Puslapio vaizdai
PDF
„ePub“

tion.

28. Do not be much afraid of doubling a pawn; two in a direct | for him by three moves, without the possibility of beisz line are not disadvantageous when surrounded by three or four counteracted. The offer was accepted, and the game others; three together are strong (as three white pawns on 28, 35, and 37); but four (as 44 in addition) that make a square, with at once retrieved and won. As this is a particularly the help of other pieces, well managed, form an invincible instructive incident, we shall state the positions of the strength, and probably may produce you a queen; on the con- pieces on the board in reference to the numbers of the trary, two pawns, with an interval between (as on 35 and 37), are squares on the diagram. no better than one; and if you should have three over each other in a line (as 26, 34, and 42), your game cannot be in a worse situa29. When a piece is so attacked that it is difficult to save it, give it up, and endeavour to annoy your enemy in another place; for it often happens, that whilst your adversary is pursuing a piece, you either get a pawn or two, or such a situation as ends in 30. Supposing your queen and another piece are attacked at the same time, and by removing your queen you must lose the piece, if you can get two pieces in exchange for her, rather do that than retire, for the difference is more than the worth of a queen; besides, you preserve your situation, which is often better than a piece; when the attack and defence are thoroughly formed, if he who plays first be obliged to retire by the person who defends, that generally ends in the loss of the game on the side of him who attacks.

his destruction.

31. Do not aim at exchanges without reason; a good player will take advantage of it to spoil your situation and mend his own; but when you are strongest, especially by a piece, and have not an immediate check-mate in view, then every time you exchange your advantage increases. Again, when you have played a piece, and your adversary opposes one to you, exchange directly, for he wants to remove you: prevent him, and do not lose the move. 32. Every now and then examine your game, and then take your measures accordingly.

and the victory.

33. At the latter end of the game, especially when both queens are off the board, the kings are capital pieces; do not let your king be idle; it is by his means generally you must get the move 34. As the queen, rooks, and bishops, operate at a distance, it is not always necessary in your attack to have them near your adversary's king; they do better at a distance, as they cannot be

driven away.

35. When there is a piece you can take, and that cannot escape, do not hurry; see where you can make a good move elsewhere,

and take the piece at leisure.

36. It is not always right to take your adversary's pawn with your king, for very often it happens to be a safeguard and protection to him. Place a black rook on 5, with a pawn on 45, and the white king on 53, and he will be sheltered by the black pawn

from the attack of the rook.

Recommendations as to some of the Foregoing Rules.

1. Whether you play the open or close game, bring out all your pieces into play before you begin the attack; for if you do not, and your adversary should, you will always attack or be attacked at a great disadvantage; this is so essential, that you had better forego an advantage than deviate from it; and no person can ever play well who does not strictly practise this. In order to bring out your pieces properly, push on your pawns first, and support them with your pieces, by which your game will not be crowded, and all your pieces will be at liberty to play and assist each other, and so co-operate towards obtaining your end; and either in your attack or defence, bring them out so as not to be driven back again.

2. When you have brought out all your pieces, which you will have done well if you have your choice on which side to castle, then consider thoroughly your own and adversary's game, and not only resolve where to castle, but likewise to attack where you appear strongest and your enemy weakest. By this it is possible

you will be able to break through your adversary's game, in which some pieces must be exchanged. Now, pause again, and survey both games attentively, and do not let your impetuosity hurry you on too far; at this critical juncture (especially if you still find your adversary very strong) rally your men, and put them in good order for a second or third attack, still keeping them close and connected, so as to be of use to each other. For want of this method, and a little coolness, an almost sure victory is often snatched out of a player's hands, and a total overthrow

ensues.

3. At the last period of the game, observe where your pawns are strongest, best connected, and nearest to queen; likewise mind how your adversary's pawns are disposed, and compare these things together; and if you can get to queen before him, proceed without hesitation; if not, hurry on with your king to prevent

him. I speak now as supposing all the higher pieces are gone; if not, they are to attend your pawns, and likewise to prevent

your adversary from going to queen.---See Hoyle, Jones, &c.

