is then chosen from the cards left on the table, (by the winner, if both or neither have made a Line; otherwise by the loser), and the others laid aside. The loser is dealer for the next trick, and gives 3 cards to each.

V

When only 3 cards remain to be dealt, they are turned up, and each plays, either from the 3 cards in his hand, or from these 3, supplying its place from his own hand.

VI

When the pack is out, every trick (after four) counts 1; most cards, 2; most court-cards, (Aces reckoning as court-cards) 1. A Hit is 5, and two Hits make a Rubber.

April, 1862

CROQUET CASTLES

(For Five Players)

I

THIS Game requires the 10 arches, and 5 of the 8 balls used in the ordinary game, and, in addition to them, another set of 5 balls, (matching these in colour, but marked so as to be distinct from them), and 5 flags, also matching them. One set of balls is called `soldiers'; the other, `sentinels'. The arches and flags are set up as in a figure, making 5 `castles', and each player has a castle, a soldier, and a sentinel; the sentinel's `post' is half-way between the `gate' and the `door' of the castle, and the soldier is placed, to begin the game, just within the gate.

(N.B. The distance from one gate to the next should be 6 or 8 yards, and from the gate of a castle to the door 4 yards; and the distance from the door to the flag should be equal to the width of the door.)

II

The soldiers are played in order, as marked above; then the sentinels, in the same order, and so on. Each soldier has to `invade' the other 4 castles, in order, (e.g. soldier No. 3 has to invade castles Nos. 4, 5, 1, 2,) then to re-enter his own, and touch the flag; and whoever does this first, wins. To `invade' a castle, he must enter the gate, go through the door, then between the door and the flag, then out at the gate again: but he cannot enter a castle, unless either the sentinel of that castle, or his own sentinel, be out of its castle.

(N.B. No ball can enter or leave a castle, except by passing through the gate.)

III

If a sentinel touch a soldier, both being in the sentinel's castle, the soldier is `prisoner'; he is replaced (if necessary) where he was when touched, the sentinel is placed in the gate, and the castle is `fortified'. The prisoner cannot move, and nothing can go through the gate, till the castle is opened again, which is done either by the prisoner's comrade coming and touching the sentinel in the gate, or by the sentinel leaving the gate to go and rescue his own comrade: in the former case, both sentinels are replaced at their posts.

IV

When a prisoner is set free, he cannot be again taken prisoner until after his next turn.

V

  By PanEris using Melati.

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