MCL-13 • McLoughlin Bros. • Tiddledy Winks (# 7735) • rules

Rules under box lid


TIDDLEDY WINKS

DIRECTIONS FOR PLAYING

  1. Each player is provided with a set of Counters consisting of one large one and four small ones of the same color. The larger one is used to press the edges of the smaller ones, and make them jump into the cup, which is placed in the center of a cloth-covered table.
  2. Each player places his small counters in a row in front of him at equal distances from the cup, and playing in term, endeavors to jump a counter into the cup.
  3. If a player succeeds in popping a counter into the cup, he is entitled to a second turn, and so on until he fails.
  4. After the game is begun, a player must jump his counters from where they lie on the table. (If any fall off they must be replaced near the edge.)
  5. The player who first pops all his small counters into the cup, wins the game.
  6. A ring not over five inches in diameter may, if desired, be drawn around the cup and all counters falling in it, outside the cup, are considered out of the game.
  7. If players choose partners they can jump each other’s counters.
  8. Players must not touch a counter belonging to an opponent; hence if a counter falls so as to partially cover another, the under one cannot be played until the upper one is removed by the player to whom it belongs.

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