To these rules and recommendations we add the following advice --Conduct your game with coolness, take time to consider the chances for and against in moving, and do not give up the contest till all hope is gone of a retrieval. An anecdote has been told of two gentlemen playing at chess, one of whom found his game so hopefess that he declared himself beat; when an onlooker f more skill said he would undertake to win the game

the black bishop at 20, the black king at 22, the black The black rook was at 9, the black knight at 18, rook at 40, black pawns at 25, 26, 30, 35, and 35, and the black queen at 42. The white king was at 7, the white rooks at 61 and 63; the white knight at 47, and a white pawn at 38. The white has the move. Th white knight at 47 gives check at 32; the black rook at 40 takes it. The white rook at 63 gives cheek at 23; the black king takes it. The white rook at 61 gives checkmate at 21. Thus, the white, by a few dexterces moves, completely paralyses the adversary, and wits the game.

By writing an account of moves, it is possible for adversaries to carry on games at chess though at a great distance from each other. Thus, chess clubs in London are known to carry on matches with elabs a Edinburgh or Paris, or even with a club in Inds. Games of this kind sometimes last for years.

The Morals of Chess, by Dr Franklin.

The game of chess is not merely an idle amusement: several very valuable qualities of the mind, usefu the course of human life, are to be acquired or strength ened by it, so as to become habits, ready on all ora sions; for life is a kind of chess, in which we have efter points to gain, and competitors or adversaries to a tend with, and in which there is a vast variety of g and ill events that are, in some degree, the effects prudence or the want of it.

By playing at chess, then, we may learn,

1. Foresight, which looks a little into futurity, and considers the consequences that may attend an actre, for it is continually occurring to the player, “If I m this piece, what will be the advantage or disadvantag of my new situation? What use can my advers make of it to annoy me? What other moves make to support it, and to defend myself from his að tacks!"

i

2. Circumspection, which surveys the whole ch board, or scene of action; the relation of the seVITI. pieces, and their situations; the dangers they are spectively and repeatedly exposed to; the several pur sibilities of their aiding each other; the probabat that the adversary may make this or that move, wi attack this or the other piece; and what different mes"can be used to avoid his stroke, or turn its consequence against him.

3. Caution, not to make our moves too hasti This habit is best acquired by observing strictly the laws of the game, such as, " If you touch a piece, a must move it somewhere; if you set it down, you 225 let it stand." And it is therefore best that these re should be observed, as the game thereby becomes tre the image of human life, and particularly of war which, if you have incautiously put yourself into a and dangerous position, you cannot obtain your ene leave to withdraw your troops and place them 1.7 securely, but you must abide all the consequencTS your rashness.

And, lastly, we learn by chess the habit of nat vn" discouraged by present bad appearances in the stale and that of persevering in the search of resources. 1 our affairs, the habit of hoping for a favourable cha«. game is so full of events, there is such a van! turns in it, the fortune of it is so liable to suddra situdes, and one so frequently, after long contem; discovers the means of extricating one's self tr supposed insurmountable difficulty, that we are e raged to continue the contest to the last, in huge victory from our own skill, or at least of giving a sta mate, by the negligence of our adversary; and whe ever considers, what in chess he often sees insta of, that success is apt to produce presumption and K.

consequent inattention, by which more is afterwards lost than was gained by the preceding advantage, while misfortunés produce more care and attention, by which the loss may be recovered, will learn not to be too much discouraged by any present success of his adversary, nor to despair of final good fortune upon every little check he receives in the pursuit of it.

That we may, therefore, be induced more frequently to choose this beneficial amusement in preference to others which are not attended with the same advantages, every circumstance which may increase the pleasure of it should be regarded; and every action or word that is unfair, disrespectful, or that in any way may give uneasiness, should be avoided, as contrary to the immediate intention of all parties, which is to pass the time agreeably.

Therefore, 1. If it is agreed to play according to the strict rules, then those rules are to be exactly observed by both parties, and should not be insisted on for one side while deviated from by the other; for this is not equitable.

2. If it is agreed not to observe the rules exactly, but one party demands indulgences, he should then be as willing to allow them to the other.

3. No false move should ever be made to extricate yourself out of a difficulty or to gain an advantage; for there can be no pleasure in playing with a person once detected in such unfair practices.

4. If your adversary is long in playing, you ought not to hurry him, or express any uneasiness at his delay. You should not sing, nor whistle, nor look at your watch, nor take up a book to read, nor make a tapping with your feet on the floor or with your fingers upon the table, nor do anything that may distract his attention; for all these things displease, and they do not show your skill in playing, but your craftiness or your rudeness.

