9. The player who succeeds in knocking the Sun beyond the orbit of Herschel, wins the game; that is, he receives one from each player, and all the marbles on the stake in the inner circle.
MOTIONS OF THE PLANETS AND THEIR SATELLITES.
10. When a planet is knocked out of the outer ring (the orbit of Herschel), it belongs to him who strikes it out: the loser must replace it by putting a marble down in its original place.
11. When a planet is struck within the orbit of any other planet, the player striking it there has to pay him to whom the orbit belongs, as many marbles as there are satellites.
12. Should a player's taw, after it has struck another taw, a planet, or a satellite, fall into its own orbit, he has to put one in the inner ring as stakes for the winner of the game.
13. If a player gets his taw within the inner ring, it must remain there for the winner, and he cannot play any more.
14. If a player has all his satellites taken, he then becomes a Comet, and can shoot from any part of any of the orbits every time the Sun is struck.
15. No player can shoot at his own planet or satellite.
16. Any player who strikes a planet or satellite within Saturn's ring, forfeits three to the inner circle. If he strikes the Sun, then he may take up Saturn and all his satellites remaining within his orbit.
17. After the first shot, every player must shoot from the place at which his taw rests.