his ball each time; an incalculable advantage, generally played against the losing and winning game.
5. The bricole game, signifies being required to strike a cushion from whence the ball is to rebound 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 bricole hazards, and forfeitures.
6. The bar-hole game, so styled because the hole which the ball should be played for is barred, and the player strikes for another hole. When this is played against the common game, the advantage to the last-mentioned is calculated at six points.
7. One-hole, in which all balls that go into one hole are counted, and the player who best lays his ball at the brink of that particular hole, has the advantage. The lead should be given from that end of the table where the last hazard has been made.
8. Hazards, so styled as depending entirely upon making hazards, no account being kept of game. Many persons may play at a table with balls that are numbered, though to avoid confusion seldom 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 him whose turn is next, and either bringing his ball close to the cushion, or putting it at a distance from the rest.
9. The doublet game is ten in number, played with two balls, most commonly against the white winning game, and no hazard is scored unless