Neither carroms nor hazards count; for pocketing a ball (when playing

on a pocket table), or causing it to jump off the table or lodge on the

cushion, or for missing altogether, nothing is forfeited other than

the stroke. The only penalty is that the ball so offending shall be

spotted upon the white-ball spot at the foot of the table, or if that

be occupied then on the nearest spot thereto unoccupied.

When the pins are arranged, the rotation of the players is determined

in like manner as in Fifteen-Ball Pool, after which each player

receives from the marker a little numbered ball which is placed in the

player’s cup on the pool board, and the number of which is not known to

any of his opponents.

The object of the player is to knock down as many pins as will count

exactly thirty-one when the number on the small ball held by him is

added to their aggregate; thus, if the small ball is No. 9, the player

will have to gain twenty-two points on the pins before calling game,

and whoever first gets exactly thirty-one points in this manner wins

the pool.

A white ball is spotted five inches from the lower end of the table, on

a line drawn down the centre; and the red ball placed upon its own spot

at the foot of the table.

Player No. 1 must play with the remaining white ball from any point

within the string-line at the head of the table at either the red or

white ball, or place his own on the string spot. Player No. 2 may play

with any ball on the table--red or white. After the first stroke has

been played, the players, in their order, may play with or at any ball

upon the board.

Unless the player has played on some ball upon the board before

knocking down a pin, the stroke under all circumstances goes for

nothing, and the pin or pins must be replaced and the player’s ball

put upon the white-ball spot at the foot of the table or if that be

occupied, on the nearest unoccupied spot thereto. But should two balls

be in contact the player can play with either of them, direct at the

pins, and any count so made is good.

If a player, with one stroke, knocks down the four outside pins and

leaves the black one standing on its spot, it is called a Natural, or

_=Ranche=_, and under any and all circumstances it wins the game.

When a player gets more than 31, he is _=burst=_, and he may either

play again immediately with the same ball he has in the pool rack,

starting at nothing of course, or he may take a new ball. If he takes a

new ball he may either keep it or keep his old one, but he cannot play

again until it comes to his turn.

THE LITTLE CORPORAL.

This game is the regular Three-Ball Carrom Game with a small pin

added, like those used in Pin Pool, which is set up in the centre of

the table. The carroms and forfeits count as in the regular Three-Ball

Game, but the knocking down of the pin scores five points for the

striker, who plays until he fails to effect a carrom or knock down the

pin. A ball must be hit by the cue-ball before the pin can be scored;

playing at the pin direct is not allowed. The pin must be set up where

it falls; but in case it goes off the table or lodges on the top of the

cushion it must be placed upon the centre spot. The pin leaning against

the cushion must be scored as down, and when the pin lodges in the

corner of the table, so that it cannot be hit with the ball, it is to

be set up on the centre spot. One hundred points generally constitute a

game, but any number of points may be agreed upon.

THE SPANISH GAME OF BILLIARDS.

This game is played in the South, California, and in Mexico and Cuba,

and is played with two white and one red ball, and five pins placed

similar to those in Pin Pool. The red ball is placed on the red-ball

spot, and the first player strikes at it from within the baulk

semicircle. The game is scored by winning and losing hazards, carroms,

and by knocking over the pins. It is usually played thirty points up.

The player who knocks down a pin after striking a ball gains _two_

points, if he knocks down two pins he gains _four_ points, and so on,

scoring two points for each pin knocked down. If he knock down the

middle pin alone he gains _five_ points. The player who pockets the red

ball gains _three_ points and two for each pin knocked down by the same

stroke. The player who pockets the white ball gains two points, and

two for each pin knocked over with the same stroke. Each carrom counts

two. The player who knocks down a pin or pins with his own ball before

striking another ball loses two for every pin so knocked down. The

player who pockets his own ball without hitting another ball forfeits

three points; for missing altogether he forfeits one point. The striker

who forces his own ball off the table without hitting another ball

forfeits _three_ points, and if he does so after making a carrom or

pocket he loses as many points as he would otherwise have gained. The

rules of the American Carrom Game, except where they conflict with the

foregoing rules, govern this game also.

BOTTLE POOL.

