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points, marked alternately. Each player has fifteen men, black and white, to distinguish them; which are disposed in the tables thus. If you play into the right-hand table, two of your men are placed upon the ace-point, in your adversary's inner table; five upon the sixth-point, in his outer table; three upon the cinque-point, in your own outer table; and five upon the sixth-point, in your own inner table; and the adversary's men are to be placed so as to correspond with yours, in a direct opposite position, as in the above representation. The grand object is to bring your men round into your own inner table:

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quently all throws that tend to this, and impede your adversary in executing the same design on his part, are in your favour; while the contrary success of your opponent must of course be against you. The first most advantageous throw is aces, as it blocks the sixth-point in your outer table, and secures the cinque-point in your inner table; so that your adversary's two men upon your acepoint cannot escape, with his throwing either quart, cinque, or six. Accordingly, this throw is often asked and given, between players of unequal skill, by way of odds.

At this game, as at Hazard, it is indispensable for the player to know all the combinations of which two dice are susceptible, and which will be found on reference to the chapter on that subject.

From the source in question, it will appear that it is 25 to 11 against hitting one ace upon a certain or flat die. The like method may be taken with any other flat die, as with an ace; for instanceRequired the odds of entering a man upon the 1, 2, 3, 4, or 5 points?

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What are the odds of hitting, with any chance, in the reach of a single die?

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What are the odds of hitting with a double die?

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To explain farther how to use the table of 36 chances, to find the odds of being hit upon any certain or flat die, this second example shows how to discover by that the odds of being hit upon a 6.

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The 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

And of 2 to 1....

And of 1 love..

2 to 1

3 to 1

1. If you play three up, your principal object in the first place is, 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 two 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

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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 six 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 troispoints, 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 risk of a gammon to win a single hit.

DIRECTIONS FOR PLAYING, AT SETTING OUT, THE THIRTY-SIX CHANCES OF THE DICE, EITHER FOR A GAMMON, OR SINGLE HIT.

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.

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