ball is taken in conjunction with a red ball, the stroke is foul. After
pocketing a red ball only the pool ball aimed at may be taken.
10. A red ball once off the table shall not be brought into play again
under any circumstances; but all pool balls pocketed shall be respotted
in their original positions (save that the pink ball shall be placed on
the pyramid spot), until Rule 7, as to playing upon the pool balls in
rotation, comes into force. When the pool balls are being played upon
in rotation, they shall not be respotted after being pocketed in proper
order and according to rule.
11. No ball shall, under any circumstances, be taken up.
12. Should the spot allotted to any pool ball be occupied when it
becomes necessary to respot it, it shall be placed upon the _nearest
unoccupied spot_, and, failing that, as near as possible to its proper
spot in the direction of the centre spot. If the middle spot of the
baulk line is occupied, the brown ball after being pocketed shall,
if possible, be placed on the left-hand spot of the baulk line, and,
failing that, the rule as above applies.
13. If the striker’s ball is touching another, such ball not being
playable, and he disturb the ball touching his own, the stroke is foul.
14. Should the striker’s ball be so placed that he cannot play direct
on the object ball, he is said to be “snookered.”
FOUL STROKES AND PENALTIES.
15. Foul strokes are made or penalties incurred by (1) “Pushing”
instead of striking the ball, or striking the ball more than once;
(2) Playing out of turn; (3) Playing with both feet off the floor;
(4) Playing before all the balls have become stationary, when off
the table, or wrongly spotted; (5) Playing with the wrong ball; (6)
Touching or moving any ball, except in the legitimate manner set forth
in these rules; (7) Forcing any ball off the table; (8) Wilfully
interfering with an opponent, or the run of the balls, and refusing to
obey the referee’s decision; (9) Missing, running a coup, striking the
wrong ball, or pocketing the white ball; (10) Playing at or pocketing
any ball except in the proper rotation; (11) Striking two balls, other
than two red balls, simultaneously; (12) Giving an intentional miss;
(13) Pocketing more than one ball--other than red balls--by one stroke.
16. If the striker “push” his ball or strike it more than once, he
cannot score, but is subject to any other penalty that he may incur by
the stroke.
17. If a player play out of turn, he shall forfeit his next turn,
otherwise the sequence of turns shall not be altered. If the error be
discovered during his break, he cannot score from the last stroke made,
and the balls shall be replaced by the marker as nearly as possible in
the positions they occupied before the stroke objected to. The striker
shall be credited with any previous scores, but is subject to any other
penalty he may incur.
18. The striker cannot score by a stroke made with both feet off the
floor, but is subject to any penalty he may otherwise incur.
19. If the striker play before all the balls have ceased rolling, or
before a pool ball has been respotted, or whilst any pool ball has
been wrongly spotted, he cannot score, and the next player in rotation
shall proceed from the position in which the balls have been left. The
striker is subject to any penalty he may otherwise incur.
20. If the striker play with the wrong ball, he shall be penalized in
the value of the black ball.
21. If the striker touch a ball in play otherwise than in the proper
manner laid down in these Rules, he cannot score and the balls shall be
replaced. After the balls are replaced the stroke must be played, if
the striker was still in play when the ball was moved or touched, and
he is subject to any other penalty he may incur. Should he touch a ball
after the completion of any stroke, _i.e._, when the balls have become
stationary, his scores from previous strokes shall hold good.
22. If the striker force any of the red or pool balls off the table,
he shall be penalized in the value of the ball or balls so forced off.
Should the ball or balls forced off the table be struck out of order,
or of inferior value to the ball that should have been struck, the
latter ball shall govern the penalty. Should he force his own ball off
the table, he shall be penalized in the value of the ball aimed at,
unless another ball of higher value be first struck, in which case such
higher ball shall govern the penalty.
23. If a player refuse to continue the game when called upon to do so,
or intentionally obstruct an opponent, or wilfully interfere with the
running of the balls, he shall be penalized in the total value of all
the balls remaining in play.
