A captain is chosen on each side, to whom the players may look for advice, and who shall decide the amount to be scored at each round.
The first play, if there are sides, is determined by the two captains playing one squail each at the target, the one who drives his squail nearest to the target having the first play. If an odd number play, each one plays in a like manner for the lead. The lead being determined, the commencing player places one of his squails about one quarter off the edge of the table, and strikes it with the palm of his hand, aiming at the target which is in the center of the table. The squails slide on the surface of the table.
The players must play one at a time in rotation, with the course of the sun—i. e. from right to left. When all the squails have been played a round is finished, and the nearest squail to the target counts one if within the distance of the gauge. If more than one of the same side are nearer than any of the other color, they all count one each, provided they are within the distance of the length of the gauge—i. e. three inches. A player can strike his squail from any position around the table which he can reach without moving from his chair, or rising from his seat.
If the target is moved by a squail from its place, and does not cross the line of demarcation, it must remain where it stops, unless it is rolling and unsteady; in which case the next player can stand it firmly in the place where he finds it, and all must play at it in its new position till that round is finished. Before commencing a new round the target must be placed back to the center of the table.
At the end of a round, the captain of one side makes his claim for so many “in,” and if the claim is disputed, the gauge is used by the disputing captain to measure the distance from the target to the disputed squails. If the captain of the side who claims one or more squails “in” at the conclusion of the round touches them before they have been allowed by the captain of the opposition, the squail or squails so touched are null, and do not count towards the game. The winner of one round begins the next.
If the target is struck across the line of demarcation, i. e. “out,” it terminates that round; the person who sent it out commences the next round, and one is added to the score of the adversary.
The game can consist of any number agreed upon by the players. Five is a short game, and eleven is a long one.
A squail having been struck so far on the table as not to be touched by the gauge, measuring from the edge of the table, is considered as played, and cannot be taken back. It is then said to have passed the line of demarcation. If a squail passes the line of demarcation twice, i. e. goes across the table, one of the opposing side must cry, “That squail is out,” before the next squail in succession has been played, otherwise, the owner may claim it, and play it again at the conclusion of the round. If more than one squail is “out,” and not cried, they may all be claimed and played at the end of the round in the order in which they were “out.”