1. The game of Fifteen-Ball Pool is played with fifteen balls numbered from one to fifteen, respectively, and one white ball not numbered. The latter is the cue-ball, and at the opening of the game, the player plays with it from within the string at the head of the table, at any of the numbered balls, and afterward as he finds it on the table, his object being to pocket as many of the numbered balls as he can, the number on each ball he pockets being scored to his credit; so that not he who pockets the largest number of balls, but he whose score, when added up, yields the largest total, wins the game. Before commencing the game these fifteen balls are placed in the form of a triangle upon the table—a triangular frame being employed for this purpose to insure correctness. The ball numbered fifteen is so placed upon the table as to form the apex of the triangle, pointing upward toward the head of the table, and in forming the triangle the fifteen-ball should rest as nearly as possible upon the spot known as the deep-red spot in the Three-Ball Game. The other balls should have their places in the triangle so that the highest numbers shall be nearest the apex, the lowest numbers forming the base.
2. The player who makes the opening stroke must play from within the string from the head of the table and must strike the pyramid of object-balls with such force as to make at least two of the object-balls strike a cushion, or at least one object-ball go into a pocket. Should he fail to do either he forfeits three points and the next player plays. All balls pocketed on the opening stroke count for the player, and it is not necessary for him to call the numbers of the balls he intends pocketing before making the opening stroke.
3. Before making any other stroke except the opening stroke the player must distinctly call the number of the ball he intends to pocket, but he need not designate the particular pocket into which he intends to put it. Unless he calls the ball pocketed it does not count for him, and must be placed on the deep-red spot, or if that be occupied, as nearly below it as possible. The player loses his hand but does not forfeit any points, and the next player plays. Should he call more than one ball he must pocket all the balls he calls, otherwise none of them can be counted for him.
4. After the opening stroke each player must either pocket a ball, make an object-ball strike a cushion, or the cue-ball strike a cushion after contact with an object-ball, under penalty of forfeiture of three points. Three forfeitures in succession loses the game for the player making them.
5. Should the player pocket, by the same stroke, more balls than he calls, he is entitled to the balls he pockets, provided he pockets the called ball.
6. A forfeiture of three points is deducted from the player’s score for making a miss; pocketing his own ball; forcing his own ball off the table; failing to make the opening stroke, as provided in Rule 2; failing either to make an object-ball strike a cushion or go into a pocket, as provided in Rule 4; striking his own ball twice; playing out of his turn, if detected doing so before he has made more than one counting stroke.
7. A ball whose centre is on the string line must be regarded as within the line.
8. If the player pocket one or more of the object-balls, and his own ball goes into a pocket, or off the table from the stroke, he cannot score for the numbered balls, which must be placed on the spot known as the deep-red spot, or if it be occupied as nearly below it as possible on a line with that spot.
AMERICAN PYRAMID POOL.
The fifteen balls are numbered from one to fifteen respectively, and are usually colored red, but the numbers on the balls are used simply for convenience in calling the number of each ball which the player intends to pocket and do not in any way affect the score of the player, which is determined by the number of balls pocketed. Scratches pay one ball, which must be placed on the deep red spot.