BILLIARDS.

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THE TABLE. The standard American billiard table for championship games is ten feet by five; but that in common use is nine by four and a half. The old tables for the four-ball game had only four pockets, but all modern pool tables have six. The English billiard tables are all twelve feet by six, with six pockets, which are used for both billiards and pool. The head of the table is the end from which the players make their opening shots, and the foot is that on which the red ball is spotted. The baulk is the space at the head of the table behind a line drawn from the second diamonds or “sights” through the white spot. The “D” is the semicircle on the baulk line on English tables.

American tables are made more difficult for championship games by drawing baulk lines 8 or 14 inches from the cushions, barring the rail nurse and the anchor shot. The English game is made difficult by making the cushions higher, the pockets narrower, and barring the spot stroke. The push shot is allowed in the English game, but in America it is permitted only in pool; never in the carrom game.

The American carrom game cannot be played on an English table on account of the pockets. If the English game is played on an American pool table the red spot should be only nine inches from the bottom rail, and the “D” should be drawn with a radius of eleven inches from the white spot on the baulk line. The D is never marked on an American table, but the opening shot in the three-ball game must be made from within a semicircle of six inch radius from the white spot. In the four-ball game, and in all forms of American Pool, the player may place his ball anywhere within the baulk line.

THE BALLS. The American standard balls are 2? inches in diameter, while the English are only 2-1/16. Billiard balls should be carefully protected from sudden changes in temperature by being laid away in bran or sawdust in cold weather. It is a mistake to soak the balls in oil; all they need is to be wiped off with a damp cloth, and polished with chamois skin. The three balls employed in both the English and American games are known as the red, white, and spot white. In play they are distinguished as the cue ball, which is the one struck by the player; the object ball, which is the one that the cue ball first comes into contact with; and the carrom ball, which is the second ball struck by the cue ball in making a carrom.

THE SHOTS. There are three shots common to billiards: The carrom or cannon, in which a count is made by the cue ball striking both the other balls on the table. The winning hazard, in which the object or the carrom ball is driven into a pocket. The losing hazard, in which the cue ball goes into a pocket after contact with another ball. There are five ways of making the principal shots at billiards, and they should be thoroughly mastered by every player. These are: The force, the follow, the draw, the massÉ, and the side stroke.

Diagrams of different shots

The first great principle in billiards is that the cue ball will always travel in the direction in which the cue is pointed. Holding the cue upward, downward or sidewise makes no difference; the line of travel will be a prolongation of the line of the cue. In the three ways of striking the cue ball shown in the diagram in the margin, the ball will go in the direction of the arrow in each instance.

Diagrams of different shots

If the cue is held nearly level with the surface of the table the ball will be pushed or rolled along; but if the cue is held perpendicularly, and the ball is struck directly on the top, the ball will be pinched to the table, as in the first figure in the margin, and will not move. If the ball is struck off the centre, as in the second figure, it will travel only a short distance, as a result of the cue’s being forced past it toward the cloth, and will then return with a very strong retrograde motion after touching the object ball. If the cue strikes too near the top, the pinch will be too strong for the cue ball to reach the object ball, and if the cue is not held perpendicularly, the ball will not return. If the cue points toward the centre of the ball, as in the third figure, the ball will be driven forward, without any tendency to return after striking the object ball. The latter shot is useful in making a “close follow,” to avoid making a foul.

The Force Shot. The beginner at billiards should strike his ball always exactly in the centre, until he learns the angles. With moderate strength the effect of the stroke is to cause the ball to roll naturally along the cloth until it reaches the object ball, after which it will be deflected from its original course according to the angle at which the object ball is struck. If the cue ball is struck very hard, however, and very slightly below the centre, it will slide for a certain distance before beginning to roll, and if it reaches the object ball before this sliding motion ceases it will simply come to a stop, or go off at a right angle if the object ball is not struck exactly in the centre. This method of forcing a ball to go off at a right angle is called “screwing” in England.

Diagram of a follow shot

The Follow Shot. If the cue ball is struck above the centre, the rolling motion is set up at once, no matter how hard the ball is struck, and the effect of contact with the object ball is simply to check the motion for a moment, after which the cue ball rolls forward again, deflected only by the angle at which the object ball was struck. The great art in making follow shots is to let the cue follow the ball, the tip passing at least three inches beyond where the ball stood, as shown by the dotted lines in the diagram. When the balls are very close together the cue must be lifted, and the ball struck very much on one side, the cue being behind the centre, as shown in the third position in the diagram of pinch shots.

Diagram of a draw shot

The Draw Shot. This is exactly the reverse of the follow shot, the ball being struck below the centre, and the cue passing at least three inches beyond where the ball stood, as shown in the diagram. This gives the cue ball a retrograde motion, similar to that imparted to a child’s hoop by spinning it backward while throwing it forward, so as to make it return. If the object ball is reached before this retrograde motion is exhausted, the effect will be to stop the forward motion of the cue ball, and to give what is left of the retrograde motion full play, making the cue ball return. The two great mistakes made by beginners in playing draw shots are that they pull the cue back, instead of driving it clear through the ball aimed at, and that they strike so hard that the forward motion of the cue ball is too strong for the retrograde motion to overcome it, or the object ball to stop it. It is never necessary to strike harder than sufficient to reach the object ball and get back to the carrom ball, unless one is playing for position.

When the balls are so close together that to run the cue through the ball would make a foul shot, the draw may still be made by pointing the cue off to the side, and pushing it past the cue ball, instead of through it. This will secure the retrograde motion, but accompanied by a great deal of twist, which must be calculated for if the cue ball is to strike a cushion. A short draw may also be made by using the pinch.

Diagram of a massÉ shot

The MassÉ. Most players imagine this to be a very difficult shot, but it is extremely simple if the principle of the direction of the cue and the effect of the pinch are kept in view. If we place the three balls in a straight line, about four inches apart, we have the simplest form of the massÉ. To find the exact spot at which the cue ball must be struck, join the centres of the cue and object balls by an imaginary line A-B. At right angles to this will be a line A-E, and no matter which side of the ball B you wish to massÉ upon, your cue must strike the ball A somewhere on the line A-E. Suppose you wish to massÉ to the left, as shown in the diagram. The pinch must be made on the ball about a quarter from the top, the cue being pointed in the direction in which you want the ball to go, which will be to the extreme edge of B, on the line C-D. The cue must be held at an angle of about 70 degrees. A firm but light blow with a well chalked cue will pinch your ball toward E; but the direction of the cue will propel it toward D. If the cue has been held at the right angle, and you have not struck too hard, the ball will feel the effect of these two forces equally, which will make it move toward a point half way between D and E, which will be F. The retrograde motion being stronger than the propulsion of the pinch, will gradually overcome it, and the ball will return toward G. Contact with the ball B will cause it to lose all but the forward motion, and it will roll easily toward H, making the carrom.

