BILL 
©F the articles, as in the white winning game, are to be 
obferved. 
The Ted, or carambole, lofing game. The game is fixfeen 
in number.—This game requires greater judgment than 
the winning, and depends materially on the (kill of the 
player; the chances in it may happen fometimes to vary 
more than at the winning carambole game, and elpeciaily 
if the players do not properly underhand the Ikilful part 
of the game, "i he following are the rules : i. Begin as 
in the carambole winning game. 2. If the flriker miffes 
both the balls, he lofes one point. 3. If the (Iriker milfes 
both ball's, and holes his own ball by the fame (troke, he 
lofes three points. 4. If the (Inker hits the red ball fil'd, 
and holes it, he lofes three points, and the ball mud be 
immediately replaced on its proper fpot. 5 If the driker 
hits the wh ; te ball fird and holes it, he lofes two points. 
6. If the driker holes the white and the red ball by the 
lame (troke, he lofes five points ; viz. two for holing the 
white ball, and three for holing the red. 7. If the driker 
makes a carambole, and holes either his adverfury’s or the 
red ball only, he wins nothing for the carambole, and lofes 
either two or three points, according to which ball he 
druck fird. 8. If the driker makes a carambole, he wins 
two points. 9. It the driker makes a carambole, by drik- 
ing the white ball fird, and (hould hole his own ball by 
the droke, he wins four points ; viz. two for tlie caram¬ 
bole, and two for holing his own ball on the white. 10. 
If the driker makes a carambole by driking the red ball 
fird, and by the ftroke (hould hole his own ball, lie wins 
five points; viz. two for the carambole, and three for 
holing his own ball on the red. 11. If the driker makes 
a carambole by driking the white ball fird, and by that 
droke (hould hole his own and his adverfary’s white ball, 
he wins fix points ; viz. two for the carambole, two for 
holing his own ball on the white, and two for holing his 
adverfary’s or the white ball. 12. If the driker makes a 
carambole by driking the red ball fird, and (hould hole 
his own ball and his adverfary’s white ball, he wins feven 
points; viz. two for the carambole, three for holing his 
own'ball on the red, and two for holing his adverfary’s 
white ball. 13. If the driker makes a carambole by drik¬ 
ing the white ball fird, and fhould hole his own and the 
red ball, he wins feven points; viz. two for the caram¬ 
bole, two for holing his own ball on the white, and three 
for holing the red ball. 14. If the driker makes a caram¬ 
bole, by driking the red ball fird, and (hould hole his own 
and the red ball, he wins eight points; viz. two for the 
cafambole, three for holing his own ball on the red, and 
three for holing the red ball. 15. If the driker makes a 
carambole by driking the white ball fird, and (hould hole 
his own ball, and his adverfary’s white and the red ball, 
he wins nine points; viz. two for the carambole, two for 
holing his own ball on the white, two for holing his ad¬ 
verfary’s white ball, and three for holing the red ball. 
16. If the driker makes a carambole by driking the red 
ball fird, and fhould hole his own bail, and the red and 
his adverfary’s white ball, he wins ten points ; viz. two 
for the carambole, three for holing his own ball on the 
red, three for holing the red, and two for holing his ad¬ 
verfary’s white ball. 17. If the driker holes his own ball 
on the white ball, he wins two points. 18. If the driker 
holes his own ball on the red, lie wins three points. 19. 
If the driker, by hitting the white ball fird, (hould hole 
his own ball and his adverfary’s w hite ball, he wins four 
points; viz. two for holing his own ball on the white, and 
two for holing his adverfary’s white ball. 20. If the drik¬ 
er, by hitting the red ball fird, fhould hole his own ball 
and his adverlary’s whi’e ball, he wins five points, viz. 