24. If the striker miss the object ball, or run a coup, or pocket
the white ball, he shall be penalized in the value of the ball aimed
at; but, if he strike another ball or balls, he shall be penalized
in the value of the first ball so struck, unless the ball so struck
is of lower value than the ball aimed at and missed, in which case
the penalty is governed by the value of the ball aimed at. Should the
striker in pocketing any ball hole the white, he cannot score, and
is penalized in the value of the ball pocketed. Should the striker
(excepting as provided in _Rule_ 9) pocket a ball other than the one
aimed at, he cannot score, and is penalized in the value of such ball
unless the ball pocketed is of lower value than the ball aimed at, in
which case the penalty is governed by the value of the ball aimed at.
25. If the striker play at or pocket a ball except in the proper
rotation, he shall be penalized in the value of the ball so played at
or pocketed unless the ball so played at be of lower value than the
ball which should have been selected, in which case the penalty is
governed by the latter ball.
26. If the striker strike simultaneously a pool ball and a red ball, or
two pool balls, he shall be penalized in the value of the higher ball.
27. If the striker pocket the white ball after contact with another, he
shall be penalized in the value of the ball struck, unless the object
ball so struck be out of order, in which case the penalty shall be
governed by the ball of the higher value.
28. Should the striker give an intentional miss, he shall be penalized
in the value of the black ball, and be compelled to play the stroke
again. No score can accrue from such stroke, but the striker shall be
subject to any further penalty he may incur.
29. If the striker pocket more than one ball, other than red balls,
in one stroke, he cannot score, and is penalized in the value of the
highest ball pocketed.
30. In the absence of a referee the marker of the room shall decide
all disputes that may arise; and, if he does not know of the matter in
dispute, the majority of the onlookers shall decide.
ENGLISH POOL.
This game is known in England as Colom-Ball, or Following Pool. The
balls are placed in a pool bottle, and shaken up by the marker, who
then gives one to each candidate for play in rotation. The player who
receives the white ball places it on the spot, and the one who gets
the red ball plays from within the D at the head of the table. The
marker calls the colour of the player whose turn it is, and notifies
him which ball will play on him, so that he may play for safety if he
can. The following are Brunswick-Balke-Collender Co.’s rules:
The WHITE BALL is spotted.
RED BALL plays upon WHITE.
YELLOW ” RED.
GREEN ” YELLOW.
BROWN ” GREEN.
BLUE ” BROWN.
PINK ” BLUE.
SPOT-WHITE ” PINK.
SPOT-RED ” SPOT-WHITE.
SPOT-YELLOW ” SPOT-RED.
SPOT-GREEN ” SPOT-YELLOW.
SPOT-BROWN ” SPOT-GREEN.
SPOT-BLUE ” SPOT-BROWN, and
WHITE ” SPOT-BLUE.
_=1.=_ When coloured balls are used, the players must play
progressively, as the colours are placed on the pool marking-board, the
top colour being No. 1.
_=2.=_ Each player has _three_ lives at starting. No. 1 places his ball
on the “winning and losing” spot, No. 2 plays at No. 1, No. 3 at No. 2,
and so on--each person playing at the last ball, unless the striker’s
ball be in hand, when he plays at the nearest ball.
_=3.=_ When a striker loses a life the next in rotation plays at the
ball nearest to his own; but if this player’s ball be in hand, he plays
at the ball nearest to the centre of the baulk-line, whether it be in
or out of baulk.
_=4.=_ When any doubt arises as to the nearest ball, the marker
measures the distance, and the player strikes at the ball declared to
be nearest his own.
_=5.=_ The baulk is no protection.
_=6.=_ The player loses a life by pocketing his own ball off another,
by running a coup, by missing the ball played on, by forcing his ball
off the table, by playing _with_ the wrong ball, by playing _at_ the
wrong ball, by playing out of his turn, by striking the wrong ball, or
by having his ball pocketed by the next striker.
_=7.=_ Should the striker pocket the ball he plays at, and by the same
stroke pocket his own or force it over the table, _he_ loses a life and
not the person whose ball he pocketed.
_=8.=_ Should the player strike the wrong ball, he pays the same
forfeit to the person whose ball he should have played at as he would
have done if he had pocketed it himself.
_=9.=_ If the striker miss the ball he ought to play at, and by the
same stroke pocket another ball, _he_ loses a life, and not the person
whose ball he pocketed; in which case the striker’s ball must be taken
up, and both balls remain in hand until it be their several turns to
play.