The Side Stroke. It is a popular delusion that the only way to change the course of a ball is by giving it “twist,” “English,” or “side.” Side has little or no influence on the cue ball until it touches a cushion. Striking above or below the centre is all that is necessary. If it is required to vary the angle at which the object ball is to be struck, the distance below the centre will change the angle of direction in the cue ball without any side stroke. The art of accomplishing this is called compensation, an illustration of which is given in the diagram, A being the cue ball, and B the object ball. This is a half draw or force shot, the ball being struck about half way between its centre and the cloth. If we draw imaginary lines connecting the centres of A-B and B-C, and bisect the angle, we get the point D, which the cue ball must strike to make the carrom. This will drive the object ball in the direction D-E; but if it is desirable that the object ball should go more in the direction G-F, so as to secure a better position for the next shot, the cue ball will have to strike at G, which will make a draw shot, bringing it back in the direction H, securing the position, but missing the count. In this position the ignorant player puts on side, but all that is necessary to compensate for this deviation in the point of impact is to approach the point of the cue toward the centre of the ball the exact distance that the point G is from the point D. The higher the point of the cue is raised, the further the ball will go from the line D-H. If struck much above the centre, it will follow through the object ball, passing beyond the ball C altogether.

Diagram of a side stroke

When side is put upon a ball, it spins in that direction. If it is struck on the left, and then goes to a cushion directly in front of it, it will tend to fly off the cushion toward the left, making the angle wider. If a ball spinning to the left goes to a cushion on the left, it will tend to make the angle smaller, and the effect so produced is called reverse English, which tends to slow the cue ball.

THE AMERICAN GAME.

In the American game every carrom counts one point, and the number of points that will constitute a game must be agreed upon before play begins. The players string for the lead, the one bringing his ball nearer the head cushion having the choice of balls and of the first shot.

The great art in the American game is to keep the balls in front of you, so as to leave yourself a comparatively easy shot. Every time you get the cue ball between the two others you will find yourself in difficulties; but whenever both the balls are in front of the cue ball, there will be some chance to score. When there is a choice of several ways of making a shot, the balls being wide apart, it will usually be found that one of them will bring the balls into better position than the others, and for that reason it is called a gathering shot. The expert tries to get the balls on the rail by a series of these gathering shots, and if any of the three positions shown in the diagram can be arrived at, a large run may be made by the rail nurse. When the balls are not left in one of these positions they are said to break, but there are several positions in which they may be recovered by a kiss or a massÉ shot. In No. 4, the player must be careful to come back on the proper side of the carrom ball, so as to get back to position 2, if possible.

Diagrams 1-3 Diagrams 4-6

When the player reaches the corner, there are three principal positions for accomplishing the turn. In the first shown, the spot white must be touched very lightly on the left side, the cue ball going to the cushion with a strong English on the right side. In the second position, the red ball is barely touched. The third position is a light force shot but would be a half follow if the spot white were further out.

Diagram of the shots for dealing with corners

BAULK-LINE BILLIARDS.

Professionals became so skilful in rail nursing that the baulk-line was introduced to keep the balls away from the rail. This is a chalk line, 10, 12, 14, or 18 inches from the cushions, according to agreement, dividing the table into eight baulk spaces, as shown in the diagram.

Diagram of the 8 baulk spaces

It is foul if more than two successive shots are made on balls both of which are within any one of the eight interdicted spaces. Both balls being within the space, the striker can play on them once without sending either out; his next stroke must send at least one out. Should it return, and both balls be again inside, he can play one shot, as before, without sending either out. This process may be repeated ad libitum. Should the second stroke fail to send a ball out it does not count, the striker’s hand is out, and the next striker plays at the balls as he finds them.

Diagram of the turns in the baulk-line nurse described

The great art in baulk-line nursing is to get the object and carrom balls astride the line, and then to follow the principle of the rail nurse. The anchor shot is now barred in championship games. It consisted in getting two balls frozen to the cushion astride of one end of a line, and then just rubbing their faces with the cue ball. In the baulk-line nurse there are three principal positions, and two turns, as shown in the diagram. In No. 3 the red ball must be driven to the rail and back with great accuracy, leaving the balls in position No. 1 again. The turns are very difficult.

CUSHION CARROMS.

This is a variety of the three-ball game in which a cushion must be touched by the cue ball before the carrom is completed. The cushion may be struck first, and the object ball afterward, or the object ball first, and then the cushion. In the Three-cushion Carrom Game, three cushions must be touched by the cue ball before completing the count. In the Bank-shot Game, the cue ball must strike at least one cushion before touching the object ball.

The Four-ball Game is now obsolete. It was first played on a table with corner pockets, and afterward on a carrom table, two red balls being used, one spotted on the red and the other on the white spot. Two carroms could be made on one shot.

The following are the most important LAWS of the carrom game, and are copied by permission from the 1908 edition of the “Laws of Billiards,” published by the Brunswick-Balke-Collender Co.

AMERICAN BILLIARD LAWS.

1. The game is begun by stringing for the lead; the player who brings his ball nearest to the cushion at the head of the table winning the choice of balls and the right to play first or to compel his opponent to play. Should the striker fail to count, his opponent makes the next play, aiming at will at either ball on the table.

2. A carrom consists in hitting both object-balls with the cue-ball in a fair and unobjectionable way; each carrom will count one for the player. A penalty of one shall also be counted against the player for every miss occurring during the game.

3. A ball forced off the table is put back on its proper spot. Should the player’s ball jump off the table after counting, the count is good, the ball is spotted, and the player plays from the spot.

4. If in playing a shot the cue is not withdrawn from the cue-ball before the cue-ball comes in contact with the object-ball, the shot is foul, the player loses his count, and his hand is out.

5. If the balls are disturbed accidentally through the medium of any agency other than the player himself, they must be replaced and the player allowed to proceed.

6. If in the act of playing the player disturbs any ball other than his own, he cannot make a counting stroke, but he may play for safety. Should he disturb a ball after having played successfully, he loses his count on that shot; his hand is out, and the ball so disturbed is placed back as nearly as possible in the position which it formerly occupied on the table, the other balls remaining where they stop.

7. Should a player touch his own ball with the cue or otherwise previous to playing, it is foul, the player loses one, and cannot play for safety. It sometimes happens that the player after having touched his ball gives a second stroke, then the balls remain where they stop, or are replaced as nearly as possible in their former position at the option of his opponent.

8. When the cue-ball is very near another, the player shall not play without warning his adversary that they do not touch, and giving him sufficient time to satisfy himself on that point.

9. When the cue-ball is in contact with another, the balls are spotted and the player plays with his ball in hand.

10. Playing with the wrong ball is foul. However, should the player using the wrong ball play more than one shot with it, he shall be entitled to his score just the same as if he had played with his own; as soon as his hand is out, the white balls must change places, and the game proceed as usual.

