_=DEVIL AMONG THE TAILORS.=_ This is hardly a variation of the game of

Draughts, although it is played on a checker board. Four white men, the

tailors, are placed upon 29 30 31 and 32; and one black man, the devil,

on 1. The men can move only one square at a time, diagonally; the

white men forward only, the black man forward or backward. There is no

jumping or capturing, and the object of the tailors is to pin the devil

in, so that he cannot move. If the black man can reach the free country

behind the white men, he wins the game.

The game is a certainty for the white men if properly played. At the

end of four moves they should be lined up on squares 25, 26, 27, 28 and

whichever end the devil attacks, the tailors should move in from the

other end.

There are two critical positions.

[Illustration: No. 13.

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | ⛂ | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | ⛀ | | ⛀ | |

+---+---+---+---+---+---+---+---+

| | | | ⛀ | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

]

[Illustration: No. 14.

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | ⛂ | | ⛀ | | |

+---+---+---+---+---+---+---+---+

| | | | | ⛀ | | | |

+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

]

In Diagram No. 13, if White moves 24 19 he loses, because Black goes to

11, and as the tailors advance to head him off, he goes back to 15 and

18, and then gets round by going to 14. White’s proper play is 22 18,

after which 26 22 will reform his line.

In Diagram No. 14, if White moves 26 22, or 19 15, he loses

immediately. In the first case Black will run to 15 and 11, and either

get round or double back to 18. In the second case Black will get round

by way of 7, or get through.

CHECKER LAWS.

_=1.=_ The Standard board must be of light and dark squares, not less

than fourteen inches nor more than fifteen inches across said squares.

_=2.=_ The board shall be so placed that the bottom corner square, on

the left hand, shall be black.

_=3.=_ The Standard men, technically described as White and Black, must

be light and dark (say white and red, or yellow and black), turned, and

round, not less than one inch, nor more than 1⅛ inches in diameter.

_=4.=_ The men shall be placed on the black squares.

_=5.=_ The black men shall invariably be placed upon the real or

supposed first twelve squares of the board; the white upon the last

twelve squares.

_=6.=_ Each player shall play alternately with the white and black men,

and lots shall be cast for the colour only once, viz., at the beginning

of the play--the winner to have his choice of taking black or white.

_=7.=_ The first play must _=invariably=_ be made by the person having

the black men.

_=8.=_ At the end of five minutes [if the play has not been previously

made], “Time” must be called by the person appointed for that purpose,

in a distinct manner; and if the play is not completed in another

minute, the game shall be adjudged lost through improper delay.

_=9.=_ When there is only _=one way=_ of taking _=one or more=_ pieces,

time shall be called at the end of one minute, and if the play is not

completed in another minute, the game shall be adjudged lost through

improper delay.

_=10.=_ Either player is entitled, on giving intimation, to arrange his

own or his opponent’s pieces properly on the squares. After the first

move has been made, however, if either player touch or arrange any

piece without giving intimation to his opponent, he shall be cautioned

for the first offence, and shall forfeit the game for any subsequent

act of the kind.

_=11.=_ After the pieces have been arranged, if the person whose turn

it is to play _=touch=_ one, he must either play it or forfeit the

game. When the piece is not playable, he forfeits according to the

preceding law.

_=12.=_ If _=any part=_ of a playable piece is moved over an angle of

the square on which it is stationed, the move must be completed in

_=that=_ direction.

_=13.=_ A capturing play, as well as an ordinary one, is completed

whenever the hand has been withdrawn from the piece played, although

one or more pieces should have been taken.

_=14.=_ The Huff or Blow is to remove from the board, before one plays

his own piece, any one of the adverse pieces that might or ought to

have taken but the Huff or Blow never constitutes a play.

_=15.=_ The player has the power to _=huff=_, _=compel the capture=_,

or _=let the piece remain on the board=_, as he thinks proper.

_=16.=_ When a man first reaches any of the squares on the opposite

extreme line of the board, it becomes a King, and can be moved backward

or forward as the limits of the board permit, though not in the same

play. The adversary must crown the new King, by placing a captured man

on the top of it, before he makes his own move.

