Hoyle's Games Modernized

Part 19

Chapter 194,450 wordsPublic domain

It frequently happens that a ball lies just on the brink of a hole, and that a discreet touch in the right place will cause it to drop therein. For such strokes as these the instructions given for securing winning hazards at Billiards may be studied with advantage.

The game is usually 120 points--_i.e._, up and down the board. This number, is, however, not absolute, the player who first reaches it continuing to play until the whole of his eight balls are exhausted, and scoring the whole number obtained. If he be the second player, the game is then at an end, but if he was the first to play, the second player is entitled to {286} play his eight balls also, and the player attaining the larger total is the winner.

If, when the game is won, the loser has not turned the corner--_i.e._, begun to score on the downward journey, the game is a "double," and if there was any stake, the loser pays double accordingly.

Where four persons take part, two play as partners against the two others, one of each side playing alternately the whole of the eight balls.[69]

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BILLIARDS.

The best introduction to an account of Billiards will be a brief explanation of the implements of the game and the terms used in connection with it.

The bed of a full-sized table (see Fig. 1) is 12 ft. long, and 6 ft. 1½ inches wide. The pockets are 3-5/8 inches across. The billiard spot, S, is 12¾ inches from the centre of the top cushion, opposite to the baulk. The pyramid spot, P, is placed at the intersection of two lines drawn from the two middle pockets to the opposite top pockets. The centre spot, M, is exactly between the middle pockets. The "baulk" is the space behind a line drawn across the table, 29 inches from the face of the bottom cushion, and parallel to it. The "half-circle," or "D," is 23 inches in diameter, its centre, K, coinciding with the centre of the baulk-line.

The game is played with three balls of equal size and weight, one _red_, one _white_, and one _spot-white_. The diameter of a ball must be not less than 2-1/16 inches, nor more than 2-3/32 inches. The diameter of a match ball, under National Rules, is 2-5/64 inches.

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The choice of balls and order of play is, unless mutually agreed upon, determined by "stringing" (_i.e._, playing from baulk up the table, so as to strike the top cushion). The striker whose ball stops nearest the lower cushion may take which ball he likes, and play, or direct his opponent to play, as he may deem expedient. In stringing, under National Rules, the players must both play at the same time.

The red ball is, at the opening of every game, placed on the billiard spot, and must be replaced after being pocketed or forced off the table. If the billiard spot be occupied, the red ball must be placed on the pyramid spot, or, if that also be occupied, on the centre spot.

When any player plays from baulk, he must place his ball within the half-circle, or on the line that contains it.

Whoever breaks the balls (_i.e._, leads off) must play out of baulk, though it is not necessary that he shall strike the red ball, and he may give a miss in or out of baulk. But, if in baulk, he must first strike a cushion out of baulk. No player who is in hand is allowed to strike any ball in baulk, or on the baulk-line, unless his ball has first struck a cushion out of baulk. Should, however, a ball be out of baulk, the player in hand may strike any part of that ball without his own ball necessarily going out of baulk.

The player continues to play until he ceases to score, when his opponent follows on.

The various strokes are as under:

1.--A _winning hazard_ is made by the player causing his own ball to hit an object ball and forcing the latter into a pocket.

2.--A _losing hazard_ is made by the player causing his own ball to hit an object ball and forcing his own ball into a pocket. {290}

3.--A _cannon_ is made by causing the player's ball to strike the two object balls. By Billiard Association rules, when two object balls are struck simultaneously, the stroke shall be scored as if the white had been struck first. Under National Rules, such a stroke counts as if the red were struck first.

4.--A _coup_ is made by forcing the player's own ball into a pocket without first striking another ball.

A _miss_ counts one, a _coup_ three, to the opposite player.

The scores are counted as follows:--

A.--A two stroke is made by pocketing an opponent's ball--_i.e._, a winning hazard; or by pocketing the striker's ball off his opponent's--_i.e._, a losing hazard; or by making a cannon.

