When the Mark has been set, he, who did not set it, may, before playing, demand an `interchange'; in
which case he, who set the Mark, must interchange all his own men with whichever he chooses of the
others.
RULE 6
In playing for an open Rendezvous, a Player may move any man, that is on the border, along it, without
regarding the corners, as if it were one continuous line of squares; and any such man, if not moved beyond
the first Rendezvous-square, reckons as having been moved one square only; but, if it be moved beyond,
each square so moved must be counted as in Rule 3.
RULE 7
When a Player has got all his men into the Rendezvous, it being not yet full, he removes one of the
outlying men from the Board, replacing it with a fresh man of his own colour; and this ends his turn.
RULE 8
When a Player has got all his men into the Rendezvous, it being now full, he removes the outlying man
from the Board. Then he who has fewest men on the Board, or in the case of equality he who has just
lost a man, sets the Mark for the next Rendezvous, as in Rule 4.
RULE 9
When a Player has only one man left, he has lost the Game.
4. HINTS TO PLAYERS In playing for a `close' Rendezvous, remember that you have two objects in view--one to get
your own men in, the other to keep the enemy's men out. A mere race for the Rendezvous is not always
your best course; much may be done by getting into the way of the enemy's men, and checking their
advance. Do not try to block all his men; one is generally as much as you can hope ultimately to exclude: hence
it is often good play to select that man of the enemy's who is farthest from the Rendezvous and to devote
to his especial benefit the services of (say) three of your own men, whose duty it will be to march, in
close rank, in front of him, as a kind of `guard of honour', taking care to march in in front of him, so as
to be able to announce his approach, and secure his being received with all proper respect!
It is an advantage to get hold of the central square of a `close' Rendezvous, and also of a square at
that corner (or side) of it where you wish to bring in another man. As soon as the outsider has reached
a square adjacent to this corner-man, he can be played in, in the following turn, by first moving the central
man into some vacant Rendezvous-square, then the corner-man into the central square, and then the
outsider into the corner-square.
For instance, supposing it to be a nine-square Rendezvous, and that your 5 men are A, B, C,
D, E (A being in the centre), and that the enemy's 5 men are a, b, c, d, e, and that it is your turn to
play; you may win the Rendezvous by moving A into the vacant square, D into A's place, and E into D's.
Similarly, in playing for an `open' Rendezvous, supposing it to consist of 8 squares (here marked by asterisks),
and that your 4 men are A, B, C, D, and the enemy's 5 men a, b, c, d, e,
and that it is your turn to play; you may win the Rendezvous by moving A into the vacant Rendezvous-
square, B into A's place, C into B's, and D into C's. You should also arrange your men that are already in the Rendezvous, so as to make things
comfortable for those of the enemy's men who are on their way towards it. For instance, if it be a 9-
square Rendezvous, and
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