Diagram VIII.
Reverting to Diagram VIII., stroke 1, at ordinary pool red may, caeteris paribus, try to hole white in the middle pocket. The danger of this stroke for three-pool has already been shown; at single pool it is even more risky, as from A white would have an almost certain hazard with red at B. The same remarks apply to stroke 2.
For the opening stroke, again, it would be suicidal for red to drag slowly up to white: an endeavour should be made to double the white into one of the bottom pockets by a stab, for which object the white should be driven against the top cushion, about four inches to the right or left of the centre of it behind the spot, leaving the striker’s ball as near the cushion as possible; but some players like to use a little direct side while playing for the same double, leaving their own ball under a side cushion.
Two strokes are shown in Diagram IX. illustrating the difference of play demanded by single pool. In stroke 1, at ordinary pool the striker would try to hole white in the top corner pocket; at single pool he should play a smart stab, being careful not to follow on, driving the object ball all round the table towards the bottom cushion. Stroke 2, known as the Z shot, separates the balls well and should be played with some right side, white being cut very fine, so as to leave it high up the table. It would be an equally sound stroke to play for a double in the right-hand bottom pocket; but the reader is again warned that these and all other sample strokes should be tried over coolly in private, and not be essayed for the first time in the heat of actual conflict.
BLACK POOL
Considering the popularity of this game, it is really surprising that no regular and recognised code of laws exists. Some rules have been published, it is true, but there are so many deviations from them, almost every room having its own bye-laws, that the present state of things is quite chaotic. Thus it is impossible to do more here than give directions for the game as it is generally played; any one who is playing in a strange room should inquire what the customs of the room are.
Diagram IX.
The special feature of the game is the introduction of the black ball, which may be described as public property, for every player who takes it is paid by all the others the amount of the stake agreed upon, and all penalties incurred when playing at it are also paid all round. It is spotted on the centre spot; if that is occupied, on the pyramid spot; if that is occupied, on the billiard spot; and if all are occupied, it is held up till one is vacated. Each player has an infinite number of lives, and cannot be killed, however often he is put down. Each life lost is paid for by a stake agreed upon. There is no subscribed pool. Each game lasts half an hour; when time is up, directly after white has played the marker announces the last round, white having always the last stroke. Any number can play for whom balls can be found, but five players make the most interesting game. At the end of a round a new player can enter. His ball is spotted on the billiard spot, and he has to stand fire till his turn to play comes. Similarly, any one can retire by giving notice of his intention directly after he has played, but his ball remains on the table till his turn comes again. In fact, the spotting of the new-comer’s ball and the removal of a player’s ball may be considered their first and last stroke respectively. Foul strokes are regulated by the rules of ordinary pool, but after a miss the striker’s ball is left where it stops and is not removed from the table. A life is lost by playing with or at the wrong ball, or out of turn; if any one plays at the black out of turn, he has to pay all round. The black ball is never taken up, and no coloured ball can be taken up (except during the first round) if it interferes with the striker. Baulk, as in all winning hazard games, affords no protection. If the black ball is holed, it must be spotted at once; if the striker play before it is spotted, the stroke is foul.
The first round is played exactly as at ordinary pool, the balls being given out in the same way—white set on the billiard spot, and black on the centre spot. After white has played—that is, after the conclusion of the first round—red can play on any other player’s ball.
By some rules he has to play on the nearest ball, by others the pool order is observed.
If he takes a life, he receives a single stake from the owner of the ball and must then play on the black.
By some rules he may take as many coloured lives as he likes before playing on the black. This cuts both ways, as the striker may have a better chance of getting position on black by taking several coloured balls first, but, on the contrary, he is spoiling his chance of a large break.
If the coloured ball is holed and the black also (e.g. by a cannon or plant), the black does not count, but is spotted at once and is the next ball to be played on.