On Foul Strokes.—It is a foul, and no count can be made:

1. If a stroke is made except with the point of the cue.

2. If the cue is not withdrawn from the cue-ball before the latter comes in contact with an object-ball.

3. If the striker, when in hand, plays from any position not within the six-inch radius.

4. If, in the act of striking, he has not at least one foot touching the floor.

5. If he strikes while a ball is in motion, unless it has come to a rest, as provided in Sec. 10 on Foul Strokes.

6. If he plays with the wrong ball, except as provided in foregoing Law 10.

7. If the player touches the cue-ball more than once in any way, or hinders or accelerates it in any other way than by a legitimate stroke of the cue; or if, during a stroke or after it, he in any way touches, hinders, or accelerates an object-ball, except by the one stroke of the cue-ball to which he is entitled.

8. As touching any ball in any way is a stroke, a second touch is a foul.

9. It is a foul against the striker if any ball be disturbed, hastened, or hindered by an opponent or any one but himself, whether the ball or balls are at rest while he is aiming or striking, in motion after he has struck, or at rest again after he has struck, and pending his again taking aim.

10. Should a ball that has once come to a standstill move without apparent cause, while the player is preparing to strike, it shall be replaced. Should it move before he can check his stroke, it, and all other balls set in motion by that stroke, shall be replaced, and the player shall repeat his shot, inasmuch as but for the moving of the ball, he might have counted where he missed, or missed where he counted.

11. It is a foul if the striker plays directly at any ball with which his own is in fixed contact, and the striker must in this instance play from balls spotted, as in the opening stroke of the game.

12. It is a foul to place marks of any kind upon the cloth or cushions as a guide to play; also foul to practise the banking shot for the lead-off upon the plea of testing the balls.

13. It is a foul against the non-striker, and the striker cannot make a count on the ensuing shot, if a ball in play is lifted from the table, except it be unavoidable in those cases in which it is provided that, because of foul or irregular strokes, the balls shall be transposed or replaced.

14. In order to restrict deliberate playing for safety, it shall be optional with the non-striker, if his opponent makes a miss in each one of three successive innings, to accept the third miss or to reject it and force his antagonist to hit at least one object-ball; and for this purpose that antagonist’s ball shall be replaced by the referee. Should two balls be hit by this stroke, there shall be no count.

FIFTEEN-BALL POOL.

The most successful pool player is not the one who can make difficult winning hazards with the greatest accuracy, but he who thoroughly understands playing for position. If he is familiar with the principles of the force, the follow, the draw, and the side stroke, he should invariably be able to leave himself in a good position for each succeeding shot; but unless he plans for position in advance, he can never hope to be more than an average player. To attain to proficiency in this there is no better training than playing so many balls or “no count.”

There are some shots peculiar to winning hazards which should be understood by every pool player, and they are illustrated in the accompanying diagrams.

Diagram of the shots described

No. 1 is the stirabout, and is a combination of the pinch and push shots. It is used when the cue and object balls are both very close to the pocket, but not in such a position as to allow the player to “cut” the ball in. The cue is held perpendicularly, and as low down on the ball as it will hold without slipping off. The ball is then slowly rolled over with the point of the cue until the cue begins to descend on the other side. The cue ball is then pushed against the object ball, still with the point of the cue. No. 2 will drive the spot white into the pocket if it is frozen to the red ball. No. 3 is a very useful push shot when the balls are close together. The cue is kept steadily on the cue ball until the object ball has been pushed to one side. The moment the latter is at the proper angle to run into the pocket the cue is applied sharply, and then withdrawn. No. 4 is a push shot used when the balls are frozen to the cushion. The cue ball must be kept in contact with the object ball until the latter has acquired sufficient momentum to reach the pocket. No. 5 is a shot which was thought impossible until a few years ago. It depends on the communication of side to the object ball. The cue ball is struck very much on the side, almost like a massÉ, the spin thus given being communicated to the object ball and from that to the second ball, to which it must be frozen. The result will be that the second ball will make a slight curve on its way to the pocket.

False Angles. In playing bank shots it is sometimes necessary to make the object ball come back from the cushion at a smaller angle than the natural one. Some players imagine this can be done by putting side on the cue ball, but such is not the case. It is accomplished by striking so hard that the ball buries itself in the cushion, the result of which is that the angle of reflection is less than that of incidence. It is possible to drive an object ball to the rail at an angle of 60 degrees with such force that after crossing the table twice it will come off at a perfect right angle from the cushion. This is a very useful shot in banking for the side pockets, and also in playing for the 1 or 4 pin at Pin Pool.

The following LAWS for Fifteen-Ball Pool are copied, by permission, from the 1908 edition of the rules published by the Brunswick-Balke-Collender Co.

1. The game of Fifteen-Ball Pool is played with fifteen balls numbered from one to fifteen, respectively, and one white ball not numbered. The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table—a triangular frame being employed for this purpose to insure correctness. The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base.

2. The player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion, or at least one object-ball go into a pocket. Should he fail to do either he forfeits three points and the next player plays. All balls pocketed on the opening stroke count for the player, and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke.

3. Before making any other stroke except the opening stroke the player must distinctly call the number of the ball he intends to pocket, but he need not designate the particular pocket into which he intends to put it. Unless he calls the ball pocketed it does not count for him, and must be placed on the deep-red spot, or if that be occupied, as nearly below it as possible. The player loses his hand but does not forfeit any points, and the next player plays. Should he call more than one ball he must pocket all the balls he calls, otherwise none of them can be counted for him.

4. After the opening stroke each player must either pocket a ball, make an object-ball strike a cushion, or the cue-ball strike a cushion after contact with an object-ball, under penalty of forfeiture of three points. Three forfeitures in succession loses the game for the player making them.

5. Should the player pocket, by the same stroke, more balls than he calls, he is entitled to the balls he pockets, provided he pockets the called ball.

6. A forfeiture of three points is deducted from the player’s score for making a miss; pocketing his own ball; forcing his own ball off the table; failing to make the opening stroke, as provided in Rule 2; failing either to make an object-ball strike a cushion or go into a pocket, as provided in Rule 4; striking his own ball twice; playing out of his turn, if detected doing so before he has made more than one counting stroke.

7. A ball whose centre is on the string line must be regarded as within the line.

8. If the player pocket one or more of the object-balls, and his own ball goes into a pocket, or off the table from the stroke, he cannot score for the numbered balls, which must be placed on the spot known as the deep-red spot, or if it be occupied as nearly below it as possible on a line with that spot.

AMERICAN PYRAMID POOL.

The fifteen balls are numbered from one to fifteen respectively, and are usually colored red, but the numbers on the balls are used simply for convenience in calling the number of each ball which the player intends to pocket and do not in any way affect the score of the player, which is determined by the number of balls pocketed. Scratches pay one ball, which must be placed on the deep red spot.

CONTINUOUS POOL.