_=17.=_ A player making a false or improper move forfeits the game to

his opponent.

_=18.=_ When taking, if either player removes one of his own pieces,

_=he=_ cannot replace it; but his _=opponent=_ can either play or

insist on the man being replaced.

_=19.=_ A Draw is when neither of the players can force a Win. When

one of the sides appears stronger than the other, the stronger is

required to complete the Win, or to show a decided advantage over his

opponent within forty of his own moves--to be counted from the point at

which _=notice=_ was given,--failing which, the game must be abandoned

at Drawn.

_=20.=_ Anything which may annoy or distract the attention of the

player is strictly forbidden; such as making signs or sounds, pointing

or hovering over the board, unnecessarily delaying to move a piece

touched, or smoking. Any _=principal=_ so acting, after having been

warned of the consequence and requested to desist, shall forfeit the

game.

_=21.=_ While a game is pending, neither player is permitted to leave

the room without giving a sufficient reason, or receiving the other’s

consent or company.

_=22.=_ A player committing a breach of any of these laws must submit

to the penalty, which his opponent is equally bound to exact.

_=23.=_ Any spectator giving warning, either by sign, sound, or remark,

on any of the games, whether played or pending, shall be expelled from

the room.

_=24.=_ Should any dispute occur, not satisfactorily determined by the

preceding laws, a _=written statement of facts=_ must be sent to a

disinterested arbiter having a knowledge of the game, whose decision

shall be final.

TEXT BOOKS.

Spayth’s Checkers for Beginners.

Game of Draughts, John Robertson.

Janvier’s Anderson.

Bowen’s Bristol.

Bowen’s Cross.

Bowen’s Fife.

E.T. Baker’s Alma.

Scattergood’s Game of Draughts.

Lyman’s Selected Problems.

Backgammon and Draughts, by Berkeley.

Anderson’s Checkers.

Dunne’s Draught Proxis.

Kear’s Sturges.

BACKGAMMON. OR TRIC-TRAC.

Backgammon is played by two persons, each of whom is provided with

fifteen men, two dice, and a dice-box. The men on each side are of

different colours, black and white, and the players are distinguished

by the colour of the men with which they play. The board is divided

into two tables, _=inner=_ and _=outer=_, and at the beginning of the

game the men may be set up in either of the positions shown in the

diagram.

[Illustration:

+-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | | |

| | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | |

| | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | |

LIGHT | INNER || OUTER | | OUTER || INNER | LIGHT

| | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | |

| | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | |

| | | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | | |

|⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+

]

It will be observed that the black men on any point have exactly the

same number of white men standing opposite them. In one table there are

only two upon one point, and in the other there are only three upon one

point. The table with the two men is always the _=inner table=_ while

the one with three is always the _=outer table=_. This distinction

is important, and may be remembered by observing that the number of

letters in the words _=in=_ and _=out=_ are two and three respectively.

In setting up the men the inner table is always placed _=toward the

light=_, whether it be a window or the gas. Each player must always

have the majority of his men, five and three, on the side nearer him;

and the minority, five and two, on the side farther from him. The side

of the _=inner table=_ which is nearer the player will always be his

_=home table=_. In all the illustrations in this work you are supposed

to be playing with the black side next you, and with your inner or home

table on your _=left=_ hand.

The raised portion or hinge of the board, which divides the inner from

the outer tables, is known as the _bar_, and the points, or flèches,

in each player’s home table are numbered from 1 to 6, reckoning from

the outer edge toward the bar. These six points are spoken of as the

Ace, Deuce, Trey, Four, Five and Six points respectively, and they

correspond to the six faces on a single die. The points in the outer

tables have no numbers, but the one next the bar on each side is called

the _=bar point=_. In giving the moves of the men in a game, the names

of the six points in the home tables are disregarded, and each player,

Black and White, numbers the board from 1 to 24, starting from the

square on which he has only two men. The notation for the black moves

would be as shown in the margin; that for white being exactly opposite,

of course.

