#bPart IV: Reference

#b8-Ball

The object of the game is to pot the 8-ball, after potting all seven balls from your designated group. The game is played with a cue ball and fifteen object balls racked in a triangle, consisting of seven spotted, seven striped, and the 8-ball. Players stay at the table until a ball is not potted, or a ball is potted illegally. The player who legally pots the 8-ball wins.

#bFouls

1. Failing to make a legal break.
2. Failing to make contact with another ball. 
3. Failing to hit a legal object ball first. 
4. Failing to send a ball to the rail.
5. Potting the cue ball.
6. Potting balls from the opposing group.

The incoming player receives 'Ball in hand' and/or a 'Free shot'.

#p#bLoss of Game

1. Making a foul shot when potting the 8-ball.
2. Potting the 8-ball into a non-designated pocket.
3. Potting the 8-ball when not the legal object ball.

CueClub allows you to customise the 8-ball game by toggling twelve rules described below. It is recommended that you spend a few moments setting up these rules to suit.

#p#bRule 1: 4+ balls must hit the rail, or a ball potted for a valid break.

With this option enabled, the player must drive 4 balls or more to the rail, or pot a ball to make a valid break.

With this option disabled, the player has only to hit the pack to make a valid break.

#bRule 2: Restart game if 8-ball potted on break.

With this option enabled, if the player who breaks pots the 8-ball, then the balls are re-racked and the other player breaks.

With this option disabled, if the player who breaks pots the 8-ball, that player is declared the winner.

#bRule 3: Table always 'open' immediately after break.

With this option enabled, the table is always 'open' after a break shot, irrespective of what balls may have been potted (except the 8-ball). That is, the player may play for either spotted or striped balls.

With this option disabled, if the player who breaks pots one or more balls from the same group, then the table will no longer be open and the player will be designated that ball group. By default, the other opponent will be designated the other group. 

#p#bRule 4: 8-ball can be directly hit when table is open.

With this option enabled, a player can legally hit the 8-ball first, when the table is 'open'. It is still a foul to pot the 8-ball, unless it is the break shot.

With this option disabled, it is a foul to hit the 8-ball first when the table is 'open'.

#bRule 5: Force player to nominate group after break.

With this option enabled, if the table is still 'open' immediately after the break shot, then the incoming player must declare his group before proceeding.

With this option disabled, the table remains 'open' until one or more balls of just one group are potted on a turn.

#bRule 6: Potting opponents balls is a foul.

With this option enabled, it is illegal to pot balls belonging to your opponents group, even if balls of your own group are potted on the same turn.

With this option disabled, it is legal to pot balls from your opponents group, so long as one or more balls of your own group are potted on the same turn, and the first ball hit belongs to your own group.

#p#bRule 7: Failing to send at least 1 ball to the rail is a foul.

With this option enabled, it is a foul not to send at least one ball (which may be the cue ball or any other ball) to any rail during a turn. The exception to this is to make a legal pot. 

With this option disabled, it is not required that any balls hit the rail during a turn.

#bRule 8: Always respot the cue ball in the 'D'.

With this option enabled, The cue ball is respotted inside the 'D' semi-circle, and may not be moved outside the 'D' to play the shot.

With this option disabled, the cue ball is respotted behind the 'head string', and may be moved anywhere within this region before playing the shot.

#bRule 9: Following a foul, award 'Ball in hand' to incoming player.

With this option enabled, when a foul is awarded the incoming player can place the cue ball anywhere on the table before playing the shot.

With this option disabled, the incoming player must play the shot from where the cue ball rests, or if the cue ball has been potted, from a position according to rule 8.

#p#bRule 10: Following a foul, award 'Free shot' to incoming player.

With this option enabled, when a foul is awarded the incoming player is given a free shot. This allows the player to have one shot without having to pot a ball, and then have another go. The free shot is 'kept' until used in the way just described, or lost if the player makes a foul. 

