Sneaking or Dribbling
Sneaking is allowed; that is,
shooting the taw slowly, so that it will stop in or near the
center. This counts as a turn, and the marble is allowed to
rest there until the sneaker's turn comes round again, in
which case, if he has not been killed by some other player,
he shoots from the spot occupied by his taw.
If a dead man's turn comes
around and there are enough ducks in the ring to warrant the
risk, the dead man may re-enter by laying in the middle
twice as many ducks as the game required at first and
placing still another duck near the edge of the ring to
carom on. He shoots at the carom duck with the hopes of
knocking it out and flying in the center, where, if he is
"any good" he will "skin the ring." Often the dead man is
unsuccessful and the game goes on.
Ducks in a Hole
This game is played with three
shallow holes in a line at right angles with a taw line
which should be about ten feet distant from the first hole.
The holes are three feet apart. The object of each player is
to shoot his marble so that it will go in and remain in the
first hole. If successful in this be is allowed to place his
thumb on the edge of the first hole, and using his hand as a
pair of dividers, by a twist of the wrist he describes, that
is, traces with the ends of his fingers, a curved line on
the ground.
This is called taking a span,
and the player then knuckles down on the span line and
shoots for the second hole. Taking another span he shoots
for the third, and if successful he now takes a span back
toward the middle hole and shoots for that. If he again
succeeds be takes a span and shoots for the first bole, and
if he fails not in this he is a "duck" and can take two
spans from the spot where his marble lies every time he
shoots. When he has gone forward and backward twice he is
allowed three spans, and when he has gone backward and
forward three times he is a "King Duck" and can take four
spans.
If the first player misses the
first hole, player number two shoots. If number two's marble
rolls in the first hole and stays there he looks around for
the first player's taw and when he discovers it, if he feels
certain he can bit it: he takes a span, knuckles down and
cracks away at number one's taw. If he hits it he places his
own marble in the second hole and proceeds to try for the
next until he misses. Then the next player tries his luck.
When number one's turn comes
around again he shoots for the first hole, knuckling down on
the spot to which number two knocked his (number one's) taw.
King Duck
Each player strives to be King
Duck first. Each time one player hits another player's taw
the lucky player counts one point, and the one hit loses a
point.
When one player is King Duck
it is hard on the others, because as soon as they miss a
hole he is on them. For his four spans from the nearest hole
will almost always bring him within short shooting distance
of any marble that has missed a hole, and when he hits that
marble he generally manages to hit it hard enough to send it
flying.
By the time three boys have
won the title of King Duck the game is over. At the advent
of the second King Duck the first monarch divides with him
and gives him one of the end holes to command, and he keeps
the other two. When the third man is King the first King
assigns him the remaining end hole and retains command of
the middle hole, but by this time the boys are ready to stop
for a rest. Each time a player hits a marble it counts one
point, and the game may be for ten points or ten thousand
points.
Meg in a Hole
Meg-in-a-Hole differs from the
preceding game of Duck-in-Hole, first, in the fact that
there is no taw line. The first player shoots from one end
hole at the middle hole. After be succeeds in shooting into
the middle hole be is entitled to a span, but he has no more
than a span until be is King, having gone backward and
forward three times.
The King can take one foot
(his own foot for a measure) and a span from the first hole,
two feet and a span from the second hole, and three feet and
a span from the third hole before shooting at any other
player's marble that has made a miss
This gives the King great
power, and it is hard to escape him. It often happens that
the King knocks the other marbles fifteen or more feet away
from their holes, and it is no easy matter for the
unfortunate player to approach the holes again.
If a second player wins the
title of King, the first King assigns him the first hole to
guard, because there is less shooting for it, for the
players only go in it three times, while they go six times
in the middle hole. The third hole is next best to the
middle, or, as I heard one boy put it- "next worse to the
first hole." If a player misses it and a King is loafing
around, the player does not stand much chance of getting
near it again. When all have become Kings the game is over.
Meg-on-a-String
This is a game of skill, and
at this day finds little favor. The boys seem to prefer the
less skilful and ruder games, such as Stand-up marbles, a
game I notice the lads playing under the lamp-posts after
dark ; and so primitive has the sport become in the great
cities, that in place of the beautiful agate for a taw these
boys use stones, which they hold up to one eye, then pitch
at a group of shamefaced marbles huddled together in a hole
in the ground.
But Meg-on-a-String requires a
higher sort of skill to play, and the successful player must
be a good shot at fair knuckling-down shooting.
In a crack in a friendly fence
a small stick is so thrust that its free end is about three
feet outside the fence line. From near the end of the stick
threads are hung about three inches apart, and on the ends
of the threads are small lumps of shoemaker's wax. By
pressing the wax against a small alley, commie, crystal,
china, plaster, or agate, the marbles will adhere and swing
from the ends of the threads. The latter should be so
adjusted that the marbles clear the ground by an inch or
two.