B.--A three stroke is made by pocketing the red ball--_i.e._, a red winning hazard; or by pocketing the striker's ball off the red--_i.e._, a red losing hazard.

C.--A four stroke may be made by pocketing the white and spot-white balls; or by making a cannon and pocketing an opponent's ball; or by making a cannon and pocketing the striker's ball, the opponent's ball having been first hit.

D.--A five stroke may be made by scoring a cannon and pocketing the red ball; or by a cannon and pocketing the striker's ball, after having struck the red ball first or both balls simultaneously; or by pocketing the red ball and the opponent's ball without cannoning, or by making a losing hazard off the white and pocketing the red ball.

E.--A six stroke is made by the red ball being struck first, and the striker's and the red ball {291} pocketed; or by a cannon off an opponent's ball on to the red and pocketing the two white balls.

F.--A seven stroke is made by striking an opponent's ball first, pocketing it, making a cannon, and pocketing the red also; or by making a cannon and pocketing the red and an opponent's ball; or by playing at an opponent's ball first and pocketing all the balls without making a cannon; or by playing at the red first, cannoning, and pocketing your own and the opponent's ball.

G.--An eight stroke is made by striking the red ball first, pocketing it, making a cannon, and pocketing the striker's ball; or by hitting the red first and pocketing all the balls without making a cannon.

H.--A nine stroke is made by striking an opponent's ball first, making a cannon, and pocketing all the balls.

I.--A ten stroke is made by striking the red ball first, making a cannon, and pocketing all the balls.

Reverting to the terms used in the game, the "cue" is the stick with which the player strikes the ball. It varies in length from 4 ft. 6 inches to 5 ft. The thick end or butt has a diameter of about 1½ inches. The small end or tip varies from ½ to ¼ inch in diameter. The average is about 3/8 of an inch.

The tip is formed of two pieces of leather glued together. When the tip gets greasy or too smooth, it should be rubbed with a piece of chalk.

THE REST.--The real "rest," that is, the support on which the cue is raised in order to strike the ball, is the left hand. This, however, is more {292} generally termed the "bridge"; what is known as the "rest," or "jigger," is a cross of wood fixed at right angles to a handle about the same length as the cue, in order to enable a player to strike a ball when it is too far away to allow him to use his hand as a bridge. Special rests, and cues of extra length, are made to meet exceptional positions of the balls.

IN HAND.--A ball is said to be in hand when it is off the table, and the player has to play from the half-circle or D.

BREAKING THE BALLS.--Whoever plays, being in hand, when the red ball is on the spot and the other ball also is in hand, is said to break the balls.

IN BAULK.--A ball is said to be in baulk when it is between the baulk-line and the bottom cushion.

BREAK.--The series of scores terminating with the stroke in which the player fails to score is called a break.

SCREW AND SCREW-BACK.--This is putting a rotatory motion on a ball, causing it to spin on a horizontal axis backwards. Screw is put on by striking the ball _below the centre_.

FOLLOWING STROKE.--This is putting a rotatory motion on a ball, causing it to spin on a horizontal axis forwards instead of backwards. The stroke is made by striking the ball high up _above the centre_.

SIDE.--This is a rotatory motion put on a ball, making it spin on a perpendicular axis.

In each of the foregoing cases the ball is made to take, after striking another ball, or a cushion, a direction different from that which it would take did no such rotatory motion exist.

In order that the learner may the better understand the meaning of screw, screw-back, following stroke, {293} and side, we will illustrate them by means of a diagram.

In Fig. 1 we will suppose the red ball to be placed on the middle spot in the table, M. The player places his own ball in the centre spot in the baulk-line, K, and aims his ball, first of all, so as to strike the object ball with the ordinary HALF-BALL STROKE--that is, the centre of his ball advances towards the extreme edge of the object ball.

