58. The COMPLEAT GAMESTER. Part III.
fly to be comprehended, by thofe who
divert themfelves with playing often at
Tables, and especially fuch who have any
Skill in Tick-Tack, of which, this Game is
obferved to make a Compleatment, by ad-
ding more Parts and Embellifhments; yet
the moft ready Way for a young Gamefter,
who is defirous to learn it, is to fee it per-
formed by two Gamefters; and then taking
notice of thefe Inſtructions, he will pre-
fently be let into the Secret.

III. Of IRISH.

IRISH is an ingenious Game; and re-
quires a great deal of Skill to play it
well, especially the After-Game, it is thus
played :

The Men, which are 30 in Number,
are equally divided between you and your
Adverfary, and are thus placed: 2 on the
Ace-Point, and 5 on the Sice of your Left-
Hand Table, and 3 on the Cinque, and
5 on the Ace-Point of your Right Hand
Table, anſwered on the like Points, by your
Adverſary's Men, with the fame Number;
or thus, 2 of your Men on the Ace-Point,
5 on the Double-Sice, or Sice-Cinque
Point, 3 on the Cinque-Point in your Ta-
bles,

Of IRISH.

bles, and 5 on the Sice-Point at Home;
and all these pointed alike by your Adver-
fary.

In your Play have a Care of being too
forward; and be not rash in hitting every
Blot, but with Discretion and Confidera-
tion, move flowly, but securely; by which
Means, tho' your Adversary has filled
his Tables, but with all Blots, and you
by hitting him, enter, you may win the
Game; nay, sometimes, tho' he hath borne
his Men all to a very few.

It is the Part of a prudent Commander,
as he leads out his Men, to bring them
home as safe as possible: So must you have
a Care of your Men as you are bringing
them home, that they are not picked up
by the Way.

Have a special Care that your Adversa-
ry double not the Trey-Ace-Point with
his Men; and so make what convenient
Hafte you can to fill up your own Tables,
and beware of blotting: That done, bear
as fast as you can.

For an After-Game, I know not what
Instructions to give: You must here-
in trust to your own Judgment, and the
Chance of the Dice; and if they run low
for some Time, it will be so much the
better.

IV. Of

60 The COMPLEAT GAMESTER. Part III.

IV. Of BACK-GAMMON.

YOUR Men are placed as at Irifb ;
and this Game differs but very little
from That, but in Doublets; which, at
Back-Gammon, is played four-fold, and
makes a quicker Dispatch of the Game,
than Irifb.

Be sure to make good your Trey-Ace-
Points hit boldly, and come away as fast
as you can ; to which End, if your Dice
run high, you will make the quicker Dis-
patch.

When you come to bearing, have a
Care of making when you need not; and
Doublets, now will stand you most in
Stead.

If both bear together, he who is first
off without Doublets, wins 1.

If both bear, and one goes off with
Doublets, he wins 2.

If your Table be clear before your Ad-
versary's Men be come in, that is a Back-
Gammon, which is 3; but if you thus go
off with Doublets, it is 4.

False Dice are much used at Irifb and
Back-Gammon, for the Benefit of entering;
wherefore, have a special Care, that you have
not Cinque-Duces, and Quatre-Treys put
upon

Of BACK-GAMMON. 61

upon you; it may quickly be perceived by
the running of the Dice.

The Person who is cunning at Play, has great Advantage of a Novice, or innocent Man; which is commonly by topping or knapping; which, by its often Practice, may be suspected by his Adversary: Then he has Recourse to Dice, which run particular Chances for his Purpose; which, the other being ignorant of, is almost an equal Advantage with the former. For Example: He provides Dice that run 6, 5,4; it is his Business to secure those Points: So that if he happens to surprize any of your Men coming home, as it is Two to One but he does, he will without a Miracle, win the Set.

It is possible sometimes they may make use of 3 and 2, which are the low Chances; but that they seldom do, for this Reason, the high or forward Points being supplied, you must enter, if at all, upon the low Points; which keeps you backwards, and gives him Advantage. The Advantage of this Game is to be forward, if possible, upon safe Terms, and to point his Men at such a Rate, that it shall not be possible for you to pass, tho' you have entered your Men, till he gives you Liberty, having Two to One the Advantage of the Game.

V. Of

62 The COMPLEAT GAMESTER. Part III.

V. Of TICK-TACK.

ALL your Men must stand on the Ace-Point, and from thence play forward; but have a Care of being too forward, or so, at least wife, that Doublets reach you not.

Secure your Sice and Cinque-Point, whatever you do, and break them not, unless it be when you have the Advantage of going in; which is the greatest Advantage you can have, next to a Hit: For your Adversary's 11th Point standing open, you have, it may be, the Opportunity of going in with two of your Men, and then you win a double Game. A Hit is but 1; and that is, when you throw such a Caft, that some one of your Men will reach your Adversary's unbound, but sometimes, tho' it hits it, will not pafs, by Reason of a Stop in the Way; and then it is nothing. Sometimes it is good, going over into your Adversary's Tables; but it is best for an After-Game.

