FREE BOOKS

Author's List




PREV.   NEXT  
|<   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86   87   88   89  
90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   112   113   114   >>   >|  
sents Hendrick and Katruen, and the other the hogs. The first player moves the Dutchman and his wife one square each in any direction (but not diagonally), and then the second player moves both pigs one square each (not diagonally); and so on, in turns, until Hendrick catches one hog and Katruen the other. This you will find would be absurdly easy if the hogs moved first, but this is just what Dutch pigs will not do. 79.--_The Thirty-one Game._ This is a game that used to be (and may be to this day, for aught I know) a favourite means of swindling employed by card-sharpers at racecourses and in railway carriages. As, on its own merits, however, the game is particularly interesting, I will make no apology for presenting it to my readers. The cardsharper lays down the twenty-four cards shown in the illustration, and invites the innocent wayfarer to try his luck or skill by seeing which of them can first score thirty-one, or drive his opponent beyond, in the following manner:-- One player turns down a card, say a 2, and counts "two"; the second player turns down a card, say a 5, and, adding this to the score, counts "seven"; the first player turns down another card, say a 1, and counts "eight"; and so the play proceeds alternately until one of them scores the "thirty-one," and so wins. Now, the question is, in order to win, should you turn down the first card, or courteously request your opponent to do so? And how should you conduct your play? The reader will perhaps say: "Oh, that is easy enough. You must play first, and turn down a 3; then, whatever your opponent does, he cannot stop your making ten, or stop your making seventeen, twenty-four, and the winning thirty-one. You have only to secure these numbers to win." But this is just that little knowledge which is such a dangerous thing, and it places you in the hands of the sharper. You play 3, and the sharper plays 4 and counts "seven"; you play 3 and count "ten"; the sharper turns down 3 and scores "thirteen"; you play 4 and count "seventeen"; the sharper plays a 4 and counts "twenty-one"; you play 3 and make your "twenty-four." [Illustration: [1] [1] [1] [1] [2] [2] [2] [2] [3] [3] [3] [3] [4] [4] [4] [4] [5] [5] [5] [5] [6] [6] [6] [6] ] Now the sharper plays the last 4 and scores "twenty-eight." You look in vain for another 3 with which to win, for they are all turned down! So you are co
PREV.   NEXT  
|<   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85   86   87   88   89  
90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   109   110   111   112   113   114   >>   >|  



Top keywords:

counts

 
twenty
 

sharper

 

player

 

opponent

 

thirty

 
scores
 
seventeen
 

square

 
diagonally

making

 

Hendrick

 

Katruen

 

Dutchman

 

courteously

 

thirteen

 

Illustration

 

request

 
alternately
 

turned


question

 

secure

 

winning

 

dangerous

 
numbers
 

knowledge

 
places
 

reader

 

conduct

 
proceeds

manner

 

swindling

 

employed

 

catches

 

favourite

 

sharpers

 
carriages
 

racecourses

 

railway

 

absurdly


Thirty

 

merits

 

wayfarer

 

direction

 
innocent
 
invites
 

presenting

 

apology

 
interesting
 

readers