173 



BACK-GAMMON. 



only may catch that man which your adversary 

 brings out of your tables, but will also have a proba- 

 bility of taking up the man left in your tables, ( upon 

 the 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 tables ; 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 four to one of the gammon ; whereas, if you 

 have only two of his men up, the chance is, that you 

 do not gammon him. 



5. If you play for a hit only, one or two of your 

 adverc-Ary's men taken up makes it surer than a great- 

 er number, provided your tables are 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 ad- 

 versary'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 tables ; the next stage is upon 

 the sixth point in your tables. This method is to 

 be pursued till your men are brought home, except 

 2, when, by losing a point, you may often save your 

 gammon, by putting it in the power of 2 fives or 

 2 fours to save it. 



7. If you play to win a hit only, endeavour to 

 gain either your own or your adversary's cinque- 

 point ; if that fails by you being hit, and he is for- 

 warder than you, then you must throw more men 

 into his tables, thus : Put a man upon your cinque or 

 bar-point, and if your adversary neglects to hit it, 

 you may then gain a forward, instead of a back- 

 game ; but if he hits you, you must play for a back- 

 game, and then the greater number of men which are 

 taken up makes your game the better, because you 

 by that means preserve your game at home ; and you 

 must then always endeavour to gain both your ad- 

 versary'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 may remain still secure to you. 



8. At the beginning of a set do not play for a 

 back-game, because you would thus play to a great 

 disadvantage, running the risque of a gammon to 

 win a single hit. 



Directions for playing at the commencement of th-e. 

 game, the 36 chances of the dice, either for a gam- 

 mon or a 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 cinque- 

 point, and the other two on your trois-point in your 

 own tables, for a gammon only. 



4. f Two deuces, to be played on your quatre. 

 point in your own tables, and two to be brought over 

 from the five men placed in your adversary's tables, 

 for a gammon only. 



5. % Two fours, to be brought over from the five 

 men placed in your adversary's tables, and to be put 



upon the cinque-point in your own tables, for a gam- 

 mon only. 



6. Two fives to be brought over from the five 

 men placed in your adversary's tables, and to be put 

 upon the trois-point in your own tables, for a gam- 

 mon, or hit. 



7. Six ace, you are to take your bar-point, for a- 

 gammon, or hit. 



8. Six deuce, a man to be brought from the five 

 placed in your adversary's tables^ and to be placed 

 on the cinque-point in your own, 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 gam- 

 mon, 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 gam- 

 mon, 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 gam- 

 mon, 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 ta- 

 bles, for a gammon, or hit. 



14. Cinque-deuce, play two men from the five 

 placed in your adversary's tables, for a gammon, or 

 hit. 



15. * Cinque-ace, bring one man from the five 

 placed in your adversary's tables for the cinque, and 

 play one down on the cinque-point in your own tablet 

 for the ace, for a gammon only. 



16. Quatre-trois, bring two men from the five 

 placed in your adversary's tables, for a gammon, or 

 hit. 



17. Quatre-deuce, make the quatre-point in your 

 own tables, for a gammon, or hit. 



18. f Qu3tre-ace, play a man from the five placed 

 in your adversary's tables for the quatre, and for the 

 ace play a man down upon the cinque-point in your 

 own tables, for a gammon only. 



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

 placed in your adversary tables, for a gammon only. 



20. Trois-ace, make the cinque-point in your own 

 tables, for a gammon, or hit. 



21. * Deuce-ace, play one man from the five placed 

 in your adversary's tables for the deuce ; and for the 

 ace, play a man down upon the cinque-point in your 

 own tables, for a gammon only. 



Directions haw to play the chances that arc marked 

 thus {*)for a hit only. 



1. * Two trois, play two of them on the cinque- 

 point in your own, and witli the other two take the 

 quatre-point in your adversary's tables. 



2. f 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 tables. 



By playing the two foregoing cases as directed, 

 you avoid being shut up in your adversary's tables, 

 and have the chance of throwing high doublets, to 

 win the hit. 



3. * Two fours, two of them are to take your adL- 

 versary's cinque-point in his tables ; and for the ot,her 



Back. 



G:uumun. 



