and his opponent has the privilege of playing at which he pleases. 8. In case of one of the white balls being off the table, one of the others or both should be so near the spot from whence the striker is to play, as to prevent him from placing his own; the marker must remove them and replace them immediately after the striker has started his own ball. 9. In a four-handed match every white ball holed a hand out. 10. The striker must invariably strike the ball he plays at first, otherwise he cannot count. 13. Holing the white and red balls 14. Making a carrom, or touching both balls with your own 15. Making a carrom, and holing the white ball 20. Playing at the white, missing it, and holing your own ball 21. Playing at the red, missing it, and holing your own ball 22. Holing your own off the white ball 23. Do. 24. Playing on the white, holing it, and your own ball 25. Do. red 26. Holing the three balls do. 27. Playing on the white, making a carrom, and holing your own ball 28. Playing on the red, making a carrom, and holing your own ball 29. Playing on the white, making a carrom, and holing the two white balls 7 7 30. Playing on the white, making a carrom, and holing the red and your own ball . 31. Playing on the red, making a carrom, and hol 33. Playing at either, making a carrom, and holing all the balls . For the remaining rules, see the preliminary articles. THE FRENCH FOLLOWING GAM In the original French three-ball game, from which it has its derivation, each player had only one strok alternately during the game, but in this the striker ha the prerogative of pursuing his success without interruption, and it is therefore styled the following game. 1. This game is played with one red and two white balls, and 24 points constitute the game. 2. The red ball is placed on a spot made for the purpose, and the white on any part of the upper line, provided the centre of the ball be on it. 3. The striker has the privilege of playing at the red bali as often as he pleases. 4. In no instance is a ball to be taken up in this game. 5. If after the red and white balls are off the table, the striker should remain on the spot appropriated for the red, be must remove it, loses nothing, the red ball is put up, and his oppone: t must play. 6. In a four-handed match, every ball holed is a hand Out. 7. The winnings in this game are precisely similar to those in the English game: but there is no necessity for touching the played-at ball first, in order to count. LOSINGS. 8. Missing both balls 9. Missing both balls and holing your own 10. Holing your own off the white ball 13. Holing the red and your own ball 14. Holing three balls 15. Playing at either, making a carrom, and holing your own ball 1323233 16. Playing at either, making a carrom, and holing the two white balls 17. Playing at either, making a carrom, and holing the red, and your own ball 18. Playing at either, making a carrom, and holing the three balls For the remaining rules, see the preliminary articles. THE WINNING AND LOSING GAME. 4 5 7 That preponderance which forms the peculiar characteristic of the preceding games is in this almost entirely overlooked, the winnings and losings counting chiefly for the accomplisher of either: and skill is not of such material consequence, provided the striker be endowed with a large portion of muscular strength; for in battering away at the balls without mercy, they will, to cscape the fury of his vengeful arm, cross the table again and again, until they find a hole for a transient shelter. 1. This game is generally played with three balls, one red and two white, and 30 points constitute the game. 2. The red ball is invariably placed at the distance of nine inches from the lower cushion, in the middle of the table's breadth. 3. A semicircle must be drawn from the middle of the line at the upper end of the table, of about 18 inches in diameter, parallel with the line of the stringing nails, from within where, the striker must invariably play, whenever his ball is off the table. 4. In a four-handed match every hazard made is a hand out. A person holing himself in this game makes a hazard. 5. If the striker forces either, or both balls over the cushion, it counts nothing. 6. If the striker forces his own ball over the cushion, he loses in no instance more than two or three points, according to which ball he played on. 7. If the striker forces either or both balls over the cushion and holes his own, he gains two or three points, he also counts for either of the other balls holed, or a carrom made by the same stroke. For the further rules, see the 3d, 4th, and 5th articles of the French following Gume. 10. Holing the white and red 11. Holing your own off the white ball 12. Holing your own off the red ball 13. Playing on the white, holing it and your own ball 14. Playing on the red, holing the white and your own ball 15. Playing on the white, holing the red and your ball 16. Playing on the red, holing it and your own ball 17. Playing on the white and holing the three balls 18. Playing on the red, and holing the three balls 19. Making a carrom, and touching both balls with your own 245 20. Making a carrom, and holing the white ball 4 21. Making a carroin, and holing the red ball 22. Making a carrom, and holing the white and red balls 23. Playing on the white, making a carrom, and holing your own ball 24. Playing on the red, making a carrom, and holing your own ball 25. Playing on the white, making a carrom, and holing the two white balls 26. Playing on the red, making a carrom, and holing the two white balls 27. Playing on the white, making a carrom, and holing the white and red balls 28. Playing on the white, making a carrom, and holing the three balls ས 29. Play on the white, making a carrom, and holing the three balls 30. Playing on the red, making a carrom, and holing the three balls LOSINGS. 31. Missing all the balls. 32. Missing all the balls, and holing your own, or forcing it over the cushion 10 1 3 For the remaining rules see the preliminary articles; excepting the 19th and 20th. THE REVOLUTION, OR FOUR-BALL GAME. This is very properly styled the Revolution game, it heing subject to as many different vicissitudes as that monster of changes is susceptible of. 1. This game is played with two red and two whi balls, and 31 points constitute the same. 2. The two red balls are placed at each end of t table, in the middle of each line, and the striker m place his ball on any part of the upper line, provic 1 the centre of the ball be on it. 3. The striker must lead his oall beyond the lower red, and his opponent must play at it. 4. If the leader's ball should repass the lower red ball, it must remain, and his opponent must play at it. 5. If the leader moves a red ball the first stroke, it must be replaced, and his ball remains, as also in case his opponent moves a red ball without previously touchg the white. 6. In a four-handed match every ball holed is a hand ut. For the further rules, see the 3d and 4th articles of the French following Game. WINNINGS. 7. Holing the white ball S. Holing a red ball 9. Holing the white and a red ball 10. Holing the two red ball 11. Holing the three balls 23568235 12. Making a carrom on the white and a red ball 2 13. Making a carrom on the two red balls 14. Making a carrom on all the balls 15. Making a carrom on the white and a red ball, and holing the white 16. Making a carrom on the white and a red ball, and holing the red . 17. Making a carrom on the two red balls, and holing the white 18. Making a carrom on the two red balls, and holing a red 19. Making a carrom on all the balls, and holing the white |