Playing close at Home is the securest Way; playing at length is both rafh and unsafe; and be careful of binding your Men when you lie in Danger of the Enemy. Moreover, if you see you are in Danger

Of TICK-TACK.

Danger of losing a double Game, give
your Adversary 1; if you can, it is better
doing so than losing 2.

Here note, if you fill up all the Points
of your *second* Table with your own Men,
you win 2; and that you may prevent
your Adversary from doing so, (if you are
in Danger thereof, )if you can, make a va-
cant Point in his Tables, and it is impoffi-
ble for him to do it.

This is the plain Game of Tick-Tack,
which is called so from Touch and Take;
for if you touch a Man you must play him,
who' to your Lofs; and if you hit your
Adversary, and neglect the Advantage,
you are taken with a Why-not, which is
the Lofs of 1: Likewise if you are in,
and your Caft is such that you may alfo
go into your Adversary's 11th Point, by
2 other Men, and you fee it not, either
by Carelesnefs or eager Prosecution of a
Hit, which is apparent before your Eyes,
you lose 2 irrecoverably. Besides, it is a
very great Overfight, as your Men may
stand, not to take a Point when you may
do it.

Now some play this Game with Toots,
Boveries, and Flyers; Toots is, when you
fill up your Table at Home, and then
there is required small Throws; for if
you

64 The COMPLEAT GAMESTER. Part III.
you get over with a Sice, you have no
Benefit of Toots.

*Boveries*, is when you have a Man in the
11th Point of your own Tables, and ano-
ther in the fame Point of your Adverfa-
ry's, directly anſwering.

*Flyers*, is when you bring a Man round
the Tables before your Adverſary hath
got over his firſt Table; to the effecting of
which there is required very high throw-
ing on your Side, and very low throwing
of his.

Much more might be faid as to the
Craft of the Play, which cannot be ſo
well diſcovered, as from Obſervation in
your own or others Playing.

VI. Of DOUBLETS.

A T Doublets the 15 Men are thus
placed; upon Six, Cinque, and
Quatre, there are 3 Men a-piece; upon
Trey, Duce, Ace, but 2 apiece.

He who throws moſt hath the Benefit
of throwing firſt; and what he throws
he lays down, and so doth the other;
what the one throws and hath not, the
other lays down for him to his own Ad-
vantage; and thus they do till all the
Men.

Of Doublets, and Sice-Ace. 65

Men are down; and then they bear, but
not till they are down; he who is down
first bears first, and will doubtlessly win
the Game, if the other throws not Doub-
lets to overtake him. Now he who throws
Doublets apace, is certain to win; for as
many as the Doublets are, so many he lays
down, or bears. For Example; If 2 Fours,
he bears 8, and so for the other Doub-
lets; and therefore he who can either
nap, top, or hath high Runners about
him, hath a great Advantage herein.

VII. Of SICE-ACE.

FIVE Persons may play at Sice-Ace
with 6 Men a-piece, they one load
another with Aces; Sixes bears only, and
Doublets drinks and throws again; so have
I often seen some who, for the Lucre of a
little Money, have resolved rather to lose
themselves than a Penny. It is commonly
agreed the last two, or the last out, shall
lose, and the rest shall go free.

VIII. Of

66 The COMPLEAT GAMESTER Part III.

VIII. CATCH-DOLT.

A T Catch-Dolt, the first throws, and lays down from the Heap of Men without the Tables; what is thrown at, it may be Sice-Duce; if the other throw either Sice or Duce, and draw them not from his Adversary's Tables to the fame Point in his own, but takes them from the Heap, and lays the Ace down, he is dolted, and lofeth the Game; or if he touch a Man of the Heap, and then recall himself, the Lofs is the fame. Some by frequent Practice will never be dolted, and then they strive who shall fill up their Tables first; which done, he who bears them off first hath won the Game.

So much for Games within the Tables.

GAMES without the TABLES.

I. Of INN and INN.

INN and INN is a Game formerly very much used, and may be played by two or three Persons, each having a Box in his Hand. It is played with four Dice. You may drop what you will, Sixpences, Shil-

Of INN and INN.

Shillings, or Guineas; every Inn you drop, and every Inn and Inn you sweep all; but if you throw out, if but two play, your Adversary wins all; if three that Out is a Bye between the two other Gamesters, which they may either divide or throw out for it. Here you are to observe that Out is when you have thrown no Doublets on the four Dice; Inn is when you have thrown two Doublets of any Sort as two Aces, two Duces two Kings, &c. Inn and Inn is, when you throw all Doublets, whether all of a Sort, or otherwife, viz. four Aces, four Duces, or four Cinques, or two Aces, two Duces, two Treys, two Quatres, or two Cinques, two Sixes, &c.