In Continuous Pool, the scoring of the game is continued until all the balls in each frame have been pocketed, and the game may consist of any number of balls or points up which may be agreed upon. Each ball pocketed scores one point for the striker and the game is usually scored upon the string of buttons over the table, as in regular billiards. Penalties are paid through deducting points from the offending player’s score or string of buttons, instead of forfeiting a ball to the table as in regular pyramid pool. The numbers on the balls are simply used for convenience in calling the number of each ball which the player intends to pocket, and do not in any way affect the score of the player.

ENGLISH PYRAMID POOL.

This differs from the American game in several points. There are no “call shots,” the player being entitled to every ball he pockets, whether he played for it or not. All balls in hand must be played from a D, 21 to 23 inches in diameter. There is no rule about driving two balls to the cushion on the opening shot. When all the red balls but one are pocketed, the red and white balls are used as cue balls alternately. If there are only two players, and only two balls on the table, the red and white, if either player makes a miss or goes in the pocket himself, that ends the game; but if there are more than two players another red ball is spotted, as in the American game. The baulk line is no protection, a player in hand being allowed to play on any ball on the table, even if it is behind the D.

SHELL OUT.

This game should not be confounded with Black Pool. It is simply English Pyramids, but instead of making the player with the lowest score at the end pay for the table, each player equally shares the expense, and the balls are pocketed for so much apiece. If the amount of the shell-out was a shilling, and there were six players, any person pocketing a ball would receive a shilling from each of the others, and would play again. A losing hazard or a miss would compel the striker to pay a shilling to each of the others, instead of putting a ball back on the table. The last ball pays double.

HIGH-LOW-JACK-GAME.

This game is played with a set of balls the same as used in Fifteen-Ball Pool.

Any number of persons may play, the order of play being determined by the rolling of the small numbered balls.

The fifteen-ball is High; the one-ball is Low; the nine-ball is Jack; and the highest aggregate is Game. Seven points generally constitute a game.

In cases where players have one and two to go to finish game, the first balls holed count out first, be they High, Low, or Jack.

In setting up the pyramid the three counting balls—High, Low, Jack—are placed in the centre, with High at the head of the three named balls, the other balls as in regular Fifteen-Ball Pool.

When players have each one to go, instead of setting up an entire frame of pyramids, a ball is placed at the foot of the table, in direct line with the spots, and at a distance from the lower cushion equal to the diameter of another of the pool balls. This ball must be pocketed by banking it to one or more cushions. The player who pockets the ball wins the game.

FORTY-ONE POOL.

Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls, the object of play being to pocket a sufficient number of the pool balls which added to the private small ball shall score exactly 41.

CHICAGO POOL.

This game is played with the numbered pool balls from 1 to 15 and a white cue-ball, as in Fifteen-Ball Pool, the object being to play upon and pocket the balls in their numerical order.

The table is laid out for the game by placing the one ball against the end cushion at the first right-hand diamond sight at the foot of the table, the two-ball is placed at the centre diamond sight on same cushion; the remaining thirteen balls are placed in the order of their numbers at the succeeding diamond sights. The three sights on the end rail at head of the table are not occupied by any ball.

The opening stroke must be to strike the one-ball. If that ball is holed it is placed to the credit of the player, and he continues his hand until he fails to score, but in continuing he must play each time upon the ball bearing the lowest number on the table. After playing upon that ball, however, should any other be pocketed by the same stroke, irrespective of its number, it shall be placed to the player’s credit so pocketing it.

If the line of aim at the ball required to be hit is covered by another ball, the player may resort to a bank play or massÉ, etc., but should he fail to hit the required ball he forfeits three, receiving a scratch.

COW-BOY POOL.

1. The game is played by two or more contestants, on a pool table, with one cue ball and three colored balls numbered respectively 1, 3 and 5.

2. At the commencement of the game the ball numbered 1 shall be placed on the spot at the head of the table, the ball numbered 5 shall be placed on the centre spot, and the ball numbered 3 shall be placed on the lower spot, and whenever any object ball is pocketed or forced off the table it shall be replaced on the original spot, except as provided for in Rule No. 12.

3. The opening player may play from any point within the string line he may choose, but must play upon the No. 3 ball before striking any other, or forfeit his hand.

4. The winner is the player who first accomplishes the main object of the game, which is to score 101 points by the “Cow-Boy method,” which is that the first 90 points may be scored by either carroms or the pocketing of one or more of the numbered balls, which shall count that number for the player; the scoring of a single carrom shall count 1, and a double 2.

5. On arriving at the exact number of 90 points, the contestant must next obtain 10 more points by carroms only; and having arrived at the score of 100, the last point must be obtained by playing the cue ball onto the No. 1 ball and thence into any pocket he may designate, without touching either of the other balls, however, and should the cue ball enter any other pocket, the hand is out and the run, if any, lost.

6. Any point made by a player and scored for him by either the marker or himself at the completion of any hand can never be lost; but should a player at any time make a scratch, miss or foul, any points previously made by him in that hand shall be lost and the hand shall pass.

7. At the completion of the first 90 points all the balls must come to rest on the table before the player makes his next stroke; otherwise the following stroke shall be a foul.

8. At the completion of 100 points the balls must all come to rest before the player makes his next stroke; otherwise the stroke is foul.

9. Should a player pocket the cue ball twice in succession without striking any object bail, he shall forfeit the game.

10. Should a player while upon his carroms pocket any ball, the hand is out, and he loses any points he may have made on that run.

11. Whenever, except on the final stroke, the cue ball is pocketed or forced off the table, the hand is out, the points scored on that run are lost, and the cue ball is in hand for the following player, who must play on a ball outside the string line, or else on some point of the cushion outside the line.

12. Should the spot on which any pocketed ball belongs be occupied, said ball shall be left off the table until the spot is free and the balls are at rest, with this exception—that should the 1 ball be pocketed, and its spot occupied, any player who is exactly 100, and whose turn it is to play, may demand that all the object balls be spotted and he shall play with ball in hand.

13. It is a foul if the player touch any ball with his person or clothing. It is a foul if he strike the cue ball twice or with anything but the point of the cue. It is a miss if he shoot without causing the cue ball to strike any object ball. It is a scratch if he cause the cue ball to enter a pocket except on the 101st point, or leave the table.

14. Carroms obtained by pushing during the first 90 points are legitimate, but not during the following ten points; and the 101st shot must be a clean stroke, and a push shot will not be allowed.

15. When a player is 100, should he fail to strike the 1 ball his hand is out and his run, if any, forfeited.

16. During the first 90 points, should the cue ball be frozen to an object ball, and if by a push causes the object ball to move, any resulting carrom shall be valid. If, however, the frozen object ball fails to move, it shall be considered as not having been touched except that should the cue ball strike a cushion, it shall not be a scratch.

17. Any cases not covered by these rules shall be governed as far as possible by the accepted rules of pool and four-ball billiards.

SNOOKER POOL.

