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very easy; but it is necessary to be perfectly acquainted with them, as it saves much trouble, and prevents disputes; and no one ought to play till he understands them tolerably well. 1. The players must each put his marble into a hat, and turn down the hat over the sun; then, as the marbles fall near or far from the sun, the planets are taken. 2. The player who puts in Mercury has the first shot. 3. No planet can be taken till the Sun has been struck beyond the orbit of Mercury. 4. The player who strikes the Sun beyond the orbit of Mercury, receives from the person who holds the orbit, as many marbles as there are planets or satellites in the orbit in which it stops. 5. The orbits are,--for Mercury, all the space between the Sun and him; for Venus, the space between Venus and Mercury; for the Earth, the space between the Earth and Venus; for Mars, the space between Mars and the Earth; for Jupiter, the space between Jupiter and Mars; for Saturn, the space between Saturn and Jupiter; for Herschel, the space between Herschel and Saturn. 6. If a player succeeds in knocking the Sun on the line of his own orbit, he receives one from every shooter so long as it remains there. 7. If the Sun is knocked against a planet, the player doing so has to pay two to the owner of the planet. 8. If the Sun be struck within the orbit of a planet, the player striking it receives one if for Herschel, two for Saturn, three for Jupiter, four for Mars, five for the earth, six for Venus, and seven for Mercury. 9. The player who succeeds in knocking the Sun beyond the orbit of Herschel, wins the game; that is, he receives one from each player, and all the marbles on the stake in the inner circle. MOTIONS OF THE PLANETS AND THEIR SATELLITES. 10. When a planet is knocked out of the outer ring (the orbit of Herschel), it belongs to him who strikes it out: the loser must replace it by putting a marble down in its _original_ place. 11. When a planet is struck within the orbit of any other planet, the player striking it there has to pay him to whom the orbit belongs, as many marbles as there are satellites. 12. Should a player's taw, after it has struck another taw, a planet, or a satellite, fall into its own orbit, he has to put one in the inner ring as stakes for the winner of the game. 13. If a player gets his taw within the inner ring, it must remain there for the winner, and he cannot play any more. 14. If a pla
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