Sometimes the black is allowed to count under these circumstances, and can be played on again, after it has been spotted, the theory being that, though black cannot be played on twice running, it may, under certain circumstances, be taken twice running.
If black is holed, the striker must play on a coloured ball, the rules of the room deciding which one, but in most rooms he is allowed his choice.
If he takes this life too, he must again play on black, taking coloured balls and blacks alternately till he breaks down, when the next player proceeds.
If the striker plays on black, and holes both black and a coloured ball, both are counted; but if a coloured ball goes down and black does not, the coloured ball does not count, and the break is at an end. If the striker holes the black and no other ball is left on the table, his ball is spotted.
In a game of this kind, where all are playing against all, to play for safety is mere waste of time; but when the next player has an easy stroke waiting for him, with perhaps a good chance of black to follow, the striker should sacrifice his own game (unless he has a reasonable chance of scoring) to spoil the next player’s; e.g. if red has a difficult stroke, and yellow, who follows him, has a good chance of taking (say) brown, then red should knock brown away, as, if yellow makes his first hazard and then gets black, red will have to pay with the others. But as a general rule the striker must play for himself alone, and play not merely for the first hazard but for the black afterwards. At no time is caution so necessary as when the next striker is in hand and there is a ball behind the baulk-line which is likely to be holed. If the black is safe, no danger is to be feared; but if it is anywhere in the middle of the table, some self-sacrifice may be necessary, so that it behoves every player as his turn comes round to think what kind of a stroke the next man is likely to have.
Again, it is clearly useless to cower under a cushion; no one is likely to play at a ball so placed, and its owner will have left his ball in a cramped position. Hence an open game should be played, with the black always in view, and the reflection that he whose ball is holed will have the advantage of playing from baulk. To push the matter further, a coup is often judicious, if such a course does not seem likely to sell the table; a coup is often better play than a haphazard shot, which may cost one or more blacks in the end. As a new-comer’s ball is spotted before white plays, it is no good entering if white has a promising break; the last arrival may indeed help him to get one, and in this case it is prudent to defer one’s entry for another round. The player who leaves before the pool is over has to stand fire for a round and is responsible for any blacks that may be taken in the course of it.
No hazards are so valuable at black pool as those into the middle pockets, because of the position of the black. Practice consequently at this class of strokes is sure to be profitable.
BLACK AND PINK POOL
For science, changing vicissitudes, and general amusement, black pool is greatly improved by the addition of the pink ball. It is always spotted on the pyramid spot; if that is occupied, on the billiard spot; and failing that one, it goes to the centre spot, if unoccupied. If all are occupied, it is held up till one of the spots is free. The rules of black pool apply both to the black and pink balls. In some rooms, however, pink can be played on originally (after the first round), but under all rules blacks and pinks can be taken alternately, without the intervention of a hazard off a coloured ball. A double stake is generally payable on black and a single stake on pink, this being levied on all the players. The game is opened as at black pool; neither black nor pink can ever be taken up if they interfere with the striker, nor any coloured ball, except in the first round. When a coloured ball has been taken, the striker must play on either pink or black.
In some rooms this is optional, and he may play on a coloured ball if he chooses.
If the striker holes a pink or a black, he cannot play on that ball till he has taken another life, but not necessarily a coloured ball, as he can go from black to pink and from pink to black as often as he makes a hazard. If he plays the first stroke of a break on a coloured ball and holes either black or pink by cannon or plant, the rule of black pool which provides for such a case is generally observed.
In some rooms, if pink goes down under these conditions, it is allowed to count even if the coloured ball is not holed. If both are holed, both count.
It is usually conceded that black cannot be played upon twice running, nor pink, but every room should have a hard-and-fast law to settle whether either or both can be taken twice running; otherwise the following is a crux. No balls are left on the table except pink, black, and the striker’s ball. Pink is over the pocket; the striker plays on black and ‘plants’ pink. If pink may not be taken again, the break is at an end, and the coloured ball must be spotted; otherwise he may play on pink and black alternately as long as he can make a hazard.
