BAGATELLE.
Whatever diversity of opinion there may be with respect to the skill required to excel at bagatelle, there can be none with regard to its popularity. The familiar long green table, with its round end and nine numbered cups let in level with the cloth, is found nearly everywhere. The games played on a bagatelle board are various, the principal of which are, English bagatelle (which is the ordinary game), French bagatelle, Sans Egal, Mississippi, Tron Madame, the Cannon game or Bagatelle versus Billiards. Many of the strokes at billiards will be found useful at bagatelle, but much less strength will be required.
ENGLISH BAGATELLE
May be played by any number of persons. The order of precedence is settled by each person striking a ball up the board, and whoever gets the highest number takes the lead and possession of the whole nine balls. He places his ball on the white spot nearest the striking point, and the black ball (which counts double) on the spot nearest the holes. The black ball must be struck at the commencement of every round, but afterwards the player can either play for the holes direct or by striking the other balls. The mace or cue may be used, as agreed upon. Any number of rounds may be played, and the score is counted from the marked holes into which the balls are driven. The sides of the table are filled with holes and pegs to mark the progress of the game.
THE FRENCH GAME
Differs from the English in two or three essential particulars. It is generally played by two or four persons, who, instead of playing with the whole nine balls, take it in turn to strike, and score all they make until a hole is missed. The player forfeits one point if he misses the black ball, which counts double, as in the English game. A hundred up is the usual score, and occasionally different values are given to coloured balls, so that a black counts double, a red the same, or adds two to the score otherwise made.
SANS EGAL
Is a favourite game for two persons. The lead is decided as in the English game, and each player has four balls of different colours. The black ball is placed as in the English game, and the players take alternate strokes. The one that holes the black ball counts it towards his game, as well as all he may hole of his own; but should he hole any of his adversary’s, the number is scored to the owner of them. The game is played 21 or 31 up, and the winner of one round takes the lead in the next.
THE CANNON GAME.
This is also called “Billiards v. Bagatelle,” and is played by two persons,—101 up. Three balls of different colours are used—black, red, and white: the choice of the two last, and the lead, is determined as in the English game. The game is commenced by placing the black ball on the spot; but should the player miss it, his opponent scores five; and if the ball is holed at the same time, the number of the cup is also counted to his opponent, who then takes the turn. The black ball invariably counts double, and is taken out of the cup every time it is holed and placed on “the spot,” as at the commencement. If the player’s ball is holed after contact with the black ball, or after having made a cannon, it counts the number of the cup, and is returned to him, when he continues to play until he misses. A cannon scores two to the game, but the black ball must be struck first, or else five is added to the adversary’s score. There are a few other points to be observed. The player continues playing after making a cannon, or after holing his own or adversary’s ball, if he has struck the black ball first. Should any ball rebound beyond the centre of the table or be forced off the board, it must not be played that round, unless it is the black ball, which must be placed on “the spot,” as at the commencement of the game.
MISSISSIPPI.
This is a variation of the game by means of a wooden perforated bridge, each arch of which bears a particular number. The bridge is placed close up to the circle, and each player strikes up one ball; he who gets the highest number takes the lead, and plays the nine balls successively. The balls must strike one of the cushions previous to entering the bridge, otherwise the number will be scored to the adversary. The game may be played 30, 60, or 100 up, as may be agreed on.
BILLIARDS.
Of all indoor games, billiards ranks highest. It is without doubt the king, and reigns triumphant over chess, backgammon, parlour croquet; and since those delightful miniature billiard tables have been introduced, it is rapidly superseding bagatelle as a parlour game. These miniature tables possess all the advantages of the larger and more aristocratic tables. The same principles operate, the practice is similar, and the laws which govern the play are alike; need it be a matter of wonder that billiards is fast becoming as popular and universal as it is excellent?
When a boy first tries his hand at billiards, he is generally confounded by the apparently erratic conduct of the balls. They are apt to diverge into the strangest places, and somehow manage to remain precisely in those spots where a practised player can make a good break from them. This arises first from the want of a knowledge of the laws which regulate moving bodies, the general principles of billiards, and an acquaintance with the various “strokes,” and the effects they produce. Thus to become a good billiard-player requires a nicety of touch, a good eye, and sound judgment. These are to be acquired if the player attends to the following principles and points of the game.
