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10. Holing the white and red

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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

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14. Playing on the red, holing the white and your

own ball

15. Playing on the white, holing the red and your

ball

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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 8
19. Making a carrom, and touching both balls with
your own

20. Making a carrom, and holing the white ball
21. Making a carrom, 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

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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

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26. Playing on the red, making a carrom, and holing the two white balls

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27. Playing on the white, making a carrom, and holing the white and red balls

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28. Playing on the white, making a carrom, and holing the three balls

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29. Play on the white, making a carrom, and holing the three balls

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30. Playing on the red, making a carrom, and

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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

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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 white balls, and 31 points constitute the same.

2. The two red balls are placed at each end of the table, in the middle of each line, and the striker may place his ball on any part of the upper line, provided the centre of the bail be on it.

3. The striker must lead his ball 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 noves 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 touching the white.

6. In a four-handed match every ball holed is a hand

out.

For the further rules, see the 3d and 4th articles of the French following Game.

WINNINGS.

7. Holing the white ball

3. Holing a red ball

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9. Holing the white and a red ball

10. Holing the two red ball

11. Holing the three balls

12. Making a carrom on the white and a red ball 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

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16. Making a carrom on the white and a red ball, and holing the red

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17. Making a carrom on the two red balls, and holing the white

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19. Making a carrom on the two red balls, and

holing a red

19. Making a carrom on all the balls, and holing

the white

20. Making a carrom on all the balls, and holing

a red

21. Making a carrom on the white and a red ball, and holing both

22. Making a carrom on the white and a red, and holing the two red balls

23. Making a carrom on the two red balls, and holing both

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24. Making a carrom on all the balls, and holing the white and a red

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25. Making a carrom on all the balls, and holing the two red

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26. Making a carrom on all the balls, and holing

them

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LOSINGS.

27. Missing all the balls

28. Missing all the balls, and holing your own
29. Holing your own off the white ball
30. Holing your own off a red ball

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In every other case, a person holing himself loses as many points as he would have gained by the same stroke, but we think it proper to observe this circumstance, that the striker, in making a carrom on a red and the white ball, and holes his own, only loses two points, notwithstanding he struck the red ball first.

For the remaining rules, see the preliminary articles.

THE GAME OF POOL.

The system of this game is very imperfect, and the most scrutinizing rules that can be composed for it will be found inefficient towards producing that criterion by which a gamester can be prevented from taking those advantages so peculiar to his character.

1. This game is played by an indefinite number of persons, who all have their several bails, but any number exceeding twelve causes confusion.

2. The balls are numbered from 1, 2, &c. to the full number of players; and after being altogether put into a pocket, are to be impartially distributed by the marker to each person.

3. If after distributing the balls, there should be

found one or more numbers deficient, they must all be put into the pocket again, and all wagers laid on them are void.

4. A semicircle must be drawn, as in the winning and josing game, from within where the striker must invariably play whenever his ball is in hand.

5. The game is generally played with tickets or an equivalent, for a certain sum of money, the number marker is to pay to his opponent for every instance.

6. After every person has his ball, No. 1 must lead his ball beyond the middle pocket, and has three strokes without being marked in case he holes himself.

7. Number 2 must play at number 1, and in case he holes him, number 1 must pay him a ticket, and is marked once. Number 2 then takes up his ball, and must lead as in the preceding article, and the following numbers play on in rotation.

8. He who is marked four times is out.

9. Each person generally contributes a certain sum, and he who keeps the longest from being marked four times, is entitled to all.

10. The striker must invariably play at the nearest bail to him without the baulk, but in case there are none outside, then at the nearest within it.

11. In case all the balls should be within the baulk, and the striker's in hand, he must lead as is stated in the 6th article.

12. If a ball is played at which is not the nearest the stroke is good, but every player has a right to measure previous to it.

13. He who plays with the wrong ball is marked once, takes up his own ball, and pays a ticket to the ball he played at, the ball he played with is put into the baulk; and if either has been holed by the same stroke, it counts nothing against them.

14. He who misses the play-at ball is marked once, pays a ticket to the ball he missed, and takes up his

own.

15. If the striker, in missing the played at ball, brings a ball out of the baulk, it must be replaced.

16. There is no foul stroke in this game.

17. He that misses the played at ball a going, and touches it in returning, loses nothing.

18. If the ball to be played at is without the baulk,

and the striker's within it masked by one or more of the others, the marker must remove the masking halls, and replace them immediately after the stroke.

19. Any person playing before his turn, without being directed to do so, by either of the players, must be marked once, take up his ball, and pay a ticket to the number he played at.

21. If the striker forces either of the other balls over the cushion, it counts nothing.

The original rule is, that a ball forced over the cushion, shall be marked once; but this rule was instituted by cue players, by whom, in certain positions, it is easily accomplished, and the deficiency of the maceplayer in this point was never brought into view; so that in adhering to this custom, we shall continue to give the cue player an equalized advantage, and therefore, we thought proper to advise from: it.

For the remaining rules, see the 4th, 5th, 6th, 7th, 16th, 19th, 22d, 23d, 24th, 26th, 27th of the preliminary articles.

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