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Harper's Round Table, November 24, 1896

THE GAME OF CHOLE.
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by w. g. van tassel sutphen.

chole (pronounced shol) is a capital game for the enthusiastic golfer at this time of year, when the fields are brown and bare, and the careful green-keeper has closed the regular golf course for fear of harm to his precious putting greens. it is golf, and yet it is not golf, the essential difference being that but one ball is used, one player striving to advance it towards a certain agreed-upon goal, and his opponent as strenuously endeavoring to thwart him in the attempt. but, on the other hand, it is not hockey or anything resembling it. each player has for the time being absolute possession of the ball, and cannot be interfered with while he is making his stroke. it is an old belgian game, and undoubtedly one of the ancestors of our modern golf. as a matter of fact, it is still played in the low countries with rude iron clubs and an egg-shaped ball of birchwood. the following extract from a historical paper on the beginnings of golf explains very clearly the purpose and method of the play at chole:

if tom morris and hugh kircaldy were going to play a match at chole, they would first fix on an object which was to be hit. a church door at some five miles distance, cross country, seems to have been a favorite goal. this settled on, match-making began—a kind of game of brag: "i will back myself to hit the thing in five innings," tom might say. (we will explain in a moment what an "innings" meant.) "oh, i'll back myself to hit it in four," hugh might answer. "well, i'll say three, then," tom might perhaps say, and that might be the finish of the bragging, for hugh might not feel it in his power to do it in two, so he must let tom try. then tom would hit off, and when he came to the ball he would tee it and hit it again, and so a third time. but when they reached the ball this third time, it would be no longer tom's turn to hit, but hugh's. he would be allowed to tee the ball up and dechole, as it was called—that is to say, to hit it back again as far as he could. then tom would begin again and have three more shots towards the object; after which hugh would again have one shot back. then if in the course of his third innings of three shots tom were to hit the church door, he would win the match; if he failed, he would lose it.

it is evident, from this explanation, that chole gives first-class practice in driving; in fact it is nothing but a succession of tee shots, and the longest driver ought always to win, unless he is so over-confident of his powers that he is induced to bid too low for the honor of being choleur. it may be added that hazards in the lie of the ball are not fairly a part of the game. each striker has a right to tee his ball, and he should be allowed to do so anywhere within two club-lengths of where the ball has dropped. in the case of a lost ball or a ball in water, the player must go back to the place whence the lost ball was struck, and play a new one, without penalty. of course only a driver, or play club, is carried, and a caddie is not necessary, as the players themselves should be able to keep track of the ball. in belgium the game is played with three or more on a side, but in this case the players have to wait too long for their turn to strike, and the interest must be correspondingly diminished. here is a better plan for a match game at chole:

diagram of the field.

the battle-ground should be a field of about 400 yards in length, the fence at either end serving as the goal over which the ball is to be driven. the width of the field is of no account, providing that there is a clear space of at least fifty yards to give a chance for straight and open play. in practice it might be well to roughly indicate these side-lines by means of stakes, and if the ball is knocked out of bounds it must be brought back precisely as in football. supposing that there are six on a side, the most skilful player should act as captain, and arm himself with the ordinary wooden driver. the second man should carry a brassey, the third a cleek, the fourth a lofter, the fifth a niblick, and the sixth a putter. or there may be any other selection among the ordinary clubs used at golf, provided that each side is armed with virtually the[pg 86] same weapons, and, most important of all, that every combination must at least include a driver, a lofter, and a putter. three is the smallest practicable number for a side, and the maximum may be put down at six or seven. the object of each side is to drive the ball over their adversary's goal-line, but the strokes are taken in turn, and there is nothing resembling the free hitting and scramble of hockey. the captains toss for the opening stroke, and the winner tees the ball at the centre of the field, and strikes it with his driver as far as possible towards the enemy's goal-line. after he has had his stroke, it is the turn of the other side; and now comes in the essential point of the game. the return shot must be made by the weakest club on the opposing side, viz., the putter. the idea is that the players shall all strike in regular rotation, but the order of the sides is exactly opposite. in other words, one side strikes in succession with driver, brassey, cleek, lofter, niblick, and putter, their opponents answering with putter, niblick, lofter, cleek, brassey, and driver. it is evident that if a leads off their attack will grow weaker as the less powerful clubs come into play, while b, the defence, will grow stronger in the same proportion. theoretically, after a full exchange of shots the ball should be again at the centre of the field from where it started, but of course, in practice, accidents will happen and shots will be foozled.

