Cut an equi-triangle out of soft wood or cardboard. It should measure
one foot each way, and be one-quarter of an inch or less in thickness.
Besides the triangle you will require white celluloid chips, or the
game may be played with large-sized white bone buttons.
Lay the triangle on a smooth-surfaced table, play in turn, and each
player should start at the place. All players must be close enough to
the table to watch the game. The point of the game is to make a count
of ninety-nine. Whoever first makes that number has won.
The triangle must be placed far enough from the table’s edge to allow
freedom of room all around it, and it should be kept firm.
Put a chip or button with its upper edge even with the angle from which
you start, and just close enough to make it possible for it to slide
and not receive hindrance. The chip should touch the entire sliding
length. When all is in correct position, rest the knuckle of the right
thumb (unless you are left-handed, in that case your left thumb) on the
table, and put the back of the nail of your second finger about half an
inch down on the inside of the thumb’s fore-joint. Then push the finger
suddenly outward, running its nail along the table, close to the
thumb’s point, and finally raising the finger so that its tip is on the
table at the exact moment that it has touched the chip. This should
result in sending the chip the entire length of the angle’s side. To
make a full count the chip must stop with its outer edge even with the
next angle; the entire chip, with the exception of the edge, being
below it. When this done, score three, and do the same thing with the
next side, you then score three more; and again with the third side,
making a count of nine in all. Having gone around three sides, stop
until your turn is reached again. If however, the chip is not even with
the angle, but has not gone _entirely_ beyond it, the player may count
one, and may continue playing, the same as if making a full count. But
should the chip slide entirely beyond the angle, he cannot count at
all, but must withdraw until his turn comes again.
He must not be discouraged, however, but remember that “He laughs best
who laughs last.” Very often those who start successfully, become too
self-conscious, and make a bad break towards the close of the game.
Every time your turn comes, therefore be as careful as if just
commencing. Even numbers are not counted, make one or three. To be
entitled to three you must be perfect; short of perfection the count is
one or nothing, as the above rules decree.