The game of Bottle Pool is played on a pool table with one white ball,

the 1 and 2 ball, and pool-bottle. The 1 and 2 balls must be spotted,

respectively, at the foot of the table, at the left and right diamond

nearest each pocket, and the pool-bottle is placed standing on its neck

on the spot in the centre of the table, and when it falls it must be

set up, if possible, where it rests.

Carrom on the two object-balls counts 1 point; Pocketing the 1 ball

counts 1 point; Pocketing the 2 ball counts 2 points; Carrom from ball

and upsetting bottle counts 5 points. The game consists of 31 points.

The player having the least number of points at the finish of the game

shall be adjudged the loser.

Any number of persons can play, and the rotation of the players is

decided as in ordinary pool. Player No. 1 must play with the white

ball from any point within the string at the head of the table, at

either the 1 or 2 ball at his option. The player who leads must play

at and strike one of the object-balls before he can score a carrom on

the pool-bottle. If a player carrom on the bottle from either of the

object-balls, in such a way as to seat the bottle on its base, he wins

the game, without further play.

Should the 1 or 2 ball in any way, during the stroke, touch the bottle

and the bottle is in the same play knocked over or stood on its base

by the cue-ball, the stroke does not count. If the player forces the

bottle off the table or into a pocket, the bottle must be spotted on

its proper spot in the centre of the table, the player loses his shot

and forfeits one point, and the next player plays.

A player who makes more than 31 points is burst, and must start his

string anew; all that he makes in excess of 31 points count on his new

string, and the next player plays.

BILLIARD TEXT BOOKS.

_=American Game=_:--

Modern Billiards, Brunswick-Balke-Collender Co.

Billiard Laws, ” ” ” ”

Manuel du Biliard, by Vignaux.

Garnier’s Practice Shots.

_=English Game=_:--

Billiards Simplified, Burroughs and Watts.

Billiards, by W. Cook.

Billiards, by Joseph Bennet.

Billiards, by Maj.-Gen. Drayson.

Practical Billiards, by W. Dufton.

The Spot Stroke, by Joseph Bennet.

CHANCE AND PROBABILITY.

In calculating the probability of any event, the difficulty is not,

as many persons imagine, in the process, but in the statement of the

proposition, and the great trouble with many of those who dispute on

questions of chance is that they are unable to think clearly.

The chance is either for or against the event; the probability is

always for it. The chances are expressed by the fraction of this

probability, the denominator being the total number of events possible,

and the numerator the number of events favourable. For instance:

The probability of throwing an ace with one cast of a single die is

expressed by the fraction ⅙; because six different numbers may be

thrown, and they are all equally probable, but only one of them would

be an ace. Odds are found by deducting the favourable events from the

total, or the numerator from the denominator. In the example, the odds

against throwing an ace are therefore 5 to 1. The greater the odds

against any event the more _=improbable=_ it is said to be, and the

more _=hazardous=_ it is to risk anything upon it.

When an event happens which is very improbable, the person to whom it

happens is considered _=lucky=_, and the greater the improbability, the

greater his luck. If two men play a game, the winner is not considered

particularly lucky; but if one wanted only two points to go out and the

other wanted a hundred, the latter would be a very lucky man if he won.

It is a remarkable fact that luck is the only subject in the world on

which we have no recognised authority, although it is a topic of the

most universal interest. Strictly speaking, to be lucky simply means to

be successful, the word being a derivative of _gelingen_, to succeed.

There are a few general principles connected with luck which should be

understood by every person who is interested in games of chance. In the

first place, luck attaches to persons and not to things. It is useless

for an unlucky man to change the seats or the cards, for no matter

which he chooses the personal equation of good or bad luck adhering to

him for the time being cannot be shaken off. In the second place, all

men are lucky in some things, and not in others; and they are lucky or

unlucky in those things at certain times and for certain seasons. This

element of luck seems to come and go like the swell of the ocean. In

the lives of some men the tide of fortune appears to be a long steady

flood, without a ripple on the surface. In others it rises and falls

in waves of greater or lesser length; while in others it is irregular

in the extreme; splashing choppy seas to-day; a storm to-morrow that

smashes everything; and then calm enough to make ducks and drakes with

the pebbles on the shore. In the lives of all the tide of fortune is

uncertain; for the man has never lived who could be sure of the weather

a week ahead. In the nature of things this must be so, for if there

were no ups and downs in life, there would be no such things as chance

and luck, and the laws of probability would not exist.

