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Every Boy's Book: A Complete Encyclopaedia of Sports and Amusements Part 89

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"WINNING AND LOSING CARAMBOLE GAME"

Is played by either two or four persons. Winning and losing hazards, cannons, and forfeits, go to make the score, which is usually 50. If four players make a match, and play side against side, they play 63 up, and the partners may instruct each other. This plan is open to objection, and a far better one is for each to play his own game, and handicap the inferior players by giving them ten or fifteen points at the commencement. In this case, if either party gives a miss, it is far better that he should lose one point than the others should take one each. The white and spot white b.a.l.l.s are then played alternately, as if only two were playing. The game commences by stringing for the lead and the choice of b.a.l.l.s. The player must place his ball within the striking ring, and stand within the limits of the corner of the table. He whose ball rests nearest to the cushion at the baulk end of the table wins the lead, and chooses his own ball. A few general hints respecting the rules only is necessary. The red ball is placed on the lower of the two spots at the bottom of the table, and replaced there when it is holed (_i. e._ pocketed) or forced over the edge of the table, or when the b.a.l.l.s are broken or, in other words, placed as at the commencement of a game.

Whoever breaks the b.a.l.l.s leads off. With respect to scoring: if the striker holes the white ball (called a white winning hazard), or if he holes his own ball from the white ball (called a white losing hazard), he gains two points; if he does both, he gains four points. If he holes the red ball, he wins three; and if by the same stroke he holes his own from the red, he wins three more.

POOL.

There are several ways of playing pool. There is the ordinary game, with as many b.a.l.l.s as there are players, or with two b.a.l.l.s only, the players playing in turns, and playing with alternate b.a.l.l.s; playing with the nearest ball; playing at the last player; or the player playing at whichever ball he chooses. The most popular game is that in which the player plays at the last player. When coloured b.a.l.l.s are used, they are played as the colours are placed on the marking board. Each player has three lives at starting. But there is this drawback to pool: if the player happens to lose all his lives in rapid succession, he is condemned to inglorious idleness until the pool is played out, and then the same thing may happen. This may be obviated by allowing the lives to be unlimited, and paying nothing into the general pool, so that if a player's ball be pocketed, he has only to pay his stake and remain on hand until his turn comes round again. In this manner the players may continue their game for an unlimited period, and a new-comer may join the game at any time.

There is a cannon game which affords excellent practice. All the pool or pyramid b.a.l.l.s are ranged in a line against the top and bottom cushion, having the plain white ball in the middle. A cue is then laid flat against them, and they are pushed along the table, so as to strike the opposite cushion. The object of the player is to take the white ball and make as many consecutive cannons as possible. Should his own ball run into a pocket, he is obliged to stop and let the next player in; and if any of the coloured b.a.l.l.s run into a pocket, it must stay there, and of course decrease the chances of a long series of cannons. This is much more difficult than it looks.

There is a cannon game with one red and the two white b.a.l.l.s. In this pocketing either of the white b.a.l.l.s causes two to be deducted from the score, and pocketing the red ball loses three. The regular French game consists of cannons only; misses and pockets do not count either way.

It is usually played on a French table, without pockets, with two and a half inch b.a.l.l.s, and a heavy one. The baulk is not confined to the semicircle. At the commencement the red is placed on the winning spot, and the non-striker's ball on the centre spot in baulk.

ITALIAN SKITTLE POOL

Is an excellent game for boys. It is played thirty-one points up. Four b.a.l.l.s are used, two being white, one red, and one blue; and five skittles are placed in the centre of the table. Each of the skittles is numbered in the following order:--The first opposite the baulk is numbered 1; the one to the right 2; the one opposite to the first 3; the opposite to the second, on the left, 4; and the one in the centre 5. The red ball is placed as in the cannon game, the blue one beneath it. The two white b.a.l.l.s are kept by the two players who have to play first.

There is a peculiarity in this game, from the fact that a number, from one to sixteen, is chosen by the player at random, and the marker secretly adds it to the score, and in order to win the pool the player must make between the points of the game and those on the hidden ball thirty-one points, neither more nor less: if he makes more he is technically dead, and out of the game. The first player has to strike the red ball, the second the blue one, while the following players may use either. The points are made by knocking down the skittles, each of which counts as many points as its number, and by whatever ball these skittles are knocked down they always count. If a ball is knocked out of the table, it destroys all the points made by the stroke. Any player reaching twenty-nine or thirty points has a right to stop on his declaring so, only the points he makes in his subsequent play count to the advantage or disadvantage, whichever it may be, of the previous player. The survivor from amongst all the players who have died by overstepping the thirty-one points wins the pool. He who knocks down the four outside skittles, leaving the centre one only standing, makes what is called the royal, and wins the pool. There are some minute rules about stopping, which must be declared immediately on reaching twenty-nine or thirty points, and only one person can stop. The advantage of stopping is the chance of being the survivor.

