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made by a reverberation from the cushion, calculated as equivalent to giving five points.
10. The commanding game, where the adversary fixes upon the ball which the striker is to play at, reckoned equal to having fourteen points out of twenty-four ; usually given by a skilful player against the common game of an indifferent one.
11. The limited game is very seldom played. In it the table is divided by a line, beyond which, if the striker passes his ball, he pays forfeit.
12. The Red or winning and losing carambole game, consists of twenty-one or twenty-four points, reckoned from caramboles, and from winning and losing hazards, equally; both white and red. Each of the white hazards and the carambole counts two; the red hazard three points. .
. 13. The winning carambole (or red) game is sixteen or eighteen in number, obtained (independently of the forfeitures, which every game has peculiar to itself,) by winning hazards and caroms only.
14. The losing carambole is nearly the reverse of the winning, and consists of sixteen or eighteen points, made by caramboles, losing, and double hazards; counted as in the winning and losing game.
N. B. The simple carambole, which is only a trifling variation from the above, the reader will find particularized at page 394. . .
The carambole games are played with three balls; one red which is neutral, and termed the
carambole ; the other two white: one of them alloted to each player. The carambole is placed upon a spot on a line even with the stringing nail at the bottom of the table, and after leading from the upper end, the striker is either to make the winning or losing hazard, according to the particular game, or to hit with his own ball the other two successively; for which stroke, called a carambole, or carom, he obtains two points. .
15. The Russian carambole varies from the common carambole in the following particulars:
The red ball is to be placed upon the usual spot; but the player at the commencement of the game, or after his ball has been holed, is at liberty to place it where he pleases. The leader, instead of striking at the red ball, should lay his own gently behind the same, and the opponent may play at either of them; if the said opponent plays at and holes the red ball, he scores three; then the red ball is to be replaced upon the spot, and the player may take his choice again, always lollowing his stroke till both balls are off the table, he gains two points for every carambole; but it in doing that he holes his own ball, then he loses as many as otherwise he would have obtained ; and if he strikes at the red ball, caramboles and holes that ball and his own, he loses five points; and when he holes all three balls he loses seven, which respective numbers he would have won had he not holed his own ball.
16. The Caroline or Carline game is played either on a round or square table with five balls, two white, one red, another blue, and the caroline ball yellow. The red ball is to be placed on its usual spot, the caroline ball exactly in the middle
of the table, and the blue ball between the two at the lower end of the table. The striking spot is at the upper end, in a parallel line with the three balls. The game is 42 scored from caramboles and hazards, the red hazard counts three, the blue two, and the yellow when holed in the caroline or middle pocket is reckoned as six
17. The four game consists of two partners on
each side at any of the coinmon games, who play njes int! in succession after every winning hazard lost.-z parte . See rule 23 at page 376.
18. The cushion game consists in the striker playing his ball from the top of the baulk cushion instead of following his stroke upon the table, and is generally played in the winning or winning and losing game, reckoned equal to giving six points.
19. Fortification Billiards, for an account of they get which, see page 395.
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RULES AND REGULATIONS TO BE OBSERVED AT THE
WHITE WINNING GAME.
2. In stringing, the striker should stand with both feet within the limits of the corner of the table, and not place his ball beyond the stringing nails or spots, his adversary alone is bound to see that he stands and plays fair, otherwise he is not subject to any forfeiture.
3. If the leader follows his ball with either mace or cue, beyond the middle hole, his adversary may make him'lead again.
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4. Immediately after a hazard has been won, the balls are to be broken, and the striker is to lead as at first.
5. When a hazard has been lost in either of the corner holes, the leader, if his adversary requires it, is to lead from the end of the table where the hazard was lost, but if the hazard was lost in either of the middle holes, the leader may play from either end of the table.
6. If the striker miss his adversary's ball, he loses one point, and if by the same stroke he holes his own ball, he loses three points.
7. Whether the stroke is foul or fair, if the striker holes his own or both balls, or forces either or both of them over the table or on å cushion, he loses two points.
8. If the striker forces his adversary's ball over the table, and his adversary should chance to stop the same, so as to make it come on the table again, the striker nevertheless wins two points.
9. If the striker forces his own ball over the table, and his adversary should stop and cause it to come on the table again, the striker loses nothing, but retains the lead, because his adversary ought not to stand in the way, or near the table.
10. If the striker misses his adversary's ball, and forces his own over the table, and it should be stopped by the adversary, he loses one point, but has the lead if he chooses: - 11. If the striker who plays the stroke, should make his adversary's ball go so near the bill. a hole, as to be judged to stand still, and... afterwards fall in, the striker wins nothing, and the ball must be put on the brink where it stool, for his adversary to play at the next stroke.
N. B. There is no occasion for challenging the ball if it stops.
* 12. If the striker's ball should stand on the brink of a hole, and in attempting to play it off he should make the ball go in, he loses three points.
13. If a ball should stand on the brink of a hole, and should fall in before or when the striker has delivered his ball from his mace or cue, so as to have no chance for his stroke, in that case the balls must be replaced and the striker play again.
14. The striker is to pass his adversary's ball, more especially if he misses the ball on purpose, then his adversary may oblige him to place the ball where it stood, and play until he has passed.
15. If the striker play with a wrong ball he loses the lead.
16. If the ball should be changed in a hazard, or game, and not known by which party, thé hazard must be played out by each with their different balls, and then changed. | 17. If the striker plays with his adversary's ball, and holes or forces the ball he played at over the table, it is deemed a foul stroke.
18. If the striker plays with his adversary's ball, and miss, he loses one point, and if his adversary discovers that he hath played with the wrong ball, he may part the balls and take the lead.
19. In all the before-mentioned cases with the wrong ball, if the error be not discovered, the adversary must play with the ball the striker played at throughout the hazard, or part the balls and take the lead.
20. Whoever proposes to part the balls, and his adversary agrees to it, the proposer loses the lead,