In Fig. 2, O is the object ball; S, the striker's ball. In order to play the half-ball stroke, it is necessary that the player should aim at the point E, the extreme edge of the horizontal diameter of the object ball. Of course, as the diagram shows, he will not strike the ball in the point at which he aims (this is never done save in the case of the ball being struck exactly in the centre), but as S_1, in the point C. When the object ball is thus struck, the striker's ball, supposing there is no screw on the ball, will take the direction indicated in Fig. 2 as S_2. This angle is called the natural angle; about this natural angle we shall have to say more by-and-by. Suppose the stroke played thus. After playing, the ball will follow the line M P (Fig. 1). Now suppose some strong screw had been put on the ball by hitting it low down. The ball, owing to the _hit_, and to its after-contact with the ball at M, would follow the line M P; but, owing to the rotatory motion making the ball revolve or spin backwards, it has a tendency to run back again towards K, the point from which it started. Under the influence of these two forces, the ball takes the medium course shown by the dotted line M P_1. In other words, the striker, although he hits the object ball a half-ball stroke, screws into the middle pocket. {294}

Now suppose, instead of hitting the ball _below_ the centre, he hits it high up above the _centre_, so as to make the ball rotate forwards. After the balls have come in contact, the rotatory motion forwards has a tendency to make the striker's ball run onwards {295} towards the top cushion and away from K, the point from which it started; but the contact with the object ball would--did no rotatory motion exist--cause it to follow the direction of the line M P. Under the influence of these two forces the ball takes a medium course, and follows the line M P_2.

If the player hit the ball at M full, that is, played at it quite straight and hit the ball at M in its nearest point, then, if he put on screw, his own ball would, after striking the ball at M, stop and run back towards K, fast or not according to the amount of rotatory motion he succeeded in putting on his own ball when he struck it.

If the player hit the ball at M full, and hit his own ball high up and above the centre--the following stroke--his ball, after striking the ball at M, would _follow on_, and, if he hit it exactly, would go on in the direction of the spots, P and S.

In putting on _side_, the ball is caused to rotate on a perpendicular axis. For instance (_vide_ Fig. 1), suppose the player places his ball on the centre spot in baulk, K, and hits the cushion in the point T without putting on any side, then the ball would rebound in the direction of T R, just as the angles of incidence and reflection are equal. Suppose, however, the player strikes his ball on the right-hand side, causing it to rotate on a perpendicular axis. When the ball touches the cushion at T, this rotation, owing to the friction between the ball and the cushion, causes the ball to take the direction shown in the diagram by the line T R_1. If, on the other hand, the player hits his ball on the left-hand side, the ball will rebound in the contrary direction shown by line T R_2. This latter stroke is what every player {296} has to make when he wishes to give a miss in baulk.

When a great deal of _side_ is put on a ball, this side has but little effect till the ball touches a cushion.

FLUKE.--When a player plays for one thing, misses it, and gets another, the stroke is called a fluke. Thus, if a man plays for a cannon, misses the cannon and his ball runs into a pocket off the other ball instead, it is a fluke. If, however, he plays for the cannon and _makes_ it, and _then_ his ball runs into a pocket, it is not regarded as a fluke, although he gets what he did not play for.

A JENNY is a losing hazard into one of the middle pockets off a ball near to one of the lower-side cushions. A long jenny is a losing hazard off a ball similarly placed into one of the top pockets.

SPOT STROKE.--A stroke by which a player pockets the red ball from the billiard spot, at the same time bringing his own ball into position to pocket the red again, when the latter is replaced on the billiard spot.

ALL-IN GAME.--A game in which, by prior agreement, any number of spot strokes may be consecutively scored.

SPOT-BARRED GAME.--By the Billiard Association Rules, "if the red ball be pocketed from the billiard spot twice in consecutive strokes by the same player, and not in conjunction with any other score, it shall be placed on the centre spot; if a ball prevent this, then on the pyramid spot, and if both centre and pyramid spots be covered, then on the billiard spot. When the red ball is again pocketed it shall be placed on the billiard spot."

