instructions tending to the knowledg 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 aslaunt like a feather in a Hel∣met 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

Page 52

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; like∣wise 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 af∣ter the Bishop, and after the Knight place the Rook (who is the Peasant or Country-man) in the last place or cor∣ner 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

Page 53

which you must place before each No∣bleman as Attendants, so that these great or Nobleman 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 apiece, 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 him∣self in his seat, he proceeds and re∣moves forward one house at once in that file, until he find an opportunity to take again.

Page 54

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 ad∣verse King cannot shun either by taking up the Pawn himself (if the Pawn be un∣guarded, or occasion his taking by some of his Pieces, he must of necessity re∣move 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 for∣ward 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 nei∣ther 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

Page 55

and on either side from the place he stands in to the next save one of a dif∣ferent 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 e∣very 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 con∣sorts, and checks the adverse King, which not being avoided as aforesaid, is Mate to him and the Game is en∣ded.

The Queens walk is more universal; for she goes the draughts of all the a∣forenamed pieces, (the Knights only excepted, for her march is not from one colour to the other asloap) so far as she

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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 e∣nemy, 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 se∣veral 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.

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Kings and Queens have seven a piece to attend them. The King whether white or black guards five persons be∣fore he goes forth, and being once ad∣vanced into the field, though it be but into the second house, he then and af∣terwards 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 Knights guard but three houses apiece before they go forth; but after they are marched off from the side of the field, they guard as many houses as the King and Queen do. Those houses which the Knights guard ere they go out are the Kings. The Knight guards

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the Kings Pawn, and the third house in the front of the Kings Bishops Pawn, and the third house in the front of the Kings Rooks Pawn.

The Queens Knight guards her Pawn, and the third house in the front of her Bishops Pawn, also the third house in the front of her Rooks Pawn. The Kings Rook guards his own Pawn, and the Kings Knight and no more till he be off of the side of the field, and then he guards four houses, and the same does the Queens Rook. The Pawns likewise guard these places be∣fore they be advanced into the field, viz. The Kings Pawn guards the third house before the Queen, and the third before the Kings Bishop, the Queens Pawn guards the third house before the King, and the third before her Bi∣shop. The Kings Bishop's Pawn guards the third house before the King, and the third before the Kings Knight. The Queens Bishop's Pawn guards the third house before the Queen, and the third before the Queens Knight. The Kings Knights Pawn guards the third house before the Kings Bishop, and the third

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before the Kings Rook. The Queens Knight's Pawn guards the third house before the Queens Bishop, and the third before the Queens Rook. The Kings Rooks Pawns, and the Queens Rooks Pawn guard but one house apiece, that is to say, the third houses before the Knight, because they stand on the side of the field.

Next consider the value of the great men. The King exposeth not himself to danger upon every occasion, but the Queen is under him as General, and doth more sevice than any two great men besides; and when it happens that she is lost, her King most certainly lo∣seth the field, unless the Adversary knows not how to make use of so great an advantage. Wherefore if a King lose two or three of his best men in taking the opponents Queen, yet he hath the best of it if he can but ma∣nage his Game rightly.

Next to the Queen in value is the Rook, and is as much in worth above the Bishop and Knight as the Queen is above him; so that a Rook is more worth than two Bishops or two Knights

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because he can give a Mate by the help of the King, which no other piece can do, unless plaid with excellent skill.

Bishops are accounted better than Knights, because they can give a Mate with a King when no other men are left to help them, with more ease than the Knights can; for they seldom or never do it: yet it is more dangerous to lose a Knight than a Bishop, because the Knights check is more dangerous than the Bishops; for the Bishop is tyed to one colour of the field out of which he cannot pass, but the Knight passeth through all the houses of the field; the Bishops check may be covered, the Knights cannot; besides if it fall out that one of the Kings hath no other men left but his Bishops, and the other King none but his Knights, the Knights with their checks can take the Bishops one after another, because the Bishops cannot guard each other which the Knights can do; so that at the begin∣ning of the Game it is better to lose Bishops for the adversaries Knights than the contrary.

The difference of the worth of

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Pawns is not so great as that Noble∣men, because there is not such variety in thier walks, only thus much, the Kings Bishop's Pawn is the best in the field among the Pawns, and therefore the Gamester ought to be very careful of him; for if it should happen that the black King lose his Bishop's Pawn to gain the white Kings Pawn, the black Kings loss is the greater, because he cannot after this accident make a rank of Pawns of three of a rank on that side of the field for his own security, which is a great disadvantage, so that it is better for either of the Kings to lose his own Pawn than his Bishops.

But if you should object that the King which loseth his Bishops Pawn may relieve himself on the other side of the field, turning to his Queens Rooks quarters, where he shall have Pawns to succour him, I answer, 'tis true, he may do so, but he will be a longer time in effecting his business, because there are more pieces between him and his Queens Rooks by one draught than be∣tween his own Rook and himself; so that in playing that draught he indan∣gers

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the whole Game if his adversary know how to make use of advantages. The Kings Pawn is next in worth which oftentimes keeps the King from check by discovery; then the Queens Pawn is next, and after that the Knights, and last of all the Rooks Pawns, because they guard but one house apiece in the field.