The best break I ever heard of at this game was one coloured ball, followed by ten pinks and ten blacks, a pretty series of twenty-one hazards. A good way of collecting the stakes is to mark off with chalk on the top of the cushion a compartment for each player; he can then lay down his lives, on the wooden surface opposite his compartment, and the striker can readily collect the money when his break is over. This saves a great deal of trouble in collection. No special hints are needed for this game, as it is only a modification of black pool, but care is necessary to avoid leaving an easy hazard for the next player if black or pink is over a pocket. Especially is this necessary if the rule is that pink may be played on originally.
Another useful bye-law is that the striker may be required, before he plays, to declare on which ball he is playing; if he declares to play on black, misses it, and hits pink, then, though legally entitled to hit pink, he must pay the full penalty for missing black. Such a law as this may save many disputes.
SNOOKER
Snooker—or, to give it its full title, Snooker’s Pool—is a hybrid game, half pool and half pyramids. Any reasonable number of players, say five or six, may take part; but it is best to play a single-handed game, or for two to play against two. As is the case with black pool, there are no accepted rules, the published code being of little use, so many are the deviations from it. The general method of play is here laid down, so that those who are unfamiliar with the game may make its acquaintance.
The pyramid balls are set up in the usual way, and the striker always uses the white ball. The black ball is set on the billiard spot, the pink on the centre spot. Blue is placed just below the apex-ball of the pyramid, brown on the centre spot of the D, with yellow and green on the right and left corner spots.
If pink and black are not introduced, blue is put on the billiard spot, brown on the centre spot, green at the apex of the triangle, and yellow on the centre spot of the D. The positions of pink and black are sometimes reversed.
A red ball counts one, yellow two, green three, brown four, blue five, pink six, and black seven. The score, if two persons are playing or sides are formed, may be marked on the board as at billiards.
A red ball must be taken before a coloured ball can be played at; if the striker, playing on a red, holes it, and takes a coloured ball also, the latter does not count and is spotted. If, playing on red, he fails to hole it, but holes a coloured ball, the value of the latter is scored to the other side.
In each of these cases the striker is allowed in some rooms to score the coloured ball; the rule given is the generally accepted one.
After taking a red, the striker must play on one of the coloured balls. If he holes one of them, any other balls that go down by the same stroke count to him. All coloured balls which are holed must be spotted immediately; if the striker plays before all are spotted, the stroke is foul. No red ball is ever put up. The rules for foul strokes are the same as those of ordinary pool, and penalties are incurred in the same way, but the amount of the penalty is the value of the ball played at—i.e. to miss a red counts one, to miss the yellow two, and so forth. If the striker, playing at red, hits a coloured ball, the penalty is the value of the ball struck.
The rule is not always as severe as this. In many rooms, to miss red involves a penalty of one, to miss yellow of two, and so on, regardless of the value of any ball that may be struck afterwards.
If the striker gives a miss, the ball is left where it finally stops. If the striker is by law obliged to play on a red ball or on a coloured ball, but from the position of his own ball is unable to do so directly, he is said to be snookered; he must then make a bona-fide shot at the proper ball off the cushion, the penalty if he misses being the minimum penalty: e.g. if he is bound to hit a red ball, the penalty is only one; if a coloured ball, two—the value of yellow.
In some rooms, the striker is bound, when snookered, to play a bona-fide shot as described, and if he hits a coloured ball when playing on red is mulcted in the value of that ball. In others, if he has to play on a coloured ball and is snookered for them all, he has to name the ball he intends to play on; if he misses all the coloured balls, or hits one of a smaller value, he is debited with the value of the one he plays at; if he hits a more valuable one, he is fined the value of it; but as it is hard to define what a bona-fide shot is, these regulations lead to many disputes. A good rule is to allow the striker to give a miss, the penalty being the lowest that can be exacted, but he must not thereby snooker the next player. If he does snooker him, the stroke must be played over again, till the next player has a clear shot at the right ball.