Most boys are aware that billiards is played on an oblong table twelve feet long by six feet wide, inside the cushions: the smaller tables preserve these general proportions. In France, for instance, the table is some four feet by eight feet, and without pockets, it being used solely for the cannon game; but English tables have invariably six pockets, one at each corner and two at the sides. No good table is now made without a slate bed, perfectly level, and covered with fine green cloth. The old list cushions are now superseded by those made of vulcanized india-rubber, which not only resists the deteriorating influence of the weather, but increases the “speed” of the table. The surface of the cloth is marked with three “spots.” The first “spot” is placed about twelve inches from the upper end or top of the table, and is known as “the spot.” The second is placed two feet six inches from the top, and the third is in the centre of the table. Two feet six inches from the bottom of the table is the “baulk line,” on which is inscribed a semicircle, called the “striking point,” shown on [figs. 4] to [7]. The position of the semicircle is also marked by three spots, one at each end and one at the centre.
The moveable adjuncts to the table are cues, balls, butt, and a rest or jigger. With respect to these one or two words of advice. See that your cue is well balanced; beware of fancy cues; let the leathered tip be moderately broad, and keep it always well chalked. The balls are perfect spheres turned out of the centre of the tusk. It may be mentioned that the ordinary length of a cue is four feet nine inches, and the diameter of “match balls” is two inches and a sixteenth. The “butt” is a stiff, thick cue, well leathered at the butt end, and is used occasionally for pushing the ball when it is necessary to come off a cushion at an exact angle. The uses of the “rest” and long cues are obvious.
Ere touching on the game itself, there are a few essential points which claim the attention of a young player. They are these: 1. The attainment of a good position. 2. The making of a firm “bridge.” 3. The acquirement of a good, easy, but firm, stroke. The last two essentials depend in a great measure on the first. It is obvious that the billiard player requires an easy play for his right arm, and firmness in his left to give solidity to the “bridge.” To ensure this he must stand firmly on his right leg, so that it supports the weight of his body. The left leg should be placed slightly in advance, and pressed gently to balance the body only. This will throw additional weight on the left arm, which rests on the table, and leave the right arm free. If the position is a good one, the left leg may be lifted from the floor without disturbing the body. To form the “bridge,” the left hand must be first extended on the table, and the fingers drawn up straight towards the wrist, so as to elevate the knuckles. If well done, the tips of the fingers, the wrist, and ball of the thumb will touch the table. The point of the thumb must be then kept slightly apart from the fingers to form a groove, in which the cue can rest, as shown in [fig. 1].
Fig. 1.—The Bridge.
The bridge should be formed almost six inches from the ball. To strike well, surely, and firmly, the cue must be held in the grasp of the right hand. This is essential, for unless the cue is so held it will be impossible to make a good, and therefore a sure, stroke. All fancy modes of holding the cue by the tips of the fingers should be avoided. The cue may be laid on the groove of the bridge, and drawn back, and then firmly and steadily send it forward in a straight line, keeping the right hand well down behind you, so that the force of the blow comes from the shoulder, not the elbow. The eye must be educated to guide the hand, and, hit or miss, the stroke should be given at once. There should be no hesitation, no see-sawing of the cue to and fro, and no violent motions whatever. The body should be so placed as to give firmness to the bridge, ease to the right arm—which should be kept straight, with the point of the cue slightly above the surface of the cloth—and a general freedom from constraint, which is highly essential to success.
The best method of practice for a young beginner is to place a ball before his cue and strike it firmly and gently into different pockets, or at different marked points of the cushion, until he can pocket the ball and hit a given point with freedom and precision. The ball must be fairly struck with the tip of the cue, not pushed or jerked forward; and hence it will be necessary to draw back the point of the cue five or six inches ere striking the ball. The stroke, though firm, must not be violent, lest the natural angles of the table should be destroyed. If the ball is watched carefully after it has struck the cushion, it will be found to return at an exactly equal angle to the one at which it was struck. In other words, “the angle of reflexion is equal to the angle of incidence.” This is the first and most important rule of billiards, and one that should never be forgotten. The variation of the strength and direction of the stroke will be found to materially affect this law, and enables the skilled player to make those formidable and seemingly impossible strokes which secure him his victory. This peculiarity of the angles is best illustrated, and the practice of the student advanced, by placing another ball at a little distance before the player, which we will call the object ball. If we place them in a line with one of the marked places on the cushion, and strike the first ball fair in the centre, and cause it to strike the object ball full,—if this is done, it will strike the marked spot, and come off at the same angle as your first ball would have done.
