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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