Your Battle may be fought for as much or as little as you will, from 20s. to 20l. and so onwards, to 2000l. which Battle is not ended, till all the Money be won : And it is frequently seen, that in a Battle of 10l. a Gentleman hath been reduced to 5s. and yet hath won the Battle at laft.

For a Gamester, who would win without hazarding much of his Money; Dice that will run very seldom otherwise but 6, 5, 4, are very necessary. If those Instruments are not to be had, a Taper-Box will not be amiss; that as the Dice are thrown

68 The COMPLEAT GAMESTER. Part III.
thrown in, may stick by the Way, and be
thrown to Advantage. I have been told
of one of these Sharpers, who caused a
Box to be made, not as they are usually
screwed within, but smooth; and procured
it to be so well painted and shadowed
within, that it looked like a screw'd
Box: Now, this Box was but Half-Board
wide at the Top, and narrow at the Bot-
tom, that the Dice, as aforeaid, might
stick, and the Box being smooth, would
come out without tumbling. With this
Box, he went and played at *Iau* and *Inn*,
by Virtue whereof, and his Art of taking
up and throwing his Dice into the Box,
he got the first Night 1000/. and the next
Night 200/. a Year, (with a Coach and
Six Horses) and enjoys the Estate to this
Day, with great Improvements; and never
would handle a Dye since, well know-
ing how many worthy Families it hath
ruined.

## II. Of PASSAGE.

PASSAGE, is a Game at Dice to be
played at but by Two Persons; and it
is performed with 3 Dyes. The After
throws continually, till he hath thrown
Doublets.

Of Paffage, and Hazard.

Doublets under 10, and then he is out, and
lofeth; or Doublets above 10, and then
he paffeth, and wins. High Runners are
moft requisite for this Game, fuch as will
rarely run any other Chance, than 4, 5, or
6; by which Means, if the Cafter throws
Doublets, he can ſcarcely throw out. There
is the fame Advantage of the ſmooth Ta-
per-Box, aforefaid, in this Game, as at Inn
and Inn, with the like Benefit of the Dice,
whether by palming, topping, flurring, or
knapping.

III. Of HAZARD.

T
HIS Game is moſt properly Denomi-
nated; for it makes a Man, or undoes
him in the twinkling of an Eye, either
a Man, or a Mauſe.

It is played but with Two Dyes; 20
Persons may be engaged, or as many as
will.

There are two Things herein, chiefly
to be obſerved, viz. The Main and Chance:
The Chance is the Cafter's, and the Main
the Setter's. There can be no Main
thrown above 9, nor under 5: So that 5,
6, 7, 8, and 9, are all the Mains which are
flung at Hazard; Chances and Nicks, are
from

70 The COMPLEAT GAMESTER. Part III.
from 4 to 10: Thus 4 is a Chance to 9, 5
to 8, 6 to 7, 7 to 6, 8 to 5, and 9 and 10
a Chance to 5, 6, 7, and 8: In short, 4, 5,
6, 7, 8, 9, and 10, are Chances to any
Main, if any of these nick it not: Now,
Nicks are either when the Chance is the
fame with the Main, as 5 and 5, 6 and 6,
7 and 7, and so on; or 6 and 12, 7 and
11, 8 and 12; where note, that 12 is out
to 9; 7, and 5, and 11 is out to 9, 8, 6,
and 5: Ames-Ace, and Duce-Ace, are out
to all Mains whatever.

That I may the better illustrate this
Game, it will not be amifs, to give one
Example, for your better Information :
7 is the Main; the Cafter throws 5,
and that is his Chance; and so hath 5 to
7: If the Cafter throws his own Chance,
he wins all the Money fet him; but if he
throw 7, which was the Main, he muft pay
as much Money as is on the Table: If
again, 7 be the Main, and the Cafter throws
11, that is a Nick, and sweeps away all the
Money on the Table; but if he throws a
Chance, he muft wait which will come
firft. Laftly, if 7 be the Main, and the
Cafter throws Ames-Ace, Duce-Ace, or 12,
he is out; but if he throw from 4 to 10, he
hath a Chance, tho' they are accounted
the worft Chances on the Dice, as 7 is re-
puted the beft and eafieft Main to be flung:

the

Of HAZARD.

