The following are the most important _=LAWS=_ of the carrom game,

and are copied by permission from the 1908 edition of the “Laws of

Billiards,” published by the Brunswick-Balke-Collender Co.

AMERICAN BILLIARD LAWS.

_=1.=_ The game is begun by stringing for the lead; the player who

brings his ball nearest to the cushion at the head of the table winning

the choice of balls and the right to play first or to compel his

opponent to play. Should the striker fail to count, his opponent makes

the next play, aiming at will at either ball on the table.

_=2.=_ A carrom consists in hitting both object-balls with the cue-ball

in a fair and unobjectionable way; each carrom will count _one_ for the

player. A penalty of _one_ shall also be counted against the player for

every miss occurring during the game.

_=3.=_ A ball forced off the table is put back on its proper spot.

Should the player’s ball jump off the table after counting, the count

is good, the ball is spotted, and the player plays from the spot.

_=4.=_ If in playing a shot the cue is not withdrawn from the cue-ball

before the cue-ball comes in contact with the object-ball, the shot is

foul, the player loses his count, and his hand is out.

_=5.=_ If the balls are disturbed accidentally through the medium of

any agency other than the player himself, they must be replaced and the

player allowed to proceed.

_=6.=_ If in the act of playing the player disturbs any ball other than

his own, he cannot make a counting stroke, but he may play for safety.

Should he disturb a ball after having played successfully, he loses

his count on that shot; his hand is out, and the ball so disturbed is

placed back as nearly as possible in the position which it formerly

occupied on the table, the other balls remaining where they stop.

_=7.=_ Should a player touch his own ball with the cue or otherwise

previous to playing, it is foul, the player loses one, and cannot play

for safety. It sometimes happens that the player after having touched

his ball gives a second stroke, then the balls remain where they stop,

or are replaced as nearly as possible in their former position at the

option of his opponent.

_=8.=_ When the cue-ball is very near another, the player shall not

play without warning his adversary that they do not touch, and giving

him sufficient time to satisfy himself on that point.

_=9.=_ When the cue-ball is in contact with another, the balls are

spotted and the player plays with his ball in hand.

_=10.=_ Playing with the wrong ball is foul. However, should the player

using the wrong ball play more than one shot with it, he shall be

entitled to his score just the same as if he had played with his own;

as soon as his hand is out, the white balls must change places, and the

game proceed as usual.

ON FOUL STROKES.--It is a foul, and no count can be made:

_=1.=_ If a stroke is made except with the point of the cue.

_=2.=_ If the cue is not withdrawn from the cue-ball before the latter

comes in contact with an object-ball.

_=3.=_ If the striker, when in hand, plays from any position not within

the six-inch radius.

_=4.=_ If, in the act of striking, he has not at least one foot

_touching_ the floor.

_=5.=_ If he strikes while a ball is in motion, unless it has come to a

rest, as provided in Sec. 10 on Foul Strokes.

_=6.=_ If he plays with the wrong ball, except as provided in foregoing

Law 10.

_=7.=_ If the player touches the cue-ball more than once in any way, or

hinders or accelerates it in any other way than by a legitimate stroke

of the cue; or if, during a stroke or after it, he in any way touches,

hinders, or accelerates an object-ball, except by the one stroke of the

cue-ball to which he is entitled.

_=8.=_ As touching any ball _in any way_ is a stroke, a second touch is

a foul.

_=9.=_ It is a foul against the striker if any ball be disturbed,

hastened, or hindered by an opponent or any one but himself, whether

the ball or balls are at rest while he is aiming or striking, in motion

after he has struck, or at rest again after he has struck, and pending

his again taking aim.

_=10.=_ Should a ball that has once come to a standstill move without

apparent cause, while the player is preparing to strike, it shall be

replaced. Should it move before he can check his stroke, it, and all

other balls set in motion by that stroke, shall be replaced, and the

player shall repeat his shot, inasmuch as but for the moving of the

ball, he might have counted where he missed, or missed where he counted.

_=11.=_ It is a foul if the striker plays directly at any ball with

which his own is in fixed contact, and the striker must in this

instance play from balls spotted, as in the opening stroke of the game.