The King and the Pawn have cer∣tain priviledges granted them, which none of the other Chess-men have; as for instance, The King whose remove (as hath been already mentioned) is from the place of his standing at any time to the next house in file or rank of any side (that is one only step at once,) yet if at any time his rank be empty of his men, so that no one stands between the King and the Rook of either cor∣ner, the King may then shift or change with what Rook he pleaseth, between whom and himself the way stands clear from other men; and that for his bet∣ter security, provided, that neither the King nor the Rook he intends to change with, hath not as yet been removed from the place of their first standing;

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now the manner of the Kings shifting or changing with a Rook is thus:

The rank cleared as aforesaid, and neither King nor Rook having yet stir∣red, he may go two draughts at once to his own Rook, and so towards his Queens Rook, causing the Rook he changeth with to change his place, and come and stand by him on the other side; that is, his own Rook in the Bi∣shops place, and the Queens Rook in the Queens place, and either of these changes but for one draught. This is the Kings first prerogative.

The second is, that whereas any man may be taken by any adversary, if he be brought so near as to come within the compass, the King cannot, but he is only to be saluted by his adversary with the word check, advising him thereby to look about him the more warily, and provide for his own safety: now if that adversary do this unguar∣ded so near the King, he may step thi∣ther by his true draught, and the King may stay him with his own hand if he judge it convenient.

As for the Pawn, the first priviledg

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he hath, is, that whereas his walk is but to the next house forward in his own file at once when he marcheth, and to the next house side-long forward of the next file of either side, when he takes, I say, his priviledg is, that he may remove to the second house for∣ward, which is the fourth rank in his own file for his first draught, and ever after but one forward at once.

The second priviledg 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 be∣fore, 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 alrea∣dy lost.

Some are of opinion that Chess as well as Draughts may be plaid by a cer∣tain Rule, indeed I am partly inclined to believe it notwithstanding that

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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 in to 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 dou∣ble draught; but the best way is to play the Kings Pawn first a double re∣move, that so if they are not preven∣ted by their adversaries playing the like, they may still move that Pawn forward with good guard; for he will prove very injurious to the ad∣verse King.

This Pawn I shall advise you to re∣move first, but not so venturously as a

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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 com∣ing 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 se∣cond his pieces, that if any man advan∣ced be taken, the enemy may be like∣wise 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

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careful that you are as able to assault as your enemy; for you must not only answer your adversaries assault by fore∣seeing his design by his play, and pre∣venting it, but you must likewise de∣vise plots, how to pester and grieve your assailant, and chiefly how to en∣trap 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 difficulty betray'd, because they have so many places of refuge, and the Queen more especially; where note as a gret piece of policie, 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

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cannot guard yours but must of neces∣sity lose it, then be very circumspect and see whether you can take a far bet∣ter 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 o∣ther 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 whe∣ther 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 dis∣order 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 with∣all, be sure if it lie in your power to

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deprive him thereof though it be done with loss of the like, or of one some∣what 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 Chess 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 leav∣ing him in check of an adverse piece; Secondly, by bringing her to or espy∣ing 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

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out of eagerness of taking for nothing, may indiscreetly bring her self into trouble.

But if you intend to cath the Queen with a Knight, imagine that the adverse King stands in his own place unre∣moved, 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, im∣mediately 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 a∣slope 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 ••••at your adver∣saries

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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 e∣spy 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 adver∣sary 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 all, that is, easie to be checked then before you bring that piece that

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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 preju∣dice 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

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Knight from your Queen, than take yours with his Queens Pan; and therefore conveys him away into a more secure place; you play your Kings Knight in front of his Queens Bishop's Pawn, and there withall 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 mch the Game; but if there be Pawns left on either side, there is possibility of making a new Queen, and so by conse∣quence 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

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their way before them, nor can any of them be taken without great difficulty and danger.

As to short Mates take these obser∣vations: having both placed your men and yours the first draught; sup∣pose you advance your Kings Pawn forward one single remove, your ad∣versary 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 out 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

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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 abso∣lute; but he not seeing it to be a Mate, says only to you check, and it is there∣fore 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.

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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 di∣stressed King being no way able to re∣move 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 fly 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 Assai∣lant 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 fol∣lowing his eager pursuit takes his Ad∣versaries

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man, not minding that his King can take his also, so that the Kings losing all their men and they be∣ing so unable to come so near as to grap∣ple 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 fol∣lowing.

1. What Piece soever of your own you touch or lift from the point where∣on 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 say∣ing 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 'twill then be too late to challenge him for it.

4. If you play a false draught through mistake, and your Adversary take no

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notice for his advantage, and plays his next draught, you cannot recall it.

5. If you misplace your men, and so play a while, and then discover it, it lies in your Adversaries power to con∣tinue or begin the Game.

6. Pawns may be plaid a double re∣move forward for their first draught, but no Pawn hath that priviledg with∣out permission, on whose next file on either side a Pawn of your Adversa∣ries 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 standing in the check of any adverse piece, and you have plaid one draught or more with∣out avoiding the check, your Adver∣sary 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

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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 con∣sent 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.

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