Every Boy's Book: A Complete Encyclopaedia of Sports and Amusements - LightNovelsOnl.com
You're reading novel online at LightNovelsOnl.com. Please use the follow button to get notifications about your favorite novels and its latest chapters so you can come back anytime and won't miss anything.
20. Placing marks of any kind whatever, either upon the cus.h.i.+ons or table, is foul; and a player, while engaged in a game, has no right to practise a particular stroke on another table.
ON CASES WHERE THE b.a.l.l.s ARE IN CONTACT.
[At the request of a majority of the leading players, amateur and professional, the rule observed since 1858, under which no count could be effected unless the striker first played upon some ball other than that with which his own was in contact, has been amended as below. The new rule came into effect January 1, 1867.]
1. When the cue-ball is in contact with any other ball, the striker may effect a count either by playing first upon some ball other than that with which his own is in contact, or by playing first against the cus.h.i.+on, or by a _ma.s.se_. In either of the two last-mentioned cases, it is immaterial which ball the returning cue-ball strikes first.
2. Should the cue-ball be in contact with all the other b.a.l.l.s on the table,--or, if with two b.a.l.l.s only, while the remaining ball is on the table, in such a way that the striker cannot play either on the free ball or the cus.h.i.+on _first_,--it shall be optional with him to have all the b.a.l.l.s taken up and the reds spotted as at the commencement of the game. It shall also be at his option to take the lead himself or compel his opponent to lead.
[This is the same as starting the game anew, except that there is no occasion to "string" for the lead and choice of b.a.l.l.s.]
ON WITHDRAWING FROM, WITHOUT FINIs.h.i.+NG A GAME.
1. The player may protest against his adversary standing in front of him, or in such close proximity as to disarrange his aim.
2. Also, against loud talking or any other annoyance by his opponent, while he is making his play.
3. Also, against being refused the use of the bridge, or any other of the instruments used in that room in playing, except when a special stipulation to the contrary was made before commencing the game.
4. Or in case his adversary shall refuse to abide by the marker's, referee's, or company's decision on a disputed point, which it was agreed between them to submit to the marker or company for arbitration.
In any one, or all of the foregoing cases, if the discourtesy be persisted in, the party aggrieved is at liberty to withdraw, and the game shall be considered as drawn, and any stakes which may have been depending on it must be returned.
5. Should the interruption or annoyance have been accidental, the marker, if so requested by the player, who is ent.i.tled to repeat his stroke, must replace the b.a.l.l.s as near as possible in the position they occupied before the player made the stroke in which he was interrupted.
ON CASES IN WHICH THE MARKER MUST REPLACE THE b.a.l.l.s, IF CALLED ON, AS NEARLY AS POSSIBLE IN THEIR FORMER POSITION.
1. In the case mentioned in the 5th paragraph of the preceding rule.
2. Where any of the b.a.l.l.s, when at rest, are moved by accident.
3. Where any of the b.a.l.l.s, while rolling, are suddenly obstructed either by accident or design on the part of any person other than the player.
In this case, the marker, if so requested by the players or referee, shall place the interrupted ball as nearly as possible in the situation which it would apparently have occupied had it not been stopped.
4. Where the cue-ball, resting on the edge of a pocket, drops into it before the striker has time to play.
5. Where the object-ball, in a similar position, is rolled back into the pocket by any of the ordinary vibrations of the table or atmosphere.
6. In all the cases aforementioned where it is specified that in consequence of a foul stroke the player's opponent shall have the option either of playing at the b.a.l.l.s as they are, or causing them to be replaced by the marker.
7. When either or both of the red b.a.l.l.s are pocketed, or forced off the table, it is the marker's duty to spot them before another stroke is played--except (the game being played is caroms and pockets) the spot appropriate to either be occupied by one of the playing b.a.l.l.s, in which case the red one must be kept in hand until its position is uncovered.
8. If, after playing a ball, the player should attempt to obstruct or accelerate its progress by striking it again, blowing at it, or any other means, his opponent may either play at the b.a.l.l.s as they stand, or call upon the referee or marker to replace them in the position they would otherwise have occupied.
9. It is the duty of each player to see that a ball is properly spotted before the next stroke is made. As in the case where a player is in hand, a claim of foul, after the cue-ball has been struck in the one instance, and the red ball disturbed in another, cannot be entertained.
All claims to the effect that the red ball is not on its spot, or that the striker's ball is not inside the "string" when he is about to play after having been in hand, should be made _before_ the stroke is played, as it can seldom be decided _after_ the stroke, whether there was any ground for the claim.
ON THE DUTY OF THE PLAYERS TO EACH OTHER.