_=12.=_ It is a foul to place marks of any kind upon the cloth or

cushions as a guide to play; also foul to practise the banking shot for

the lead-off upon the plea of testing the balls.

_=13.=_ It is a foul against the non-striker, and the striker cannot

make a count on the ensuing shot, if a ball in play is lifted from

the table, except it be unavoidable in those cases in which it is

provided that, because of foul or irregular strokes, the balls shall be

transposed or replaced.

_=14.=_ In order to restrict deliberate playing for safety, it shall be

optional with the non-striker, if his opponent makes a miss in each one

of three successive innings, to accept the third miss or to reject it

and force his antagonist to hit at least one object-ball; and for this

purpose that antagonist’s ball shall be replaced by the referee. Should

two balls be hit by this stroke, there shall be no count.

FIFTEEN-BALL POOL.

The most successful pool player is not the one who can make difficult

winning hazards with the greatest accuracy, but he who thoroughly

understands playing for position. If he is familiar with the principles

of the force, the follow, the draw, and the side stroke, he should

invariably be able to leave himself in a good position for each

succeeding shot; but unless he plans for position in advance, he can

never hope to be more than an average player. To attain to proficiency

in this there is no better training than playing so many balls or “no

count.”

There are some shots peculiar to winning hazards which should be

understood by every pool player, and they are illustrated in the

accompanying diagrams.

[Illustration]

_=No. 1=_ is the _=stirabout=_, and is a combination of the pinch and

push shots. It is used when the cue and object balls are both very

close to the pocket, but not in such a position as to allow the player

to “cut” the ball in. The cue is held perpendicularly, and as low down

on the ball as it will hold without slipping off. The ball is then

slowly rolled over with the point of the cue until the cue begins to

descend on the other side. The cue ball is then pushed against the

object ball, still with the point of the cue. _=No. 2=_ will drive the

spot white into the pocket if it is frozen to the red ball. No. _=3=_

is a very useful push shot when the balls are close together. The cue

is kept steadily on the cue ball until the object ball has been pushed

to one side. The moment the latter is at the proper angle to run into

the pocket the cue is applied sharply, and then withdrawn. _=No. 4=_

is a push shot used when the balls are frozen to the cushion. The cue

ball must be kept in contact with the object ball until the latter

has acquired sufficient momentum to reach the pocket. _=No. 5=_ is a

shot which was thought impossible until a few years ago. It depends on

the communication of side to the object ball. The cue ball is struck

very much on the side, almost like a massé, the spin thus given being

communicated to the object ball and from that to the second ball, to

which it must be frozen. The result will be that the second ball will

make a slight curve on its way to the pocket.

_=False Angles.=_ In playing bank shots it is sometimes necessary to

make the object ball come back from the cushion at a smaller angle

than the natural one. Some players imagine this can be done by putting

side on the cue ball, but such is not the case. It is accomplished

by striking so hard that the ball buries itself in the cushion, the

result of which is that the angle of reflection is less than that of

incidence. It is possible to drive an object ball to the rail at an

angle of 60 degrees with such force that after crossing the table twice

it will come off at a perfect right angle from the cushion. This is a

very useful shot in banking for the side pockets, and also in playing

for the 1 or 4 pin at Pin Pool.

The following _=LAWS=_ for Fifteen-Ball Pool are copied, by

permission, from the 1908 edition of the rules published by the

Brunswick-Balke-Collender Co.

_=1.=_ The game of Fifteen-Ball Pool is played with fifteen balls

numbered from one to fifteen, respectively, and one white ball not

numbered. The latter is the cue-ball, and at the opening of the game,

the player plays with it from within the string at the head of the

table, at any of the numbered balls, and afterward as he finds it on

the table, his object being to pocket as many of the numbered balls

as he can, the number on each ball he pockets being scored to his

credit; so that not he who pockets the largest number of balls, but he

whose score, when added up, yields the largest total, wins the game.

Before commencing the game these fifteen balls are placed in the form

of a triangle upon the table--a triangular frame being employed for

this purpose to insure correctness. The ball numbered fifteen is so

placed upon the table as to form the apex of the triangle, pointing

upward toward the head of the table, and in forming the triangle the

fifteen-ball should rest as nearly as possible upon the spot known

as the deep-red spot in the Three-Ball Game. The other balls should

have their places in the triangle so that the highest numbers shall be

nearest the apex, the lowest numbers forming the base.

