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The Three-Ball Carom Game
THIS is considered by many the finest and most scientific game of billiards in vogue. The game is played with three balls only, two white and one red, and on a carom table. The red is placed on the spot assigned to the dark-red in the American four-ball game. At the commencement of the game one of the white balls is placed on the light-red, or upper spot, connected with which is a described radius or semicircle of six inches, usually marked on the cloth with chalk. The other white ball, being "in hand," may be played from any part of this semicircle, which answers for what is known as the "string" in the four-ball game, and whenever the cue-ball is "in hand" the player has the right of playing it from this half circle. Points are reckoned by caroms, which ordinarily count one point each; but when the rule of counting, as in the four-ball game, is allowed, then misses count, but not otherwise. In France, where the three-ball game had its origin, there is no standard code of rules to govern it. In America the following rules are observed:-- 1. The game is begun by stringing for the lead and choice of balls, as in the four-ball game, the same regulations governing. In "stringing," the players should endeavour to strike the cue-balls simultaneously, and he whose ball stops nearest the cushion at the head of the table shall have the choice either of playing first or of making his adversary do so-a privilege which thereafter shall belong to both players alternately. 2. Unless a special agreement be entered into between the players and the table-keeper, the game commonly consists of twenty-one points, if each carom counts one only, and of forty-five when each carom counts two, and misses are scored. 3. The first to play places his ball in any part of the semicircle, at his option. He then plays at the ball on the deep-red spot, and lras no right to hit the white first without having caused his ball to touch the cushion at some point outside of the "string." 4. Player No. 2, whose ball has been placed on the spot, plays in his turn. On a carom table he has the right to play on either ball, even though both should be within the "string." On a pocket table it is his privilege to have the red placed on its appropriate spot, or he may elect to play the balls as they are. Should he adopt the latter course in this instance, or at any other time he happens to be in hand on a pocket table, he must, before hitting either of the balls in the "string," cause his own to pass outside. 5. When a player is in hand on a carom table, and the other balls are within the "string," he may play directly upon either. But on a pocket table, he can only play as described in Section 4. Furthermore, he must confine his ball to the semicircle, and not let the lower half of his body pass beyond the right line which the edge of the side cushion would describe if prolonged. 6. The player must have at least one foot on the floor. 7. A ball exactly on the "string line" is considered within the string. 8. The carom is good, and the points count for the player, even though his ball should be lost; and he continues to play. [A ball is considered lost which goes into a pocket, jumps off the table, or remains on a cushion.] 9. A pushing stroke subjects the player to the loss of the point or points he may have made by that stroke, and puts his ball out of hand. 10. A player who plays before all the balls have ceased rolling loses his stroke, and his hand is out. 11. When the cue-ball is in contact with one or more balls, all are taken up and placed as at the commencement of the game; and the player, being considered in hand, continues his play. 12. If the balls are disturbed accidentally, through the medium of any agency other than the player himself--as, for instance, through the interference of his opponent, or the marker, or other outside party--they must be replaced, and the player allowed to play. 13. If, in playing, or after having played, the player disturbs any ball other than his own, he cannot make a counting stroke, but he may play for safety. But if he touches his own ball, except with the cue, or if he touches it more than once with that instrument, the stroke is foul, and he cannot play for safety. 14. A player has no right to disturb the balls, and ought not to do it without the consent of his adversary. 15. When the cue-ball is very near another ball, the player ought not to play without warning his adversary that they do not touch, and giving him time to satisfy himself on that point. 16. Playing with the wrong ball is foul. The rules as to playing with the wrong ball in the four-ball game are applicable to the three-ball game. 17. Blowing on a ball, or using any other means to alter its course or position, is foul. If the player so offending is in play, he must yield the table to his adversary, should the latter demand it. In all cases, the opposing player shall have the privilege either of having the ball or balls replaced, or played with as they are. 18. If a lost ball, on being put back on the table, disturbs another, the ball so disturbed must be put in its place again by the marker or referee, and the player whose turn it is to play shall proceed. 19. The red ball being lost, and its spot being occupied, it shall be placed on the "string" spot; if this latter should happen to be occupied also, then the red shall be placed on the pool spot at the foot of the table. A white ball being lost and its spot being occupied, shall be placed on the deep-red spot, or if that is occupied, on the pool spot, provided that it is not the turn of the player whose ball is lost to play. In that case, there is no occasion for spotting the lost ball. 20. On a carom table, a lost white ball that has been placed on the "string" spot cannot be moved after the opposing player has played a stroke while the ball was in this position; but on a pocket table, where the owner of a white ball that has been lost is compelled to play outside of the "string," he can, when his turn comes, play from any point within the semicircle, provided that his ball has not been struck by another. On a pocket table, it is held that a ball is in hand until it has been struck or moved from its position, it having been placed on the spot simply to afford the in-striker a chance to count. On the contrary, on a carom or pocketless table, custom has made the rule that a lost ball ceases to be in hand after one stroke has been played; and, in consideration of this ruling, the player, instead of being allowed to shift the position of his ball, is privileged, in this country, to play at any ball irrespective of its being in or out of the "string," and regardless, also, of whether he stands at the head or at either side of the table. [Explanation.--The two rules last preceding may be further explained in this wise: Either on a pocket or a carom table, a ball that rolls on to and occupies the "string" spot in the course of play cannot be moved aside to permit the spotting of a white ball that has become "lost." The lost ball must be spotted on the dark-red, or the pool spot, as directed in rule 19, if its owner is not entitled to the next play, or within the semicircle if he is. But when, on a carom table, a white ball has been placed on the "string" spot by either player, instead of having rolled thereon, it may be moved aside to accommodate a "lost" white ball, provided that subsequent to the placing of the ball as mentioned no stroke has been played. In marked contrast with this, a white ball that has been placed on the "string" spot on a pocket table, may be moved aside at any time in order to permit the spotting of a "lost" white ball, provided always that the first-mentioned ball has not been touched while occupying the spot.] 21. A player who abandons a game declares it lost by so doing. There is a pretty variation of this game called the "Pillet Game," in which the above rules are varied only to the extent of requiring the cue-ball to touch the cushion first before a carom can count, the score in this game being ten points up only.