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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.
Strike the cue-ball 1/4 B., 3/8 L., with Q. P. 2 1/2, 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.]