The game is commenced by each player throwing on the centre of the board a
single die, the higher throw of the two giving the right to begin. In the
event of a tie, the players throw again. All subsequent throws are with
both dice.
The thrower of the higher number may either adopt the points shown by the
two dice as his own throw, or throw again. After throwing, he calls the
number of the throw, the higher number first, as "six deuce," "cinque
trois," "quatre ace," or as the case may be, and then proceeds to make his
move in accordance with it. The movement of the men of each player is from
the ace point in his opponent's home table towards the like point in his
own, though for many purposes it suffices if he can play them into his own
table, independently of their reaching any particular point therein, the
object of the game being first to get all the player's men into his own
inner table, and then to play them out of it again, according to certain
rules to be hereafter stated. The number uppermost on each die entitles the
player to move one man forward a corresponding number of points. Thus if he
threw "six trois," he is entitled to move one man six points onward, and
then the same or another man {274} three points onward. In the event of his
throwing the same points with both dice (known as "doublets"), he is
entitled to play the throw twice over. Suppose, for example, that he throws
two aces; he may move one or more men forward to an aggregate extent of
four points. If he throw double deuces, he may move to an aggregate extent
of eight points; if double threes, twelve points, and so on.
The right to move is subject to a certain qualification--viz., that a man
can only be played to a point which is either vacant or occupied by one or
more men of the player, or by one man only of the adversary. A player
getting two men on a given point is said to "make" such point, and as he
thereby secures such men from capture, and at the same time impedes the
onward march of the enemy, it is always an object to do this. A single man
on a given point is known as a "blot," and not only does not prevent the
enemy playing to that point, but in the event of its being "hit"--_i.e._,
reached by an adverse throw, it is "taken up" (placed on the bar between
the two tables), and, however far advanced it may have been, has to begin
its journey anew from the inner table of the adversary. Nor can such man
again start on its journey until its owner is fortunate enough to make a
throw corresponding with a vacant point or blot in such table. Until he
does this, the play of his other men is suspended. If the adverse player's
home table is completely full--_i.e._, each point occupied by two or more
men, his play is altogether suspended, the adversary continuing to throw
and move until the course of play again throws open one or more points in
his table. {275}
Any part of a throw which cannot be played is lost to the thrower, but
every player is compelled to play the whole of his throw if it is possible
to do so.