is put out. Number two has another shot, from the place where his taw rests, at the ducks in the ring, and he keeps on till he misses. So the game is kept up till all the ducks are knocked from the ring. If it is agreed in advance, each player may lay more than one duck in the ring. In this game the killed are not dead, if there are more than two players. They can play when the turn comes, but it must always be from the taw line.
THE BULL RING
This is one of the oldest and best games. The ring should be from four to ten feet in diameter. The ducks are placed in the form of a cross, in the middle of the ring, the number each is to "whack up" being agreed upon in advance. The order of play is usually decided on by knuckling down and rolling for the opposite side of the ring. The first player "lofts" at the ducks. He must drive the marble outside the ring for a win. If his own taw goes outside, the successful player can come back to the ring edge for his next shot. If it is a miss and the taw goes outside the ring, it must be replaced inside at the point of exit. When a taw is struck the owner is "dead" for that game, and the successful player keeps on shooting till he misses.
When two or more ducks are knocked out of the ring, the player is entitled to raise his score by that number, provided he shouts "Dubs" before the others cry "Fen dubs." If a player is caught "hunching," that is, pushing his fist beyond the line while shooting, and makes a hit, he must replace the marble and shoot over again. "Histings" and the use of "bowlers" are barred in the bull ring.
"Sneaking," that is, shooting the taw so that it will rest near the middle of the ring, is allowed. If this taw is not hit, it may be able to skin the ring when its turn comes. A dead man, when his turn comes, and there are enough ducks remaining to warrant the risk, may re-enter the game by placing in the ring twice as many marbles as were at first required, and an additional duck near the edge of the ring; on this duck he caroms so as to send it out, then if his taw is in a good place, he may come out ahead.
DUCK-IN-A-HOLE
Make three shallow holes, and about ten feet away draw the taw line. The holes are three feet apart. The object of each player is to shoot his taw so that it will enter and stay in the first hole. If he succeeds, he is allowed to place his thumb on the far edge of the first hole, and using his hand as a pair of dinders, by a twist of the wrist he marks with his longest finger a curved line on the ground. This is called "taking a span." From the span line he shoots at the second hole, and if successful continues on to the third. If this is won, he takes a span backward for the middle hole. If he reaches the first hole, he repeats it over, but this time he is entitled to two spans. The third time, if there is no miss, he can take three spans, and if he succeeds, he becomes a "King Duck," and takes four spans.
If the first player misses, and the second player rolls into the first hole, he takes a span and shoots--if it is near--at the first taw, and if he hits, he can place his taw in the second hole, and so on till he misses. When number one's turn comes, he must shoot from the spot where his taw rests.
In this game the first king has a great advantage because of his four spans. Each time a player hits another, he scores one point, and the hit loses one. By the time all have become King Ducks the game is over, or it may be decided in advance that when one has made five or ten points, the game shall end.
MEG-IN-A-HOLE
differs from the foregoing game, in the fact that there is no taw line. The player shoots from one end at the middle hole. If he succeeds, he is entitled to a span, and he keeps on as before till he becomes a king. Before this, he can take but one span in any direction, but as a king, he can take one foot measure--his own foot --and a span from the first hole; two feet and a span from the second hole, and three feet and a span from the third hole. This gives
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