5. You ought not to endeavour to amuse and deceive your adversary, by pretending to have made bad moves, and saying that you have now lost the game, in order to make him secure and careless, and inattentive to your schemes; for this is fraud and deceit, not skill in the game.

6. You must not, when you have gained a victory, use any triumphing or insulting expression, nor show too much of the pleasure you feel; but endeavour to console your adversary, and make him less dissatisfied with himself, by every kind and civil expression that may be used with truth, such as, "You understand the game better than I, but you were a little inattentive" or, "You had the best of the game, but something happened to divert your thoughts, and that turned it in my favour."

7. If you are a spectator while others play, observe the most perfect silence; for if you give advice you offend both parties-him against whom you give it, because it may cause the loss of his game; him in whose favour you give it, because, though it be good, and he follows it, he loses the pleasure he might have had if you had permitted him to think until that had occurred to himself. Even after a move or moves, you must not, by replacing the pieces, show how they might have been placed better; for that displeases, and may occasion disputes or doubts about their true situation. All talking to the players lessens or diverts their attention, and is therefore unpleasing. Nor should you give the least hint to either party by any kind of noise or motion; if you do, you are unworthy to be a spectator. Should you have a mind to exercise or show your judginent, do it in playing your own game, when you have an opportunity, not in criticising, or meddling with, or counselling the play of others.

Lastly, if the game is not to be played rigorously according to the rules as afore-mentioned, then moderate your desire of victory over your adversary, and be pleased with one over yourself. Snatch not eagerly at every advantage offered by his unskilfulness or inattention; but point out to him kindly, that by such a move he places or leaves a piece exposed and un

supported; that by another he will put his king in a dangerous situation, &c. By this generous civility (so opposite to the unfairness before forbidden) you may, indeed, happen to lose the game to your opponent, but you will win what is better, his esteem, his respect, and his affection, together with the silent approbation and good-will of impartial spectators.

When a vanquished player is guilty of an untruth to cover his disgrace, as, I have not played so longhis method of opening the game confused me-the men were of an unusual size,' &c., all such apologies (to call them no worse) must lower him in a wise person's eyes, both as a man and as a chess-player; and who will not suspect that he who endeavours to shelter himself under such untruths in trifling matters, is no very sturdy moralist in affairs of greater consequence, where his fame and honour are at stake? A man of proper pride would scorn to account for being beaten by one of these excuses, even were it true; because they all at the moment have the appearance of being

untrue.

DRAUGHTS.

Draughts is a game with a chequered board and men, of much less antiquity than chess, and is perhaps to be considered a degenerate descendant of that noble sport. In France it is called les dames, from having been a favourite game with ladies; and in Scotland, this signification is preserved in the term dam-brod, the name universally applied by the common people to the draught board.

Draughts is played on a chess-board, or a board chequered precisely in the same manner, with thirtytwo white, and thirty-two black squares. The board, however, is placed before the players differently; in chess there must be a white square in the right-hand corner, but in draughts the right hand corner must be black (that is, supposing you to play on the white squares). The following is a representation of a draught board, numbered for the sake of illustration, and placed as it should be in playing.

[graphic][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][ocr errors][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][subsumed][ocr errors][subsumed][subsumed][merged small][subsumed][subsumed][subsumed]

The game is played by two persons, who sit opposite to each other. Each party has a set of twelve men, the colour of the two being different for the sake of distinction. The men are generally round and flat pieces of wood; one set white, and another black; those of the neatest kind are turned out of boxwood and ebony.

The men may be placed either on the white or black squares, but the whole must be put on one colour only. It is customary in England to place all upon the white, and to have, as above, a black square on the right. In Scotland the black are played upon, when there is consequently a white square to the right. We go upon the supposition that the play is on the white squares, and have numbered them in the above figure accordingly.

The movements in draughts are very simple: a man can move only one square at a time, and diagonally,

never straight forward or sideways. If an enemy's man stand in the way, no move can take place, unless there be a vacant square beyond into which the piece can be lifted. In this case the man leaped over is taken; he

is removed from the board.