1. The game of Snooker’s Pool is played by two or more players, either all against all or in partnership, with fifteen red balls, six pool balls, and one white ball as hereafter described. Any rest may be used.

2. To decide the order of play, as many pool balls as there are players or sides shall be put into a basket, shaken, and given out to the players by the marker.

The players play in the order in which the colors appear on the pool marking board. A player pocketing a ball scores its value as against each of the other players, and when penalized, pays the penalty to each of them. In a game where sides are formed a player either scores for his own side, or is penalized to the opposing side or sides.

3. When commencing a game the fifteen red balls shall be placed as in the game of Pyramids. For each of these balls pocketed, according to rule, the striker shall score one point. The pool balls to be used are the yellow, green, brown, blue, pink, and black, which shall be spotted as follows at the commencement of the game, and have the appended values when pocketed according to rule:

  • The Yellow ball shall be placed on the right hand spot of the baulk line and count two points;
  • The Green ball shall be placed on the left hand spot of the baulk line and count three points;
  • The Brown ball shall be placed on the middle spot of the baulk line and count four points;
  • The Blue ball shall be placed on the spot between the two middle pockets and count five points;
  • The Pink ball shall be placed at the apex of the pyramid and count six points;
  • The Black ball shall be placed on the billiard spot and count seven points.
  • The White ball shall be used in rotation by the various players taking part in the game solely as the striker’s ball, and shall be played from the “D” at the start of a game by the first player, and at any other period of the game, after it has been off the table from any cause whatever.

4. The ball shall be struck with the point of the cue and not “pushed.” If, after the striker’s ball has been forced against an object ball, the point of his cue remain or come in contact with his ball, the stroke is foul. There is no difference between the act of striking and the act of aiming.

5. The “baulk” is no protection.

6. The striker must pocket a red ball before playing upon a pool ball; otherwise the stroke is foul, and after pocketing a red ball he must play upon a pool ball, an order of play that must be observed throughout each break so long as a red ball remains upon the table.

7. After pocketing a red ball the striker is at liberty to select the pool ball upon which he will play, but when there is no longer a red ball on the table, the pool balls must be played at and taken in their order of value from lowest to highest, save that the player pocketing the last red ball shall be allowed to select the first pool ball upon which he plays, which, if pocketed, shall be respotted and the pool balls played at in their order of value.

8. When playing on a pool ball the striker, if asked the question by a player taking part in the game, shall “declare” the ball selected.

9. Any number of red balls may be taken in one stroke; but, if a pool ball is taken in conjunction with a red ball, the stroke is foul. After pocketing a red ball only the pool ball aimed at may be taken.

10. A red ball once off the table shall not be brought into play again under any circumstances; but all pool balls pocketed shall be respotted in their original positions (save that the pink ball shall be placed on the pyramid spot), until Rule 7, as to playing upon the pool balls in rotation, comes into force. When the pool balls are being played upon in rotation, they shall not be respotted after being pocketed in proper order and according to rule.

11. No ball shall, under any circumstances, be taken up.

12. Should the spot allotted to any pool ball be occupied when it becomes necessary to respot it, it shall be placed upon the nearest unoccupied spot, and, failing that, as near as possible to its proper spot in the direction of the centre spot. If the middle spot of the baulk line is occupied, the brown ball after being pocketed shall, if possible, be placed on the left-hand spot of the baulk line, and, failing that, the rule as above applies.

13. If the striker’s ball is touching another, such ball not being playable, and he disturb the ball touching his own, the stroke is foul.

14. Should the striker’s ball be so placed that he cannot play direct on the object ball, he is said to be “snookered.”

FOUL STROKES AND PENALTIES.

15. Foul strokes are made or penalties incurred by (1) “Pushing” instead of striking the ball, or striking the ball more than once; (2) Playing out of turn; (3) Playing with both feet off the floor; (4) Playing before all the balls have become stationary, when off the table, or wrongly spotted; (5) Playing with the wrong ball; (6) Touching or moving any ball, except in the legitimate manner set forth in these rules; (7) Forcing any ball off the table; (8) Wilfully interfering with an opponent, or the run of the balls, and refusing to obey the referee’s decision; (9) Missing, running a coup, striking the wrong ball, or pocketing the white ball; (10) Playing at or pocketing any ball except in the proper rotation; (11) Striking two balls, other than two red balls, simultaneously; (12) Giving an intentional miss; (13) Pocketing more than one ball—other than red balls—by one stroke.

16. If the striker “push” his ball or strike it more than once, he cannot score, but is subject to any other penalty that he may incur by the stroke.

17. If a player play out of turn, he shall forfeit his next turn, otherwise the sequence of turns shall not be altered. If the error be discovered during his break, he cannot score from the last stroke made, and the balls shall be replaced by the marker as nearly as possible in the positions they occupied before the stroke objected to. The striker shall be credited with any previous scores, but is subject to any other penalty he may incur.

18. The striker cannot score by a stroke made with both feet off the floor, but is subject to any penalty he may otherwise incur.

19. If the striker play before all the balls have ceased rolling, or before a pool ball has been respotted, or whilst any pool ball has been wrongly spotted, he cannot score, and the next player in rotation shall proceed from the position in which the balls have been left. The striker is subject to any penalty he may otherwise incur.

20. If the striker play with the wrong ball, he shall be penalized in the value of the black ball.

21. If the striker touch a ball in play otherwise than in the proper manner laid down in these Rules, he cannot score and the balls shall be replaced. After the balls are replaced the stroke must be played, if the striker was still in play when the ball was moved or touched, and he is subject to any other penalty he may incur. Should he touch a ball after the completion of any stroke, i.e., when the balls have become stationary, his scores from previous strokes shall hold good.

22. If the striker force any of the red or pool balls off the table, he shall be penalized in the value of the ball or balls so forced off. Should the ball or balls forced off the table be struck out of order, or of inferior value to the ball that should have been struck, the latter ball shall govern the penalty. Should he force his own ball off the table, he shall be penalized in the value of the ball aimed at, unless another ball of higher value be first struck, in which case such higher ball shall govern the penalty.

23. If a player refuse to continue the game when called upon to do so, or intentionally obstruct an opponent, or wilfully interfere with the running of the balls, he shall be penalized in the total value of all the balls remaining in play.

24. If the striker miss the object ball, or run a coup, or pocket the white ball, he shall be penalized in the value of the ball aimed at; but, if he strike another ball or balls, he shall be penalized in the value of the first ball so struck, unless the ball so struck is of lower value than the ball aimed at and missed, in which case the penalty is governed by the value of the ball aimed at. Should the striker in pocketing any ball hole the white, he cannot score, and is penalized in the value of the ball pocketed. Should the striker (excepting as provided in Rule 9) pocket a ball other than the one aimed at, he cannot score, and is penalized in the value of such ball unless the ball pocketed is of lower value than the ball aimed at, in which case the penalty is governed by the value of the ball aimed at.