[Illustration:

+---+---+---+---+---+---++---+---+---+---+---+---+

| ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ |

| ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ |

| | | | | | ⛀ || | ⛀ | | | | ⛂ |

| | | | | | ⛀ || | | | | | ⛂ |

| | | | | | ⛀ || | | | | | ⛂ |

| 1 2 3 4 5 6 || 7 8 9 10 11 12 |

|24 23 22 21 20 19 ||18 17 16 15 14 13 |

| | | | | | ⛂ || | | | | | ⛀ |

| | | | | | ⛂ || | | | | | ⛀ |

| | | | | | ⛂ || | ⛂ | | | | ⛀ |

| ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ |

| ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ |

+---+---+---+---+---+---++---+---+---+---+---+---+

]

The men on each side are always moved in the direction of their

notation numbers. In all the following illustrations the black men move

round the board from right to left, like the hands of a clock, while

the white men go in the opposite direction; so that the two opposing

forces are continually meeting and passing, like the people in the

street.

The _=Object of the Game=_ is for each player to move his men from

point to point in order to get them all into his home table. It does

not matter what part of the home table they reach, so that they get

across the bar. The men are moved according to the throws of the dice,

each player in turn having a throw and a move. After the men on either

side are all home, they are taken off the board according to the throws

of the dice, and the player who is the first to get all his men off the

board in this manner wins the game.

If each player has taken off some of his men, the player getting all

his off first wins a _=hit=_, which counts as a single game. If one

player gets off all his men before his adversary has thrown off a

single man, it is a _=gammon=_, and counts as a double game. If the

loser has not only taken off none of his men, but has one or more men

left on the side of the board farther from him when his adversary

throws off his last man, it is a _=backgammon=_, and counts as a triple

game. In America, gammons and backgammons are seldom played, every game

being simply a hit. This spoils some of the fine points of the game,

and entirely alters the tactics of the players, as will be seen when we

come to the suggestions for good play.

_=The Dice.=_ Although it is usual for each player to be provided

with two dice, some players insist on the same pair being used by

each player alternately; the claim being that luck will then run more

evenly. At the beginning of the game each player makes a cast, either

with one die or with two, as may be agreed, and the higher throw has

the first play. In some clubs the player making the higher throw is

allowed the option of playing the first cast, or of throwing again; but

the general practice is to insist that the first cast is simply for the

privilege of playing first, and that the dice must be cast again for

the first move.

After each throw the dice must fall within the borders of the table on

the caster’s right, and each die must rest fairly and squarely on one

of its faces. If it is _=cocked=_ against a man, the edge of the board,

or the other die, or if it jumps over the edge of the table in which it

is thrown, both dice must be taken up and cast again. The caster must

announce his throw as soon as made.

_=The Moves.=_ As the men on each side are moved round the board in

opposite directions to reach their respective homes, they are of course

obliged to meet and pass a number of the adversary’s men, and they must

pick their way among them by going to points which are unoccupied by

the enemy; for if there are two or more of the enemy in possession

of any point, that point is said to be _=covered=_, and must be

jumped over. If only one adverse man occupies a point, it is called a

_=blot=_, and the man may be captured, as will presently be explained.

The numbers that appear on the upper faces of the two dice, when they

are thrown, are the number of points that each of any two men, or that

any one man may be moved at a time. If a player throws four-deuce, for

instance, he may either move one man four points and another two; or

he may move a single man four points and two points, or two points and

four points. He cannot lump the throw and call it six points, because

if the fourth point from where the man stood was covered by two or

more of the enemy, the four could not be played with that man. If the

second point from where the man stood was also covered, he could not

be moved at all, although the sixth point from where he stood might

be unoccupied. If Black’s first throw is five-deuce, for instance, he

cannot move one of the two men on his adversary’s ace point for the

five, because the fifth point thence is covered. Neither could he move

one of them two and then five, because the seventh point is covered

also.