The grand object of the game, then, is to clear the board of the enemy's men, or to hem them in so that they cannot move; and whichever party does so first gains the victory. As no piece can move more than one step diagonally at a time, there can be no taking till the two antagonists come to close quarters; and the pushing them cautiously into each other's neighbourhood is the principal art in the game.

It is not considered fair for any bystander to advise what motions should be taken, or for a player to wait longer than five minutes between each move. The draught player, therefore, must on all occasions act with much more promptitude and decision than in the case of chess. In short, draughts is a very ticklish game. A single false step may lead to irretrievable run; and it is only after long experience in figuring in the mind what would be the result of particular movements that proficiency is attained.

BACKGAMMON.

When the men on either side have cleared their way Backgammon is the modern name of a game of conby taking, or found an open path to the opposite side of siderable antiquity in England, where it was formery the board, they become invested with a new power of known by the appellation of " the tables." The words movement by reaching the first row of squares on the back-gammon have been ascribed to the Welsh tongue, opposite side, the piece is entitled to be crowned, which in which they are said to signify little battle; but is done by placing a man on the top of it. Thus crowned, Strutt, with greater plausibility, traces the term to the the man may move backwards, but always diagonally, Saxon" bac and gamen, that is, back-game; so denom and one square at a time, as before. This power of nated because the performance consists in the t moving and taking either forwards or backwards, ren-players bringing their men back from their antagonist's ders it of consequence to get men crowned; and if two tables into their own; or because the pieces are some or three on each side gain this honour, the game be- times taken up and obliged to go back; that is, re-enter comes more interesting, and may speedily be deter- at the table they came from." Whatever be the ey mology of the term, the game has been long establisted in the country; and, as a fireside amusement of a te corous and exciting nature, is a favourite amez clergymen, squires, farmers, and retired profession persons.

mined.

Immediately after crowning, great art is shown in blocking up one or more of your adversary's men, by the aid of which to accomplish a series of decisive moves. For instance, supposing you have detained your adversary's piece at 4, while he has others situated on 25 and 26-and supposing you have pieces on 12 and 19, with a crowned man at 14, you may, by giving him your 12 and 19, exchange two pieces for three, which is commonly equivalent to winning the game. Again, supposing you have pieces on 13, 22, 30, and a crowned one on 26, and your adversary a piece on 5, with others scattered in the direction of 16, 8, 7, you may, by successively pushing before him your pieces on 13 and 22, gain a formidable exchange.

In beginning to play, much depends on having the first move; and the rule is, that in playing several games each party takes the first move alternately.

If a player touch one of his men, he must play it. If a player omit to take a man when it is in his power to do so, his adversary can huff, or blow, him; that is, either take the man or insist upon his own man being taken. The practice is at once to lift the man which ought to have taken yours.

We present the following as an example of playing a game, in which white loses. The letters N, C, F, T, at the head of the columns, signify Number, Colour, From, To:

[merged small][merged small][merged small][merged small][merged small][merged small][merged small][subsumed][subsumed][ocr errors][ocr errors][subsumed][ocr errors][ocr errors][merged small][ocr errors][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][subsumed][merged small][subsumed][merged small][merged small][merged small][subsumed][merged small][merged small][subsumed][merged small][subsumed][merged small][merged small][merged small][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][subsumed][merged small][merged small][subsumed][merged small][subsumed][merged small][merged small][subsumed][subsumed][ocr errors][merged small][subsumed][merged small][merged small][subsumed][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][merged small][merged small][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][subsumed][merged small][merged small][merged small][merged small][merged small][subsumed][merged small][merged small][subsumed]

Backgammon is played with an apparatus consisting of a board or tables, men or pieces, dice, and dice-boxes The introduction of dice into the game, and their c stant use in determining moves, makes backgaman essentially a game of chance, and therefore brings two players of unequal talents nearer a level than other diversions in which skill is the sole or predominant element.

The backgammon board consists of two parts r tables, generally united by a hinge in the middle, by which they can be shut up as a box. Each table po sesses twelve points, six at each end. These points are coloured white and black alternately; but this vare tion of colour has no reference to the game, and is only done to make the points more easily counted.

The game is played by two parties, and with 30 pi or men; each party has 15 men, one set of 15 be black and the other white. In beginning the game, the men are placed on certain points on the tables, as show in the subjoined figure.

