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Which deducted from 36

Remainder is-19

That is, it is 19 to 17 against being hit upon a 6. The odds of 2 love are about 5 to 2.

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1. IF you play three up, your principal object in the first place, ís, either to secure your own or your adversary's cinque point; when that is effected, you may play a pushing game, and endeavour to gammon your opponent.

2. The next best point (after you have gained your cinque-point) is to make your bar-point, thereby preventing your adversary running with 2

sixes.

3. After you have proceeded thus far, prefer making the quatre-point in your own table, rather than the quatre-point out of it.

4. Having gained these points, you have a fair chance to gammon your adversary, if he be very forward. For, suppose his table to be broken at home, it will be then your interest to open your bar-point, to oblige him to come out of your table with a six; and having your men spread, you not only may catch that man which your adversary brings out of your table, but will also have a probability of taking up the man left in your table; upon supposition that he had two men there. And if he should have a blot at home, it will then be your interest not to make up your table; because, if he should enter upon a blot,

which you are to make for the purpose, you will have a probability of getting a third man; which, if accomplished, will give you at least 4 to 1 of the gammon: whereas, if you have only two of his men up, the odds are that you do not gammon him.

5. If you play for a hit only, one or two men taken up of your adversary's makes it surer than a greater number, provided your table be made

up.

6. DIRECTIONS HOW TO CARRY YOUR MEN HOME.

WHEN you carry your men home, in order to lose no point, you are to carry the most distant man to your adversary's bar-point, that being the first stage you are to place it on; the next stage is 6 points farther, viz. in the place where your adversary's five men are first placed out of his table; the next stage is upon the sixth point in your table. This method is to be pursued till all your men are brought home, except two, when, by losing a point, you may often put it in the power of two fives or two fours, to save your gammon.

7. If you play to win a hit only, endeavour to gain either your own or your adversary's cinquepoint; if that fail by your being hit, and he be forwarder than you, then you must throw more men into his table, thus: put a man upon your cinque or bar-point, and if your adversary neglect to hit it, you may then gain a forward, instead of a back-game; but if he hit you, you must play for a back-game, and then the greater the number of men which are thus taken up, the better is your game, because you by that means preserve your game at

home; and you must then always endeavour to gain both your adversary's ace and trois-points, or his ace and deuce-points, and take care to keep three men upon his ace-point, that if you chance to hit him from thence, that point may remain still secure to you.

8. At the beginning of a set do not play for a back-game, because by so doing you would play to a great disadvantage, running the risque of a gammon to win a single hit.

DIRECTIONS FOR PLAYING AT SETTING OUT, THE 36 CHANCES OF THE DICE, EITHER FOR A GAMMON, SINGLE HIT.

OR

1. Two aces, to be played on your cinque-point and bar-point, for either gammon or hit.

2. Two sixes to be played on your adversary's bar-point, and on your own bar-point, for a gammon or hit.

3. Two trois, two to be played on your cinquepoint, and the other two on your trois-point in your own table, for a gammon only.

4. † Two deuces, to be played on your quatrepoint in your own table, and two to be brought over from the five men placed in your adversary's outer table, for a gammon only.

5. Two fours to be brought over from the five men placed in your adversary's outer table, and to be put upon the cinque-point in your own table, for a gammon only.

6. Two fives to be brought over from the five men placed in your adversary's outer table, and to be put upon the trois-point in your own table, for a gammon, or hit.

7. Six ace, you are to make your bar-point, for a gammon, or hit.

8. Six deuce, a man to be brought from the five placed in your adversary's outer table, and to be placed on the cinque-point in your own table, for a gammon, or hit.

9. Six and three, a man to be brought from your adversary's ace point, as far as he will go, for a gammon, or hit.

10. Six and four, a man to be brought from your adversary's ace-point, as far as he will go, for a gammon, or hit.

11. Six and five, a man to be carried from your adversary's ace-point, as far as he can go, for a gammon, or hit.

12. Cinque and quatre, a man to be carried from your adversary's ace-point, as far as he can go, for a gammon, or hit.

13. Cinque-trois, make the trois-point in your table, for a gammon, or hit.

14. Cinque deuce, play two men, from the five placed in your adversary's outer table, for a gammon, or hit.

15. *Cinque-ace, bring one man from the five placed in your adversary's outer table for the cinque, and play one down on the cinque-point in your own table, for the ace, for a gammon only.

16. Quatre-trois, bring two men from the five placed in your adversary's outer table, for a gammon, or hit.

17. Quatre-deuce, make the quatre-point in your own table, for a gammon, or hit.

18. † Quatre-ace, play a man from the five placed in your adversary's outer table for the quatre, and for the ace play a man down upon the cinquepoint in your own table, for a gammon only.

19. Trois-deuce, bring two men from the five

placed in your adversary's outer table, for a gammon only.

20. Trois-ace, make the cinque-point in your own table for a gammon or hit.

21. * Deuce-ace, play one man from the five placed in your adversary's outer table for the deuce; and for the ace, play a man down upon the cinquepoint in your own table, for a gammon only.

DIRECTIONS HOW TO PLAY THE CHANCES THAT ARE MARKED THUS (*), FOR A HIT ONLY.

1. * Two trois, play two of them on the cinquepoint in your own, and with the other two take the quatre-point in your adversary's table.

2. Two deuces, play two of them on the quatre-point in your own, and with the other two take the trois-point in your adversary's table.

By playing the two foregoing cases as directed, you avoid being shut up in your adversary's table, and have the chance of throwing high doublets, to win the hit.

3. *Two fours, two of them are to take your adversary's cinque-point in his table; and for the other two bring two men from the five placed in your adversary's outer table.

4. 1 Cinque-ace, play the cinque from the five men placed in your adversary's outer table, and the ace from your adversary's ace-point.

5. 2. Quatre ace, play the quatre from the five men placed in your adversary's outer table, and the ace from those on your adversary's ace point.

6.

*3. Deuce-ace, play the deuce from the five men placed in your adversary's outer table, and the ace from your adversary's ace point.

N. B. The three last chances are to be played

EE

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