FoodNetArchive

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1902

Page 60

Presented as published in 1902. Historical recipes may not meet modern food-safety standards. Cook from the modern interpretation, not the original instructions.
20 If the striker plays at the white ball first, and pockets his own ball and the red one, he gains five points. 21 If the striker plays at the white ball first, makes a canon, and pockets the red and white balls he gains seven points. 22 If the striker plays at the white ball first, makes a canon, and at the same time pockets his own and his ad- versary’s ball, he wins six points ; two for the canon and two for each white hazard. 23 If the striker plays at the white ball” first, and pockets all the balls with- out making a canon, he gains seven points. 24 If the striker plays at the white ball first, makes a canon, and pockets all balls, he gains nine points. 25 If the striker plays at the red ball first, and pockets it and his own ball, he gains six points. 26 If the striker plays at the red ball first, make a canon, and by the same stroke pockets bis own ball, he gains five points ; two for the canon, and three for the red losing hazard. 27 If the striker plays at the red ball first, makes a canon, and pockets the red and the white ball, he gains seven points. 28 If the striker plays at the red ball first, makes a canon, and af the same time pockets his own and the red ball, he wins eight points ; two for the canon, three for the red losing, and three for the red winning hazard. 29 If the striker plays at the red ball BIX. 55 first, and pockets his own and the white hall, without a canon, he gains five points. 30 If the striker plays at the red ball first, and pockets all the balls, without a canon, he gains eight points. 31 If the striker, by striking the red bail first, makes a canon, and by the same stroke pockets his own and both the other balls, he gains ten points, being the greatest number that can be gained by one stroke. 32 If the striker, in taking aim, moves his ball, so as to strike the ball he is playing at, without intending to strike it, it is a stroke, and must pass as such, unless the adversary chooses to let him play the stroke over again. 33 If a striker, in the act of striking, moves his ball ever so little, it is a stroke. 34 If the striker misses the ball he intended to play at, he loses one point ; and if by the same stroke his own ball runs into a pocket, he loses three points ; that is to say, his adversary scores so many points. This is called a coup. 35 If the striker forces his own or either of the other balls over the table, after having made a canon or a hazard, he gains nothing by the stroke, and his adversary may play on without breaking the balls. 36 If the striker wilfully forces his ball off the table without striking ano- ther ball, he loses three points ; but if the ball goes over by accident, he loses one point only for the miss. To a person conversant with the game, it is not a very difficult thing to discern whether a ball is forced over wilinlly or not ; and it would be severe upon the striker to bo compelled to loose three points for whut may be the fault of the table. 37 If the striker plays with the wrong ball, and a canon or hazard be made thereby, the adversary may have the balls broken ; but if nothing be made by the stroke, he (the adversary) may take his choice of balls the next stroke, and with the ball he chooses he must continue to play until the game is over.