When all the red balls have been holed, the others must be taken in proper pool order—first yellow, then green, and so on. When holed they are not put up. The striker, when snookered for his proper object ball, must play a bona-fide shot for it, being fined its value if he misses it.
Here again there are variations. In some rooms he may give a miss, leaving the next player in a position from which he can play on the proper ball, and being fined the value of the object ball; or he may (sometimes must) play at that ball, and if he hits another he is fined the value of it, which at this period of the game is always greater than that of the object ball.
When only white and black are on the table, white always plays on black. If white misses black, or goes in off it, or forces it off the table, or goes off the table himself, the game is at an end.
In some rooms the game proceeds till black is actually holed.
Of course the main object of the good player is to get behind a ball of great price when he has taken a red, green and yellow being of no great value, though their capture may lead on to higher game. As a rule, it is wasted time to hole a red when there is no chance of a break to follow, as by this means one of the preliminaries to a break is destroyed; but at the same time the opponent’s chance is diminished, so that this general principle may be laid down—that the player who is leading, or receiving points, should get rid of the red balls, so as to reduce his opponent’s chance of making a big score; but he who is giving points, or is behind in the game, should abstain from taking a red ball unless he has a fair chance of getting a coloured one afterwards. He should play rigid safety, leaving the opponent long shots, from under a cushion if possible. Safety is indeed one of the beauties of the game, misses and coups being often good play; but when all the red balls have been holed, the utmost accuracy of strength and direction is called into play, so as to snooker the adversary, whose efforts to hit the proper ball may enable the other to retrieve an apparently lost game. It must never be forgotten that, as a break may run up to thirty or forty, or even more, each point representing money, a single incautious stroke may cost the loss of the game, and that care and thought are consequently of enormous importance.
The drawback to the game is the large part played in it by luck. There are so many balls on the table that really excellent strokes are incessantly being spoilt by a combination of kisses against which it is impossible to provide. To this both sides are equally liable, but in a game of skill the element of luck ought not to be too prominent, and it is owing to the preponderance of luck in snooker that the game is, as a game of skill, inferior to black pool.
THE MARKER
As there are stakes depending on all these games, apart from other general reasons, good marking is all but an absolute necessity; but good marking is not compatible with the many services that some players, and even some spectators, think they have a right to demand from the marker. He is called upon to ring the bell, to give orders to the waiter, hand the matches and so forth, at a time when his whole attention should be concentrated on the game and the wants of the striker. Marking requires great care of itself, but when there are rests to be handed, balls to be spotted, foul strokes to be watched, and so forth, it is positive discourtesy on the part of spectators to distract his attention. The marker is the servant of the players—and of the players alone—as long as a game of any kind is proceeding, and he ought to be regarded and treated as such. Under the best conditions, however, players should keep their eye on the marking-board, so that any error may be corrected immediately: delay only leads to dispute. At pyramids the score on the board plus the number of balls on the table must always make 15, so that a mistake can be detected at once.
The marker himself may be reminded that distinct calling is as essential as accurate marking. At pool each life lost must be audibly announced, and the chance of starring offered to the player when it occurs. He should never neglect to remind the striker that he is on his player, or that his player is in hand, or, at the proper time, that it is three-pool or single pool, as on all these occasions a different style of play is required. But, once more, players should also be alive to their own interests, and watch these points for themselves. The rests, long cues, spider, &c., should be handed to the striker when asked for, and not laid on the table, as, on the principle of qui facit per alium facit per se, the striker is constructively liable for any foul made by the marker when he puts these implements on the table. They should be always ready to his hand, but he should never offer them to a player; it is often a distinct hint as to what the right game is when the marker is seen to get the rest ready or move towards the half-butt. It is his duty to be attentive but not officious.
