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two for holing his adversary's white ball, and three for holing the red ball.

15. If the striker make a carambole by striking the red ball first, and by the stroke should hole all the balls, he wins ten points; viz. two for the carambole, three for holing his own ball on the red, three for holing the red, and two for holing his adversary's white ball.

16. If the striker hole his own ball on the white ball, he wins two points; and if on the red, three points.

17. If the striker, by striking the white ball, should hole his own ball and his adversary's white ball, he wins four points; viz. two for holing his own ball on the white, and two for holing his adversary's ball.

18. If the striker, by striking the red ball, should hole his own ball and his adversary's white ball, he wins five points; viz. three for holing his own ball on the red, and two for holing the white ball.

19. If the striker strike his adversary's white ball, and should hole his own ball and the red, he wins five points; viz. two for holing his own ball on the white, and three for holing the red ball.

20. If the striker strike the red ball, and should hole his own ball, and his adversary's white ball, he wins five points; viz. three for holing his own ball on the red, and two for holing his adversary's white ball.

21. If the striker strike his adversary's white ball, and should hole all three balls by the same stroke, he wins seven points; viz. two for holing his own ball on the white, two for holing his adversary's white ball, and three for holing the red ball.

22. If the striker strike the red ball, and should hole all the balls by the same stroke, he wins eight

points; viz. three for holing his own ball on the red, three for holing the red ball, and two for holing the white ball.

23. If the striker strike the red ball, and should hole his own and the red ball, he wins six points ; viz. three for holing his own ball on the red, and three for holing the red ball.

N.B. The rest of the rules and regulations are likewise to be observed, as in the rules for the Carambole Winning Game, &c.

THE SIMPLE CARAMBOLE GAME, PLAYED WITH THREE BALLS, AS IN THE OTHERS.

The game is twelve in number, arising from caramboles and forfeitures.

This game, possessing very few chances, requires both skill and judgment, and is seldom played alone, but generally by able proficients against the winning and losing, or the winning game of novices, considered equal to giving fifteen out of twentyfour points. It is also played two different ways; in one the hazards lose, in the other they are not reckoned; the first mentioned is the customary method, where the striker, upon making a hazard, loses as many points as he by that stroke would have gained in either the winning or losing game.

1. The game is begun as in the preceding caramboles.

2. If the striker miss both balls, he loses one; and when he pockets his own ball, he loses three points.

3. When the striker makes a carambole, he scores two, except he holes his own ball on that of the adversary, or holes the adversary's ball, and then he loses two points.

4. And when he caramboles, and holes either his own ball on the red, or holes the red ball, he loses three points.

5. And also should he hole both his own and the adversary's ball, then he loses four points.

6. And when he holes both his own and the red ball, he loses five points, if he played at the white, and six if at the red ball.

7. And likewise if he should hole all three balls at one stroke, he loses seven points, if he played at the white, and eight if at the red ball.

The rest of the rules and regulations used in this are similar to those belonging to the other games, when they are not contradictory to any of the seven above-mentioned.

CHESS.

THE works already extant on this beautiful and scientific game would form a voluminous library of themselves, yet so little do they differ from each other, that the system of attack and defence laid down by the earliest writer upon Chess, Damiao de Goa, a Portuguese, who flourished about the end of the fifteenth century, is identically the same as the system laid down by Mr. Lewis in his recent publication, which may justly be considered as our most classical authority upon the science of Chess.

For this reason, and impressed with the convic

tion that study alone will never form a chessplayer, I have in the present suppressed a great proportion of the illustrations given in the former editions of this work; enough, however, remain for all the purposes of study, which, after all, imparts but a mere mechanical skill *. The essential point is to make the learner thoroughly acquainted with the fundamental principles of the game, when practice with good players will soon lead to their skilful application.

The fundamental principles of Chess are very simple, and consist

1st. In discovering the tactical or weak point of the adversary's position.

2ndly. In a rapid concentration and skilful direction of the mass of your forces upon that tactical point.

The first depends in a great measure upon the coup d'œil of the player; and when this quality is possessed in an eminent degree, it is rather intuitive than acquired.

The second must depend upon his practical skill, and upon his knowledge of the mechanism of each piece, in order to play them so as to combine their simultaneous action, according to the qualities inherent in each, for which ample instruction will be found in Mr. Hoyle's Directions. Confining myself, therefore, to general principles, I shall lay it down as a maxim, that the offensive is the most advantageous strategy; for if the fundamental principle of the game consists in directing the mass of your forces upon the adversary's tactical point, it must follow as a necessary conse

* Rousseau, in his Confessions, bears out this assertion the philosopher shut himself up for six weeks, and pored over in vain the most scientific treatises of his day-for on his first trial he was beaten by a mere tyro.

quence, that the first means of applying the principle consists in seizing the initiative or the offensive. In order, therefore, to apply skilfully this incontrovertible principle, castle as early as possible, by which you place your king in a position of security, and bring a powerful piece, the rook, into action. But if, on the other hand, your adversary should have seized the initiative, do not castle until he has well developed his attack, and then castle on the opposite side, by which you remove your king out of the tactical direction, or the radius of attack, and oblige your adversary to change his front. Should you, on the other hand, imprudently castle on the side on which your adversary has developed his attack, you execute a flank march before an army in position, and, like Soubise at Rosbach, will infallibly lose your army and your honour. Act, therefore, always en masse, reconnoitre well your adversary's position, and remember that it is skilful disposition and a rapid combination of simultaneous attacks which determines the result. Chess being a game of pure skill, induces many people to look upon a great chess player as a being endowed with a superior capacity; but this I have no hesitation in ranking as a popular fallacy. Some of the greatest chess players have in other respects been mere imbeciles; while, on the other hand, men of the most splendid genius have never been able to attain more than a mediocrity of skill. Early instruction— constant practice, limited to one single object-a mechanical memory for combination, strengthened by exercise and that peculiar turn for play which is so much more powerfully developed in some men than in others-these are the sources of the science of Chess, but which are, however, no indication of other talents. Nevertheless,

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