9. Any number of red balls may be taken in one stroke; but, if a pool

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.

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 65 / 70 段