Strike the cue-ball 14 B., ⅜ L., with Q. P. 212, the object-ball to be hit so as to make it roll over the lines, as represented, and the player will have a break of balls, which, with judicious management, will enable him to effect a long run.

With one more [illustration] of this feature of scientific play we close our article.

To play the balls as shown in the [illustration] following the player must strike the cue-ball a little below the centre, and with a deadened stroke, caroming gently on the second ball; the object-ball about one-third to the right. This carom should be practised until each position has become familiar to the player.

In either practice or ordinary play the beginner should never play carelessly, or strike at random, but with some definite object in view; and if no eligible stroke presents itself, endeavour to leave the balls as safe for your opponent as your skill will permit.

[Note.—There are two exceptions to this rule. The first occurs in leading off, and has [already] been explained. The second is where the cue-ball, while at rest, is in contact with another ball. Then the player does not forfeit. It is impossible to cause the cue-ball to hit, by a direct stroke, the ball with which it is in contact, and the player should not be penalized for failing to accomplish an impossibility. But, as it is possible for him to count by playing away from that ball—for example, by striking some other ball, or a cushion, first, or by taking up all the balls if his own is in contact with two or more—it is a settled ruling that, in case he should pocket his ball either by accident or design, or send it over the table, or cause it to lodge upon the cushion, he must pay forfeit—two points, if his ball was in contact with a white, and three if with a red.]