The greatest fallacy in connection with luck is the belief that certain

men _are_ lucky, whereas the truth is simply that they _have been_

lucky up to that time. They have succeeded so far, but that is no

guarantee that they will succeed again in any matter of pure chance.

This is demonstrated by the laws governing _=the probability of

successive events=_.

Suppose two men sit down to play a game which is one of pure chance;

poker dice, for instance. You are backing Mr. Smith, and want to know

the probability of his winning the first game. There are only two

possible events, to win or lose, and both are equally probable, so 2 is

the denominator of our fraction. The number of favourable events is 1,

which is our numerator, and the fraction is therefore ½, which always

represents equality.

Now for the successive events. Your man wins the first game, and they

proceed to play another. What are the odds on Smith’s winning the

second game? It is evident that they are exactly the same as if the

first game had never been played, because there are still only two

possible events, and one of them will be favourable to him. Suppose he

wins that game, and the next, and the next, and so on until he has won

nine games in succession, what are the odds against his winning the

tenth also? Still exactly an even thing.

But, says a spectator, Smith’s luck must change; because it is very

improbable that he will win ten games in succession. The odds against

such a thing are 1023 to 1, and the more he wins the more probable it

is that he will lose the next game. This is what gamblers call the

_=maturity of the chances=_, and it is one of the greatest fallacies

ever entertained by intelligent men. Curiously enough, the men who

believe that luck must change in some circumstances, also believe in

betting on it to continue in others. When they are _=in the vein=_ they

will “follow their luck” in perfect confidence that it will continue.

The same men will not bet on another man’s luck, even if he is “in the

vein,” because “the maturity of the chances” tells them that it cannot

last!

GAMES. ODDS.

One 1 to 1

Two 3 to 1

Three 7 to 1

Four 15 to 1

Five 31 to 1

Six 63 to 1

Seven 127 to 1

Eight 255 to 1

Nine 511 to 1

Ten 1023 to 1

If Smith and his adversary had started with an agreement to play ten

games, the odds against either of them winning any number in succession

would be found by taking the first game as an even chance, expressed

by unity, or 1. The odds against the same player winning the second

game also would be twice 1 plus 1, or 3 to 1; and the odds against his

winning three games in succession would be twice 3 plus 1, or 7 to 1,

and so on, according to the figures shown in the margin.

GAMES.

1st 2nd

1 1

1 0

0 1

0 0

That this is so may easily be demonstrated by putting down on a sheet

of paper the total number of events that may happen if any agreed

number of games are played, expressing wins by a stroke, and losses by

a cipher. Take the case of two games only. There are four different

events which may happen to Smith, as shown in the margin. He may win

both games or lose both; or he may win one and lose the other, either

first. Only one of these four equally probable events being favourable

to his winning both games, and three being unfavourable, the odds are

3 to 1 that he does not win both; but these are the odds _=before he

begins to play=_. Having won the first game, there are only two events

possible, those which begin with a win, and he has an equal chance to

win again.

GAMES.

1st 2nd 3rd

1 1 1

1 1 0

1 0 1

1 0 0

0 0 0

0 0 1

0 1 0

0 1 1

If the agreement had been to play three games, there would have been

eight possible events, one of which must happen but all of which were

equally probable. These are shown in the margin. If Smith wins the

first game, there are only four possible events remaining; those in

which the first game was won. Of these, there are two in which he may

win the second game, and two in which he may lose it, showing that it

is still exactly an even thing that he will win the second game. If he

wins the second game, there are only two possible events, the first

two on the list in the margin, which begin with two wins for Smith.

Of these he has one chance to win the third game, and one to lose it.

No matter how far we continue a series of successive events it will

always be found that having won a certain number of games, it is still

exactly an even thing that he will win the next also. The odds of 1023

to 1 against his winning ten games in succession existed only before

he began to play. After he has won the first game, the odds against

his winning the remaining nine are only 511 to 1, and so on, until it

is an even thing that he wins the tenth, even if he has won the nine

preceding it.