25. If the striker play at or pocket a ball except in the proper rotation, he shall be penalized in the value of the ball so played at or pocketed unless the ball so played at be of lower value than the ball which should have been selected, in which case the penalty is governed by the latter ball.

26. If the striker strike simultaneously a pool ball and a red ball, or two pool balls, he shall be penalized in the value of the higher ball.

27. If the striker pocket the white ball after contact with another, he shall be penalized in the value of the ball struck, unless the object ball so struck be out of order, in which case the penalty shall be governed by the ball of the higher value.

28. Should the striker give an intentional miss, he shall be penalized in the value of the black ball, and be compelled to play the stroke again. No score can accrue from such stroke, but the striker shall be subject to any further penalty he may incur.

29. If the striker pocket more than one ball, other than red balls, in one stroke, he cannot score, and is penalized in the value of the highest ball pocketed.

30. In the absence of a referee the marker of the room shall decide all disputes that may arise; and, if he does not know of the matter in dispute, the majority of the onlookers shall decide.

ENGLISH POOL.

This game is known in England as Colom-Ball, or Following Pool. The balls are placed in a pool bottle, and shaken up by the marker, who then gives one to each candidate for play in rotation. The player who receives the white ball places it on the spot, and the one who gets the red ball plays from within the D at the head of the table. The marker calls the colour of the player whose turn it is, and notifies him which ball will play on him, so that he may play for safety if he can. The following are Brunswick-Balke-Collender Co.’s rules:

The White Ball is spotted.
Red Ball plays upon White.
Yellow Red.
Green Yellow.
Brown Green.
Blue Brown.
Pink Blue.
Spot-White Pink.
Spot-Red Spot-White.
Spot-Yellow Spot-Red.
Spot-Green Spot-Yellow.
Spot-Brown Spot-Green.
Spot-Blue Spot-Brown, and
White Spot-Blue.

1. When coloured balls are used, the players must play progressively, as the colours are placed on the pool marking-board, the top colour being No. 1.

2. Each player has three lives at starting. No. 1 places his ball on the “winning and losing” spot, No. 2 plays at No. 1, No. 3 at No. 2, and so on—each person playing at the last ball, unless the striker’s ball be in hand, when he plays at the nearest ball.

3. When a striker loses a life the next in rotation plays at the ball nearest to his own; but if this player’s ball be in hand, he plays at the ball nearest to the centre of the baulk-line, whether it be in or out of baulk.

4. When any doubt arises as to the nearest ball, the marker measures the distance, and the player strikes at the ball declared to be nearest his own.

5. The baulk is no protection.

6. The player loses a life by pocketing his own ball off another, by running a coup, by missing the ball played on, by forcing his ball off the table, by playing with the wrong ball, by playing at the wrong ball, by playing out of his turn, by striking the wrong ball, or by having his ball pocketed by the next striker.

7. Should the striker pocket the ball he plays at, and by the same stroke pocket his own or force it over the table, he loses a life and not the person whose ball he pocketed.

8. Should the player strike the wrong ball, he pays the same forfeit to the person whose ball he should have played at as he would have done if he had pocketed it himself.

9. If the striker miss the ball he ought to play at, and by the same stroke pocket another ball, he loses a life, and not the person whose ball he pocketed; in which case the striker’s ball must be taken up, and both balls remain in hand until it be their several turns to play.

10. If the player inquire as to which is his ball, or if it be his turn to play, the marker or the players must give him the information sought.

11. If the striker, while taking aim, inquire which is the ball he ought to play at, and should be misinformed by the marker or by any of the company, he does not lose a life. His ball must in this case be replaced and the stroke played again.

12. When a ball or balls touch the striker’s ball, or are in line between it and the ball he has to play at, so that it will prevent him hitting any part of the object-ball, such ball or balls must be taken up until the stroke be played, and, after the balls have ceased running, they must be replaced.

13. If a ball or balls are in the way of a striker’s cue, so that he cannot play at his ball, he can have them taken up.

14. When the striker takes a life, he continues to play on as long as he can pocket a ball, or until the balls are all off the table, in which latter case he places his own ball on the spot as at the commencement.

15. The first player who loses his three lives is entitled to purchase, or star, by paying into the pool a sum equal to his original stake, for which he receives lives equal in number to the lowest number of lives on the board.

16. If the player first out refuse to star, the second player out may do so; but if the second refuse, the third may star, and so on, until only two players are left in the pool, when the privilege of starring ceases.

17. Only one star is allowed in a pool.

18. If the striker move his own or any other ball while in the act of striking, the stroke is foul; and if, by the same stroke, he pocket a ball or force it off the table, the owner of that ball does not lose a life, and the ball so pocketed must be placed on its original spot. But if by that foul stroke the player pocket his own ball or force it off the table, he loses a life.

19. If the striker’s ball touch the one he has to play at, he is at liberty either to play at it or at any other ball on the table, and such stroke is not to be considered foul; in such a case, however, the striker loses a life by running his ball into a pocket or forcing it over the table.

20. If, after making a hazard, the striker takes up his ball, or stops it before it has done running, he cannot claim the life for the ball pocketed.

21. If, before a star, two or more balls, each having one life, are pocketed by the same stroke, the owner of the first ball struck can star; but if he refuse, the other player whose ball was pocketed may star.

22. Should the striker’s ball stop on the place from which a ball has been taken up, the ball which has been removed must remain in hand until the spot is unoccupied, when it is to be replaced.

23. Should the striker’s ball miss the ball played at, no person except the striker is allowed to stop the ball till it has ceased running or struck another ball.

24. Should the striker have his next player’s ball removed, and his own ball stop on the spot it occupied, the next player must give a miss from baulk, for which miss he does not lose a life.

25. When a ball has been taken up, and any other than the next player’s ball stop on the spot it occupied, the ball so taken up must remain in hand till it can be replaced. But if it be the turn of the ball in hand to play before the one occupying its proper place, the latter must be taken up till there be room to replace it.

26. If the corner of the cushion should prevent the striker from playing in a direct line, he can have any ball removed for the purpose of playing at the object-ball from a cushion.

27. When three players, each with one life, remain in a pool, and the striker make a miss, the other two divide without a stroke.

28. Neither of the last two players can star, but if they are left with an equal number of lives each they may divide the pool; the striker, however, is entitled to his stroke before the division.

29. All disputes are to be decided by the marker; but if he be interested in the game, they shall then be settled by a majority of the players.

BLACK POOL.

This is a variation of English Colour-Ball Pool. A black ball is placed on the centre spot. The colours follow one another just as in English pool, until all the balls have come upon the table. After that, any ball on the table may be played at, and if it is pocketed, the player has the option of playing at the black ball. If he pockets it, each player pays him the amount of a life, so that the player whose ball was first pocketed would have to pay two, one for his own ball and one for the black. If a ball is pocketed before the balls are all on the table, the player may play on the black; but the following players must play on their colours until the first round is complete. No one is ever dead, and the game may be continued indefinitely, although half an hour is the usual limit. The players share the expense of the table, as at Shell-out.