71

Thus it is in 8 or 6, if either of them be
the Main, and the Cafter throws either 4,
5, 7, 9, or 10, this is his Chance, which
if he throw firſt, he wins, otherwife loſeth;
if he throw 12 to 8, or 6 to the fame Caſt
with the Main, he wins; but if Ames-Ace,
or Duce-Ace to all, he loſeth; or if 12,
when the Main is either 5 or 9. Here
nothing nicks 5 but 5, nor nothing 9 but
9: 4 and 5 to 7 is the worſt Chance; be-
cauſe 4 (nicknamed by the Sharpers, Little
Dick Fisber) and 5 have but two Chances,
Trey-Ace and two Duces, or Trey-Duce
and Quatre-Ace. Whereas, 7 hath three
Chances, Cinque-Duce, Sice-Ace, and Qua-
tre-Trey; in like Condition is 9 and 10,
having but two Chances, Sice-Trey, Cinque
and Quatre, or Sice-Quatre, and two
Cinques.

Now, 6 and 8, one would think, ſhould
admit of no Difference in Advantage with
7; but if you will rightly confider the Caſe,
you will find a great Advantage in 7, over
6 and 8. How can that be? you will ſay.
Hath not 6, 7, and 8, eight equal Chances?
For Example: In Sice, Quatre-Duce,
Cinque-Ace, and two Treys; in 8, ſix Du-
ces, Cinque-Trey, and two Quatres: And
hath not 7 three, as aforefaid? It is confeffed.
But, pray confider the Diſadvantage in the
Doublets, two Treys, and two Quatres, and
you

72 The COMPLEAT GAMESTER. Part III.
you will find that Sice-Duce is sooner
thrown, than two Quatres; and so confe-
quently Cinque-Ace, or Quatre-Duce,
sooner than two Treys.

I saw an old Rook once take up a Young
Fellow in a Tavern upon this very Bet: The
Bargain was made, that the Rook should have
7 always, and the Young Gentleman 6, and
throw continually. To Play they went, the
Rook won the first Day 10 l. and the next
Day the like Sum, and so for fix Days to-
gether, losing in all, 60 l. Notwithstanding
the Gentleman, I am confident, had fair
Dyes, and threw them always himself.
And farther to confirm what I alledged be-
fore, not only this Gamester, but many
more have told me, that they desired no
greater Advantage than this Bet, of 7 to
6. But it is the Opinion of most, that at
the first Throw the Cafter hath the worst
of it.

Hazard is certainly the most bewitching
Game that is played on the Dice; for when
a Man begins to play, he knows not when
to leave off; and having once accustomed
himself to it, he hardly ever after minds
any Thing else.

So much for Games without the Tables.

Of

73

IV. Of BILLIARDS.

THIS polite Amusement is trans-
planted from Italy; and for the Ex-
cellency of the Recreation is much ap-
proved of, and played by most Nations in
Europe, especially in England, there being
few Towns of Note, which have not a
publick Billiard-Table. But there are
very few Billiard-Tables which are found
true; and therefore such as are exactly le-
velled, are highly valued by a good Player;
for at a false Table, it is impossible for
him to play the Excellency of his Art
and Skill, whereby Bunglers many times,
by knowing the Windings and Trick of
the Table, have shamefully beat a very
good Gamester, who at a true Table would
have given him Odds.

There is belonging to the Table an
Ivort *Port*, which stands at one End; and
an Ivory *King* at the other, two small Ivory
*Balls* and two Sticks (called Mafts.) If
your Balls are not compleatly round, you
can never expect good Proof in your Play.
The Mafts are made of *Brazil*, *Lignum-
vitæ*, or some other weighty Wood, which
at the broad End are tipped with Ivory;
if the Heads happen to be loose, you will

E never

74 The COMPLEAT GAMESTER. Part III.
never strike a smart Stroke; but that De-
fect is easily perceived by the hollow
Deadnefs of your Stroke, and faint run-
ning of your Ball.

The Game is 5 by Day-light, (or 7, if
Odds be given,) and 3 by Candle-light,
or more, according to Odds, in Houfes
that make a Livelihood thereof: But in
Gentlemen's Houfes there is no such Re-
ftriction; for the Game may justly admit
of as many as the 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-
ition, and your Adversary on the other
in like Pofture; and he that with his Stick
makes his Ball come neareft the King, leads
firft.

The Leader muft have a Care, that at
the firft Stroke, his Ball touch not the
End of the Table, leading from the King
to the Port; but after the firft Stroke, he
need not fear to do it; and let him so
lead, that he may either be in a Possibility
of Paffing the next Stroke, or so cunning-
ingly lie, that he may be in a very fair
Probability of Hazarding his Adversary's
Ball, the very Stroke he plays after
him.

The

Of BILLIARDS.

