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THE GAME OF SKITTLES.'

RULES.

1. THE bowler must stand at the mark with

I one foot, and from thence deliver his bowl fairly out of his hand; which bowl should run upon the board, fixed for that purpose, before it arrives at the frame: for if the bowler does not cause his bowl to run along the board, (or touch it in some part) he loses the benefit of bowling.

2. If the bowler throws the bowl so as to cause it to run double, (as commonly called) and any one of the opposite party calls out, A foul bowl ; if it has not reached the pins, the player must bowl again : but if it arrived at the frame before the opposite party called out foul, whatever numbers are bowled down must be scored.

3. If a bowl runs clearly through the frame and knocks down any number of pins, and is impeded in its return back again by one of the opposite party, one additional pin must then be allowed the person who bowled.

4. If the bowl passes through the frame, and in its return strikes a standing pin, and immediately after a rolling or live pin (as it is called) runs against the falling pin, that shall be deemed fair, because the live pin hits the other pin last.

5. If a live pin rolls against a standing pin, and the bowl comes on its return against the falling pin, before it is down, that is deemed an unfair pin, because the bowl struck it last.

6. If the bowl runs through the frame, and knocks at the head-board, although it may have bowled down many pins, none are allowed fair.

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7. If the bowl runs through or on the outside of the frame, and knocks, and then runs round the other side of the frame, without crossing any part thereof, or touching any of the live pins, the bowler must stand to take his tip with one foot upon the spot where the bowl stopped. And in fegre tipping from such place, he must not strike the true ground with the bowl before it hịts the pins; iftenti it does, he loses all the pins he may strike down. goud

8. If in tipping, the bowl is caught or stupped by one of the opposite party, who in so doing with stops or impedes a live pin, he loses one; because it he prevented the tipper from receiving the benefit which might have arisen from a live or it an rolling pin.

9. If an opposite partner takes up the bowl in order to prevent it from running amongst the pins, and letting it slip out of his hand, it hits the i any of the pins, he loses one for so doing.

10. If a person in tipping gives a sweep round with his hand, and brings down any pin, by means. Ile of his hand or coat sleeve, that is deemed 1312 fair; and he must lose one pin. The bowl is al form ways to be clearly and fairly delivered from the thing hand, both in bowling and tipping.

11. Care should be taken in tipping not to jump into the frame immediately after, as in this case the player is not allowed any of the pins hem tips.,

12. If the player bowls and tips for a limited number, at the close of the game, and throws is down more than are wanted, he must go for nine. Whi

N. B. In the grounds where these rules are big observed, a disinterested person is generally ap. : the pointed to score the game, and in disputes, (l! I ball the case varies from any of those herein stated) tell his decision should be final.

the best

WEDO DES

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INSTRUCTIONS.

BOWLING, · The art of bowling well must be acquired in a great measure through practice, get a little instruction will be found useful, and a proper attention will soon enable a learner to become a good player.

Let the player hold the bowl in his right hand, with the bias-side from him, with his left foot advanced before the right, which must be at the mark, his body bending towards the frame, but in an easy position: then, with an equal motion, throw the bowl along the board with sufficient strength to reach the frame; the left hand side of the first pin he should endeavour to hit with the bowl, in accomplishing which he will be tolerably certain of bringing four or five every time the first pin is hit in that manner.

He must take care not to aim at the first pin in a straight direction, but cause the bowl to form a curved line; by which it will lose something of its force, and strike the pins with greater certainty of success.

TIPPING · When the learner is going to tip, he should hold the smaller circumference or opposite side of the bias in the palm of his hand, grasping it very strong with his fingers; as few can be tipped when the bowl is loosely held; he must place his left foot, quite clear of the frame, between the first and ninth pin; and his right foot behind him, in an easy position, and in such direction that he may with ease hit his pins in the manner following.

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He must strike his first or second pin in the middle or largest part, and with the same motion and instant of time deliver his bowl at the fourth or bowl-pin. Striking them in this manner generally has the following effect: hitting the first pin not quite full, forces it against the middle or fifth pin, from thence to the seventh, and will frequently rebound to the eighth without any roll. The second pin, if struck well, will knock down the third; and the fourth, or bowlpin, will strike the sixth; and, if the pins are good, the ninth is often brought down by some of the rolling ones.

When the learner is to tip for four upon game, he should choose the pins No. 8, 7, 6, and 4; placing his left foot by the side of the frame, with his toe nearly in a line with the bottom of the seventh pin, and right foot behind him; he must strike the three side pins at one motion, at the same time throwing the bowlat the pin No.4.

To tip for five : let him place his left foot & little to the left of the pin No. 9, and his other foot behind. He should strike the ninth pin to hit the seventh, the fifth to the fourth, and the bowl must knock down the sixth.

When six only are wanted, which number is generally thought the most difficult, place the left foot in a line with the opposite angle of the frame, and the other foot behind at a good distance; strike the eighth pin full in the middle, which will hit the seventh and sixth, and with the same motion hit the middle pin against the third, and the bowl should hit the fourth; by which means the player will lay the six fairly, down, and, if not struck hard, without danger of rolling, especially if they are tipped down hill; to do which, he must make the sixth his first pill,

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The just proportion of a skittle is 15 inches round in the largest part, and 12 inches high. The bowl should be 13 inches in circumference, and each angle of the frame for the pins 3 feet 4 inches.

In Mr. A. Jones's Treatise on the Art of Playing at Skittles, are several variations of this game, illustrated by cuts.

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DUTCH PINS.

RULES.

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1. W HEN two or four persons play, the game

W is 24 in number, but 41 if six play. 2. The party getting two games out of three wins the rubber.

3. All nine bowled down from the mark is game.

4. The king pin thrown down from the mark counts for 9, but when tipt is reckon'd as i only.

5. The mark should be thrown up to determine which party shall go in first, and have the choice of bowls; the loser may place the mark where he pleases, but at such a distance that the first pin cannot be reach'd from the same by at least à good step.

6. The bowler must touch the mark with one foot in any way that may best suit him, and not move therefrom : the other foot is to be placed behind: the bowl must be held in that hand on the same side, either right or left, as the foot at the mark: the player is next to take one step and deliver the bowl from his hand, before the

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