_=10.=_ If the player inquire as to which is his ball, or if it be his
turn to play, the marker or the players must give him the information
sought.
_=11.=_ If the striker, while taking aim, inquire which is the ball he
ought to play at, and should be misinformed by the marker or by any of
the company, he does not lose a life. His ball must in this case be
replaced and the stroke played again.
_=12.=_ When a ball or balls touch the striker’s ball, or are in line
between it and the ball he has to play at, so that it will prevent
him hitting _any part of the object-ball_, such ball or balls must be
taken up until the stroke be played, and, after the balls have ceased
running, they must be replaced.
_=13.=_ If a ball or balls are in the way of a striker’s cue, so that
he cannot play at his ball, he can have them taken up.
_=14.=_ When the striker _takes_ a life, he continues to play on as
long as he can pocket a ball, or until the balls are all off the table,
in which latter case he places his own ball on the spot as at the
commencement.
_=15.=_ The first player who loses his three lives is entitled to
purchase, or _star_, by paying into the pool a sum equal to his
original stake, for which he receives lives equal in number to the
lowest number of lives on the board.
_=16.=_ If the player first out refuse to star, the second player out
may do so; but if the second refuse, the third may star, and so on,
until only two players are left in the pool, when the privilege of
starring ceases.
_=17.=_ Only one star is allowed in a pool.
_=18.=_ If the striker move his own or any other ball _while in the act
of striking_, the stroke is foul; and if, by the same stroke, he pocket
a ball or force it off the table, the owner of that ball does not lose
a life, and the ball so pocketed must be placed on its original spot.
But if by that foul stroke the player pocket his own ball or force it
off the table, _he_ loses a life.
_=19.=_ If the striker’s ball touch the one he has to play at, he is
at liberty either to play at it or at any other ball on the table, and
such stroke is not to be considered foul; in such a case, however, the
striker loses a life by running his ball into a pocket or forcing it
over the table.
_=20.=_ If, after making a hazard, the striker takes up his ball, or
stops it before it has done running, he cannot claim the life for the
ball pocketed.
_=21.=_ If, before a star, two or more balls, each having one life, are
pocketed by the same stroke, the owner of the first ball struck can
star; but if he refuse, the other player whose ball was pocketed may
star.
_=22.=_ Should the striker’s ball stop on the place from which a ball
has been taken up, the ball which has been removed must remain in hand
until the spot is unoccupied, when it is to be replaced.
_=23.=_ Should the striker’s ball miss the ball played at, no person
except the striker is allowed to stop the ball till it has ceased
running or struck another ball.
_=24.=_ Should the striker have his next player’s ball removed, and his
own ball stop on the spot it occupied, the next player must give a miss
from baulk, for which miss he does not lose a life.
_=25.=_ When a ball has been taken up, and any other than the next
player’s ball stop on the spot it occupied, the ball so taken up must
remain in hand till it can be replaced. But if it be the turn of the
ball in hand to play before the one occupying its proper place, the
latter must be taken up till there be room to replace it.
_=26.=_ If the corner of the cushion should prevent the striker from
playing in a direct line, he can have any ball removed for the purpose
of playing at the object-ball from a cushion.
_=27.=_ When three players, each with one life, remain in a pool, and
the striker make a miss, the other two divide without a stroke.
_=28.=_ Neither of the last two players can star, but if they are
left with an equal number of lives each they may divide the pool; the
striker, however, is entitled to his stroke before the division.
_=29.=_ All disputes are to be decided by the marker; but if he be
interested in the game, they shall then be settled by a majority of the
players.
BLACK POOL.
This is a variation of English Colour-Ball Pool. A black ball is placed
on the centre spot. The colours follow one another just as in English
pool, until all the balls have come upon the table. After that, any
ball on the table may be played at, and if it is pocketed, the player
has the option of playing at the black ball. If he pockets it, each
player pays him the amount of a life, so that the player whose ball was
first pocketed would have to pay two, one for his own ball and one
for the black. If a ball is pocketed before the balls are all on the
table, the player may play on the black; but the following players must
play on their colours until the first round is complete. No one is ever
dead, and the game may be continued indefinitely, although half an hour
is the usual limit. The players share the expense of the table, as at
Shell-out.
ENGLISH BILLIARDS.
