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RED OR CARAMBOLE LOSING GAME, PLAYED WITH ;" THREE BALLS, TWO WHITE AND ONE RED,

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The Game is Sixteen or Eighteen in Number, as in
the Red Winning Game, scored by Caramboles,

Losing and Double Hazards.
The Red or Carambole Losing Game requires

greater Judgment than the Winning, and de-
pends materially on the Skill of the Player; the
Chances in it may happen sometimes to vary more
than at the Winning Carambole Game, and es-
pecially if the Players do not properly under-
stand the skilful Part..

1. The game begins in the same manner as the carambole winning game.

2. If the striker misses both the balls, he loses one point: and if he holes his own ball by the same stroke, he loses three points.

S. If the striker hits the red ball first, and holes it; he loses three points, and the ball must be immediately replaced on its proper spot.

4. If the striker hits the white ball first, and holes it, he loses two points.

5. If the striker holes the white and the red ball by the same stroke, he loses five points, viz. two for holing the white ball, and three for the

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6. If the striker makes a carambole, and holes either his adversary's or the red ball only, he wins nothing for the carambole, and loses two points if he struck the white, and three if he hit the red ball first.

7. If the striker makes a carambole, he wins two points.

8. If the striker 'makes a carambole by striking the white ball first, and should hole his own ball by the stroke, he wins four points; viz. two for the carambole, and two for holing his own ball on the white. ;

9. If the striker makes a carambole by striking the red ball first, and by the stroke should hole his own ball, he wins five points; viz, two for the carambole, and three for holing his own ball on the red.

10. If the striker makes a carambole by striking the white ball first, and by that stroke should hole his own and his adversary's white ball, he wins six points; viz. two for the carambole, two for holing his own ball on the white, and two for holing his adversary's or the white ball.

11. If the striker makes a carambole by striking the red ball first, and by the said stroke should hole his own ball, and his adversary's white ball, he wins seven points; viż. two for the carambole, three for holing his own ball on the red, and two for his adversary's white bal}..

12. If the striker makes a carambole by strikthe white ball first, and by the said stroke should hole his own and the red ball, he wins seven points; viz. two for the carambole, two for holing his own ball on the white, and three for holing the red ball.

13. If the striker makes a carambole by striking the red ball first, and by the said stroke. should hole his own and the red ball, he wins eight points; viz. two for the carambole, three for holing his own ball on the red, and three for holing the red ball.

14. If the striker makes a carambole by strike ing the white ball first, and should hole al balls, he wins nine points; viz. two tos

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rambole, two for holing his own ball on the white, two for holing his adversary's white ball, and three for holing the red ball.

15. If the striker makes a carambole by striking the red ball first, and by the said stroke should hole all the balls, he wins ten points; viz. two for the carambole, three for holing his own ball on the red, three for holing the red, and two for holing his adversary's white ball.

16. If the striker holes his own ball on the white ball, he wins two points: and if on the red, three points.

17. If the striker, by striking the white ball, should hole his own ball and his adversary's white ball, he wins four points; viz. two for holing his own ball on the white, and two for holing his adversary's ball.

18. If the striker, by striking the red ball, should hole his own ball and his adversary's white ball, he wins five points; viz. three for holing his own ball on the red, and two for holing the white ball.

19. If the striker strikes his ailversary's white ball, and holes his own ball and the red, he wins five points; viz. two for holing his own ball on the white, and three for holing the red ball...

20. If the striker strikes the red ball, and holes his own ball, and his adversary's white ball, he wins five points; viz. three for holing his own ball on the red, and two for holing his adversary's white ball.

21. If the striker strikes his adversary's white ball and holes all three balls by the same stroke, he wins seven points; viz. two for holing his own ball, on the white, two for holing his adversary's white ball, and three for holing the red ball. · 22. If the striker strikes the red ball, and holes

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all the balls by the same stroke, he wins eight
points; viz. three for holing his own ball on the
red, three for holing the red ball, and two for
holing the white ball.
· 23. If the striker strikes the red ball, and holes
his own and the red ball, he wins six points; viz.
three for holing his own ball on the red, and
three for holing the red ball.

N. B. The rest of the rules and regulations are likewise to be observed, as in the rules for the Carambole Winning Game; &c. "

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THE SIMPLE CARAMBOLE GAME, PLAYED WITB

THREE BALLS, AS IN THE OTHERS.

The Game is Twelde in Number, arising from Ca

ramboles and Forfeitures. This Gàme, possessing very few Chances, requires both Skill and Judgment, and is seldom played alone, but generally by able Proficients against the Winning and Losing, or the Winning Game of Novices, considered equal to giving Fifteen out of Twenty-four Points. ; 'Tis also played Two different Ways; in one the Hazards lose, in the other they are not reckoned; the first mentioned is the customary Method where the Striker upon making a Hazard loses as many Points as he dy that Stroke would have gained in either the W176ning or Losing Game.

1. The game is begun as in the preceding caramboles. · 2. If the striker misses, both balls, he lases

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one; and when he pockets his own ball, he loses
three points.
- 3. When the striker makes a carambole, he
scores two, except he holes his own ball on that
of the adversary, or holes the adversary's ball,
and then he loses two points. ,

4. And when he caramboles, and holes either his own ball on the red, or holes the red ball, he loses three points.

5. And also should he hole both his own and the adversary's ball, then he loses four points.

6. And when he holes both his own and the red ball, he loses five points if he played at the white, and six if he played at the red ball.

7. And likewise if he holes all three balls at one stroke, he loses seven points if he played at the white and eight when at the red ball.

The rest of the rules and regulations used in this are similar to those belonging to the other games when they are not contradictory to any of the seven above-mentioned.

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FORTIFICATION BILLIARDS. For the better comprehending of the method of playing, the editor has added two cuts; the first shews how the forts, &c. are to be placed ; the other is a plan of the table when mounted, accurately measured, by which the various angles are ascertained, and calculated for the experienced player. .

First, there are ten forts made of wood, in the form of castles, which are to have lead put in them for the purpose of making them heavy, so that in playing the balls they may not be moved

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