If a player throws _=doublets=_, that is, the same number on each die,

he plays the throw twice over. If a player throws double fours, for

instance, he can either move one man four points four times; or one man

four points once, and another man four points three times; or two men

four points twice; or two men four points each, and then two other men

four points, always provided that the points moved to at the end of

each four are not covered by the enemy.

If there is only one of the adversary’s men on any point which can be

reached by a throw of the dice, the blot may be hit, a man being moved

to that point, and the adverse man taken from the board and placed upon

the bar. In the diagram in the margin, for instance, it is White’s

play, and he has thrown six-four. Black has left a blot on White’s

four-point, and the single white man in the outer table can reach this

with the six throw, taking up the black man, and placing it upon the

bar. White now has a blot on his four point, which he should cover by

playing in a man four points from the outer table, it being better to

leave a blot there than at home.

[Illustration:

+-+-+-+-+-+-++-+-+-+-+-+-+

| | |⛀|⛂|⛀|⛀||⛀|⛀| |⛀| |⛂|

| | |⛀| |⛀|⛀||⛀|⛀| | | |⛂|

| | | | | | ||⛀| | | | | |

| | | | | | || | | | | | |

| | | | | | || | | | | | |

| || |

| | | | | | || | | | | | |

| | | | | | || | | | | | |

| | |⛂| | |⛂|| | | | | | |

|⛂| |⛂| | |⛂||⛂|⛂| | | |⛀|

|⛂| |⛂| | |⛂||⛂|⛂| | |⛀|⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

]

When a player has a man that has been hit, and placed upon the bar by

the adversary, he must re-enter that man before he moves any others.

He may choose for the purpose either of the numbers on the next throw

of the dice, and must place his man on the point in the adversary’s

home table which agrees with the number selected. Suppose that in the

foregoing example, Black’s next throw is five-deuce. He cannot enter

the man on the five-point, because it is covered by the enemy: so he

must enter upon the deuce point, which is not covered, and must move

some other man five points for the throw upon the other die. If both

the five and deuce points were covered, Black could not enter on either

of them, and as he cannot play until the man on the bar is entered,

the throw would be lost, and he would have to wait until his adversary

threw and moved in his turn. If two men are upon the bar, both must be

entered before any man can be moved. A man may enter and hit a blot at

the same time.

If a player could get his men round the board without any of them being

hit, seventy-seven points on the dice thrown would bring them all home;

but as every man hit has to start all over again from his adversary’s

home table, it may take a great many throws to get all the men home.

For this reason it is obvious that each player should leave as few

blots as possible, in order to save his men from being hit; and at the

same time he should strive to cover as many points as possible, in

order to prevent his adversary from moving round the board freely. It

is still more important to cover points in the home table, so that when

an adverse man is hit he will have fewer points upon which to enter. It

is, of course, unnecessary to say that one can always enter or play on

points covered by his own men.

[Illustration:

+-+-+-+-+-+-++-+-+-+-+-+-+

| |⛀|⛀|⛀|⛀|⛀|| | | | | | |

| |⛀|⛀|⛀|⛀|⛀|| | | | | | |

| | | |⛀| |⛀|| | | | | | |

| | | | | | || | | | | | |

|⛂| | | | | || | | | | | |

|⛂ || |

|⛂| | | | | || | | | | | |

|⛂| | | | | || | | | | | |

|⛂| | |⛂|⛂| || | | | | | |

|⛂|⛀|⛂|⛂|⛂| || | | | | | |

|⛂|⛀|⛂|⛂|⛂| || | | | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

]

_=Throwing Off.=_ When either player has succeeded in getting all

his men home, he removes them from the board two or four at a time,

according to the throws of the dice, provided he has men on the points

in his home table corresponding to the numbers thrown. If not, he must

move his men up toward the ace point. Doublets may take off four men if

there are so many on the point. If there are no men on a number thrown,

and the number is so high that the man farthest from the ace point

cannot be moved up, that man may be taken off. In the diagram in the

margin, for instance, Black has all his men home, and is ready to throw

them off. If he threw six-deuce, having no men on either point he would

have to move up the deuce; but the farthest man from the ace point

cannot be moved up six, so he can throw that man off. This must result

in leaving a blot, no matter which man is played up the two Points, and

White may hit this blot on his next throw. Should he do so, Black would

have to throw an ace to re-enter, as all the other points in White’s

home table are covered, or “made up.” Black could not throw off another

man until the one hit had not only been re-entered, but had made the

circuit of the board and got home again.

