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


  By PanEris using Melati.

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