The game is played with two dice and two dice-beam The dice are common to both; but each party uses own dice-box, and the throws are alternate.

Each die is a perfect cube, marked on its sides with dots from 1 to 6. The 1 is called ace, the two drum, the three tre or trois, the four quatre, the five cinque, azal the six size. At every throw the two dice are employed consequently a person may throw from two up to twee that is, two aces up to two sizes.

If a player throw doublets, or both dice of one ber, double the number of dots is reckoned; thus, by a throw of two aces, the player does not count two, bu

four.

These numbers thrown or accidentally turned up by the dice, bear a reference to the points on the tas In order to understand this connexion between the da and the men, the learner must observe how the me are placed on the points, and the rules by which ther shifting from one to another is governed.

The tables are here spread out as if two par were seated and about to begin to play. The party owning the white men is seated at W, and the jury owning the black men at B. We shall call one party White and another Black. White counts round fran the ace point of Black, and Black counts round frat the ace point of White. These ace points are reper tively seen to have two men upon them in oppuste ca ners of the same table.

The grand object of the game is for each party g

[blocks in formation]

In throwing, the number upon each die turned up may be reckoned by itself, or collectively, with the number on the other die. Thus, if quatre be thrown by one die and size by the other, a man can be advanced four points and another six points, or one man can be advanced ten points, always providing that a point is open to suit this movement to it. No point can be moved to, if covered by two men belonging to the adversary. If covered by only one man, which is called blot, then that man can be hit, and be removed from the point, and placed on the bar between the tables, his place being taken by the man who has won it.

The removal of a man to the bars throws a player considerably behind in the game, because the man must remain out of the play till the dice turn up a number corresponding to one open point on the adversary's table. Being fortunate to get an open point by this means, the man must be entered and wrought round from thence, as in the case of others in the set to which he belongs. The frequent occurrence of this hitting of a blot gives an adversary a great advantage, and allows him to win the gammon.

There are two kinds of victory-winning the hit and winning the gammon. The party who has played all his men round into his own table, and by fortunate throws of the dice has borne or played the men off the points first, wins the hit.

The gammon may be explained as follows:-When you have got all your men round to your own table, covering every point, and your adversary has a man out, then you are enabled to bear or lift your men away. If you can bear all away, so as to clear your table before the adversary gets his man placed by a throw on your table, you win the gammon. If the adversary has been able to bear one before you have borne all your men, it reduces the victory to a hit.

Two hits are reckoned equal to one gammon in playing matches. To win two games out of three is called winning the rub, as at whist.

Hoyle's Directions for Bearing Men.

If a player has taken up two of the adversary's men, and happens to have two, three, or more points made in his own tables, he should spread his men, that he either may take a new point in his tables, or be ready to hit the man which the adversary may happen to enter. If he finds, upon the adversary's entering, that the game is upon a par, or that the advantage is on his own side, he should take the adversary's man up whenever be can, it being 25 to 11 that he is not hit: except when he is playing for a single hit only; then,

if playing the throw otherwise gives him a better chance for it, he ought to do it.

It being 5 to 1 against his being hit with double dice, he should never be deterred from taking up any one man of the adversary's.

If he has taken up one of the adversary's men, and should happen to have five points in his own tables, and forced to leave a blot out of his tables, he should endeavour to leave it upon doublets preferable to any other chance, because in that case the odds are 35 to 1 that he is not hit; whereas it is only 17 to 1 but he is hit upon any other chance.

When the adversary is very forward, a player should never move a man from his own quatre, trois, or deuce points, thinking to bear that man from the point where he put it, as nothing but high doublets can give him any chance for the hit. Instead of playing an ace or a deuce from any of those points, he should play them from his own size or highest points; so that throwing two fives or two fours, his size and cinque points being eased, would be a considerable advantage to him; whereas, had they been loaded, he must have been obliged to play otherwise.

It is the interest of the adversary to take up the player as soon as he enters. The blot should be left upon the adversary's lowest point; that is to say, upon his deuce point rather than upon his trois point; or upon his trois point rather than upon his quatre point; or upon his quatre point preferable to his cinque point, for a reason before mentioned; all the men the adversary plays upon his trois or his deuce points are deemed lost, being greatly out of play; so that those men not having it in their power to make his cinque point, and his game being crowded in one place and open in another, the adversary must be greatly annoyed by the player.