On a wet day, in a country house, the best round game is _Penny Pot_, played like pool, and for every ball pocketed the player receives a small stake, and plays until he ceases to score. After making a winning hazard, the nearest ball is played on. A life is forfeited for every miss, coup (_i. e._ playing a ball into a pocket without its touching another ball), or losing hazard, and paid to the owner of the ball played on.

[Ill.u.s.tration: BOAT BUILDING]

This truly English amus.e.m.e.nt cannot be too highly extolled, as it is calculated to incite boys to emulate each other in acquiring proficiency in an art which exercises their ingenuity and taste, while it inculcates habits of patient industry. A good sailing ship is rather a troublesome thing to construct; but when a lad sees it "walk the waters like a thing of life" he experiences feelings which fully repay him for all his labour. Every boy ought to learn to swim, if only to prevent anxious parents including boat-sailing with dangerous pastimes that ought not to be encouraged. We are always pleased to see boys sailing their miniature vessels, and we cannot think that an occasional ducking ought to interfere with an occupation so befitting to the youth of a great maritime nation. As long as French boys amuse themselves with playing at soldiers, we trust English boys will continue to build and sail their model ships.

[Ill.u.s.tration]

If you wish to possess a good ship, you must make it yourself, as the smartly-painted vessels of the toy-shops are usually made to sell, and not to sail. To form the hull you will require a few carpenter's tools, such as a couple of chisels, a gouge, and a saw, in addition to that invaluable instrument, a good pocket-knife. Having procured a suitable piece of good white deal, with a straight grain, mark a line down the middle, on the upper and lower sides, and at both ends; then mark out with pencil the shape of the intended vessel, which should be broad in proportion to length, and deep in proportion to the width. Most boys shape their vessels before scooping them out, but it is far better to reverse the process, and hollow out the wood before commencing the outside. The deck is to be made of a thin piece of deal, and must be fitted very accurately, so that no water may enter the hold. A flush deck, without a raised edge or gunwale, is to be preferred, as such a deck does not hold the water.

The mast should be made of strong, light wood; should be tapering, and rather long. The less rigging there is the better; two shrouds and a few stays will be enough. The best models for miniature ships are those vessels that are rigged "fore and aft," such as cutters and schooners; square-rigged ships are unmanageable unless made very large.

[Ill.u.s.tration: CUTTER.]

Our first ill.u.s.tration shows a model cutter, with her sails set. The princ.i.p.al sail is termed the mainsail, the one above it the gaff topsail, and the triangular sail attached to the bowsprit the foresail or jib.

The blocks used in rigging a model ship are to be made of boxwood or alder. The latter is a softer wood than the former, and can be more readily fashioned into shape with a penknife. The holes for the cords should be bored through the pieces of wood before they are shaped into blocks, as it is not easy to drill the blocks without splitting them.

The rudder should be attached to the keel by bent pins. The little staples on the keel, in which the bent pins work, are to be formed of bra.s.s wire. The stem of the rudder pa.s.ses through a hole in the stern of the vessel, and is provided with a tiller. Before launching the ship, the tiller must be fixed so as to keep the rudder at the required angle.

Many boys fear to launch their ships in large ponds; but if a ship is properly rigged, and answers to her rudder, there need be no doubt as to her safe arrival at port.

[Ill.u.s.tration: SMACK.]

The smack is not so graceful as the cutter, but is a capital sailer. The large sail is called a spritsail, from the spar or sprit which crosses it diagonally from the mast to the upper aftmost corner.

[Ill.u.s.tration: SCHOONER.]

A schooner is a vessel with two masts, and fore-and-aft sails like those of a cutter. The schooner-rig is not suited to very small boats.

[Ill.u.s.tration: LUGGER.]

The lugger is shown in the annexed engraving. The lug-sail which distinguishes this rig is a square sail fastened to a yard that hangs obliquely to the mast at one-third of its length. A lug-sail may be fitted to a single-masted boat. The lugger is an excellent boat for sailing, but it lacks the trim appearance of the cutter.

