yer has all his satellites taken, he then becomes a Comet,
and can shoot from any part of any of the orbits every time the Sun is
struck.
15. No player can shoot at his own planet or satellite.
16. Any player who strikes a planet or satellite within Saturn's ring,
forfeits three to the inner circle. If he strikes the Sun, then he may
take up Saturn and all his satellites remaining within his orbit.
17. After the first shot, every player must shoot from the place at
which his taw rests.
* * * * *
Such are the laws of Sun and Planet Taw, and it will be found that in
playing the game, some degree of thought is requisite, and a little
calculation respecting the moves. It may be judicious for a good shooter
to keep the Sun within the orbits as long as possible; or till such time
as the inner ring gets _fat_ with the forfeitures, or he may drive him
from orbit to orbit where the forfeitures are large. He will endeavour
to place him on the line of his own orbit. He may also strive to place
his adversaries' taws within the inner ring, and to be careful in
striking planets that they fall into the orbits where the forfeitures
are small. By thus thinking of what he is about and exercising
forethought and prudence, he will soon become expert, and by paying
attention to the game he will make it his own.
PYRAMID.
To play Pyramid, a small circle of about two feet in diameter should be
made on the ground, in the centre of which is a pyramid formed by
several marbles,--nine being placed as the base, then a layer of four,
and one on the top; and the Pyramid keeper asks his playmates to shoot.
Each player gives the keeper one for leave to shoot at the Pyramid, and
all that he can strike out of the circle belong to him.
PART II.
GAMES FOR COLD WEATHER.
[Illustration]
One of the best of these is called
"PRISONERS' BASE."
To play this, there must be a number of boys, not less than eight or
ten, and as many more as can be got together. To commence it, two
semicircles are drawn against a wall or hedge at the opposite sides of
the playground. These are called the BOUNDS.
Two other spaces are then marked out a little away from these to the
right or to the left. These places are called the PRISONS.
The game is commenced by a player from one side running out midway
between the bounds or prisons, a player from the other side immediately
following to capture him; one from th
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