Second—To decide who shall open the game, or be the first to play, each player in turn shall place her ball (marble) directly under the first arch and play for the stake. The one whose ball, after playing, stands nearest the stake has the privilege of the first turn, the next nearest the second turn, and so on.
Third—The first play with each ball shall be made after placing it half way between the starting stake and arch No. 1, and the player may aim for the arch or any ball which has entered the game, or may send her ball in any direction she may choose.
Fourth—A ball failing to make its first arch must remain where it rests until next turn; passing through its arch gives the player another play.
Fifth—When a ball strikes another the player may croquet or roquet the ball in any direction she wishes, and then have another play. No ball may croquet or roquet another more than once in one turn unless it passes through an arch or strikes the stake between the croquets.
To croquet a ball the player places her ball touching the one it has just struck; then, resting her finger on her own ball to hold it steady, she strikes her ball with her mallet, sending the other in any desired direction. To roquet a ball the player places her ball touching the one just struck and strikes her ball, moving them both at the same time.
Sixth—A ball rolling off the table must be replaced at the point where it went off two inches from the edge.
Seventh—When a ball has passed through all of the arches it becomes a “rover,” and need not strike the starting stake and go out until the player wishes. A rover has the privilege of croqueting or roqueting any or all of the other balls in each turn, but may play on each ball only once during one turn.
Eighth—The game may be played with partners, or each may play for herself. When there are partners each side takes a turn alternately.
A Dash for the Goal.