_=2.=_ The player who makes the opening stroke must play from within

the string from the head of the table and must strike the pyramid

of object-balls with such force as to make at least two of the

object-balls strike a cushion, or at least one object-ball go into a

pocket. Should he fail to do either he forfeits three points and the

next player plays. All balls pocketed on the opening stroke count for

the player, and it is not necessary for him to call the numbers of the

balls he intends pocketing before making the opening stroke.

_=3.=_ Before making any other stroke except the opening stroke the

player must _distinctly_ call the number of the ball he intends to

pocket, but he need not designate the particular pocket into which

he intends to put it. Unless he calls the ball pocketed it does not

count for him, and must be placed on the deep-red spot, or if that be

occupied, as nearly below it as possible. The player loses his hand but

does not forfeit any points, and the next player plays. Should he call

more than one ball he must pocket all the balls he calls, otherwise

none of them can be counted for him.

_=4.=_ After the opening stroke each player must either pocket a ball,

make an _object_-ball strike a cushion, or the cue-ball strike a

cushion after contact with an object-ball, under penalty of forfeiture

of three points. Three forfeitures in succession loses the game for the

player making them.

_=5.=_ Should the player pocket, by the same stroke, more balls than he

calls, he is entitled to the balls he pockets, provided he pockets the

called ball.

_=6.=_ A forfeiture of three points is deducted from the player’s score

for making a miss; pocketing his own ball; forcing his own ball off

the table; failing to make the opening stroke, as provided in Rule 2;

failing either to make an object-ball strike a cushion or go into a

pocket, as provided in Rule 4; striking his own ball twice; playing

out of his turn, if detected doing so before he has made more than one

counting stroke.

_=7.=_ A ball whose centre is on the string line must be regarded as

within the line.

_=8.=_ If the player pocket one or more of the object-balls, and his

own ball goes into a pocket, or off the table from the stroke, he

cannot score for the numbered balls, which must be placed on the spot

known as the deep-red spot, or if it be occupied as nearly below it as

possible on a line with that spot.

AMERICAN PYRAMID POOL.

The fifteen balls are numbered from one to fifteen respectively, and

are usually colored red, but the numbers on the balls are used simply

for convenience in calling the number of each ball which the player

intends to pocket and do not in any way affect the score of the player,

which is determined by the number of balls pocketed. Scratches pay one

ball, which must be placed on the deep red spot.

CONTINUOUS POOL.

In Continuous Pool, the scoring of the game is continued until all

the balls in each frame have been pocketed, and the game may consist

of any number of balls or points up which may be agreed upon. Each

ball pocketed scores one point for the striker and the game is usually

scored upon the string of buttons over the table, as in regular

billiards. Penalties are paid through deducting points from the

offending player’s score or string of buttons, instead of forfeiting a

ball to the table as in regular pyramid pool. The numbers on the balls

are simply used for convenience in calling the number of each ball

which the player intends to pocket, and do not in any way affect the

score of the player.

ENGLISH PYRAMID POOL.

This differs from the American game in several points. There are no

“call shots,” the player being entitled to every ball he pockets,

whether he played for it or not. All balls in hand must be played

from a D, 21 to 23 inches in diameter. There is no rule about driving

two balls to the cushion on the opening shot. When all the red balls

but one are pocketed, the red and white balls are used as cue balls

alternately. If there are only two players, and only two balls on the

table, the red and white, if either player makes a miss or goes in the

pocket himself, that ends the game; but if there are more than two

players another red ball is spotted, as in the American game. The baulk

line is no protection, a player in hand being allowed to play on any

ball on the table, even if it is behind the D.

SHELL OUT.

This game should not be confounded with Black Pool. It is simply

English Pyramids, but instead of making the player with the lowest

score at the end pay for the table, each player equally shares the

expense, and the balls are pocketed for so much apiece. If the amount

of the shell-out was a shilling, and there were six players, any person

pocketing a ball would receive a shilling from each of the others, and

would play again. A losing hazard or a miss would compel the striker to

pay a shilling to each of the others, instead of putting a ball back on

the table. The last ball pays double.