Cutters or schooners intended for fast sailing should have but one foresail, as a large balloon-jib rigged with a boom holds more wind than an ordinary jib and staysail. The ships should be well ballasted to prevent the wind capsizing them, and their topmasts should be made moveable, as in rough weather it will be found necessary to "strike"

them. Each boat may have two sets of sails--one set large, for light winds, and the other considerably smaller, to be set up when the wind is high. The sails should be made of very light stuff--thin calico is best--and should have a line run round them, with loops for hooking them on to the spars. Beware of putting too many blocks and useless ropes about your boats, as the lighter the upper part of a vessel is the better she will sail. In conclusion, spare no pains in finishing your work neatly, so that your boats may bear witness to your skill and patience.

[Ill.u.s.tration: THE RAW MATERIAL.]

[Ill.u.s.tration]

CARPENTERING.

"All made out of my own head.

And wood enough left for another."

Nothing is more useful to a youth than to be able to do a little carpentering. To be handy with a chisel and saw, a nail and a hammer, saves many a pound in the course of the year. If you call in a carpenter for a little work he is sure to spin out a "regular job." I remember once buying some oak saplings, which cost me eightpence a stick; and wanting to build a summer-house, I required eight of them to be sawn through, so I applied to a carpenter, and the sticks were cut, but to my astonishment, sixteen shillings was charged for this little "job,"

although the wood cost me only five shillings and fourpence. I found out afterwards that the proper price for sawing would have amounted to about four shillings, so that twelve shillings profit was clapped on for the benefit of my experience. I just mention this to show my young friends, that if they wish to make summer-houses for their gardens, cages for their birds, fowl-houses, rabbit-hutches, or boxes for their books, they must learn to make them for themselves. I shall therefore offer them a little advice upon "carpentering."

THE SHOP AND BENCH.

Endeavour to procure some small outhouse, in which you may erect what is called a carpenter's or joiner's bench. These may very often be bought second-hand, or if not, can easily be procured at a reasonable rate. I am very particular in recommending a bench, as without it you will find many obstacles to your work. You must also provide yourself with a set of tools,--gimlets, hammers, planes, saws, gouges, files, nails, screws, and such articles of use.

[Ill.u.s.tration]

The bench is composed of a platform or top, supported by four stout legs; A is what is called the bench hook; this ought to be fitted in tight, so as to move up and down with a hammer only. The use of it is to keep any wood steady you may have to plane: B is the bench screw, used for keeping any wood firm and steady you may have to saw, which is to be put in the grip and screwed tight. Sometimes the edges of wood require to be planed, and then the wood is put in the grip or cheeks of the bench and held tight while you plane it. The holes in the side of the bench, C C, are for the insertion of a movable pin to support the end of the board you have to plane or saw, which is not in the screw. The height of your bench should be about 2 feet 8 inches. The common length is from 10 to 12 feet, and the breadth about 3 feet 6 inches.

OF PLANES.

[Ill.u.s.tration]

C is what is called the jack plane, which is the first to be used. It is about 17 inches in length, and is used to take the rough parts from a piece of wood. It should be held steadily by fixing the right hand at the handle (_h_), and the left over the top and side at (_s_), and pushed forward on the wood, when the knife (_k_) will take off a shaving which runs through the hole (_o_), and falls on the side. In using the plane the endeavour should be to take off a clean shaving, which is done by using the instrument uniformly and steadily over every surface to be planed.

[Ill.u.s.tration]

D is another kind of plane, called the trying plane, having a double top or handle. It is used to regulate and smooth, to a higher degree, the surface of the wood that had previously been smoothed from the rough by the jack plane. Its length is about 22 inches, and it is broader than the jack plane. There is another plane called the _long_ plane, which is used for facing a piece of stuff, which it does with the greatest exactness; its length is about 2 feet 4 inches. There is also the joiner's plane, which is the longest of all the planes, being 30 inches long. But the most handy of the planes to the boy carpenter is the smoothing plane, E. It is the last plane used in joining, and gives the utmost degree of smoothness to the surface of a piece of finished work; it is about 7 inches in length, the sides of the stock are curved, and resemble in figure a coffin; it is used in a similar way to the other.

[Ill.u.s.tration]

SAWS.

[Ill.u.s.tration]

There are many kinds of saws, but the most useful one is what is called the "hand saw." It has a blade or plate about 28 inches long; the teeth of which are so formed as to allow you to cut the wood crossways as well as lengthways. The handle of the saw is made so as to allow a full yet free grasp of the hand, either for a pull or a thrust.

The _panel saw_. This saw has a plate nearly of the same size as a hand saw, and is used for cutting very thin boards, which the rough teeth of the hand saw would not cut through without breaking them.

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