the field should be long enough to give the defence a fair chance to rally, and it therefore should not be less than 400 yards in all. it should not be much longer, as then it would hardly be possible for ordinary players to ever get near enough for a goal. supposing that in actual play the captain of the blues drives off and sends the ball 130 yards out of the 200, the putter on the red side must reply, and he may succeed in driving the ball back 30 yards. brassey of the blues has now a carry of 100 yards to make to put the ball over the fence and win a goal. if he does it, it is perfect play, and the blues are credited with one point. but if he tops his ball or drives short, the niblick man of the reds may get it back to, say, the 100-yard point, and the blues have now a chance with the cleek to get it over. if this attempt fails, the red goal should be out of danger for a while, for their long driving clubs are now coming into play to carry the war into africa. but at any stage of the game some one may slip up on a difficult shot, and so the advantage be gained or lost. the exact size of the field will largely depend upon the driving ability of the players, and that can only be arrived at by experiment. theoretically, the goal should be made on the third or cleek shot—that is, with perfect play on each side. of course only the captains have the privilege of teeing the ball; all the other players must take it as it lies. a ball knocked into a hazard must be played as in match-play at golf; but if it has not been extricated after each side has taken a shot at it, it may be lifted and dropped a club-length outside of the hazard at a point agreed upon between the two captains. a ball in a hazard may not be teed, and this gives a chance for finesse. for instance, suppose that the ball is perilously near the red goal, and it is red putter's turn to play. with a straight drive he can only get it a few yards back, and blue driver, whose turn it is to follow, will be almost certain to get it over. but if red putter can play it into a hazard or behind a tree, blue driver will probably fail to make the goal, and that will give the reds another chance. other variations will occur in the playing of the game, and may be readily worked out by any boy with a turn for generalship. after each point the sides change goals, so as to equalize the chances of the hazards, and the side that has lost the goal drives off. a ball driven through or under the goal-fence does not count for either side. it must be brought out to a point half-way distant between the centre of the field and the point where it went over the goal-line, and there teed for the player whose turn it is to strike. a ball over the side-line is brought inside, as in football, and dropped a club-length from the line. in the case of a lost ball, the inning begins again as though no play had been made. a player may not strike the ball back over or through his own goal-line. if he does so, accidentally or otherwise, the ball is brought out and teed precisely as in the former case, where the attacking player had failed to put it fairly over.

the game may be made still more scientific and interesting if a regular field be laid out with chalk lines, as in football. in this case the goal at each end should be a circular pit six feet in diameter and six inches deep. the diagram gives the other proportions and the general arrangement of the field. the "vantage"-lines indicate the spot where the ball is to be teed in the case of a failure of a try for goal. there is no restriction upon the direction in which the ball may be played, except in the case of a player who knocks it over his own goal-line. the ball is then teed at "vantage." balls out of bounds are placed on the side-line at the crossing-point. to make a goal, the ball must drop in the pit and stay there.

it is evident that the interest of the game will depend upon the evenness with which the players are matched. as a general thing a player should be assigned to the club which he is most expert in handling, and the players are known by the names of the clubs they carry. in no case must the rotation of play be altered, and driver always leads off at the beginning of an inning. it would be possible for two men to play the game, using their clubs in the prescribed rotation, but the match between sides gives a chance for more interesting work. if the sides are uneven, one man may, by special agreement, be allowed to play two clubs.

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