Fortification Billiards

Snooker Cue

IntroductionRules 27 - 52RULES 1 - 26


FORTIFICATION BILLIARDS


THE GAME IS TWENTY IN NUMBER

   1.  The player who strikes the opposite cushion, and brings the ball nearest the cushion where he struck from, shall have the first stroke, and have the red (or English side of the forts) and must commence hostilities, and begin the attack.

   2.  Each party has three balls, viz. one attacking ball, and two defending balls.

   3.  The balls are placed on the spots as appears; the attacking ball is put in the middle, the defending balls on each side thereof.

   4.  The ball for the attack, on the red (or English side of the forts) must be spotted with red, and the defending balls with small black circles.

   5.  The ball for the attack, on the white (or French) side of the forts must be white, i. e. plain, and the two defending balls eight black spots on each ball.

   6.  Before you can attack any of the forts you must make the pass.

   7.  When you have made the pass, you must take down your adversary's colours, and then attack either of his advanced forts, which must be taken first.

   8.  If after you have made the pass, you do not take down your adversary's colours, you must make the pass again from your own side of the forts; but you must not return to the spot.

   9.  If you take either of your adversary's forts, after you have made the pass, and have not taken down your adversary's pass colours; you lose two points, and must return to your spot again.

  10.  After you have regularly made the pass, and have taken a fort, you must return to your middle spot again.
Note. Regularly making the pass, is when you have taken down your adversary's colours, conformable to Article 7.

  11.  When you have taken a fort, you win four points.

  12.  If you do not take down your adversary's colours when you have taken his fort, you are obliged to take the said fort again, and must be put back those four points you won by the same.

  13.  Missings at this game reckon nothing.

  14.  After you have regularly made the pass, you are not obliged to go through it again during the game.

  15.  In each fort there is a bell, which gives notice at being taken; which bell must be made to ring, otherwise the fort is not taken.

  16.  The besieged may defend his own forts, or may send his attacking ball into the assaulter's quarter to attack his.

  17.  The besieger must take his adversary's forts with his attacking ball.

  18.  If the besieger should take his adversary's fort with either of his defending balls, he loses two points, and returns to his spot again.

  19.  If the striker plays with either of his adversary's balls, he loses two points, and if he played on either of his own balls, it must be put on its proper spot again, if his adversary requires it.

  20.  Either party may send his defending ball or balls into his adversary's quarter, if he pleaseth.

  21.  After having taken the two advanced forts, you must take the two other forts in the next angle, which are called the reserved forts, and lastly the grand fort.

  22.  He who does not take the forts according to the above direction, and takes either of the last for the first, loses two points, and must return to the proper spot again.

  23.  After a fort hath been taken, or a ball holed or forced over the table, the striker is bound to place or to see the ball placed on its proper spot; and if he doth not, he shall reckon nothing for any forts, &c. he shall take during the time the ball is out of its place.

  24.  After having taken a fort, either by storm or otherwise, and his adversary takes the said ball out out of the fort, to place it or otherways, and although he doth not take down his colours, nevertheless the said fort is deemed as taken, and the colours are to be taken down.
N. B. Taking a fort by storm is, when the party having made his utmost effort finds it so well defended and guarded by his adversary, that he is obliged to have recourse to stratagem, that is, by laying his ball in a proper angle, and striking the ball against the end cushion, and bringing the ball back again into his adversary's fort.

  25.  If the striker forceth either of his adversary's balls into his own fort which hath not been taken, he makes him a prisoner of war, and wins six points.

  26.  If the striker forces either of his adversary's balls into his own fort which hath been taken, it is no prisoner of war, but the said striker wins two points.


IntroductionRules 27 - 52RULES 1 - 26


Snooker Cue