1. Each player must look after his own interest, and exercise his own discretion. His opponent cannot be compelled to answer such questions as, "Is the ball outside or inside the string?" "Are the b.a.l.l.s in contact?" and so forth. These are questions for the player's own judgment to decide.
2. When the cue-ball is very near another ball, the player must not play directly upon that ball without having warned his adversary that they do not touch, and given him or his umpire time to be satisfied on that point.
3. It is obligatory upon the adversary or umpire to call "time!" or give some other notice of his approach, if, while the player is preparing to make a stroke, either of them desires to look at the b.a.l.l.s, or submit a question to the referee.
4. Each player should attend strictly to his own game, and never interfere with his adversary's, except in the cases mentioned in Section 9, on p. 804, or when a foul stroke or some other violation of these rules may call for forfeiture.
ON THE DUTY OF THE MARKER AND THE SPECTATORS TO THE PLAYERS.
1. In a single game, no one, except the player and his umpire, has a right to interfere with the play, or point out an error which either has been or is about to be committed. The player to whose prejudice the foul stroke is being or has been made, should find that out for himself.
2. Even after a stroke has been made, no one in the room has any right to comment upon it, either for praise or blame: for the same stroke may occur again in the course of the game, and the player's play may be materially altered by the criticism to which he has just been listening.
3. Let the marker and spectators keep their places as much as possible, for if they crowd or move around the table they are _liable_ to interfere with the players, and certain to distract their attention.
4. When the spectators are appealed to by the marker or referee for their opinion on a point which he has been asked, but finds himself unable to decide, such of them as are well acquainted with the game should answer according to the best of their knowledge and belief. Those who know little or nothing of the game would oblige themselves and others by at once confessing their incompetency. Either they may not have seen the disputed stroke, or, seeing it, may not have been familiar with its merits.
THE THREE-BALL CAROM GAME.
This is considered by many the finest and most scientific game of billiards in vogue. The game is played with three b.a.l.l.s only, two white and one red, and on a carom table. The red is placed on the spot a.s.signed to the dark-red in the American four-ball game. At the commencement of the game one of the white b.a.l.l.s is placed on the light-red, or upper spot, connected with which is a described radius or semicircle of six inches, usually marked on the cloth with chalk. The other white ball, being "in hand," may be played from any part of this semicircle, which answers for what is known as the "string" in the four-ball game, and whenever the cue-ball is "in hand" the player has the right of playing it from this half circle. Points are reckoned by caroms, which ordinarily count one point each; but when the rule of counting, as in the four-ball game, is allowed, then misses count, but not otherwise.
In France, where the three-ball game had its origin, there is no standard code of rules to govern it. In America the following rules are observed:--
1. The game is begun by stringing for the lead and choice of b.a.l.l.s, as in the four-ball game, the same regulations governing. In "stringing,"
the players should endeavour to strike the cue-b.a.l.l.s simultaneously, and he whose ball stops nearest the cus.h.i.+on at the head of the table shall have the choice either of playing first or of making his adversary do so--a privilege which thereafter shall belong to both players alternately.
2. Unless a special agreement be entered into between the players and the table-keeper, the game commonly consists of twenty-one points, if each carom counts one only, and of forty-five when each carom counts two, and misses are scored.
3. The first to play places his ball in any part of the semicircle, at his option. He then plays at the ball on the deep-red spot, and has no right to hit the white first without having caused his ball to touch the cus.h.i.+on at some point outside of the "string."
4. Player No. 2, whose ball has been placed on the spot, plays in his turn. On a carom table he has the right to play on either ball, even though both should be within the "string." On a pocket table it is his privilege to have the red placed on its appropriate spot, or he may elect to play the b.a.l.l.s as they are. Should he adopt the latter course in this instance, or at any other time he happens to be in hand on a pocket table, he must, before hitting either of the b.a.l.l.s in the "string," cause his own to pa.s.s outside.
5. When a player is in hand on a carom table, and the other b.a.l.l.s are within the "string," he may play directly upon either. But on a pocket table, he can only play as described in Section 4. Furthermore, he must confine his ball to the semicircle, and not let the lower half of his body pa.s.s beyond the right line which the edge of the side cus.h.i.+on would describe if prolonged.
6. The player must have at least one foot on the floor.
7. A ball exactly on the "string line" is considered within the string.
8. The carom is good, and the points count for the player, even though his ball should be lost; and he continues to play. [A ball is considered lost which goes into a pocket, jumps off the table, or remains on a cus.h.i.+on.]
9. A pus.h.i.+ng stroke subjects the player to the loss of the point or points he may have made by that stroke, and puts his ball out of hand.
10. A player who plays before all the b.a.l.l.s have ceased rolling loses his stroke, and his hand is out.