If the player has two of the adversary's men in his tables, he has a better chance for a hit than if he had more, provided his game is forwarder than that of his antagonist; for if he had three or more of the adversary's men in his tables, he would stand a worse chance to be hit.

When a player is running to save the gammon, if he should have two men upon his ace point, and several men abroad, although he should lose one point or two in putting his men into his tables, it is his interest to leave a man upon the adversary's ace point, because it will prevent his adversary from bearing his men to the greatest advantage, and at the same time the player will have a chance of the adversary's making, a blot, which he may chance to hit. However, if a player finds, upon a throw, that he has a probability of saving his gammon, he should never wait for a blot, as the odds are greatly against his hitting it, but should embrace that opportunity.

[graphic]

BILLIARDS.

This sport may be said to combine the principles of bowls, golf, and some other games in which objects are impelled from the hand. Whether the game was invented in France or England is not clearly ascertained; but as it is mentioned by Shakspeare, it is at least as old in this country as the sixteenth century. In the present day, it is pursued in every civilised country, but principally by the higher or leisurely classes of society. In France, it is much more common than in England, where its character has suffered materially by the game having been made the subject of large gambling speculations. It is unfortunate that such should be the case, for no game is to be considered so purely scientific: it is dynamics, or certain laws of motion, put into practical operation; the hits or concussions of the balls exhibiting some of the finest examples of divergent forces.

Billiards is played with a table, certain kinds of rods, and balls. The table varies in size, that in most common use being from eight to twelve feet long, and from four and a half to six feet in width. Whatever be its dimensions, it requires to be perfectly level and smooth.

It is ordinarily made of small pieces of wood joined together, so as to avoid warping, and these being brought to a dead level by planing, the surface is covered with fine green cloth. All round is a ledge two to three inches high, and stuffed as a cushion. The table is furnished with six pockets, one at each of the four corners, and one on each side at the middle. The mouths of these pockets or purses are level with the surface, so as to allow the balls to glide easily into them.

The balls are of ivory, about an inch and a half in diameter. Two are white, and one is red. One of the white is distinguished by a spot. There are usually two players; he who owns the plain ball is called Plain, and he who owns the spotted ball is termed Spot. The red ball belongs to neither, but is aimed at by both.

The rods or bills used by the players are of two kinds, and different lengths, to suit different players. The ordinary kind of rod is called a cue. It is long and smooth, with one end thick and heavy, and the other more slender. The other kind of rod is termed a mace; it has a club-like extremity, and is much less frequently used. Almost all players employ cues of the length which suits them.

In playing, the left hand is rested with the palm undermost on the table. The palm is hollowed, and the thumb close to the forefinger is raised up to form a bridge or rest for the cue. The hand is to be at the distance of about six inches from the ball. The cue is lightly held in the right hand, the thick end uppermost, the blow being struck with the small extremity. Thus held, in a free but firm manner, and resting on the channel between the forefinger and thumb, the cue is given a sharp run forward so as to hit the ball in the required direction, and with that exact degree of force which will make it perform the desired feat. To prevent slipping, the point of the cue is generally chalked. The table is laid out as follows for play :-At the distance of about a foot from one end, in the centre of the table, is a small dot or mark in the cloth, on which the red ball is placed. At a similar distance from the other, which we shall call the upper end of the table, a line is made across by a chalked string; and in the middle of this line there is a mark on which the white ball of a player is to be struck from.

The leading principle in the sport is for a player to impel his white ball against the red ball, and drive them into a pocket or pockets; or to perform a still greater feat of striking the red ball, the adversary's ball, and his own ball, into pockets. It must be understood that nothing is gained by a player striking his own ball direct into a pocket; any body could do that, and there would be no science in it. The merit consists in impelling balls against each other, at such an exact angle that one or both may be pocketed; and the skill displayed in this is often very surprising.

In setting out in a game, the first stroke or lead is determined by lot. This is called stringing for the lead. Each player hits his ball from the string or line, and he who causes it to rebound from the bottom cushion and come back nearest to the upper cushion, has the lead and the choice of the balls.

The first player begins by striking his ball from the string against the red ball, as already mentioned; and if he pockets the balls, he scores a certain number and begins again. So long as he pockets, the adversary does not get a stroke. If the player miss, the adversary takes his turn. Both now play alternately, hitting the balls where they chance to lie; but when one pockets, he starts afresh by striking from the string.

