Page:Collier's Cyclopedia of Commercial and Social Information.djvu/457

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  1. In playing against "the down," endeavor to deceive your opponent by playing a domino or two at each end indifferently. This is better than playing to his last domino, as it leads him to believe you cannot go at that end, while at the same time you may be simply keeping both ends open.
  2. If your adversary has perception other of a number of which you hold several, with a view of forcing him to play at his end, and shutting it against the Dominos he was keeping it for.
  3. If you hold several doubles, wait till your adversary makes the number for them in preference to making them for self; otherwise, a good player will see what you are aimed at, and will block the double. But if you hold a double with several duplicates, and can bring that number at both ends, do so.
  4. If your adversary cannot go at one end, and you hold the double of that end, it is better that you should play at the other-as long as you can. When you are blocked at that end, you may then play your double, and your adversary will then in most cases be obliged to open the other end for you.
  5. It is generally considered that a light hand, yet with no number missing, is the Lest for ordinary play. The following, for example, would be a very fine hand: 6/3, 5/4, 2/1, 1/0, 2/0, 0/0. An example of a bad hand would be: 6/6, 5/6, 6/2, 2/2, 2/1, 1/1; but the worst possible hand would be the following: 6/6, 5/5, 4/4, 3/3, 2/2, 1/1. The latter, however, would seldom occur in actual play.
  6. It does not necessarily follow that because a hand is heavy it must therefore lose. Provided it is equally varied, it has an equal chance of success with a light hand. The disadvantage of a heavy hand is shown when the game becomes blocked, and has to be decided by counting.
  7. In leading "the down" from a hand consisting of a high double and several light dominoes, lead the double, and afterwards endeavor to obtain command of both ends. Suppose for example, you hold the following hand: 5/6, 2/2, 2/3, 2/4, 1/0, 5/6; it would be better to play the 5/6, as your other double can be forced by the aid of the 2/4 and 2/3.
  8. It will at all times be found a difficult thing, in an equal game and between equal players, for the second player to win.
  9. Endeavor to bring both ends as often as you can to a number of which you have several duplicates, for by that mean; you may block your adversary.
  10. In blocking the game, you must be cautious that you do not block it to yourself, and leave it open to your adversary.
  11. During the game look over the dominoes which have been played, so that you: may calculate what numbers are likely to be soon run out, and what numbers your opponent is likely to be short of.
  12. Do not push the game to a block if you hold a heavy but play out your heaviest first, and keep both ends open.
  13. Use your judgment freely. It is not always the best policy to adhere too strictly to the rules laid down in books. In a a wily player will oftentimes find it expedient to play a speculative, eccentric game, apparently quite at variance with the ordinary "laws."
  14. Keep perfectly quiet, attentively watch your opponent’s moves, and prevent him, if you can, from obtaining an insight into your play.
  15. Last (though not least), don’t lose your temper.

ALL FIVES.

This game stands next in popularity to the preceding one. The same number of dominoes are taken, or as many as may The object of the game is to contrive so to play that the aggregate number of pips on the dominoes at both ends shall number 5, 10, 15, or 20. If they number 5, the player who makes the point counts one; if 10, two; if 15, three; if 20, four.

In order to make our meaning clearer, we give an illustration. Suppose that at one end there is 0/0, and at the other a five. The next player then plays 5/5 to the single five, and scores two, because the aggregate number of pips on the dominoes at both ends is ten. It the opponent should follow up by playing the 0/5 to the 0/0, he, of course, scores three.

To give another illustration. Suppose at one end is 6/6, and the next player places at the other end 4/4, he scores four for making twenty.

If the game becomes blocked, he who holds the least number of pips counts one.

The custom as to what number shall be "up," is different in different parts of the country. In some places it is ten; in others fifteen; in others again, twenty. The number ought to be agreed upon at the commencement of the game. In our opinion it adds to the interest of the game to select the lower numbers.

Sometimes the game is so played that he who makes five counts five; ten is made to count ten, and so on; but in that case not fewer than 50, and not more than 100, points should constitute the game.

As we have shown, the material point in which this game differs from the previous one is that you count the fives, from which circumstance it derives its name.

The next best thing to making fives yourself is to prevent your adversary from doing so; and when you do give him the opportunity of making a point it should only be in order that you may make two or three points yourself.

When your adversary fails to avail himself of a good chance, you may presume that he does not hold such and such dominoes, and from that and like indications, which you must carefully store up in your memory, you will be able to form a tolerably accurate estimate of his hand. You should never omit to turn these indications to good account.

There is only one domino in the whole pack which can be led without the next player being able to make a point from it—namely 2/3. Always lead that if possible.

If you must play one of two dominoes, either of which you fear your adversary will turn to his account, of course you must play that by which you think you will be likely to lose the least.

It is good practice occasionally to take a survey of the game as far as it has gone, not only in order to refresh your memory as to what has been played, but also that you may form an opinion, if possible, of what your opponent's "little game" is. If there are good grounds for coming to the conclusion