There is no ring in this game,
but a taw line is scratched about four feet from the Meg
stick, and a marble for each player hangs from the stick. It
is all knuckling down and lofting in this game, and the
swinging marbles are kept in motion, it being against the
rules for any boy to shoot at a stationary duck. He is only
allowed to wait until the marbles cease to strike against
each other, then he must shoot.
When the first player misses,
the second player shoots. If the first player's taw is
within reach he may shoot at that, and if he hits it then
the owner of the unlucky taw is dead and out of the game,
and the boy who killed him has another shot at the swinging
marbles, or if there are only two players, he wins the game.
What Counts
To make a successful hit it is
deemed necessary to knock the swinging duck off the string,
otherwise, the shot does not count. When a player's taw is
too near the fence he can cry "Sidings;' and move to one
side far enough to enable him to shoot with comfort. But if
the other boys cry "Fen Sidings" before he cries "Sidings;'
then the player must make the best of his ill luck and
shoot. It is allowable to sneak, that is, to shoot with so
little force that your taw will only roll to the spot near
the swinging marbles and rest there, but a sneaker always
runs the risk of being killed and put out of the game by the
next in turn.
"Dubs"and "Fen dubs;' "
Sidings" and " Fen sidings " are all the cries in this game,
because the rules of the game are" Fen histings," "Fen
clearances;' "Fen, fen everything;" except sidings and dubs,
and it is even fen to these if a player shouts the word in
time.
The reader can readily see
that no bad shot at marbles need try this game with any hope
of success, but to the real sportsmen among the boys the
game will be popular. Old players try to get a position
flanking the swinging ducks, as this position has a double
advantage. First, if the player misses the first marble, he
is liable to hit one of the others, and second, as it is
necessary to loft and shoot hard in order to knock a marble
off the string, if he misses his taw he strikes against the
fence and bounds back to practically the same position he
shot from, in place of hurtling off ten or twelve feet, or
away or back over the taw line.
For over two thousand years
boys have been playing marbles, and have developed some
really scientific games, which much older people might play
without loss of dignity. But since the game is confined
practically to the youngsters, it behooves them to see to it
that the noble and ancient games of marbles are not degraded
into shingle gambling boards and pitch rock.
Injun, Block, or Square Ring
After reading over the
preceding descriptions of marble games to a young Brooklyn
friend of mine, he exclaimed, "Well! You have left out
Block. We play Block in Brooklyn."
Now it is not the intention of
the author to slight Brooklyn in this book, and a game that
they can play there must be adapted to any large city. Block
is played with a square ring, if we may be allowed to call a
square a ring, and the ring is quartered as it is in Fat, a
game to which Block is akin. As in Fat, the marbles are laid
in on the intersections of the cross lines, but the taw line
is about thirty feet away.
This game is sometimes called
Injun, a corruption of Indian, probably because the game is
a game of extermination. For, in order to win, you must kill
all the other players. Hence, you can see that "First" plays
at a disadvantage, there being no one for him to kill. If he
knocks out a duck he must replace it. If a taw stops inside
the ring, that is a fatal shot, for lie has killed himself
and is out of the game. So when the first player shoots he
does not knuckle down, but toes the taw line and tosses his
taw for a good position near the ring.
For good and sufficient
Reasons the second player has no desire to get near the
first, so he throws his marble with sufficient force to send
it through the ring out of reach of First hoping that his
taw may be fortunate enough to knock out a duck on its way.
Because if number two knocks Out a duck, he can, before
replacing the duck, go back to taw and holding the duck in
his left hand shoot his taw with his right so that it will
strike on the top or side of the duck and fly off rear
First's taw, which he may then hit and kill.
If number two misses the duck,
number three pitches his marble off to one side, and thus
the game goes on, each boy doing his best to guard his own
taw and to hit and kill his neighbor's taw, knocking out
ducks when the opportunity comes for the sake of the
privilege of going back to taw and making a flying shot from
the duck to the neighborhood of his playmate's marble.
At the end of the game the
same number of ducks of course remain in the ring that were
placed there. If any player misses the duck that he is
trying to make a fly shot on he loses his turn, and has the
mortification of seeing his taw roll dangerously near an
opponent, where he must allow it to remain and run the
chance of being killed. When all but one are killed, the
survivor is "Big Injun" and has won the game. A similar game
is played in other places with the moon ring (Fig. 14).
There are numerous other games
played in the cities which are the out-growth of the cramped
spaces the boys have for playgrounds, but as they differ in
different cities and also in different parts of the same
city and are only modifications of the games given here,
they will be omitted.
Beard, Daniel C. "Marbles."
The
Outdoor Handy Book, For Playground Field and Forest. 1896. New York: Charles Scribners
Sons, 1910.
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