For the purposes of play the object ball is divided thus:—
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| 1. Full Ball. | 2. Three-quarter Ball. | 3. Half Ball. |
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| 4. Quarter Ball. | 5. Eighth Ball. | 6. Very fine Ball. |
| Fig. 2.—Dividing the Object Ball. | ||
1. Full Ball.
2. Three-quarter Ball.
3. Half Ball.
4. Quarter Ball.
5. Eighth Ball.
6. Very fine Ball.
Fig. 2.—Dividing the Object Ball.
[Fig. 2], No. 1, shows the object ball struck full, [fig. 2], No. 2, the three-quarter ball, and so on. The half ball is the most important in practice, as by it the natural angle is made, an angle that is of the greatest importance at billiards, though each have their particular uses, which the young player should endeavour to understand. He will find that the balls diverge at different angles, more or less acute, according as the object ball is struck “full” or “fine;” the fine ball being precisely the reverse of the three-quarter ball.
Fig. 3.—The Player’s Ball divided for the Side-Stroke.
There are many ordinary hazards and cannons which can be made by simply dividing the object ball, but the motion which the striking ball obtains after contact with the object ball will be modified by the position of the cue and the manner in which it is struck. First let us take the position of the cue. For the full centre stroke or straight hazard the ball must be struck well in the centre, and produce what is termed the retard, or stop ball, if the object ball is struck full likewise. If the striker’s ball is struck considerably above its centre, it produces the following stroke. To make the ball jump, it must be struck sharply on the top with a “downward, forward motion,” and this, if carefully done, will cause the ball to jump over a neighbouring and intervening ball. When the ball is struck low, it produces the recoil, and the striker’s ball will return from the object ball to the player. This leads the beginner to the greatest of all modern improvements in the game, the side-stroke. It is found that it is much easier to divide the striker’s ball with accuracy than the object ball, but when both balls are divided with judgment the highest scientific play is obtained. The application of side and twist to the striker’s ball is often misapplied by beginners, and is frequently the cause of mischievous results; for all students should remember that “the harder you strike the balls the more rapidly they fly apart;” and frequently a modification of the strength of the stroke will achieve the desired result better than the application of “side,” which may fail. It should always be remembered that the ball must be struck on the side on which it is intended to go after contact with the object ball, and that the effect is not produced until after it has come in contact with another ball or the cushion. It is used for the same purpose as the division of the object ball, and accomplishes the same object. In order that it may be properly understood we give in [fig. 3] the player’s ball divided for the side-stroke.
The student can only acquire a knowledge of the effect of the strokes given at these varied points by practice, or from the instruction of an expert teacher; all that a writer can do is to lay down well-defined and easily-understood axioms, rules, and cautions. Thus, if the ball is struck at c c, at the top, it becomes the following ball; at the bottom c c, a recoil; at f f it will give a strong side to the ball at the lower angles, the screw or twist, which causes the balls to twist back; the upper angles will give high right-hand side or left-hand side, according to the side they are struck.
THE ANGLES OF THE TABLE
Should never be forgotten. They change infinitely, and if the student has made good use of the hints given as to the elementary practice with one ball, he will have acquired some valuable information, and soon see the truth of the axiom, that the “angle of reflexion is equal to the angle of incidence;” and the advantage of a knowledge of the angles of the table will be best seen in making cannons, for many players will make them off one, two, three, and even four cushions.
Fig. 4.—Angles of the Table.
[Fig. 4] shows a series of very useful angles, which may be advantageously studied. The black lines represent the course of the ball before reverberation, the dotted lines its course after the first reflexion, and the faint lines its course after the second reflexion. In these examples the ball is supposed to be struck fairly in the centre with moderate force, except in case 1, where the effects of different strengths is shown. An ordinary, moderate stroke would bring the ball into the left-hand corner pocket, while a harder stroke would produce the angles a b: if played with greater strength the angles c d will result. “Bricole” angles are made across the table, and are of course proportionately more acute. The Bricole game is being obliged to strike a cushion, and make the ball reverberate or recoil from it previous to hitting the adversary’s ball. This is a very great disadvantage, and is used principally in “cramp games,” where the advantage of one player is neutralized by this; or by playing cannons against cannons and hazards, or four pockets to two, or five to one, or cannons and winning hazards against the whole game.
