Part 70
_=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 The moment the latter is at the proper angle to run into the pocket the cue is applied sharply, and then withdrawn.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.
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.