three for holing his own ball on the red, and two for holing 
the white ball. 21. If the driker hits his adverfary’s 
white ball fird, and holes his ow n ball and the red, he 
wins five points ; viz. two for holing his own ball on the 
white, and three for holing the red ball. 22. If the driker 
hits the red ball fird, and holes his own ball, and his ad¬ 
verfary’s white ball, he wins five points; viz. three for 
ARDS. 43 
holing his own ball on the red, and two for holing his ad¬ 
verfary’s on the white ball. 23. If the driker hits his ad¬ 
verfary’s white ball fird, and holes his own ball, and his 
adverfary’s white ball, and the red, by the fame droke, 
he wins feven points; viz. two for holing his own ball on 
the white, two for holing his adverfary’s white ball, and 
three for holing the red ball. 24. If the (hiker hits the 
red ball fird, and holes his own ball and the red, and his 
adverfary’s white ball by the fame droke, he wins eight 
points; viz. three for holing his own ball on the red, three 
for holing the red ball, and two for holing the white ball. 
25. If the driker hits the red ball fird, and holes his own 
ball and the red ball, he wins fix points ; viz. three for 
holing his own ball on the red, and three for holing the 
red ball. The other regulations are to be obferved as in 
the rules for the carambole winning game. 
Fortijication Billiards. —In this game there are ten forts 
made of wood, in the form of cadles, which have lead 
put in them for the purpofe of making them heavy, fo 
that in playing they may not be moved from their places. 
In the front of each fort, at the bottom, is an arch, wide 
and high enough to admit the ball, which is to pafs through 
it to attack the fort. Within the arch of each fort a (mail 
bell is hung, which mud be made to ring by the adver¬ 
fary’s attacking ball, otherwife the fort cannot be taken. 
There is a pals through which each of the adverfary’s at¬ 
tacking balls nuid go, before a fort can be taken. There 
are two grand batteries, and ten flags or colours. Two of 
the forts, called the grand forts, are made larger than the 
red, and have an arch alio cut through them. Five of 
the forts, including one of the grand forts, one of the 
batteries, and five of the flags or colours, are ufually 
painted red ; the other five forts, grand fort included, 
battery, and flags, are of a white colour. The pafs which 
ferves for the attacking balls of both parties to go through, 
is made in the form of the grand forts, but rather longer 
for diflinction, and is painted of different colours; viz. 
one of the ends where the arch is, of a red, and the fame 
on the top with a red flag; the other end of the arch is 
white, with a white flag. The pafs is placed in the cen¬ 
tre of the table, the red end to face the red forts, and the 
white end the white forts. The limits of each party’s 
quarter is from the end cufhion, where his forts are placed, 
to his pafs on each lide of the table. The two forts in 
each quarter, in the fix/I angle from the pafs, are to be 
taken fird, which are therefore called the advanced forts. 
The two forts in the fecond angle are to be taken next, 
which are called the referved forts ; and laftly, the grand 
fort, with the battery placed before the fame, is the lad 
to be taken. The bell within the arch in each fort, inoft 
be hung one inch and a half within it ; arid the balls which 
are played with at this game, are one inch and three- 
eighths diameter. All this apparatus is ufually fold by 
the mace and cue makers. Tiie game is twenty in num¬ 
ber ; and the rules are as follow : 1. He who (hikes the 
oppofite ctifliion, and brings the ball neared the culhion 
where he druck from, (hall have the fird droke, and have 
the red or white forts, and begin the attack. 2. Each 
party has three balls, viz. one attacking ball, and two de¬ 
fending balls. 3. The balls are to be placed on the pro¬ 
per fpots, the attacking ball in the middle, the defending 
balls on each fide. 4. The ball for the attack on the red 
mud be fpotted with red, and the defending balls with 
(mall black circles. 5. The ball for the attack on the 
white forts mud be white, i. e. plain, and the two de¬ 
fending balls eight black fpots on each. 6. Before you 
attack any of the forts, you mud make the pafs. 7. When 
you have made the pafs, you mud take down your adver¬ 
fary’s colours, and then attack either of his advanced forts, 
which mud be taken fird. S. If after you have made the 
pafs, you do not take down your adverlary’s colours, you 
muft make the pafs again from your own lide of the forts; 
but you mud not return to the (pot. 9. If you take either 
of your adverfary’s forts, after you have made the pafs, 
and have not taken down your adverfary’s pafs-colours, 
you 
