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The balls which are to be played with at this game, are to be one inch and three-eighths dia

meter.

DESCRIPTION OF THE CUTS.

THE one is a plan for placing the forts, &c. &c. with the distances measured; the other is also a representation of the superficies of a billiard table, with all the forts and castles properly placed.

a a a The balls.
b The pass.

cc Advanced forts.
dd Reserved forts.

f Grand fort.
g Battery.

RULES FOR THE GAME OF FORTIFICATION BIL

LIARDS.

THE GAME IS TWENTY IN NUMBER.

1. THE player who strikes the opposite cushion, and brings the ball nearest the cushion he struck from, shall have the first stroke, and have the red (or English side of the forts) and must commence hostilities, and begin the attack.

2. Each party has three balls, viz. one attacking and two defending balls.

3. The balls are placed on the spots as on the plan; the attacking ball is put in the middle, the defending balls on each side thereof.

T

4. The ball for the attack, on the red (or English side of the forts) must be spotted with red, and the defending balls with small black cir

cles.

5. The ball for the attack on the white (or French) side of the forts must be plain white, and the two defending balls eight black spots on each.

6. Before you can attack any of the forts you must make the pass.

7. When you have made the pass, you must take down your adversary's colours, and then attack either of his advanced forts, which must be taken first.

8. If after you have made the pass, you do not take down your adversary's colours, you must make the pass again from your own side of the forts; but you must not return to the spot.

9. If you take either of your adversary's forts, after you have made the pass, and have not taken down your adversary's pass colours; you lose two points, and must return to your spot again.

10. After you have regularly made the pass. and have taken a fort, you must return to your middle spot again.

Note. Regularly making the pass, is when you have taken down the adversary's colours, conformable to Article 7.

11. When you have taken a fort, you win four points.

12. If you do not take down your adversary's colours when you have taken his fort, you are obliged to take the said fort again, and must be put back those four points you won by the same. 13. Missings at this game reckon nothing. 14. After you have regularly made the pass,

2 M 3

you are not obliged to go through it again during

the game.

15. In each fort there is a bell, which gives notice at being taken; which bell must be made to ring, otherwise the fort is not taken.

16. The besieged may defend his own forts, or may send his attacking ball into the assaulter's quarter to attack his.

17. The besieger must take his adversary's forts with his attacking ball.

18. If the besieger should take his adversary's fort with either of his defending balls, he loses two points, and returns to his spot again.

19. If the striker plays with either of his adver sary's balls, he loses two points, and if he played on either of his own balls, that must be put on its proper spot again, if his adversary requires it. 20. Either party may send his defending ball or balls into his adversary's quarter.

21. After having taken the two advanced forts, you must take the two forts in the next angle, which are called the reserved forts; and lastly, the grand fort.

22. He who does not take the forts according to the above direction, and takes either of the last for the first, loses two points, and must return to the proper spot again.

23. After a fort hath been taken, or a ball holed or forced over the table, the striker is bound to place or to see the ball placed on its proper spot; and if he doth not, he shall reckon nothing for any forts, &c. he shall take during the time the ball is out of its place.

24. After having taken a fort, either by storm or otherwise, if the adversary takes the ball out of the fort, although he doth not take down his

colours, nevertheless the said fort is deemed as taken, and the colours are to be taken down.

N. B. Taking a fort by storm is, when the party, having made his utmost effort, finds it so well defended and guarded by his adversary, that he is obliged to have recourse to stratagem, that is, by laying his ball in a proper angle, and striking the ball against the end cushion, and bringing the ball back again into his adversary's fort.

25. If the striker forceth either of his adversary's balls into his own fort which hath not been taken, he makes him a prisoner of war, and wins six points.

26. If the striker forces either of his adversary's balls into his own fort which hath been taken, it is no prisoner of war, but the said striker wins two points.

27. If the striker forces either of his adversary's balls into his adversary's fort, he wins two points.

28. If the striker holes any of his adversary's balls, for each ball so holed he wins two points. 29. If the striker holes his own ball or balls, for each ball so holed he loses two points.

30. If the striker forceth his adversary's ball or balls over the table, or on a fort or cushion, for each ball he wins two points.

31. If the striker forces his own ball or balls over the table, &c. for each ball he loses two points.

32. If the striker forces his adversary's ball over the table, or on a fort or cushion, or into a hole, and regularly takes his adversary's fort by the same stroke, he wins six points. But if by the same stroke the striker's ball should go into

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