| Ringer Instructions | |||||||||||||||||||||||||
| 1. Draw a circle at least three feet in diameter on a smooth flat surface. | |||||||||||||||||||||||||
| 2. In the center, draw a cross. Lay thirteen marbles on it: one in the middle and three on each arm. These are the targets, sometimes called ducks or miggles. | |||||||||||||||||||||||||
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3. To determine who gets the first turn, you must lag. Draw two lines about a foot apart. One is the lag line; the other is the back line. Step back ten paces and draw a pitching line. From here, use an underhanded pitch to roll your shooter at the lag line. The player whose marble lands closest goes first. If your marble stops on the lag line, you win automatically. But if your marble crosses the back line, you lose automatically. Note: in ringer, the first player has a distinct advantage. To win, you must knock seven marbles out of the circle. A good player can do this on their first try. |
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| 4. The first player kneels outside the ring and knuckles down to shoot. You must keep at least one knuckle on the ground, and you must not move your hand, an offense called "whisting." | |||||||||||||||||||||||||
| 5. If no marbles leave the circle, you lose your turn. If your shooter is still in the ring, leave it there. That's where you shoot from next time. If it rolls outside, you can shoot from anywhere on the ring's perimeter . Note: your opponent may knock your shooter out of the ring. If they do, you shoot from the place your marble lands. | |||||||||||||||||||||||||
| 6. If you shoot one or more marbles out of the ring, you can try again provided your shooter stays inside the ring. If your shooter rolls outside with other marbles, you keep the ones you hit, but you lose your turn. | |||||||||||||||||||||||||
| 7. To keep your turn, shoot from the place your shooter stopped. | |||||||||||||||||||||||||
| 8. The first player to knock seven marbles out of the ring wins the game. | |||||||||||||||||||||||||