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.