ENGLISH BILLIARDS.

This game is played with three balls, one red and two white. Every winning hazard off the red counts 3; hazards off the white count 2, and all carroms count 2. If a player makes a carrom and a losing hazard on the same stroke, it counts 5 if the red was the object ball; 4 if the white was the object ball. A player may make 10 on one stroke by playing on the red, making a carrom, and pocketing all three balls. A miss counts one for the adversary; but if the player who makes a miss runs into a pocket or jumps off the table, his adversary counts 3.

The secret of success in the English game is not in gathering shots or rail nursing, but in repeated position; that is, playing shots so that the object ball returns to its position, the cue ball falling into a pocket and being played again from an advantageous position in the D. If the red ball is left in a good position for a losing hazard in either of the side pockets, the player should place his own ball in such a position in the D that he can drive the red to the bottom cushion and back again, leaving himself another easy hazard in the side pockets.

If the red is near a bottom pocket, and the player’s ball is in hands, the beginner will invariably leave the red ball in baulk, even if he makes the hazard. The reason is that he strikes with just force enough to reach the red and go into the pocket, and this force is just enough to drive the red about the same distance in the opposite direction, leaving it where the cue ball came from—in baulk.

The English do not understand gathering shots, nursing, and cushion carroms so well as the Americans, and play chiefly for the winning and losing hazards. The objective point of the expert is the spot stroke, which consists in getting exactly behind the red ball when it is on its spot, and then driving it into the corner pocket, returning the cue ball to its position with a light draw shot. If the cue ball fails to come back exactly behind the red the position may be recovered in several ways, some of which are shown in the diagrams.

No. 1 is the perfect position for the spot stroke; the dotted lines in the others show the course that must be followed by the cue ball to recover the initial position.

Man-of-war Game is a variety of English billiards in which there are three white balls, each belonging to different players.

The following LAWS are taken, by permission, from the rules published by the Brunswick-Balke-Collender Co.

ENGLISH BILLIARD LAWS.

1. The choice of balls and order of play shall, unless mutually agreed upon by the two players, be determined by stringing; and the striker whose ball stops nearest the lower [or bottom] cushion, after being forced from baulk up the table, may take which ball he likes, and play, or direct his opponent to play first, as he may deem expedient.

2. The red ball shall, at the opening of every game, be placed on the top [or red] spot, and replaced after being pocketed or forced off the table, or whenever the balls are broken.

3. Whoever breaks the balls, i. e., opens the game, must play out of baulk, though it is not necessary that he shall strike the red ball.

4. The game shall be adjudged in favour of whoever first scores the number of points agreed on, when the marker shall call “game”; or it shall be given against whoever, after having once commenced, shall neglect or refuse to continue when called upon by his opponent to play.

5. If the striker scores by his stroke he continues until he ceases to make any points, when his opponent follows on.

6. If when moving the cue backward and forward, and prior to a stroke, it touches and moves the ball, the ball must be replaced to the satisfaction of an adversary, otherwise it is a foul stroke; but if the player strikes, and grazes any part of the ball with any part of the cue, it must be considered a stroke, and the opponent follows on.

7. If a ball rebounds from the table, and is prevented in any way, or by any object except the cushion, from falling to the ground, or if it lodges on a cushion and remains there, it shall be considered off the table, unless it is the red, which must be spotted.

8. A ball on the brink of the pocket need not be “challenged”: if it ceases running and remains stationary, then falls in, it must be replaced, and the score thus made does not count.

9. Any ball or balls behind the baulk-line, or resting exactly upon the line, are not playable if the striker be in hand, and he must play out of baulk before hitting another ball.

10. Misses may be given with the point or butt of the cue, and shall count one for each against the player; or if the player strike his ball with the cue more than once a penalty shall be enforced, and the non-striker may oblige him to play again, or may call on the marker to place the ball at the point it reached or would have reached when struck first. [The butt may also be used for playing a ball in hand up the table in order to strike a ball in baulk.]

11. Foul strokes do not score to the player, who must allow his opponent to follow on. They are made thus: By striking a ball twice with the cue; by touching with the hand, ball, or cue an opponent’s or the red ball; by playing with the wrong ball; by lifting both feet from the floor when playing; by playing at the striker’s own ball and displacing it ever so little (except while taking aim, when it shall be replaced, and he shall play again).

12. The penalty for a foul stroke is losing the lead, and, in case of a score, an opponent must have the red ball spotted, and himself break the balls, when the player who made the foul must follow suit, both playing from the D. If the foul is not claimed the player continues to score, if he can.

13. After being pocketed or forced off the table the red ball must be spotted on the top spot, but if that is occupied by another ball the red must be placed on the centre spot between the middle pockets.

14. If in taking aim the player moves his ball and causes it to strike another, even without intending to make a stroke, a foul stroke may be claimed by an adversary. (See Rule Fifteenth.)

15. If a player fail to hit another ball, it counts one to his opponent; but if by the same stroke the player’s ball is forced over the table or into any pocket it counts three to his opponent.

16. Forcing any ball off the table, either before or after the score, causes the striker to gain nothing by the stroke.

17. In the event of either player using his opponent’s ball and scoring, the red must be spotted and the balls broken again by the non-striker; but if no score is made, the next player may take his choice of balls and continue to use the ball he so chooses to the end of the game. No penalty, however, attaches in either case unless the mistake be discovered before the next stroke.

18. No person except an opponent has a right to tell the player that he is using the wrong ball, or to inform the non-striker that his opponent has used the wrong ball; and if the opponent does not see the striker use the ball, or, seeing him, does not claim the penalty, the marker is bound to score to the striker any points made.

19. Should the striker [whose ball is in hand], in playing up the table on a ball or balls in baulk, either by accident or design, strike one of them [with his own ball] without first going out of baulk, his opponent may have the balls replaced, score a miss, and follow on; or may cause the striker to play again, or may claim a foul, and have the red spotted and the balls broken again.

20. The striker, when in hand, may not play at a cushion within the baulk (except by going first up the table) so as to hit balls that are within or without the line.

21. If in hand, and in the act of playing, the striker shall move his ball with insufficient strength to take it out of baulk, it shall be counted as a miss to the opponent, who, however, may oblige him to replace his ball and play again. [Failing to play out of baulk, the player may be compelled to play his stroke over again.]

22. If in playing a pushing stroke the striker pushes more than once it is unfair, and any score he may make does not count. His opponent follows by breaking the balls.

23. If in the act of drawing back his cue the striker knocks the ball into a pocket, it counts three to the opponent, and is reckoned a stroke.

24. If a foul stroke be made while giving a miss, the adversary may enforce the penalty or claim the miss, but he cannot do both.

25. If either player take up a ball, unless by consent, the adversary may have it replaced, or may have the balls broken; but if any other person touches or takes up a ball it must be replaced by the marker as nearly as possible.