A person in attendance scores or keeps reckoning of the play. He does this by means of two indices moving round a figured circle, and when one is gained, he turns the index accordingly. Technically, he is told to score one for Plain or one for Spot.

Hitherto we have spoken of billiards as one game, necessary to explain that at least twelve difes may be played. We shall notice the two as those in common use.

Winning and Losing Game.

This is played by two persons, and twenty-one points are the game. The following are Hoyle's regulations for playing it :

1. The game commences, as usual, with stringing for the as well as the choice of balls. The ball in stringing to be pres within the circle, and the striker must stand within the eur of the table. The ball which rebounds from the bottom cas

and comes nearest to the cushion within the baulk, takes a

lead, and has the choice of balls.

2. If the adversary to the first person who has strung for 1 lead should cause his ball to touch the other, he loses Lhe isa. thereby.

3. When a player holds the ball in stringing or leading, his a is forfeited.

4. If a ball is followed by either mace or cue beyond the ma hole, it is no lead; the adversary, of course, may force him tar new his lead.

5. After every losing hazard, the ball is to be replaced witam the nails or spots, and within the ring.

6. The place for the red ball is on the lowest of the two spots of the bottom of the table.

7. The red ball being holed or forced over the table, is pla immediately on the lowest of the two spots; the present player a besides, compelled to see it thus replaced, else he cannot w any points while it is off the spot; the stroke, of course, is f 8. When the player misses his adversary's ball, he loses cre

but should he at the same time pocket his own ball, he then three besides the lead.

9. The adversary's ball, and the red ball also, being struck a player. cidently forces his own or either of the other balls over the l 10. When the striker, after making a hazard or carambak, a he loses all the advantages he has gained besides the lead 11. When a ball is accidentally forced over the table, the stri loses the lead.

12. To strike your adversary's ball and the red one too, you.” two; this is called a carom or carambole.

13. To hole the adversary's or the white ball, you some de To hole the red ball you score three.

14. When the striker holes his own ball off his adversary a fu scores two points; but if he holes his ball off the red, be three. But if he holes both the red and his adversary's he scores five. If the player holes the red and his own had – scores six.

15. If the striker holes his own and his antagonist's b scores four.

16. When the striker plays at the white ball, and should the red after that, and his own ball besides, he scores five-tvholing the white and three for the red.

17. When the striker playing on the red ball first, should pr his own as well as his adversary's ball, he scores five points, for holing off the red, and two for holing his own.

18. If the player holes his adversary's ball, his own, and

red, he scores seven points; namely, two for holing off the w two for the adversary's holing, and three for holing the ball.

19. Should the striker hole his own ball off the red, and 15 the red and his adversary's too at the same stroke, he scores

points thus: three for holing himself off the red, three fr red itself, and two for holing his adversary.

*** All the above games, commencing with the thirteenth scored without the caramboles; the following are those in Wo

the caramboles occur:

20. When a carambole is made, and the adversary's had a pocketed, four are scored; namely, two for the carambur, two for the white.

21. If the striker pockets the red ball after making a caramel. he scores five; two for the carambole, and three for the rest. ball, after having caramboled, he scores seven; two for 22. If the striker should hole both his adversary's and the * carambole, two for the white, and three for the red ball

23. When a carambole is made by striking the white ball and the striker's ball should be holed by the same stroke, 77 points are gained.

24. When the striker makes a carambole by striking the ball first, and should hole his own ball at the same time, be five points; three for the red losing hazard, and two for the rambole.

carambole, and hole your own and adversary's ball at the s 25. If in playing at the white ball first you should mak

time, you score six points; namely, two for each white maar"and two for the carambole.

26. The striker wins seven points when he caramboles the red ball, and holes his own and his adversary's ball; namely, for the carom, two for the white, and three for the red bur

27. When the player caramboles by playing first at the whim. and should also hole his own and the red, he scores seven pritis namely, two for the carom, two for the white losing hard, and three for the red winning hazard.

28. When the player caramboles by hitting the red ball ft. and also holes his own and the red, he scores eight, amely ** for the carom, three for the red winning hazard, and thước ho the red losing hazard.

« AnkstesnisTęsti »