A player is not obliged to throw off a man if he prefers to move, but

he must do one or the other. In the foregoing diagram, for instance, if

Black threw three-ace, he would be very foolish to take off two men,

leaving a blot on his three point. He should move the ace from his four

to his three point, and then take off the three, leaving no blots.

_=SUGGESTIONS FOR GOOD PLAY.=_ Always see that the men are properly set

up. It would be a great help to many persons if the manufacturers of

backgammon boards would print upon them a small diagram of the correct

position of the men.

The first thing for the beginner to learn is the proper manner of

playing the opening throws, and this should be practised with a board

and men. In some cases there are several ways to play the same throw;

double fours, for instance, it is said cannot be played wrong. All

possible throws of the dice, from double six to double ace, and the

various ways of playing them, are shown in the diagrams. Black men only

are moved, and those with white centres have been brought from the

points marked with a small cross x.

The best throws are those which cover the most points, take possession

of your own or your adversary’s five point, make up your own bar point,

or make up points in your home table.

[Illustration:

⚅⚅

+-+-+-+-+-+-++-+-+-+-+-+-+

| | | | | |⛀||⛂|⛀| | | |⛂|

| | | | | |⛀||⛂|⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | | |

| | | | | |⛀|| | | | | | |

|x || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂||⛂|⛂| | | |⛀|

|⛀| | | | |⛂||⛂|⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚅⚄

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | |⛂|

|x || ⛂|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚅⚃

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | |⛂|⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | |⛂|

|x || |

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚅⚂

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| |⛂| |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | |⛂|

|x || |

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚅⚁

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | |⛂|⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚅⚀

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | | |

| || x|

| || x |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

|⛀| | | | |⛂||⛂|⛂| | | |⛀|

|⛀| | | | |⛂||⛂|⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

]

[Illustration:

⚄⚄

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | | |

| | | | | |⛀|| | | | | | |

| || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| |⛂| | |⛂|| |⛂| | | |⛀|

|⛀| |⛂| | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚄⚃

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| |⛂| |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | |⛂|

|x || |

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚄⚂

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| || |

| x|| x |

| | | | | | || | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

|⛀| |⛂| | |⛂|| |⛂| | | |⛀|

|⛀| |⛂| | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚄⚁

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | | |

| | | | | |⛀|| | | | | | |

| || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | |⛂|⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚄⚀

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | | |

| || x|

| x|| |

| | | | | | || | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | |⛂|⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚄⚀

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂|⛂| | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | |⛂|

| | | | | |⛀|| | | | | | |

|x || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚃⚃

+-+-+-+-+-+-++-+-+-+-+-+-+

|⛂| | | | |⛀|| |⛀| | | |⛂|

|⛂| | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | | |

| | | | | |⛀|| | | | | | |

| || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | |⛂|⛂|| |⛂| | | |⛀|

|⛀| | | |⛂|⛂|| |⛂| | | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

⚃⚃

+-+-+-+-+-+-++-+-+-+-+-+-+

| | | | |⛂|⛀|| |⛀| | | |⛂|

| | | | |⛂|⛀|| |⛀| | | |⛂|

| | | | | |⛀|| |⛀| | | |⛂|

| | | | | |⛀|| | | | | | |

| | | | | |⛀|| | | | | | |

|x || x|

| || |

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| | | | | |⛀|

| | | | | |⛂|| |⛂| | | |⛀|

|⛀| | | | |⛂|| |⛂|⛂| | |⛀|

|⛀| | | | |⛂|| |⛂|⛂| | |⛀|

+-+-+-+-+-+-++-+-+-+-+-+-+

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 60 / 70 段