75

The Contest is, who shall Paſs firſt, and
in that Strife, there are frequent Oppor-
tunities of Hazarding one another; and
it is very pleafant to obſerve, what Poli-
cies are uſed in hindering one another
from the Paſs, as by turning the Port with
a ſtrong clever Stroke; for if you turn it
with your Stick, it muſt be ſet right a-
gain; but indeed more properly, he who
doth it ſo 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 Adverſary's Ball, and then
all he can do is to paſs after you. If he has
paſſed, and you dare not venture to paſs
after him, for fear he ſhould in the Inte-
rim touch the King, and ſo win the End,
you muſt wait upon him, and watch all
Opportunities to Hazard him, or King
him; that is, when his Ball lies in ſuch a
Manner, that when you ſtrike, his Ball
may hit down the King, and then you
win I.

But, if you ſhould King him, and your
Ball fly over the Table, or else run into a
Hazard, then you loſe I.

The Player ought to have a curious
Eye, and very good Judgment, when he
either intends to King his Adverſary's
Ball, or Hazard it, in taking or quarter-
ing out juſt so much of the Ball as will

E 2

ac-

76 The COMPLEAT GAMESTER. Part III.
accomplish either; which Observation must
be noted in passing on your Adversary's
Ball, or Corner of the Port. Some I have
observed so skilful at this Game, that if
they have had lefs than a 5th Part of a
Ball, they would rarely mifs King or
Hazard.

As this is a genteel Paſttime, so there are
Laws or Orders made againſt Lolling,
flovenly Players, who by their Forfeitures,
they may be reduced 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
burnt, it is a Forfeiture; but that ſhould
not be much deter you from it, as the Hin-
drance ſmoaking is to your Play.

When you ſtrike a long Stroke, hold
your Maſt neatly between your two Fore-
Fingers and your Thumb, then ſtrike
ſmartly, and by aiming right, you may,
when you pleafe, either fetch back your
Adversary's Ball when he lies fair for a
Paſs, or many Times when He lies behind
the King, 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 Maſt, or the Flat of the big
End,

Of BILLIARDS.

End, raising up one End over your Shoulder, as you shall think more convenient for your Purpose.

Have a Care of Raking; for if it be not a Forfeiture, it is a Fault hardly excusable; but if you touch your Ball twice, it is a Loſs.

Beware when you jobb your Ball through the Port, with the End of your Stick, that you throw it not down; if you do, it is a Loſs; but do it so handfully, 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 Adversary from Raking; neither is it a Fault, if you can, to make your Adversary a Fornicator, that is, having past your self a little Way, and the other's Ball being hardly through the Port, you put him back again, and it may be quite out of Pafs.

It argues Policy to lay a long Hazard sometimes for your Antagonift, whereby he is often entrapped for rashly adventuring at that Distance, which lies very near it, he frequently runs in himself, by reason of that great Distance.

There is great Art in lying covertly, that is, to lie at bo-weep with your Adversary, either subtilly to gain a Pafs or Hazard.

E 3

Here

78 The COMPLEAT GAMESTER. Part III.

Here Note, If your Adversary has not
paffed, and lies up by the King, you may
endeavour to Pafs 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 Pafs. This is, in my Judgment, bung-
ling Play, there being not that curious Art
of finely touching at a great Distance a
King, that stands very ticklishly.

For understanding of the Game tho-
roughly, peruse the following Orders. But
there is no better Way than Practice to
make you perfect therein.

ORDERS to be obferved by such as
Play at Billiards.

1. IF the Leader touch the End of the Table with his Ball, at the first Stroke, he loses 1.

2. If the Follower intend to hit his Ad-
versary's Ball, or Pafs at one Stroke, he
must String his Ball, that is, lay it even
with the King, or he loses 1.

3. He that paffes thro' the Port, has
the Advantage of touching the King,
which is 1, if not thrown down.

4. He that paffes twice, his Adversary
having not paffed at all, and touches the
King

Of BILLIARDS.

79

King without throwing him down, wins 2 Ends.

5. He that passes not, has no other Advantage than the Hazards.

6. He that is a Fornicator, that is, has passed thro' the Back of the Port, he must pass twice thro' the Fore-part, or he cannot have the Advantage of passing that End.

7. He that hits down the Port or King, or Hazards his own Ball, or strikes either Ball over the Table, loses 1.

8. He that Hazards his Adversary's Ball or makes it hit down the King, wineth the End.

9. If Four Persons play, Two againft Two, he that mistakes his Stroke, loses 1, to that Side he is of.

10. He that after both Balls played, removes the Port without Consent, or strikes his Ball twice together, or that his Adversary's Ball touch his Stick, Hand, Cloaths, or plays his Adversary's Ball, loses 1.

11. He that fets not one Foot upon the Ground when he strikes his Ball, shall lose an End; or the fame, if he lays his Hand or Sleeve on the Cloth.

12. A Stander-by, tho' he bets, shall not instruct, direct, or speak in the Game, without Consent, or being first asked; if after he is advertised hereof, he offend in

E 4

this

80 The COMPLEAT GAMESTER. Part III.
this Nature, for every Fault he shall in-
stantly forfeit Two-pence, for the Good of
the Company, or not be suffered to stay in
the Room.