This game is played with three balls, one red and two white. Every
winning hazard off the red counts 3; hazards off the white count 2, and
all carroms count 2. If a player makes a carrom and a losing hazard
on the same stroke, it counts 5 if the red was the object ball; 4 if
the white was the object ball. A player may make 10 on one stroke by
playing on the red, making a carrom, and pocketing all three balls. A
miss counts one for the adversary; but if the player who makes a miss
runs into a pocket or jumps off the table, his adversary counts 3.
The secret of success in the English game is not in gathering shots
or rail nursing, but in repeated position; that is, playing shots so
that the object ball returns to its position, the cue ball falling
into a pocket and being played again from an advantageous position in
the D. If the red ball is left in a good position for a losing hazard
in either of the side pockets, the player should place his own ball
in such a position in the D that he can drive the red to the bottom
cushion and back again, leaving himself another easy hazard in the side
pockets.
If the red is near a bottom pocket, and the player’s ball is in hands,
the beginner will invariably leave the red ball in baulk, even if he
makes the hazard. The reason is that he strikes with just force enough
to reach the red and go into the pocket, and this force is just enough
to drive the red about the same distance in the opposite direction,
leaving it where the cue ball came from--in baulk.
The English do not understand gathering shots, nursing, and cushion
carroms so well as the Americans, and play chiefly for the winning
and losing hazards. The objective point of the expert is the _=spot
stroke=_, which consists in getting exactly behind the red ball when it
is on its spot, and then driving it into the corner pocket, returning
the cue ball to its position with a light draw shot. If the cue ball
fails to come back exactly behind the red the position may be recovered
in several ways, some of which are shown in the diagrams.
[Illustration]
No. 1 is the perfect position for the spot stroke; the dotted lines in
the others show the course that must be followed by the cue ball to
recover the initial position.
_=Man-of-war Game=_ is a variety of English billiards in which there
are three white balls, each belonging to different players.
The following _=LAWS=_ are taken, by permission, from the rules
published by the Brunswick-Balke-Collender Co.
ENGLISH BILLIARD LAWS.
_=1.=_ The choice of balls and order of play shall, unless mutually
agreed upon by the two players, be determined by stringing; and the
striker whose ball stops nearest the lower [or bottom] cushion, after
being forced from baulk up the table, may take which ball he likes, and
play, or direct his opponent to play first, as he may deem expedient.
_=2.=_ The red ball shall, at the opening of every game, be placed on
the top [or red] spot, and replaced after being pocketed or forced off
the table, or whenever the balls are broken.
_=3.=_ Whoever breaks the balls, i. _e_., opens the game, must play out
of baulk, though it is not necessary that he shall strike the red ball.
_=4.=_ The game shall be adjudged in favour of whoever first scores
the number of points agreed on, when the marker shall call “game”; or
it shall be given against whoever, after having once commenced, shall
neglect or refuse to continue when called upon by his opponent to play.
_=5.=_ If the striker scores by his stroke he continues until he ceases
to make any points, when his opponent follows on.
_=6.=_ If when moving the cue backward and forward, and prior to a
stroke, it touches and moves the ball, the ball must be replaced to the
satisfaction of an adversary, otherwise it is a foul stroke; but if the
player strikes, and grazes any part of the ball with any part of the
cue, it must be considered a stroke, and the opponent follows on.
_=7.=_ If a ball rebounds from the table, and is prevented in any way,
or by any object except the cushion, from falling to the ground, or if
it lodges on a cushion and remains there, it shall be considered off
the table, unless it is the red, which must be spotted.
_=8.=_ A ball on the brink of the pocket need not be “challenged”: if
it ceases running and remains stationary, then falls in, it must be
replaced, and the score thus made does not count.
_=9.=_ Any ball or balls behind the baulk-line, or resting exactly upon
the line, are not playable if the striker be in hand, and he must play
out of baulk before hitting another ball.
_=10.=_ Misses may be given with the point or butt of the cue, and
shall count one for each against the player; or if the player strike
his ball with the cue more than once a penalty shall be enforced, and
the non-striker may oblige him to play again, or may call on the marker
to place the ball at the point it reached or would have reached when
struck first. [The butt may also be used for playing a ball in hand up
the table in order to strike a ball in baulk.]
