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your favour twenty-three chances to thirteen, that by your next throw you either hit him or pass beyond him.

Third. In case your second throw should be under 7, and you cannot hit him, yet you may play that cast ai horne, and consequently leave the blot upon double dice.

Whereas if, on the contrary, you had left the blot upon 8, you would have made a bad choice, for the following reasons:

1. Because the chances of being hit by 7 or by 8 are equal only.

2. Because, if you should escape the being hit by 8, yet then you would have but seventeen chances in your favour, against nineteen, for either hitting him, or pass. ing beyond him, by your next throw.

3. Now in case your second throw should be size-ace, which is short of him, you would then be forced to play the man that is out of your tables, being unable to play the six at home, and consequently to leave a blot to be hit by a single die, (or fat) in which event, computing that you play for eighteen shillings a game, he would be entitled to eleven shillings of the whole depending stake.


1. If the man is taken from any point, it must be played.

2. A man is not played, till it is placed upon a point and quitted.

3. If a player has only fourteen men in play, there is no penalty attending it.

4. If he bears any number of men before he has entered a man taken up, and which of course he was obliged to enter, such men so borne must be entered again in the adversary's tables as well as the man tak

5. 'If he has mistaken his throw and played it, and his adversary has thrown, it is not in the choice of either of the players to alter it, unless both parties agree to it.


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DRACouts, or Chequers, is played on a chequered table of thirty two white, and thirty.iwo black squares, with twelve black and iwelve white men, or chequers. The table should be so placed, as that each player will have a black square at his right hand, if they play on the white squares; or a white square, if they play on the black.

The inen move obliquely forward, until they arrive at the adversary's head row, when they are made kings, and move backward and forward. The adversary's men are taken by leaping over them, and must be taken whenever offered or exposed. No move can be recalled after the man has been quitted. The players have the first move it each game alternately.

Draughts may be best learned by playing the following games; for which purpose the white are numbered; number 1 being on your right hapıl, and 4 on your left; number 5 the right hand of the second row, and the left, and so on. The numbers should be placed on the corners of the squares, so as to be seen when the men are placed. The black men are placed on 1 to 12; the white on 21 to 32.

The letters N. C. F. T. denote Number, Colour, From, To.

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