In the statistics of 4000 coups at roulette at Monte Carlo it was found

that if one colour had come five times in succession, it was an exactly

even bet that it would come again; for in twenty runs of five times

there were ten which went on to six. In the author’s examination of

500 consecutive deals of faro, there were 815 cards that either won or

lost three times in succession, and of these 412 won or lost out. In

a gambling house in Little Rock a roulette wheel with three zeros on

it did not come up green for 115 rolls, and several gamblers lost all

they had betting on the eagle and O’s. When the game closed the banker

informed them that the green had come up more than twenty times earlier

in the evening. They thought the maturity of the chances would compel

the green to come; whereas the chances really were that it would not

come, as it had over-run its average so much earlier in the evening.

The pendulum swings as far one way as the other, but no method of

catching it on the turn has ever yet been discovered.

_=Compound Events.=_ In order to ascertain the probability of compound

or concurrent events, we must find the product of their separate

probability. For instance: The odds against your cutting an ace from a

pack of 52 cards are 48 to 4, or 12 to 1; because there are 52 cards

and only 4 of them are aces. The probability fraction is therefore

1/13. But the probabilities of drawing an ace from two separate packs

are 1/13 × 1/13 = 1/169, or 168 to 1 against it.

Suppose a person bets that you will not cut a court card, K Q or J,

from a pack of 52 cards, what are the odds against you? In this case

there are three favourable events, but only one can happen, and as

any of them will preclude the others, they are called _=conflicting

events=_, and the probability of one of them is the sum of the

probability of all of them. In this case the probability of any one

event separately is 1/13, and the sum of the three is therefore 1/13 +

1/13 + 1/13 = 3/13; or ten to 3 against it.

In order to prove any calculation of this kind all that is necessary is

to ascertain the number of remaining events, and if their sum, added to

that already found, equals unity, the calculation must be correct. For

instance: The probability of turning a black trump at whist is 13/52

+ 13/52 = 26/52; because there are two black suits of 13 cards each.

The only other event which can happen is a red trump, the probability

of which is also 26/52, and the sum of these two probabilities is

therefore 26/52 + 26/52 = 52/52, or unity.

Another fallacy in connection with the maturity of the chances is shown

in betting against two successive events, both improbable, one of which

has happened. The odds against drawing two aces in succession from a

pack of 52 cards are 220 to 1; but after an ace has been drawn the odds

against the second card being an ace also are only 16 to 1, although

some persons would be mad enough to bet 1000 to 1 against it, on the

principle that the first draw was a great piece of luck and the second

ace was practically impossible. While the four aces were in the pack

the probability of drawing one was 4/52. One ace having been drawn, 3

remain in 51 cards, so the probability of getting the second is 3/51,

or 1/17. Before a card was drawn, the probability of getting two aces

in succession was the product of these fractions; 1/13 × 1/17 = 1/221.

On the same principle the odds against two players cutting cards that

are a tie, such as two Fours, are not 220 to 1, unless it is specified

that the first card shall be a Four. The first player having cut, the

odds against the second cutting a card of equal value are only 16 to 1.

_=Dice.=_ In calculating the probabilities of throws with two or more

dice, we must multiply together the total number of throws possible

with each die separately, and then find the number of throws that will

give the result required. Suppose two dice are used. Six different

throws may be made with each, therefore 6 × 6 = 36 different throws

are possible with the two dice together. What are the odds against one

of these dice being an ace? A person unfamiliar with the science of

probabilities would say that as two numbers must come up, and there

are only six numbers altogether, the probability is 2/6, or exactly

2 to 1 against an ace being thrown. But this is not correct, as will

be immediately apparent if we write out all the 36 possible throws

with two dice; for we shall find that only 11 of the 36 contain an

ace, and 25 do not. The proper way to calculate this is to take the

chances against the ace on each die separately, and then to multiply

them together. There are five other numbers that might come up, and the

fraction of their probability is ⅚ × ⅚ = 25/36, or 25 to 11 in their

favour.

Take the case of three dice: As three numbers out of six must come up,

it might be supposed that it was an even thing that one would be an

ace. But the possible throws with three dice are 6 × 6 × 6 = 216; and

those that do not contain an ace are 5 × 5 × 5 = 125; so that the odds

against getting an ace in one throw with three dice, or three throws

with one die, are 125/216, or 125 to 91 against it.