With this option disabled, when a foul is awarded no free shot is given.

#bRule 11: Following a foul, award 'Free shot' to player on 8-ball.

With this option enabled, the free shot rule as described in rule 10 applies, even when the incoming player is 'on' the 8-ball.

With this option disabled, the free shot rule does not apply when the incoming player is 'on' the 8-ball.

#bRule 12: Nominate pocket for 8-ball.

With this rule enabled, a player 'on' the 8-ball must nominate a pocket. Potting the 8-ball into a not nominated pocket is a foul and loss of game.

With this rule disabled, a player 'on' the 8-ball does not nominate a pocket. The 8-ball can be legally potted in any pocket.

#p#bHints

Blast the pack hard to increase your chances of potting a ball from the break.

Experiment with different breaking positions to spread the balls better.

If possible, choose your ball group on the basis of table configuration. Look for balls that are well positioned.

Save easy pots until later - especially if the balls are covering pockets. They help block your opponent and can be easily potted later.

Don't blast clusters of balls near to the 8-ball - you may pot the 8-ball!

Try to play the table to make it better for you and worse for your opponent.

#c#b9-Ball

The object of the game is to pot the 9-ball. The game is played with a cue ball and nine numbered object balls racked in a diamond. Players shoot for the lowest numbered ball on the table, although any object ball may be legally potted at any time. Players stay at the table until a ball is not potted, or a foul is made. The player who legally pots the 9-ball wins. It is important to note that the 9-ball can be potted at any time during the game, usually by making a cannon or carom off the lowest numbered ball.

#bFouls

1. Failing to send four or more balls to the rail on the break shot.
2. Failing to make contact with another ball.
3. Failing to hit the lowest numbered ball first.
4. Potting the cue ball.
5. Illegally potting the 9-ball (the 9-ball is then respotted).

The incoming player receives 'Ball in hand'.

#bHints

Blast the pack and get the 9-ball moving.

Play safe unless you have a good chance of clearing the table.

Make use of kisses, cannons and caroms to pot the 9-ball early.

#c#bSnooker

Points are awarded for potting legal balls and receiving penalties from your opponent's fouls. The winner is the player with the highest score at the end of the game. The game is played using a cue ball and twenty-one object balls, made up of fifteen reds and six colours. Each object ball carries a value:

  Red (1 point)
  Yellow (2 points)
  Green (3 points)
  Brown (4 points)
  Blue (5 points)
  Pink (6 points)
  Black (7 points)

Scoring is made by potting reds and colours alternately until all reds are potted, after which the colours are potted in ascending order of value (i.e. yellow to black).

#p#bNotes 

The first player plays from the 'D'.

For the first stroke of each turn, until all the reds are off the table, red is the ball 'on'.

If a red is potted, the player receives one point and nominates a colour as the next ball 'on'. The colour, if potted, is scored (two to seven points) and respotted by the referee.

The break is continued by potting reds and colours alternately, until all the reds are cleared.

The colours then become 'on' in the ascending order of their value (yellow to black) and remain off the table once legally potted.

The player remains at the table until a ball is not potted or a foul is made.

In the event of a tied game, the black is respotted, and the cue ball is played from the 'D'. A coin is tossed to determine the player to start, and the player that scores the next points (from potting the black or from making a foul) wins the game.

#p#bFouls 

1. Failing to make contact with another ball. 
2. Failing to hit the 'on' ball/s first. 
3. Potting the cue ball.
4. Potting a ball not 'on'.

All points scored before the foul shot are allowed.

The next shot is played from where the cue ball comes to rest.

Fouls incur a penalty of four points, or the value of the ball 'on', or the value of the ball illegally hit or potted - whichever is the highest. These points are added to the opponents score.

Should more than one foul be committed in the same stroke, the highest value penalty shall be incurred.

If, after a foul, the incoming player cannot clearly see both sides of any red ball from the cue ball position, then a 'Free ball' is awarded. In this situation the player may play any colour as a red for one point.

