St. Paul daily globe. [volume] (Saint Paul, Minn.) 1884-1896, 1890-12-14

In the East 1t has become VerltaDle
craze, and all social affairs are consid-
cred duh and insipid unless Tiddledy
WinkS is introduced.
Already it is the prime subject of Cos
sip among the ladies in this city, and
the first question the fair ones ask when
they meet is: "How are you getting
learned it yet?' Then they compare
experiences as to the best way of play
ing Tiddledy WinkS.
Its very simple game. easily learned
and yet requires sufficient skill to
make it interesting. There are many rea-
sonS why it should be the ruling winter
game. New features are being added
TO increase the complications and con-
Sequently the skill required. One OF
these features is a miniature tennis
court, but the original "riddl edy
Winks' will be found sufficiently en-
tertaining, The complications can
come later.
one, two, three or four persons may
play the game. 1t is all the more pleas
ing when the players are divided into
partners. 1t is necessary to have a
table covered with cloth. A round
table is probably the best, as it enables
the players TO arrange themselves more
comfortably.
The Implements Are
tiddledies, winks, wink-pot and
counters. A tiddledy is thin disc of
bone or ivory, and about the size Of a
25-cent piece. A wink is disc of the
same material, but smaller, being about
the size of a 10-cent piece. A wink-pOt
is little wooden vessel, like tiny
bucket, with an opening the size of
silver dollar, and about an inch deep.
There are little pads, somewhat resem-
bling the 'cheatingsragS, "urchinSsuse in
playing marbles. The idea is 10 press
Oh the wink with the tiddledy and make
it jump into the wink-pot. The fiddle
dies are of various cOlOrS, with wiuks of
corresponding hues. The pads are of
cOlOred silk and as pretty as taste may
suggest. The counters are Of colored
pressed paSteGOard.
When the players are ready to begin
each takes tiddledy and six winks, and
the counters are equally divided among
them. Then each cOntributeSan agreed
upon number OF counters to a pool.
which is placed in charge of one of the
players. The wink pot is placed in the
middle of the table. The object is to
jump as many winks into the pot as
possible. Each plays in turn to the left,
the one to lead beng decided by lot.
The player places his or her pad at any
distance from the wink pot and jumps
six winkS, one after another, paying 70
attention to those which fail to 90 into
the pot. The winks lie flat on the pad,
and the player. holding the tiddledy by
the thumb and first two fingers presses
with its edge
Upon the Wink,
AS the tiddIedy slips 1t causes the wink
to jump. The best result is produced
by testing the tiddledy on the center of
the wink and drawing it back under
slight pressure. A lite practice will
enable player to Jump wink a dis
tance of several feet and foot or more
in the air.
For each wink landed in the wink
pot the player receives one counter
from the pool. If he sends four or more
winks into the pot in succession he
makes run" and receives one extra
counter from the pool for each wink
over three put in on a run. If he jumps
Elk WinkS into the pot in succession he
makes sweep and receives, besides
the counters taken from the pool, one
from each opponent.
All counters received. except one for
each wink put into the wink-put, should
be kept separately, so as to tally the
winks jumped into the pot. If player
fails Oh SIX Jumps to land a single
wink in the pot, he pays two
counters 10 the pool. Aft er each playe
has jumped his SIX winks, then the first
player takes any wink lying outside the
pot, places it where he pleases and
makes it jump. Ii it goes in. he tries
another. As soon as he fails the player
next to the left proceeds in the same
manner.
So the game goes on until all the
winks have been jumped into the pot.
The player putting the largest number
of win&s into the wink pot in one turn
takes One-half tie counters remaining
in the pool, the remaining half going to
the player having put the greatest num-
Der of winks in the pot. A tie is de-
cided by the two contestants jumping
six winks each. the one winning that
lands the most of them.
The counters may be gwen any value
agreed upon, as in poker, or if the game
is purely for fun, the player having the
greatest number of counters when the
last wink is landed in the pot of course
wins.
The game enables ladies with long,
taperipg fingers to display them to the
best advantage.