13. He that plays a Ball, while the other runs; or takes up a Ball before it lie still, loses an End.

14. He that removes the Port with his Stick, when he strikes his Ball, and thereby prevents his Adversary's Ball from paf-fing loses an End.

15. All Controversies are to be decided by the Standers-by, upon asking Judgment. Whoever breaks the King, forfeits 1 s. for the Port 10 s. and each Stick 5 s.

The ORDERS of a BILLIARD TABLE, very Ancient.

1. THE leading Ball the upper End mayn't hit,
   For if it does, it loses one by it:

2. The Follower with the King lie even shall,
   If he does pafs, or hit the other's Ball;
   Or else lofe One: The like, if either lay
   Their Arm or Hand on Board when they do play

3. That Man wins one who with the other's 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 shall win.

5. He loses one that down the Port does fling;
   The like does he that jostles down the King.

6 He

Of BILLIARDS.

81

6. He that in Play the adverse Ball shall touch With Stick, Hand, or Cloaths, forfeits just as much.

7. And he that twice has paff'd shall touch the King, The other not paff'd at all shall two Ends win.

8. If both the Balls over the Table fly, The Striker of them loses one thereby. And if but one upon the Board attend, The Striker's 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.

TO. If any Stander-by shall chance to Bet, And will inftruet, 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 paff'd, or strike the other Into the Hazard is allow'd another.

13. If any Stander-by shall stop a Ball, The Game being lost thereby, he pays for all.

14. If any Paff be stricken back again, His Paff before shall be accounted vain.

15. He that breaks any Thing with Violence, King, Port, or Stick, is to make good th' Offence.

E 5

17. If.

82 The COMPLEAT GAMESTER. Part III.

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 Wrangleing.

17. He that doth make his Ball the King light hit,
And holes the other, scores two Ends for it.

V. Of French BILLIARDS.

SO called from their Manner of Play-
ing the Game, which is only with Mafts
and Balls: Port and King being now
wholly laid aside.

The *Balls* used at *Billards*, as played
after the *French* Manner, are much larger
than those abovementioned; and the Rules
of the *Game* are as follow, viz.

ORDERS to be obferved at the
French BILLIARD-TABLE.

FOR the Lead, put the Ball at one
End, and play to be neareft the
Cufhion next to you.

II. The neareft to the Cufhion ſhall lead,
and chufe which Ball he pleafes.

III. If the Leader holes himſelf at the
firſt Stroke, he loſes the Lead.

IV. He who follows the Leader, muſt
ſtand within the Corner of the Table.

V. He

Of French BILLIARDS. 83

V. He who plays upon the running Ball, lofeth 1.

VI. He who toucheth the Ball twice, lofeth 1.

VII. He who toucheth both Balls, lofeth 1.

VIII. He who holes both Balls, lofeth 2.

IX. He who ftrikes upon his Adverfary's Ball, and holes himſelf, lofeth 2.

X. He who plays againſt the Ball, not ſtriking it, but holes himſelf, lofeth 3.

XI. He who does not hit his Adverfary's Ball, lofeth 1.

XII. He who ſtrikes both Balls over the Table, lofeth 2.

XIII. He who ſtrikes his Ball over the Table, and does not hit his Adverfary's Ball, lofeth 3.

XIV. He who retains the End of his Adverfary's Stick when playing, lofeth 1.

XV. He who plays another's Ball without Leave, lofeth 1.

XVI. He who takes up his Ball without out Permiſſion, lofeth 1.

XVII. He who ſtops the Ball, when running, lofeth 1; and if near the Hole, he lofeth 2.

XVIII. He who blows upon the Ball, when running, lofeth 1; and if near the Hole he lofeth 2.

XIX.

84 The COMPLEAT GAMESTER. Part III.

XIX. He who shakes the Table when the Ball is running, lofeth I.

XX. He who strikes the Table with the Stick, or plays before his Turn, lofeth I.

XXI. He who throws the Stick upon the Table, and hits the Ball, lofeth I.

XXII. If the Ball stands upon the Edge of the Hole, and after falls in, it is No-thing, but must be sent where it was before.

XXIII. If any Person, not being one of the Gamesters, stops a Ball, the Ball must stand in the Place where it was stopped.

XXIV. He who plays without a Foot upon the Ground, lofeth I.

XXV. He who leaves the Game before it is ended, lofeth it,

XXVI. Any Gamester may change his Stick in Play.

XXVII. If any Person breaks a Stick, or the Mace, he must pay Six-pence for the Stick and two Shillings for the Mace.

XXVIII. If any Difference arise about false Play, the Marker of the Game must decide it.

XXIX. Those Persons who do not play, must not stand near the Table, but give the Gamesters Room enough to play.

XXX. Whoever lays any Bet, and is not a Player himself, he must not give any Advice relating to the Game.

I

Of French BILLIARDS. 85

I now draw to a Conclusion of this
Treatife; but think it very proper to note,
it is my Duty to remind you, That in the
general Course of Play there is no Safety in
any Game whatever.

