Beginners Guide to Pub Billiards - uK Rules
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작성자 Jacquelyn Illin… 댓글 0건 조회 6회 작성일 24-12-19 10:51본문
The Scoutmaster takes up a position at a certain spot, preferably in the middle of a wood, or if in a town at the junction of several streets, and the chosen Scouts start from opposite points about two miles distant from the Scoutmaster and attempt to reach him. Then they start off, and as they return the Scoutmaster or Patrol-leader takes down their reports. He must make his intention known to the referee, and then rules 6.2 Wrong Ball First and 6.3 No Rail after Contact are suspended for the shot. Note: All infractions must be called before another shot is taken, or else it will be deemed that no infraction occurred. Thus the Wolves will watch the stretch of country over which the chosen Peewit is likely to come, and as the winning patrol is decided by the first dispatch carrier to reach the Scoutmaster, the Wolves will do all they can to capture the Peewit and secure the dispatch. 2. THE RIVAL DISPATCH BEARERS.
It is the duty of the remainder of each patrol to try to prevent the rival dispatch carrier reaching his goal. A Scout is chosen to carry a dispatch to a besieged place which may be a real village or house, or somebody stationed at an appointed spot. When the carrier has his dispatch captured he must not of course continue. To be captured, the dispatch-bearer must be actually held by one of the defenders, 10 ball billiards rules though no fighting is allowed. When the attacking party advance, their movements are watched eagerly by the defenders, who, having chosen good cover so that their hats are not visible, are waiting for the enemy to get within range. The balls 1-15 are set up as a triangle. When the balls are re-racked, the apex ball is committed if only fourteen balls are being racked. The object balls are racked as tightly as possible in a triangular shape, with the one ball at the apex of the triangle and on the foot spot and the ten ball in the middle of the triangle.
The patrol is ordered out to send in three successive notes to be obtained from a certain house, or tokens such as sprigs of certain plants, from a place say two miles distant, or further if the patrols are on cycles. For any number of patrols to compete. As soon as they see any of the patrols they should blow a whistle, and those scouts are to be considered captured (or else they may notice to which patrol the Scouts they have seen belong and count it against them). When only 50 yards separate the two parties the umpires call out the names of those who are shot, and those boys ,must not take any part in the rest of the fight. For each shot, the ball to be pocketed, the pocket targeted, and the ball’s path of travel including used rails must be called. Each Tour event is true, double elimination, including the finals. The game may be played in a town with two houses chosen as starting-place and besieged town respectively, and the dispatch-runner can adopt any disguise (except that of a woman), so long as he wears the rag pinned to his shoulder. Scouts may employ any ruse they like, such as climbing into trees, hiding in carts, and so on, but they must not dress up in disguise.
The troop must be divided up into three parties or patrols, as follows: A. Patrol, B. Patrol and C. Patrol. Every Scout has a three figure number, pinned on the front of his hat. When the commander of the attackers considers that he has advanced as near as he can under cover, he gives, the order "charge " and the attacking party sweep over the open space in front of the camp the defenders call out the numbers as fast as they can read them. The red skittle is positioned in front of the 100 hole and like the black skittle, forfeits the entire score if toppled. 1 black, 2 white, 1 red. The distressed force should be represented by any conspicuous spot, and the enemy's outposts by people with red flags stationed on the road between the Scouts' camp and the other force. The defenders need not necessarily keep to the road but may send out Scouts to discover where the enemy are in force and likely to attack. The balls from 1-10 are worth one point and the balls from 11-15 are worth two points each. At the end of a players turn, any balls on the table surface remain where they are and the next player begins his turn by retrieving a ball from the trough, placing it in the D and striking it up the table.

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