Furthermore, "if when the billiard spot is {297} occupied, a player pocket the red ball from the pyramid spot twice in consecutive strokes, and not in conjunction with any other score, it shall be placed on the centre spot. Should the player, with his next stroke, pocket it again, it shall be placed on the pyramid spot."

TO GET ON THE SPOT.--When a player gets his own ball into an easy position for playing the spot stroke, he is said to get "on the spot."

KISS.--When the balls come in contact a second time they are said to kiss.

A NURSERY.--A series of cannons made when all three balls are very close together is called a nursery of cannons.

SAFETY.--When any one plays simply to leave the balls in such a position that his opponent cannot score by his next stroke, he is said to play for safety.

TWIST.--Another name for screw.

STAB, OR STICK-SHOT.--When any one plays to put a ball in and leave his own ball exactly on the spot where the object ball was, or only a very little way beyond it, the stroke is called a stab.

LINE BALL.--A ball whose centre is exactly on the baulk-line.

FOUL.--A stroke which infringes any rule of the game.

OBJECT BALL.--The ball upon which the striker's own ball impinges.

JAMMED.--When the two object balls touch in the jaws of a pocket, and each touches a different cushion at the same time.

STEEPLECHASE STROKE.--When the striker's own ball is forced off the surface of the table on to, or over, {298} one or both of the object balls. By the Billiard Association Rules, this stroke, "if properly made, is fair, and the referee is the proper person to decide the matter."

One of the most important points for the beginner, as well as for the more experienced player, is the selection of a thoroughly good and reliable cue. Strangely enough, this matter generally receives very little attention, the neophyte being content to take the first that comes to hand. What is even worse, he will change about from day to day,--or from hour to hour,--using cues of different shapes, weight, and balance; and is then surprised that he does not make the progress that he expected.

Reverting to the subject of the half-ball stroke, it is of the greatest importance that all beginners should understand how much depends upon their being able to hit the object ball in the way shown in Fig. 2. Their whole future success as billiard-players will depend upon the accuracy with which they learn to hit the object ball in this particular manner.

First of all, the beginner must learn to hit his own ball freely. We would recommend him to take his first practice-lesson by learning simply how to hit a ball hard--_i.e._, have only one ball to play with. After he has gained a certain amount of what is called freedom of cue, he must next learn to aim at the object ball, so that he always hits it in what we have described as the half-stroke. To ascertain whether he has acquired sufficient "freedom of cue," let him see how many times he can send his own ball up and down the table. {299}

In learning to simply strike your own ball, it is important to learn to strike it hard _without putting on side_. Place your ball in baulk, say nearly in the centre of the half-circle; now play straight up at the top cushion _hard_. If you hit your ball fairly in the centre, the ball will come back straight; if you don't you will put on side, and you can tell how much by the angle at which the ball will rebound from the top cushion. Commence learning, therefore, by hitting your own ball hard enough to send it four to five times up and down the table without side. This is not so easy as many persons would think.

Having learnt to hit his own ball fairly in the centre, the beginner must next learn to hit the object ball a half-ball stroke; and for this purpose it is a very good exercise, at the commencement, to place the red ball on the spot, S (_vide_ Fig. 3), and the striker's ball in position A, that is, just in front of the middle pocket, an inch or two along an imaginary line drawn from the centre of the middle pocket to the edge of the object ball placed on the spot.

The losing hazard off the red into the right-hand top pocket ought now to be a certainty, it being a simple half-ball stroke. After making the hazard, the red ball should, after striking the top cushion, rebound in a line right down the centre of the table (as shown by the dotted line W W).