COUNTRY-HOUSE GAMES
I now pass on to a class of games in which ladies can take part, and which provide plenty of amusement for those who do not care for a more serious game. Not but that cork pool and skittle pool may not be made highly scientific, but when ladies take a cue, such games are generally regarded as a pleasant recreation pour passer le temps, or as an excuse for a mild bet.
SELLING POOL
This is an eminently simple game, in which any number can take part. There are no lives, no pool, and no end, till the players are tired. Any one who chooses to leave can do so by giving notice, and taking his ball off the table when his turn comes round next. A small stake is agreed upon, and it is lawful to play on any ball, but no ball can be taken up. There is of course no safety and no star, but the usual rules of pool govern the game in other respects. To make the game go, however, it is well to have plenty of threepenny bits, sixpences, or shillings ready, according to the stake, as giving change is always a trouble, and cash down is necessarily the rule.
CORK POOL
This is another amusing game, which admits of any amount of skill and of any reasonable number of players. Two balls are used, white always playing upon red. The cork is put on the centre spot (sometimes on the pyramid spot), and on the cork the pool is placed. The object is to cannon from red on to the cork. Sometimes it is obligatory that the cannon be made off a cushion. Each player in turn—the order is decided by giving out the pool balls—plays from where white stops, the first playing from baulk, as is also the case if the white goes in. Each player has only one stroke. If he cannons on to the cork and knocks it over—it is not enough merely to shake it—he takes the pool, which is then renewed. If he misses the red, holes the red or his own ball (even after hitting the cork, so that white must never be stopped), or cannons without first hitting a cushion (if this is the rule of the room), or plays out of turn, he has to put the amount of his original stake on the cork, in addition to what is already there. Sometimes he is only fined for an illegitimate cannon, but in this class of game the more forfeits that can be invented the better.
Not a bad variety of the game is to make the red hit the cork, a sort of winning hazard, any other way of knocking it over carrying a penalty; or this may be further restricted by insisting that the red must hit at least one cushion before it overthrows the cork.
I used to play another excellent and really amusing variation of this, which we dignified by the name of ‘bumble-puppy.’ A ring about three inches in diameter was drawn round the cork with chalk. The pool was put as usual on the cork, and each player who failed to hit the cork over—we used to play the winning hazard game—was fined a penny, which was added to the pool, and when the cork was hit the striker secured only as many coins as fell outside the ring, those that were more than half outside counting as over. The fun of this was that sometimes there would be five or six shillings in copper and silver on the cork, and only a few meagre coppers would fall to the successful striker, all that was left in the ring being put back on the cork and a fresh stake added by each player. I can strongly recommend this form of the game, as it is full of incident and amusement.
NEAREST BALL POOL
This may best come under the category of country-house games, though it may be played with lives and a star and be treated as seriously as ordinary pool, the rules of which apply throughout. The striker is bound to play on the nearest ball, whatever the colour, under the penalty of losing a life; but there is no particular science in the game beyond that required in ordinary pool, except as far as spoiling an easy stroke for the next player is concerned.
SKITTLE POOL
This is another game admirably suited for after-dinner amusement in a country house, and one in which ladies can take part. The arrangement of the skittles on the table is rather elaborate, and can best be understood from Diagram X. Ten white and two black skittles, each four inches long, are used. A and E are on an imaginary line drawn through the pyramid spot parallel to the ends of the table. D and H are nine inches above the baulk-line. The distance between A and D and between E and H is divided into three equal parts; B, C, F, and G are at the points of division. All these eight points are four inches, one skittle’s length, from the cushion. Another white skittle is on the billiard spot, and the tenth at I, four inches from the right-hand baulk-spot. When black skittles are used (they are sometimes left out), one is placed at X, four inches from the left-hand baulk-spot, and the other at Y, half-way between G and the cushion. The red ball is spotted half-way between the billiard spot, K, and the cushion, white and spot-white on the right and left baulk-spots respectively. Each white skittle has a particular value, denoted by the figures in the margin; a penalty is attached, as will be shown, to knocking down either of the black skittles. The position of the skittles, when once found, should be marked with discs of white paper, on which the value of the skittle may be shown. The object of the game is to make cannons with one of the white balls off the red or the other whites on to the skittles; when such a cannon is made, the value of the skittle or skittles knocked over is scored to the player. The rules are as follow:—
I. The game is played 31 up, each player having one stroke alternately, the order of rotation being decided by giving out coloured balls or numbers.