All strokes at billiards are distinguished by the name of cannons or hazards. Cannon is a contraction of carambole, and is a stroke in which the player strikes both balls in succession with his own. The “losing hazard” is when the player’s own ball is forced into either of the six pockets, after contact with the other ball. The “winning hazard” is made by forcing the ball played upon into either pocket after contact.
Fig. 5.—Cannons.
[Here] are a few examples of cannons made from the cushion, without the use of the side-stroke. They only indicate the infinite variety that can be made.
Fig. 6.—Winning Hazards.
Some rather difficult, but useful, winning hazards are shown in [fig. 6]. The stroke A is termed the “spot stroke.” This stroke is sometimes made a score or more times in succession by a good player. It is one of the best of winning hazards. It requires a nearly full ball of moderate strength, and to repeat it from one side to the other you should slightly divide your own ball by putting on a little side (see D e in [fig. 3]); and you will find your ball in the right position to repeat the stroke. Sometimes it may be made by a slow hoist, which causes the ball to come back to the starting-point; or the ball may be stopped a little behind the object ball, and thus make a succession of hazards from the same pocket. The champion billiard-player, Roberts, makes tremendous breaks from the “spot stroke.” Get a good player to show the variety of ways in which it can be made, and practise it. Here are a few examples of the effect of dividing the object ball. Strokes 1 to 14 are made from the baulk into the top end pockets by dividing the object ball from a nearly full ball, as in 10, 11, 12, 13, 14, to an eighth in 1 and 9. Stroke 5 represents a half ball vulgarly called a pair of breeches. Stroke 11 should be made to hug the cushion. Strokes 15 and 16 must be played gently with a half ball, and 17 with a quarter ball. Strokes 18 to 33 show a variety of cuts made by striking the ball in the direction shown by the line between the white ball and the red.
Now for a few losing hazards. They require a little different treatment. [Here] are a few.
Fig. 7.—Losing Hazards.
The first eight strokes require a screw, and more or less side, according to their position; 9, 10, 11, and 12 require strong side, as shown; and in 13 the striker’s ball must first strike the cushion gently, rebound, hit the other ball, and fall into the corner pocket. Stroke 14 is an ugly position for a beginner, yet it frequently occurs. You must put on plenty of side to your own ball, which will remove the object ball, and your ball will then roll along the cushion into the pocket. Stroke 22 alone requires a word in explanation. It shows now the losing hazard is made from baulk off the red on the spot. Put on a strong-side twist, and practise it well. Remember that practice can alone make perfect. Be always decided, play steadily, and do not lose your temper.
Now for a few hints with respect to the games to be played. With every billiard table a set of rules is supplied, and these must be studied and obeyed, as regulating the game; but an endless variety of games may be extemporised to suit the various parties and skill of the professors.
THE AMERICAN GAME
Is played with four balls, a light red, or pink, and dark red. The balls are placed on the spots in the centre between the pockets. The baulk is not confined to the semicircle, but you can place your ball anywhere within the line which is extended level with the winning-hazard spot. The game is usually played 63 up, and consists of winning hazards and cannons. In this game “doubles” are of great advantage. Doubles are so called when a player strikes his own or an object ball at a certain angle of the cushion, so as to cause it to come off at an equal angle and go into a pocket at the opposite side of the table. It is called a “double double” if the ball returns and goes into a pocket on the side of the table it first struck; and there is a game in which no score is made unless the cushion is first struck with the ball.
PYRAMIDS, OR PYRAMID POOL,
Is played with fifteen red and one white ball. The red balls are arranged in a triangle, thus:—
The first ball is placed on the winning-hazard spot. The white ball is placed in baulk. The game is placed by holing all the red balls. A great deal will depend in this on keeping the white ball safe, so that your adversary may have to play a cramp stroke. It is a pretty game to play with friends. Pyramids can be so modified as to suit a number of players, each striking in succession, and scoring according to the number of balls pocketed. A small stake is placed on each ball to give an interest in the game. When played in this manner, the winner who scores the greatest number takes the stakes.