HIGH-LOW-JACK-GAME.

This game is played with a set of balls the same as used in

Fifteen-Ball Pool.

Any number of persons may play, the order of play being determined by

the rolling of the small numbered balls.

The fifteen-ball is High; the one-ball is Low; the nine-ball is Jack;

and the highest aggregate is Game. Seven points generally constitute a

game.

In cases where players have one and two to go to finish game, the first

balls holed count out first, be they High, Low, or Jack.

In setting up the pyramid the three counting balls--High, Low,

Jack--are placed in the centre, with High at the head of the three

named balls, the other balls as in regular Fifteen-Ball Pool.

When players have each one to go, instead of setting up an entire frame

of pyramids, a ball is placed at the foot of the table, in direct line

with the spots, and at a distance from the lower cushion equal to the

diameter of another of the pool balls. This ball must be pocketed by

banking it to one or more cushions. The player who pockets the ball

wins the game.

FORTY-ONE POOL.

Forty-One Pool is played with a regular Fifteen-Ball Pool set of balls,

the object of play being to pocket a sufficient number of the pool

balls which added to the private small ball shall score exactly 41.

CHICAGO POOL.

This game is played with the numbered pool balls from 1 to 15 and a

white cue-ball, as in Fifteen-Ball Pool, the object being to play upon

and pocket the balls in their numerical order.

The table is laid out for the game by placing the one ball against

the end cushion at the first right-hand diamond sight at the foot of

the table, the two-ball is placed at the centre diamond sight on same

cushion; the remaining thirteen balls are placed in the order of their

numbers at the succeeding diamond sights. The three sights on the end

rail at head of the table are not occupied by any ball.

The opening stroke _must_ be to strike the _one_-ball. If that ball is

holed it is placed to the credit of the player, and he continues his

hand until he fails to score, but in continuing he must play each time

upon the ball bearing the lowest number on the table. After playing

upon that ball, however, should any other be pocketed by the same

stroke, irrespective of its number, it shall be placed to the player’s

credit so pocketing it.

If the line of aim at the ball required to be hit is covered by another

ball, the player may resort to a bank play or massé, etc., but should

he fail to hit the required ball he forfeits three, receiving a scratch.

COW-BOY POOL.

1. The game is played by two or more contestants, on a pool table, with

one cue ball and three colored balls numbered respectively 1, 3 and 5.

2. At the commencement of the game the ball numbered 1 shall be placed

on the spot at the head of the table, the ball numbered 5 shall be

placed on the centre spot, and the ball numbered 3 shall be placed on

the lower spot, and whenever any object ball is pocketed or forced off

the table it shall be replaced on the original spot, except as provided

for in Rule No. 12.

3. The opening player may play from any point within the string line

he may choose, but must play upon the No. 3 ball before striking any

other, or forfeit his hand.

4. The winner is the player who first accomplishes the main object of

the game, which is to score 101 points by the “Cow-Boy method,” which

is that the first 90 points may be scored by either carroms or the

pocketing of one or more of the numbered balls, which shall count that

number for the player; the scoring of a single carrom shall count 1,

and a double 2.

5. On arriving at the exact number of 90 points, the contestant must

next obtain 10 more points by carroms only; and having arrived at

the score of 100, the last point must be obtained by playing the cue

ball onto the No. 1 ball and thence into any pocket he may designate,

without touching either of the other balls, however, and should the cue

ball enter any other pocket, the hand is out and the run, if any, lost.

6. Any point made by a player and scored for him by either the marker

or himself at the completion of any hand can never be lost; but

should a player at any time make a scratch, miss or foul, any points

previously made by him in that hand shall be lost and the hand shall

pass.

7. At the completion of the first 90 points all the balls must come to

rest on the table before the player makes his next stroke; otherwise

the following stroke shall be a foul.

8. At the completion of 100 points the balls must all come to rest

before the player makes his next stroke; otherwise the stroke is foul.

9. Should a player pocket the cue ball twice in succession without

striking any object bail, he shall forfeit the game.