II. Any number can play in a pool, and in all cases the following order is to be observed, viz.: No. 1 plays out of baulk with either the spot or white ball from its respective spot, and he and the following players must always hit a ball (even if it touches another) with his own before striking a pin, or he cannot score. No. 2 plays with the remaining ball from its spot in baulk, and at either of the other balls, except when the one in baulk has been touched or moved, in which case he and the following players can play at any ball they please during the game.
III. Any pin or pins knocked down by a player must be replaced before the next one takes his turn.
IV. Any ball occupying the spot of a fallen pin must be placed on its proper spot, and the pin also replaced.
V. Should any ball stop on either of the spots of the other balls, each must be placed on its proper spot.
VI. Any player who knocks down a black pin (after making his stroke) with a ball, cue, sleeve, or in any other way, is dead (i.e. is out), but can star any number of times by signifying the same before the next player has struck, but he comes in without any points he has previously made. The purchase of a star to be the same amount as the pool.
VII. Should a player stop a ball or alter its direction, he shall be considered dead, but may star any number of times.
VIII. Any pin is to be considered down if it has entirely left the spot it occupied, or when leaning against a ball, cushion, or another pin.
Diagram X.
IX. Any one playing out of turn cannot score, and the one who should have played continues, without replacing the balls; but the former has a right to play in his proper turn, if he is not dead by knocking down a black pin.
X. Foul strokes are made as follows, viz.: by pushing a ball instead of striking it; by knocking down a white pin without striking a ball first, or before the balls have ceased running; by playing out of turn, or when all the pins are not in their places, or when the three balls are not on the table. Running in or jumping off the table is not foul.
XI. If (by mistake) the black and white pins are wrongly placed, the white scores and the black counts as dead if knocked down; but the pins must then be replaced in their proper places.
XII. Should the three balls be covered by the pins, so as to prevent their being played at, the red ball can be spotted; and then, if they are again covered, the spot ball can be spotted.
XIII. Any one, not being present at the commencement of the pool, has the right to join in it, provided that no player has had more than one stroke, and that no one has starred.
XIV. Baulk affords no protection.
The usual way of playing this game is to agree that the pool goes to the player who first makes exactly thirty-one, neither more nor less: if he exceeds that number he is dead, unless he likes to star, the number of stars being unlimited. Another method is to let the player who gets beyond thirty-one score backwards: e.g. if his score stands at thirty-four, he can win the pool by scoring three. Under either system the other players endeavour so to leave the balls as to make it difficult or impossible for him to knock down the skittle which will give him the desired number. The game may, however, be played with a sealed handicap, each player receiving a numbered counter at the beginning of a game, which he keeps secret but adds to his score. Thus a player whose counter was numbered six would produce it when his score reached twenty-five, and would claim the pool; part of the game then is to guess the handicaps of the other players, by observing which skittles each is trying to knock over when within range of thirty-one. Thus, if a player whose score on the board was twenty-four were seen to be incessantly playing for one of the skittles at either B or E, counting four, his handicap number would probably be three, and so on. This innovation seems to have come from the Italian way of playing skittle pool, which is very popular in Italy and Greece, and indeed in all the Levant. Directions for this game may be found in Dufton’s ‘Practical Billiards.’
The game may also be played without the black skittles, but there is less fun and excitement, as their presence adds considerably to its vicissitudes.