circle in the middle of the MUD. Lines connect the corners of the central square with the 10 in a middle circle. There were no numbered squares in the corners of the board and the box labeled "1" is below the main area, with an attached "start" oval. Game play Players use caps—usually bottle caps, or similar items like checkers, or chair glides—to play. Many players use clay, wax, and most commonly crayons melted into the bottle cap (these having been referred to as "melties"), even a coin covered with tar or a bottle cap filled with tar that was dug from the streets to weigh down their caps for easier gliding. Caps were typically soft drink bottle caps. Some players took extreme pride in customizing their playing pieces. On hands and knees, each player begins by placing his cap on the start line, and flicks a cap using the middle or index finger launched from behind the thumb. The object is to land it in the box labeled "1". If successful (the cap cannot touch a line), the player continues by flicking for the next number - and so on in the sequence: "2", "3", "4" etc., up to "12". If any flick is unsuccessful, the player's turn is forfeit and the next player is up. The cap remains where it lies. When all players have had their turns, the first player resumes by flicking for the square previously missed. Flicking a piece into a square without touching a line allows the player to immediately take another turn. In addition, if a player strikes another player's cap, he is immediately rewarded with the next box he is going for, allowing him to pick up his cap, walk over to that number, and immediately take an additional turn from there. The player whose cap has been hit must play from where it now lies. A complication in the game involves the space surrounding the square box "13". If, in flicking for any square (including "13"), a player accidentally lands on the area surrounding "13" (the skull), the player remains stuck there until freed by another player's shot. In one variation such good behavior is motivated by assigning each area a number of bonus squares which advance the player who frees a stuck player. In other variations, the freeing player gets a number of bonus turns equal to the last number