“WINNING AND LOSING CARAMBOLE GAME”
Is played by either two or four persons. Winning and losing hazards, cannons, and forfeits, go to make the score, which is usually 50. If four players make a match, and play side against side, they play 63 up, and the partners may instruct each other. This plan is open to objection, and a far better one is for each to play his own game, and handicap the inferior players by giving them ten or fifteen points at the commencement. In this case, if either party gives a miss, it is far better that he should lose one point than the others should take one each. The white and spot white balls are then played alternately, as if only two were playing. The game commences by stringing for the lead and the choice of balls. The player must place his ball within the striking ring, and stand within the limits of the corner of the table. He whose ball rests nearest to the cushion at the baulk end of the table wins the lead, and chooses his own ball. A few general hints respecting the rules only is necessary. The red ball is placed on the lower of the two spots at the bottom of the table, and replaced there when it is holed (i. e. pocketed) or forced over the edge of the table, or when the balls are broken or, in other words, placed as at the commencement of a game. Whoever breaks the balls leads off. With respect to scoring: if the striker holes the white ball (called a white winning hazard), or if he holes his own ball from the white ball (called a white losing hazard), he gains two points; if he does both, he gains four points. If he holes the red ball, he wins three; and if by the same stroke he holes his own from the red, he wins three more.
POOL.
There are several ways of playing pool. There is the ordinary game, with as many balls as there are players, or with two balls only, the players playing in turns, and playing with alternate balls; playing with the nearest ball; playing at the last player; or the player playing at whichever ball he chooses. The most popular game is that in which the player plays at the last player. When coloured balls are used, they are played as the colours are placed on the marking board. Each player has three lives at starting. But there is this drawback to pool: if the player happens to lose all his lives in rapid succession, he is condemned to inglorious idleness until the pool is played out, and then the same thing may happen. This may be obviated by allowing the lives to be unlimited, and paying nothing into the general pool, so that if a player’s ball be pocketed, he has only to pay his stake and remain on hand until his turn comes round again. In this manner the players may continue their game for an unlimited period, and a new-comer may join the game at any time.
There is a cannon game which affords excellent practice. All the pool or pyramid balls are ranged in a line against the top and bottom cushion, having the plain white ball in the middle. A cue is then laid flat against them, and they are pushed along the table, so as to strike the opposite cushion. The object of the player is to take the white ball and make as many consecutive cannons as possible. Should his own ball run into a pocket, he is obliged to stop and let the next player in; and if any of the coloured balls run into a pocket, it must stay there, and of course decrease the chances of a long series of cannons. This is much more difficult than it looks.
There is a cannon game with one red and the two white balls. In this pocketing either of the white balls causes two to be deducted from the score, and pocketing the red ball loses three. The regular French game consists of cannons only; misses and pockets do not count either way. It is usually played on a French table, without pockets, with two and a half inch balls, and a heavy one. The baulk is not confined to the semicircle. At the commencement the red is placed on the winning spot, and the non-striker’s ball on the centre spot in baulk.
ITALIAN SKITTLE POOL
Is an excellent game for boys. It is played thirty-one points up. Four balls are used, two being white, one red, and one blue; and five skittles are placed in the centre of the table. Each of the skittles is numbered in the following order:—The first opposite the baulk is numbered 1; the one to the right 2; the one opposite to the first 3; the opposite to the second, on the left, 4; and the one in the centre 5. The red ball is placed as in the cannon game, the blue one beneath it. The two white balls are kept by the two players who have to play first. There is a peculiarity in this game, from the fact that a number, from one to sixteen, is chosen by the player at random, and the marker secretly adds it to the score, and in order to win the pool the player must make between the points of the game and those on the hidden ball thirty-one points, neither more nor less: if he makes more he is technically dead, and out of the game. The first player has to strike the red ball, the second the blue one, while the following players may use either. The points are made by knocking down the skittles, each of which counts as many points as its number, and by whatever ball these skittles are knocked down they always count. If a ball is knocked out of the table, it destroys all the points made by the stroke. Any player reaching twenty-nine or thirty points has a right to stop on his declaring so, only the points he makes in his subsequent play count to the advantage or disadvantage, whichever it may be, of the previous player. The survivor from amongst all the players who have died by overstepping the thirty-one points wins the pool. He who knocks down the four outside skittles, leaving the centre one only standing, makes what is called the royal, and wins the pool. There are some minute rules about stopping, which must be declared immediately on reaching twenty-nine or thirty points, and only one person can stop. The advantage of stopping is the chance of being the survivor.
On a wet day, in a country house, the best round game is Penny Pot, played like pool, and for every ball pocketed the player receives a small stake, and plays until he ceases to score. After making a winning hazard, the nearest ball is played on. A life is forfeited for every miss, coup (i. e. playing a ball into a pocket without its touching another ball), or losing hazard, and paid to the owner of the ball played on.