10. Should a player while upon his carroms pocket any ball, the hand is

out, and he loses any points he may have made on that run.

11. Whenever, except on the final stroke, the cue ball is pocketed or

forced off the table, the hand is out, the points scored on that run

are lost, and the cue ball is in hand for the following player, who

must play on a ball outside the string line, or else on some point of

the cushion outside the line.

12. Should the spot on which any pocketed ball belongs be occupied,

said ball shall be left off the table until the spot is free and the

balls are at rest, with this exception--that should the 1 ball be

pocketed, and its spot occupied, any player who is exactly 100, and

whose turn it is to play, may demand that all the object balls be

spotted and he shall play with ball in hand.

13. It is a foul if the player touch any ball with his person or

clothing. It is a foul if he strike the cue ball twice or with anything

but the point of the cue. It is a miss if he shoot without causing the

cue ball to strike any object ball. It is a scratch if he cause the cue

ball to enter a pocket except on the 101st point, or leave the table.

14. Carroms obtained by pushing during the first 90 points are

legitimate, but not during the following ten points; and the 101st shot

must be a clean stroke, and a push shot will not be allowed.

15. When a player is 100, should he fail to strike the 1 ball his hand

is out and his run, if any, forfeited.

16. During the first 90 points, should the cue ball be frozen to an

object ball, and if by a push causes the object ball to move, any

resulting carrom shall be valid. If, however, the frozen object ball

fails to move, it shall be considered as not having been touched except

that should the cue ball strike a cushion, it shall not be a scratch.

17. Any cases not covered by these rules shall be governed as far as

possible by the accepted rules of pool and four-ball billiards.

SNOOKER POOL.

1. The game of Snooker’s Pool is played by two or more players, either

all against all or in partnership, with fifteen red balls, six pool

balls, and one white ball as hereafter described. Any rest may be used.

2. To decide the order of play, as many pool balls as there are players

or sides shall be put into a basket, shaken, and given out to the

players by the marker.

The players play in the order in which the colors appear on the pool

marking board. A player pocketing a ball scores its value as against

each of the other players, and when penalized, pays the penalty to each

of them. In a game where sides are formed a player either scores for

his own side, or is penalized to the opposing side or sides.

3. When commencing a game the fifteen red balls shall be placed as in

the game of Pyramids. For each of these balls pocketed, according to

rule, the striker shall score one point. The pool balls to be used are

the yellow, green, brown, blue, pink, and black, which shall be spotted

as follows at the commencement of the game, and have the appended

values when pocketed according to rule:

The Yellow ball shall be placed on the right hand spot of the

baulk line and count two points;

The Green ball shall be placed on the left hand spot of the

baulk line and count three points;

The Brown ball shall be placed on the middle spot of the baulk

line and count four points;

The Blue ball shall be placed on the spot between the two

middle pockets and count five points;

The Pink ball shall be placed at the apex of the pyramid and

count six points;

The Black ball shall be placed on the billiard spot and count

seven points.

The White ball shall be used in rotation by the various players

taking part in the game solely as the striker’s ball, and shall

be played from the “D” at the start of a game by the first

player, and at any other period of the game, after it has been

off the table from any cause whatever.

4. The ball shall be struck with the point of the cue and not “pushed.”

If, after the striker’s ball has been forced against an object ball,

the point of his cue remain or come in contact with his ball, the

stroke is foul. There is no difference between the act of striking and

the act of aiming.

5. The “baulk” is no protection.

6. The striker must pocket a red ball before playing upon a pool

ball; otherwise the stroke is foul, and after pocketing a red ball he

must play upon a pool ball, an order of play that must be observed

throughout each break so long as a red ball remains upon the table.

7. After pocketing a red ball the striker is at liberty to select the

pool ball upon which he will play, but when there is no longer a red

ball on the table, the pool balls must be played at and taken in their

order of value from lowest to highest, save that the player pocketing

the last red ball shall be allowed to select the first pool ball upon

which he plays, which, if pocketed, shall be respotted and the pool

balls played at in their order of value.

8. When playing on a pool ball the striker, if asked the question by a

player taking part in the game, shall “declare” the ball selected.

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 64 / 70 段