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.
Consult me
1902Page 60
Presented as published in 1902. Historical recipes may not meet modern food-safety standards. Cook from the modern interpretation, not the original instructions.
AI-modernized reading of the original text
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 adversary’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 without 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 at 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.
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 another 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 wilfully or not ; and it would be severe upon the striker to be compelled to lose 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.