We will suppose the cue-ball to be in hand, and the player desirous of securing a good “break.” The [diagram] below illustrates the position.
If, in the above case, the student is playing the usual game, it would be advisable for him to play on the object-ball, so as to pocket it and return over line 1, in this way taking three chances to make a count. If he is playing caroms alone, it would be better for him to play on the left of the object-ball, so as to draw it back in the string, as near the other balls as possible. To make the first stroke: strike the cue-ball 1⁄4 A., 1⁄4 R., with Q. P. 21⁄2; and if the object-ball be pocketed in the corner, as represented, the carom will be made on one of the balls numbered 2 and 3. To make the second stroke: strike the cue-ball 1⁄4 A., 1⁄2 R., with Q. P. 21⁄2, the object-ball to be hit ⅜ L.
BRINGING THE BALLS TOGETHER.
The grand strength and science of the game consists in managing the balls so as to leave them in a favourable position for the next play, or if the player considers it impossible to count, to leave them as safe as may be for his antagonist.
We cannot insist too strongly upon a perfect mastery of this art. After the player has acquired a thorough practical knowledge of the philosophy of the follow, the force and the twist, the next great essential is the exercise of judgment with regard to the feasibility of strokes and their relative relation to the game. The term judgment is applied to the choice of strokes. The player, for instance, may have two apparent shots; the first may recommend itself to him because it is more facile, but if made will leave the balls safe, while the second, although more difficult, will, if successful, leave the balls in a position where a second count or even a run can be effected. Judgment, therefore, would dictate that he should attempt the second, rather than the first.
The [diagram] annexed will illustrate our remarks.