I shall instance a remarkable Piece of
Knavery, that is well known to the Town,
tho' at present not much thought of, which
was committed a few Years past by a Per-
son who was grown weary of leading a fo-
litary Life behind the Counter, so turned
Gentleman at large, in Expectation of ma-
king his Fortune much quicker than by
dint of Labour and Industry. He soon
became Master in the Art and Mystery of
Billiards, as will appear by the Sequel of
the Story.

R. and B. two Persons of Distinction,
made it their Diversion to meet every Day
in Pall-Pall, and pafs away many Hours
at Billiards, which brought a vaft Con-
course of People together to see them play,
tho' at the first Outfit they played but for
Trifles. R. was a better Player than B.
therefore to make the Match as equal as
possible, R. gave B. One; which really made
every Game so uncertain, that any one
might have had his Choice, altho' it were
for 100 l. At length they came to play for
confiderable Sums; which took Wind, and
drew

86 The COMPLEAT GAMESTFR. Part III.
drew all the Sharpers about the Town to
the Place.

This Match continued some Time with
little or no Advantage to either Side: The
Sharpers took R's Side, knowing him to be
the better Player; and he was always fe-
date and cool, win or lose; yet it did not
answer their Expectations, the Games were
always precarious, and betting Money that
way was thought to be like licking Honey
off of Thorns; they resolved therefore to
stand neuter till an Expedient could be
found out to cause B. to beat R. and it was
not long before they effected it, as will ap-
pear instantly. You must know, that both
R. and B. bought their own Sticks, and were
so very curious, that they had Drawers,
with Lock and Key, made for each of them
to put their Sticks into, in the Billiard
Room.

After many Debates how these Sharpers
were to take-in the whole Company, the
Person that quitted the Counter (whom I
shall call E.) was thought the properest Per-
son to put this Design in Execution.

The first Step he took was to postefs
himself of R's favourite Stick, which he
constantly played with. Notwithstanding the
Lock and Key, he took it away unknown
to any but his Companions; he had prepa-
red an Instrument, made for the purpose,
to

J

Of French BILLIARDS. 87

to have or pare away each End of the
Stick, and leave, in the Center, a Rising un-
discernable to the Eye of the most Curious,
and then put the Stick again in its Place.

When R. came afterwards to play with
the Stick, B. beat him several advantageous
Games; for R. frequently used to hit B's
Ball on the wrong Side, so put himself in,
imagining all this Time that his Hand was
out, not in the least suspecting the Fault
to lie in the Stick: The Confederacy by
this had their Ends, and pushed on the
Victory. At last the Man of the House
(not being in the Secret, and having lost
his Money by backing R.) suspected the
Cheat; and upon Enquiry, he found out
the Cause, and strait acquainted R. with
it; which surprized him mightily for the
present, perfectly knowing B. to be a Man
of more Honour than to be capable of act-
ing such a Part. R. finding himself thus
surrounded by Thieves and Sharpers, never
came to the House afterwards: This, you
may believe, caused some Talk and Noise
in the Town; but the Affair ended thus:
Every one kept what they had got, the
Man of the House lost both his Money,
and two very great Benefactors; and all
the Satisfaction that he ever got, was, at last,
to find out the Place where E. had bought
the Instrument.

To

88 The COMPLEAT GAMESTER. Part III.

To conclude: "The Sons of our No-bility, and the Heirs to large and plen-tiful Estates, especially those who be-come too early their own Masters, are the Victims of Sharpers; they are made the Prey of those reasoning Savages, those Man-hunters, that form vile Affoci-ations with an Intent to overturn as many honest Societies as they can; and only live in Peace together, by being united in a Confederacy to spread De-foliation and Confusion amongst the best Families in the Kingdom. The very Heads of such Families may not im-properly be called the Game of (what they with a just Derision of their own Vileness term) the Gambling Frater-nity."

POST-

89

# POSTSCRIPT.

## Concerning the GAME of FARO.

ALTHOUGH BASSET and FARO have been forbidden in France, upon severe Penalties, yet both Games have been, and still continue, in mighty Vogue in England, especially Faro: The Reasons are,

I. The Game is very easy to learn.

II. It appears to be very fair.

III. It is a very quiet Game.

But as it is the most dangerous Game for the Destruction of Families, that ever was invented: And having shewn the Frauds of BASSET, I thought it not improper to close All with a few useful Observations concerning the Game of FARO.

