The red or carambole winning game is full of va riety ; and there being so many chances in it, which make it a game of great uncertainty, the odds of it are not calculated, but bets are generally laid accord ing to fancy, or to the custom of the table where they are usually played at. For the rules, see Hoyle.
Red or Carambole Losing Ganie, played with three Balls, two white and one red.—The game is 16 or 18 in number, as in the red winning game, scored by caramboles, losing and double hazards.
The red or carambole losing game requires greater judgment than the winning, and depends materially on the skill of the player ; the chances in it may hap pen sometimes to vary more than at the winning ca rambole game, and especially if the players do not properly understand the skilful part. For the rules, see Hoyle.
The Carambole Game, played with three .
Balls, in the others.—The game is 12 in number, arising from caramboles and forfeitures.
This game, possessing very few chances, requires both skill and judgment, and is seldom played alone, but generally by able proficients against the winning and losing, or the winning game of novices, consider ed equal to giving 15 out of 21 points. It is also played two different ways ; in one the hazards lose, in the other they are not reckoned ; the first mentioned is the customary method, where the striker, upon making a hazard, loses as many points as he, by that stroke, would have gained in either the winning or losing game. For the rules, see Hoyle.' The Winning and Losing Carambole Game, played teith three Balls, two white and one red.—The game is 21 or 24 in number, reckoned both from winning and losing hazards and caramboles.
This game, now very frequently played, is, agree able to its title, a combination of the foregoing red winning and losing carambole games, and to which all the rules and regulations, both for the white and red games, are applicable, except where any of them may happen to be contradictory to another, and then the rules for the winning games are to have the pre ference.
The Bar•hole Game.—This is so styled because the hole which the ball should be played for is bar red, and the player strikes for another hole. When this is played against the common game, the advan tage to the last-mentioned is calculated at six points.
The Brieole Game.—Bricole signifies being requi red to strike a cushion, from whence the ball is to ' bound so as to hit that of the adversary, reckoned equal to giving eight or nine points. When both
parties play bricole, the game is ten scored from bri cole, hazards, and forfeitures.
The Caroline Game.—This is played either on a round or square table with five balls, two white, one red, another blue, and the earoline ball yellow. red ball is to be placed on its usual spot, the caroline ball exactly in the middle of the table, and the blue ball between the two at the lower end of the table. The striking spot is at the upper end, in a parallel line with the three balls. The game is 42 scored from caramboles and hazards ; the red hazard counts three, the blue two, and the yellow, when holed in the caroline or middle pocket, is reckoned as six points.
Choice of Balls Game.—In this game the player chuses his ball each time, an incalculable advantage generally played against the losing and winning game.
The Commanding Game.—At this game the ad versary fixes upon the ball which the striker is to play at, reckoned equal to having 14 points out of 24; usually given by a skilful player against the com mon game of an indifferent one.
The Cushion Game.—This game consists in the striker playing his ball from the top of the baulk cushion instead of following his stroke upon the table, and is generally played in the winning or win ning and losing game, reckoned equal to giving six points.
The Doublet Game.—This game is ten in number, played with two balls, most commonly against the white winning game, and no hazard is scored unless made by a reverberation from the cushion, calculated as equivalent to giving five points.
The Four Game, consists of two partners on each side at any of the common games, who play in suc cession after every winning hazard lost. See rule 5G of the White 'Winning Game.
The 'Ha:ards.—So styled as depending entirely upon making of hazards, no account being kept of game. Many persons may play at a table with balls that are' numbered, though, to avoid confusion, sel dom more than six play at once. The person whose ball is put in pays a fixed sum for each hazard to the player, and he who misses pays half the same to him whose ball he played at. The only general rule is, not to lay any ball a hazard for the next player, which may best be done by always playing upon hint whose turn is next, and either bringing his ball close to the cushion, or putting it at a distance from the rest.