After a foul, the incoming player has the option to play or make the offending player 'Play again' from the current position.

The 'Miss' rule, usually enforced by the referee when an offending player 'Plays again' and misses without making an honest effort to hit the 'on' ball, has not been implemented in CueClub.

#p#bHints

Break by clipping the outer reds in the pack, with just enough power to bring the cue ball back into baulk (the area inside and around the 'D'). Blasting the pack is risky and can leave the game wide open for your opponent.

When making a break, try to keep the cue ball at the top end of the table (by the reds and black) to maximise your scoring potential. Send the cue ball back into baulk for a safety when no pot presents itself.

Learn to play for position. Try to think at least one shot ahead all the time.

Don't be too confident. Hold back on risky shots. It could cost you the frame.

Use your opponents weaknesses to your advantage. Encourage them to play difficult shots, which may result in you scoring through their fouls.

Keep an eye on the scores. Use the match information screen to see how many points are left on the table. Don't pursue a game if you need more than a few snookers to get even.

#c#bMini Snooker

This game is identical to Snooker, except only ten reds are used instead of the usual fifteen, allowing for a much faster game and maximum break of 107, compared with a 147 maximum break for Snooker.

#c#bKiller

The object of the game is to be the last player remaining. Killer is played with two to eight players, each taking turns at the table to pot a ball.  Fifteen balls are racked in a triangle, and the cue ball spotted behind the 'head string'. Players start with three lives each and lose a life after failing to pot a ball or potting the cue ball. Each player has one shot, except the breaking player who has a second go if no ball is potted on the break. Players are eliminated after losing all of their lives. The winner is the last player at the table. If the table is cleared before the game ends then the balls are re-racked and play continues.

#bFouls

1. Failing to pot an object ball.
2. Potting the cue ball.

All fouls incur a loss of one life.

CueClub allows the player to customise the Killer game by toggling 2 rules described below. It is recommended that the player spends a few moments setting up these rules to suit.  

#p#bRule 1: Potting cue ball loses a life.

With this option enabled, the player loses a life if the cue ball is potted.

With this option disabled, the player does not lose a life if the cue ball is potted.

#bRule 2: Potting 2+ balls gains a life.

With this option enabled, the player gains a life for each ball they pot in addition to the first one. For example, a player who pots two balls in the same turn gains one extra life. A player who pots three balls gains two lives, and so on.

With this option disabled, extra lives cannot be earned.

#bHints

Think in terms of eliminating others - make it difficult for the next player to pot a ball.

If extra lives can be earned, look for combination shots that will pot two or more balls on the same go.

Blast the balls if no pot lends itself.

#c#bSpeed Ball

The object of the game is to clear the table as fast as possible. The game is played by one person against the clock.  Nine balls are racked in a diamond, and the cue ball is spotted behind the 'head string'. The clock starts when the balls are racked, and stopped as soon as the last ball is potted. If the cue ball is potted, it gets respotted behind the 'head string' and play continues.

#bHints

Experiment with different table and cushion speeds, which will make the balls slow down at different rates.

Try different cue control methods. The default method is actually the slowest way to play a shot. 'Catapult' and 'Virtual' methods allow you to set the power quickly - without using the power bar.

Experiment with different breaking positions. Hitting the pack from varying angles and speeds will spread the balls in different ways. Note that no two breaks will ever be identical since the balls are always re-racked slightly differently.

Hit the cue ball with just enough power to perform the shot. Don't let it run on too long afterwards.

Maximum power may be useful on the break, or where there is a cluster of balls with no obvious pot available.

Try adding back-spin to the cue ball, to offset forward roll and bring the cue ball to rest sooner. Remember the chalk, though!

Take your time to position the cue carefully. A few extra moments spent aligning the cue is better than rushing a shot and missing.

Try to pot at least a couple of balls off the break.

A good time is around the one minute mark. It is possible to go much faster than this however.

