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V. of TICK-TAC K.

LL your Men must stand on the AcePoint, and from thence play forward; but have a Care of being too forward, or fo, at leastwife, that Doublets reach you not.

Secure your Sice and Cinque-Point, whatever you do, and break them not, unless it be when you have the Advantage of going in; which is the greatest Advantage you can have, next to a Hit: For your Adversary's 11th Point ftanding open, you have, it may be, the Opportunity of going in with two of your Men, and then you win a double Game. A Hit is but 1; and that is, when you throw fuch a Caft, that fome one of your Men will reach your Adverfary's unbound, but fometimes, tho' it hits it, will not pafs, by Reafon of a Stop in the Way; and then it is nothing. Sometimes it is good, going over into your Adverfary's Tables; but it is best for an After-Game.

Playing close at Home is the fecureft Way; playing at length is both rafh and and unfafe; and be careful of binding your Men when you lie in Danger of the Enemy. Moreover, if you fee you are in Danger of lofing a double Game, give your Adverfary 1; if you can, it is better doing fo than lofing 2.

Here note, if you fill up all the Points of
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your

your fecond Table with your own Men, you win 2; and that you may prevent your Adversary from doing so (if you are in Danger thereof) if you can, make a vacant Point in his Tables, and it is impoffible for him to do it.

This is the plain Game of Tick-Tack, which is called fo from Touch and Take; for if you touch a Man you must play him, tho' to your Lofs; and if you hit your Adverfary, and neglect the Advantage, you are taken with a Why not, which is the Lofs of 1: Likewise if you are in, and your Caft is fuch that you may also go into your Adversary's 11th Point, by 2 other Men, and you fee it not, either by Careleffness or eager Prosecution of a Hit, which is apparent before your Eyes, you lofe 2 irrecoverably. Befides, it is a very great Overfight, as your Men may stand, not to take a Point when you may do it.

Now fome play this Game with Toots, Boveries, and Flyers; Toots is when you fill up your Tables at Home, and then there is required fmall Throws; for if you get over with a Sice, you have no Benefit of Toots.

Boveries, is when you have a Man in the 11th Point of your own Tables, and another in the fame Point of your Adverfary's, directly anfwering.

Flyers, is when you bring a Man round the Tables before your Adversary hath got over his first Table; to the effecting of which there

is required very high throwing on your Side, and very low throwing on his.

Much more might be faid as to the Craft of the Play, which cannot be fo well discovered, as from Obfervation in your own or others Playing.

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VI. Of DOUBLETS.

T Doublets the 15 Men are thus placed; upon Six, Cinque, and Quatre, there are 3 Men a-piece; upon Trey, Duce, Ace, but 2 a-piece.

He who throws moft hath the Benefit of throwing firft; and what he throws he lays down, and fo doth the other; what the one throws and hath not, the other lays down for him to his own Advantage; and thus they do till all the Men are down; and then they bear, but not till they are down; he who is down first, bears first, and will doubtlefly win the Game, if the other throws not Doublets to overtake him. Now he who throws Doublets apace, is certain to win; for as many as the Doublets are, fo many he lays down, on bears. For Example; If 2 Fours, he bears 8, and fo for the other Doublets; and therefore he who can either nap, top, or hath high Runners about him, hath a great Advantage herein.

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VII. Of SIC E-A C E.

IVE Perfons may play at Sice Ace with 6 Men a piece, they one load another with Aces; Sixes bear only, and Doublets drinks and throws again; fo have I often feen fome who, for the Lucre of a little Money, have refolved rather to lose themselves than a Penny. It is commonly agreed the laft two, or the laft out, fhall lofe, and the reft shall go free.

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VIII. CATCH-DOLT.

T Catch-Dolt, the firft throws and lays down from the Heap of Men without the Tables; what is thrown at, it may be Sice-Duce; if the other throw either Sice of Duce, and draw them not from his Adverfary's Tables to the fame Point in his own, but takes them from the Heap, and lays the Ace down, he is dolted, and lofeth the Game; or if he touch a Man of the Heap, and then recal himself, the Lofs is the fame. Some by frequent Practice will never be dolted, and then they strive who shall fill up their Tables firft; which done, he who bears them off firft hath won the Game.

So much for Games within the Tables.

GAMES

GAMES without the TABLES.

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I. Of INN and IN N.

NN and INN is a Game formerly very much used, and may be played by two or three Perfons, each having a Box in his Hand. It is played with four Dice. You may drop what you will, Sixpences, Shillings, or Guineas; every Inn you drop, and every Inn and Inn you fweep all; but if you throw out, if but two play, your Adversary wins all; if three that Out is a Bye between the two other Gamefters, which they may either divide or throw out for it. Here you are to obferve that Out is when you have thrown no Doublets on the four Dice; Inn is when you have thrown two Doublets of any Sort, as two Aces, two Duces, twa Cinques, &c. Inn and Inn is, when you throw all Doublets, whether all of a Sort, or otherwife, viz. Four Aces, four Duces, or four Cinques, or two Aces, two Duces, two Treys, two Quatres, or two Cinques, two Sixes, &c.

Your Battle may be fought for as much or as little as you will, from 20 s. to 20%. and fo onwards, to 2000l. which Battle is not ended, till all the Money be won: And it is frequently feen, that in a Battle of 10. a M 6

Gentle.

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