By watching the direction of the red ball after striking, the beginner will be able to see if he has struck the ball correctly. If he hits it too fine, the red ball will come down the table on the left of the centre line, W W. Should he strike the red ball too full, the red will come down the table on the right-hand side of the line W W. {300}

When the beginner has practised this stroke till he can make a certainty of it, he may then begin to learn how to play what may be called "forcing hazards." For this purpose he can gradually place his own ball lower and lower down the table, as shown in Fig. 3. Suppose, for instance, he places his own ball at B. There is still an easy losing hazard off the red into the top corner pocket, the only difference being that the stroke must be played _harder_. When the ball was placed at A, the losing hazard could be made by simply what is called dropping on to the ball. In fact, the stroke could be played so slowly, that the red ball, after striking the top cushion, would not rebound more than a foot down the table. As, however, the striker's ball is placed lower and lower down the table in the positions shown by the letters B and C, so the stroke must be played harder and harder.

Another perfect half-ball stroke that can be played either slowly or fast, is shown by the two lines, in Fig. 3, drawn from the spot S to the two top pockets. Suppose a ball to be placed in the centre of either top pocket, or a few inches along the line drawn from the pocket to the spot. Then it is a simple half-ball stroke to go in off the red into the other top pocket.

Place the white ball an inch or two away from the top pocket along the line drawn, and place the red ball on the spot. Then drop on to the ball quietly. The hazard is easy, and, supposing you play from, say, the left-hand top pocket, you will not only make the losing hazard, but you will leave the red ball in a position for another easy hazard into the middle pocket. Your own ball, the white, for the next stroke will be in baulk; the red ball will, if you play the stroke correctly, travel along the dotted line shown in the diagram, and stop somewhere about R, thus leaving an easy hazard next time into the right-hand middle pocket.

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Having thus practised the half-ball stroke with slow strength and fast strength, the next point to be considered is losing hazards into the top pockets from baulk. These losing hazards may be called the very backbone of the game.

The chief difficulty experienced by a beginner will be to know where to spot his ball in baulk. This will only come with practice. The eye will gradually accustom itself to the angle. A good player can tell at a glance whether or not a stroke is easy. We would recommend any one learning the game to make one or two spots on the table as follows. First place a card or thin piece of wood upright against the top cushion, and then measure down the table 3 ft. 9½ in. Make a mark on the cloth (a little cross is best), and then place the red ball on this spot. Next let him place the white ball at K (Fig. 4), the centre spot in baulk. The red ball is placed on the spot A, which, as we have said, is just 3 ft. 9½ in. from the face of the top cushion. Now there is an easy losing hazard, if the stroke be played with the ordinary half-ball stroke, into either top pocket off the red ball.

This stroke is capital practice for the beginner, as it gets his eye used to the angle which we have called the "natural" angle.

The advantage of playing the natural angle is that, supposing you fail to hit the ball _exactly_ as you intended, a very slight error in aiming does not alter materially the direction of your own ball after it has come in contact with the object ball. {303}

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Suppose, now, the beginner has succeeded in going into first one top pocket and then the other several times, let him take the red ball off the spot marked A in Fig. 4, and place it on M, the centre spot in the table. Now let him place his own ball in baulk on the proper spot to go into, say, the left-hand top pocket off M. The proper spot is B in the diagram, but then, where is B? B _ought_ to be seven and a half inches from K, the centre spot in baulk. Similarly, if the player wished to go into the right-hand top pocket off the red ball at M, he would have to spot his own ball on a spot seven-and-a-half inches to the right of K.

As a rule, beginners all make the same mistake. They will, as a rule, spot their ball too near to K, and, of course, the further they are out in their reckoning, the more they have to learn. It would be as well, however, to let a beginner play the stroke. Suppose, for instance, that instead of spotting his ball at B, seven and a half inches to the left of K, he spots his ball only five inches to the left of K. Let him play his stroke, and instead of going into the left-hand top pocket, his ball will strike the left-hand upper cushion several inches below the pocket. Now let him measure the correct seven and a half inches, and, although he will think he is going to miss the stroke, to his own surprise he will make it. It is very good practice to go in off a ball placed on the middle spot M, first into one top pocket, and then into another, being careful always to watch the direction taken by the red ball after the stroke, with {305} an eye to playing the right strength to leave an easy losing hazard next time.

We next come to--

MIDDLE-POCKET HAZARDS.