To find the probability of getting a given total on the faces of

two or three dice we must find the number of ways that the desired

number can come. In the 36 possible throws with two dice there are 6

which will show a total of seven pips. The probability of throwing

seven is therefore 6/36, or 5 to 1 against it. A complete list of the

combinations with two dice were given in connection with Craps.

_=Poker.=_ In calculating the probability of certain conflicting

events, both of which cannot occur, but either of which would be

favourable, we must make the denominator of our fraction equal in both

cases, which will, of course, necessitate a proportionate change in our

numerator. Suppose a poker player has three of a kind, and intends to

draw one card only, the odds against his getting a full hand are 1/16;

against getting four of a kind, 1/48. To find the total probability of

improvement, we must make the first fraction proportionate to the last,

which we can do by multiplying it by 3. The result will be 3/48 + 1/48

= 4/48; showing that the total chance of improvement is 1 in 12, or 11

to 1 against it.

_=Whist.=_ To calculate the probable positions of certain named cards

is rather a difficult matter, but the process may be understood from

a simple example. Suppose a suit so distributed that you have four to

the King, and each of the other players has three cards; what are the

probabilities that your partner has both Ace and Queen? The common

solution is to put down all the possible positions of the two named

cards, and finding only one out of nine to answer, to assume that

the odds are 8 to 1 against partner having both cards. This is not

correct, because the nine positions are not equally probable. We must

first find the number of possible positions for the Ace and Queen

separately, afterward multiplying them together, which will give us

the denominator; and then the number of positions that are favourable,

which will give us the numerator.

As there are nine unknown cards, and the Ace may be any one of them, it

is obvious that the Queen may be any one of the remaining eight, which

gives us 9 × 8 = 72 different ways for the two cards to lie. To find

how many of these 72 will give us both cards in partner’s hand we must

begin with the ace, which may be any one of his three cards. The Queen

may be either of the other two, which gives us the numerator, 3 × 2 =

6; and the fraction of probability, 6/72, = 1/12; or 11 to 1 against

both Ace and Queen.

If we wished to find the probability of his having the Ace, but not

the Queen, our denominator would remain the same; but the numerator

would be the three possible positions of the Ace, multiplied by the

six possible positions of the Queen among the six other unknown cards,

in the other hands, giving us the fraction 18/72. The same would be

true of the Queen but not the Ace. To prove both these, we must find

the probability that he has neither Ace nor Queen. There being six

cards apart from his three, the Ace may be any one of them, and the

Queen may be any one of the remaining five. This gives us 6 × 5 = 30,

and the fraction 30/72. If we now add these four numerators together,

we have:--for both cards in partner’s hand, 6; for Ace alone, 18; for

Queen alone, 18; and for neither, 30; a total of 72, or unity, proving

all the calculations correct.

In some of the problems connected with Whist, it is important to

know the probability of the suits being distributed in various ways

among the four players at the table; or, what is the same thing, the

probable distribution of the four suits in any one hand. The author is

indebted to Dr. Pole’s “Philosophy of Whist” for these calculations. As

an example of the use of this table, suppose it was required to find

the probability of any other player at the table holding four or more

trumps if you had six. Take all the combinations in which the figure 6

appears, and add together the number of times they will probably occur.

That will be your denominator, 166. The numerator will be the number of

times that the combinations occur which contain a figure larger than 3,

in addition to the 6. This will be found to be 74, and the probability

will therefore be 74/166.

DISTRIBUTIONS. TIMES IN

1000.

8 2 2 1 2

8 3 1 1 1½

8 3 2 0 1

8 4 1 0 ½

8 5 0 0 0

7 2 2 2 5

7 3 2 1 19

7 3 3 0 3

7 4 1 1 4

7 4 2 0 3

7 5 1 0 1

7 6 0 0 0

6 3 2 2 57

6 3 3 1 35

6 4 2 1 47

6 4 3 0 13

6 5 1 1 7

6 5 2 0 6

6 6 1 0 1

5 3 3 2 155

5 4 2 2 106

5 4 3 1 130

5 4 4 0 12

5 5 2 1 32

5 5 3 0 9

4 3 3 3 105

4 4 3 2 215

4 4 4 1 30

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 66 / 70 段