26. If, after striking, the player or his opponent should by any means obstruct or hasten the speed of any ball, it is at the opponent or player’s option to have them replaced, or to break the balls.

27. No player is allowed to receive, nor any bystander to offer advice on the game; but should any person be appealed to by the marker or either player he has a right to offer an opinion; or if a spectator sees the game wrongly marked he may call out, but he must do so prior to another stroke.

28. The marker shall act as umpire, but any question may be referred by either player to the company, the opinion of the majority of whom shall be acted upon.

PIN POOL.

The game of Pin Pool is played with two white balls and one red, together with five small wooden pins, which are set up in the middle of the table, diamond fashion, each pin having a value to accord with the position it occupies.

Diagram of the layout of the pins

The pin nearest the string line is No. 1; that to the right of it is No. 2; to the left, No. 3; the pin farthest from the string line is No. 4; and the central or black pin, No. 5. These numbers may be chalked on the cloth in front of each particular pin.

Neither carroms nor hazards count; for pocketing a ball (when playing on a pocket table), or causing it to jump off the table or lodge on the cushion, or for missing altogether, nothing is forfeited other than the stroke. The only penalty is that the ball so offending shall be spotted upon the white-ball spot at the foot of the table, or if that be occupied then on the nearest spot thereto unoccupied.

When the pins are arranged, the rotation of the players is determined in like manner as in Fifteen-Ball Pool, after which each player receives from the marker a little numbered ball which is placed in the player’s cup on the pool board, and the number of which is not known to any of his opponents.

The object of the player is to knock down as many pins as will count exactly thirty-one when the number on the small ball held by him is added to their aggregate; thus, if the small ball is No. 9, the player will have to gain twenty-two points on the pins before calling game, and whoever first gets exactly thirty-one points in this manner wins the pool.

A white ball is spotted five inches from the lower end of the table, on a line drawn down the centre; and the red ball placed upon its own spot at the foot of the table.

Player No. 1 must play with the remaining white ball from any point within the string-line at the head of the table at either the red or white ball, or place his own on the string spot. Player No. 2 may play with any ball on the table—red or white. After the first stroke has been played, the players, in their order, may play with or at any ball upon the board.

Unless the player has played on some ball upon the board before knocking down a pin, the stroke under all circumstances goes for nothing, and the pin or pins must be replaced and the player’s ball put upon the white-ball spot at the foot of the table or if that be occupied, on the nearest unoccupied spot thereto. But should two balls be in contact the player can play with either of them, direct at the pins, and any count so made is good.

If a player, with one stroke, knocks down the four outside pins and leaves the black one standing on its spot, it is called a Natural, or Ranche, and under any and all circumstances it wins the game.

When a player gets more than 31, he is burst, and he may either play again immediately with the same ball he has in the pool rack, starting at nothing of course, or he may take a new ball. If he takes a new ball he may either keep it or keep his old one, but he cannot play again until it comes to his turn.

THE LITTLE CORPORAL.

This game is the regular Three-Ball Carrom Game with a small pin added, like those used in Pin Pool, which is set up in the centre of the table. The carroms and forfeits count as in the regular Three-Ball Game, but the knocking down of the pin scores five points for the striker, who plays until he fails to effect a carrom or knock down the pin. A ball must be hit by the cue-ball before the pin can be scored; playing at the pin direct is not allowed. The pin must be set up where it falls; but in case it goes off the table or lodges on the top of the cushion it must be placed upon the centre spot. The pin leaning against the cushion must be scored as down, and when the pin lodges in the corner of the table, so that it cannot be hit with the ball, it is to be set up on the centre spot. One hundred points generally constitute a game, but any number of points may be agreed upon.

THE SPANISH GAME OF BILLIARDS.

This game is played in the South, California, and in Mexico and Cuba, and is played with two white and one red ball, and five pins placed similar to those in Pin Pool. The red ball is placed on the red-ball spot, and the first player strikes at it from within the baulk semicircle. The game is scored by winning and losing hazards, carroms, and by knocking over the pins. It is usually played thirty points up.

The player who knocks down a pin after striking a ball gains two points, if he knocks down two pins he gains four points, and so on, scoring two points for each pin knocked down. If he knock down the middle pin alone he gains five points. The player who pockets the red ball gains three points and two for each pin knocked down by the same stroke. The player who pockets the white ball gains two points, and two for each pin knocked over with the same stroke. Each carrom counts two. The player who knocks down a pin or pins with his own ball before striking another ball loses two for every pin so knocked down. The player who pockets his own ball without hitting another ball forfeits three points; for missing altogether he forfeits one point. The striker who forces his own ball off the table without hitting another ball forfeits three points, and if he does so after making a carrom or pocket he loses as many points as he would otherwise have gained. The rules of the American Carrom Game, except where they conflict with the foregoing rules, govern this game also.

BOTTLE POOL.

The game of Bottle Pool is played on a pool table with one white ball, the 1 and 2 ball, and pool-bottle. The 1 and 2 balls must be spotted, respectively, at the foot of the table, at the left and right diamond nearest each pocket, and the pool-bottle is placed standing on its neck on the spot in the centre of the table, and when it falls it must be set up, if possible, where it rests.

Carrom on the two object-balls counts 1 point; Pocketing the 1 ball counts 1 point; Pocketing the 2 ball counts 2 points; Carrom from ball and upsetting bottle counts 5 points. The game consists of 31 points. The player having the least number of points at the finish of the game shall be adjudged the loser.

Any number of persons can play, and the rotation of the players is decided as in ordinary pool. Player No. 1 must play with the white ball from any point within the string at the head of the table, at either the 1 or 2 ball at his option. The player who leads must play at and strike one of the object-balls before he can score a carrom on the pool-bottle. If a player carrom on the bottle from either of the object-balls, in such a way as to seat the bottle on its base, he wins the game, without further play.

Should the 1 or 2 ball in any way, during the stroke, touch the bottle and the bottle is in the same play knocked over or stood on its base by the cue-ball, the stroke does not count. If the player forces the bottle off the table or into a pocket, the bottle must be spotted on its proper spot in the centre of the table, the player loses his shot and forfeits one point, and the next player plays.

A player who makes more than 31 points is burst, and must start his string anew; all that he makes in excess of 31 points count on his new string, and the next player plays.

BILLIARD TEXT BOOKS.

American Game:—

  • Modern Billiards, Brunswick-Balke-Collender Co.
  • Billiard Laws,
  • Manuel du Biliard, by Vignaux.
  • Garnier’s Practice Shots.

English Game:—

  • Billiards Simplified, Burroughs and Watts.
  • Billiards, by W. Cook.
  • Billiards, by Joseph Bennet.
  • Billiards, by Maj.-Gen. Drayson.
  • Practical Billiards, by W. Dufton.
  • The Spot Stroke, by Joseph Bennet.

                                                                                                                                                                                                                                                                                                           

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