A Gentleman who was pleased, about ten Years ago, to calculate the Odds at FARO, gave a very favourable Report of it to the Town; so every one took it upon Trust, without farther Enquiry. I shall only say, it was lucky for the FARO-Bankers, that the Game was so great a Stranger

90 The COMPLEAT GAMESTER Part III.
Stranger to us, at its first Arrival, as not to
be, soon, perfectly understood.

I will not pretend to say what they are at
this Day; but this I am well assured of, that
every Pull (i. e. the Card drawn on each
Side) makes the Odds vary through-
out the Pack, as will be proved presently :
For as the Doublets are a considerable
Branch of the Profits and Advantages of
the Game for the Bank, and the coming
of those Doublets being so doubtful, that
it may be said the Calculation can only
be made upon Supposition; I therefore
now proceed to prove, that Faro may be
played to more or less Advantage : Sup-
pose a Person to put down 20 s. upon a
Card, when only 8 are in (as has been
frequently seen) every one that plays,
knows that the last Card is a Cypher,
therefore you have 4 Places to lose, and
3 only to win, the Odds againft you is
4 to 3, a 7th Part of the Money given
away, which is about 2 s. and 10 d. in
20 s.; in a 100 l. it is 14 l. 5 s. 8 d. ½ per
Cent. Likewise when ten Cards only are
in, then it is 5 to 4 againft you, a 9th Part
of the Money, and so in Proportion
throughout the Pack. I appeal now to
common Sense, whether the Game may
not be play'd to more or less Advantage;
tho' I have heard some Men confidently
affirm,

Of the GAME of FARO. 91

affirm, that the Game is the fame, play
it which Way you will ; and their Ignorance,
has led them to offer to lay
Wagers of it; for which Reafon it
has been believed, without farther Enquiry.
I fay, it was a very good Bait to
catch Fish with. However, to proceed,
the Odds from the beginning of a Deal
are almost infenfibly stealing upon you
every Pull, till from the firſt ſuppoſed 4
per Cent. it becomes, you ſee, 14 l. 5 s.
8 d. 1/2; I hope a fair Demonſtration. It
may be thought not unreaſonable to conſent
to theſe Odds (if no other Advantages
were made uſe of) on the Banker's
Side, by Reafon of the vaſt Expences
that attend a Faro-Bank, befides the Attendants
and Lofs of Time. I affure
you, that thoſe Odds before mentioned
have not been thought ſufficient, as I will
leave to your own Judgment when the
Charges are fairly ſtated, which will amount
to the Sum hereafter charged.

However, without loſing much Time,
I ſhall inſtance a remarkable Thing, that
hath not been ſo ſtrictly obſerved, as to
alter the Cuſtom of taking the *Premier*,
when 2 Cards are put down, and a *Premier*
put before them.

Sup-

92 The COMPLEAT GAMESTER. Part III.

Suppose a King and Queen a Guinea each, and a Guinea the Premier. After which, some Pulls pafs, at last up comes the King on the right Hand for the Banker, and the Queen on the left for the Punter; the Dealer takes the Premier, as his Right; without ever blushing; which is a very great Injustice in this Game ; for he ought to take nothing, since he might as well take it out of your Pocket.

Observe, that the first Card, being pulled or drawn, is not valid till the second appears; therefore the 2 Cards may, in one Sense, be said to be but one Pull; for they are so much one, and have such Dependance on each other, that if the second Card is never pulled, the first is useles. So when these Accidents happen, as they frequently do, you neither win nor lose. On the contrary, if the King comes, and the Queen does not follow the fame Pull, the Dealer then has a Right to the Premier, but not otherwise.

But the general Part of Mankind have suffered themselves to be impoſed on, without ever confidering the Inequality of ſuch a Stake. 'Tis a plain Demonſtration, that they did not know what they were doing; if they had, they would not have complied with it.

This

Of the GAME of FARO. 93

This Advantage taken by our English Bankers was never allowed in Spain nor Portugal, where I prefume the Game is as well understood as in England. I well remember an Accident which happened to a Foreigner, (who spoke a Language the Company did not understand,) which caus'd as great a Confusion as ever I saw; and this only about a Crown-piece. At Length the Stranger made Signs to prove and shew them he had loft nothing. In the Interim comes in a Gentleman who understood the Foreigner, and appeafed the Matter for the prefent; and it was mutually agreed, that the Crown should be left in Possession of the Bank, till it could be determined by Men of Judgment. Accordingly the next Day it was judged in favour of the Foreigner, that it was unprecedented abroad: The Crown was returned, and the Affair amicably ended. Notwithstanding this, the Fare Bankers have believ'd they might be more free with their own Countrymen than Foreigners, and therefore have continued their first Custom to this Day.

The Expences of a FARO Bank in all its Particulars, of Servants, House-Rent, a Groupe, Puffs, and other incidental Charges, of Candles, Wine, Arrack-Punch, Suppers, and Safe-GuardMoney, &c. have, in

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