_=11.=_ Foul strokes do not score to the player, who must allow his
opponent to follow on. They are made thus: By striking a ball twice
with the cue; by touching with the hand, ball, or cue an opponent’s
or the red ball; by playing with the wrong ball; by lifting both feet
from the floor when playing; by playing at the striker’s own ball and
displacing it ever so little (except while taking aim, when it shall be
replaced, and he shall play again).
_=12.=_ The penalty for a foul stroke is losing the lead, and, in
case of a score, an opponent must have the red ball spotted, and
himself break the balls, when the player who made the foul must follow
suit, both playing from the D. If the foul is not claimed the player
continues to score, if he can.
_=13.=_ After being pocketed or forced off the table the red ball must
be spotted on the top spot, but if that is occupied by another ball the
red must be placed on the centre spot between the middle pockets.
_=14.=_ If in taking aim the player moves his ball and causes it to
strike another, even without intending to make a stroke, a foul stroke
may be claimed by an adversary. (See Rule Fifteenth.)
_=15.=_ If a player fail to hit another ball, it counts one to his
opponent; but if by the same stroke the player’s ball is forced over
the table or into any pocket it counts three to his opponent.
_=16.=_ Forcing any ball off the table, either before or after the
score, causes the striker to gain nothing by the stroke.
_=17.=_ In the event of either player using his opponent’s ball and
scoring, the red must be spotted and the balls broken again by the
non-striker; but if no score is made, the next player may take his
choice of balls and continue to use the ball he so chooses to the end
of the game. No penalty, however, attaches in either case unless the
mistake be discovered before the next stroke.
_=18.=_ No person except an opponent has a right to tell the player
that he is using the wrong ball, or to inform the non-striker that his
opponent has used the wrong ball; and if the opponent does not see the
striker use the ball, or, seeing him, does not claim the penalty, the
marker is bound to score to the striker any points made.
_=19.=_ Should the striker [whose ball is in hand], in playing up the
table on a ball or balls in baulk, either by accident or design, strike
one of them [with his own ball] without first going out of baulk, his
opponent may have the balls replaced, score a miss, and follow on; or
may cause the striker to play again, or may claim a foul, and have the
red spotted and the balls broken again.
_=20.=_ The striker, when in hand, may not play at a cushion within the
baulk (except by going first up the table) so as to hit balls that are
within or without the line.
_=21.=_ If in hand, and in the act of playing, the striker shall move
his ball with insufficient strength to take it out of baulk, it shall
be counted as a miss to the opponent, who, however, may oblige him to
replace his ball and play again. [Failing to play out of baulk, the
player may be compelled to play his stroke over again.]
_=22.=_ If in playing a pushing stroke the striker pushes more than
once it is unfair, and any score he may make does not count. His
opponent follows by breaking the balls.
_=23.=_ If in the act of drawing back his cue the striker knocks the
ball into a pocket, it counts three to the opponent, and is reckoned a
stroke.
_=24.=_ If a foul stroke be made while giving a miss, the adversary may
enforce the penalty or claim the miss, but he cannot do both.
_=25.=_ If either player take up a ball, unless by consent, the
adversary may have it replaced, or may have the balls broken; but if
any other person touches or takes up a ball it must be replaced by the
marker as nearly as possible.
_=26.=_ If, after striking, the player or his opponent should by any
means obstruct or hasten the speed of any ball, it is at the opponent
or player’s option to have them replaced, or to break the balls.
_=27.=_ No player is allowed to receive, nor any bystander to offer
advice on the game; but should any person be appealed to by the marker
or either player he has a right to offer an opinion; or if a spectator
sees the game wrongly marked he may call out, but he must do so prior
to another stroke.
_=28.=_ The marker shall act as umpire, but any question may be
referred by either player to the company, the opinion of the majority
of whom shall be acted upon.
PIN POOL.
The game of Pin Pool is played with two white balls and one red,
together with five small wooden pins, which are set up in the middle of
the table, diamond fashion, each pin having a value to accord with the
position it occupies.
[Illustration:
4*
3* 5* 2*
1*
]
The pin nearest the string line is No. 1; that to the right of it is
No. 2; to the left, No. 3; the pin farthest from the string line is No.
4; and the central or black pin, No. 5. These numbers may be chalked on
the cloth in front of each particular pin.