Games
The most widely played pool format in the world and the primary game in APA and most recreational leagues. Fifteen balls are racked in a triangle with the 8-ball in the center and a stripe and a solid in each back corner. Groups (stripes or solids) are assigned by the first legally pocketed called ball after the break. Each player must pocket all seven balls in their group, then legally pocket the 8-ball to win. Pocketing the 8-ball before clearing your group, or scratching while shooting it, is an immediate loss under most standard rules. LineUp Magic calculates legal 8-ball team lineups for APA and TAP captains instantly.
A rotation game played with nine balls (1–9) racked in a diamond with the 1-ball at the apex over the foot spot and the 9-ball in the center. The cue ball must contact the lowest-numbered ball on the table first on every shot, though balls can be pocketed in any order as a result. The 9-ball can be legally pocketed at any time via a combination, carom, or direct shot, as long as the lowest ball was struck first. The player who legally pockets the 9-ball wins. The dominant professional pool format. LineUp Magic supports 9-ball lineup calculations for APA and TAP teams.
A rotation game played with ten balls (1–10) racked in a triangle with the 10-ball in the center. Like 9-ball, the lowest-numbered ball must always be contacted first. Unlike 9-ball, all shots must be called; slop does not count. Widely regarded as more skill-intensive than 9-ball due to the call-shot requirement. The 10-ball can be legally pocketed early via a called combination. LineUp Magic supports 10-ball lineup calculations, free to use, no setup required.
A game in which any ball may be pocketed at any time, with both the ball and target pocket required to be called on every shot. One point is scored per legally pocketed ball. When only one ball remains on the table, the other fourteen are re-racked without the apex ball, and play continues through the new rack. Matches are typically played to 100 or 150 points. Straight pool was the dominant professional format for decades and remains one of the most demanding tests of all-around skill. If you're a league captain managing high-skill players in a format with a team cap, try LineUp Magic free. Built for APA and TAP captains who need every valid lineup on demand.
Each player is assigned one of the two corner pockets on the foot rail and may only score by legally pocketing balls in their designated pocket. The first player to pocket eight of the fifteen balls wins. Balls pocketed in any other pocket are re-spotted. One Pocket rewards patient safety play, defensive strategy, and precise position play far more than raw shot-making ability. Widely considered one of the most tactically complex pool formats.
A game in which only bank shots count, each scoring shot must rebound off at least one cushion before the object ball enters a pocket. Direct pockets do not count. Each legally made bank scores one point; the first player to reach a set number wins. Bank pool tests a player's understanding of rail angles, speed-dependent rebound variation, and cut-angle effects on banking.
A casual three-player game played with all fifteen balls. Each player is assigned a group of five balls to protect, typically 1–5, 6–10, or 11–15. The objective is to pocket the other players' balls. The last player with at least one ball remaining on the table wins. No fixed professional format exists; it is primarily a recreational and bar game.
A practice and competition format in which each player or team is given a set number of innings, typically ten, each starting with a fresh rack and ball-in-hand after the break. The player attempts to pocket as many balls as possible per inning, up to a limit. Total score across all innings determines the winner. Because both players face the same number of chances from the same starting condition, Equal Offense removes the luck of who breaks and provides a consistent measure of ball-pocketing and position-play ability.
A timed format in which the objective is to pocket an entire rack of balls as quickly as possible. Shot selection and ball-making efficiency take priority over position play. Speed Pool is commonly used as a drill and in exhibition settings.
Leagues & Organizations
The largest amateur pool league organization in North America, with local leagues operating under a national structure. The APA uses its Equalizer handicapping system, which assigns each player a skill level (SL1–SL9) based on match performance history tracked through submitted scoresheets. Skill levels determine how many games a player must win in 8-ball, or how many points they must score in 9-ball, to defeat an opponent. The primary team formats are 8-ball and 9-ball; the team skill level limit (23 Rule in open division) governs lineup construction. See the APA Skill Levels guide and the APA 23 Rule guide for full details.
A national American pool league and tournament organization using a skill-level-based handicapping system comparable in structure to the APA's. TAP's open division uses a team skill level cap of 25 (the 25 Rule). TAP uses call-pocket rules and has some procedural differences from the APA, including an explicit shot clock for higher-level events. See the TAP League Rules guide for a full breakdown including a side-by-side comparison with APA.
The Billiard Congress of America is the primary pool trade and governing association in the United States, responsible for maintaining rules, equipment standards, and the Hall of Fame. The BCAPL (BCA Pool League) is the associated league organization, now operating under CueSports International (CSI), that runs local leagues and an annual national championship in Las Vegas.
A national pool league and tournament organization offering 8-ball, 9-ball, and other formats. The ACS holds an annual championship tournament and maintains its own ruleset and handicapping structure.
A national pool league organization associated with Valley bar boxes. VNEA leagues are common in bars and use coin-operated tables. The organization runs an annual national championship and uses its own ruleset.
The international governing body for pocket billiards, responsible for maintaining the World Standardized Rules used in professional and most sanctioned amateur competition worldwide. WPA rules form the baseline from which most national and league rulesets are derived, though organizations like the APA use modified versions tailored to their formats.
The APA's proprietary handicapping system. Each player is assigned a skill level based on their accumulated performance history in APA-sanctioned matches. In 8-ball, skill levels determine the number of games a player must win per match (ranging from 2 wins for an SL2 to 7 wins for an SL7+). In 9-ball, skill levels determine how many points a player must score per match. The system is designed so that players of significantly different ability levels can compete meaningfully in a team format. The APA Skill Levels guide covers every level in detail with the full Games Must Win chart.
A numerical rating assigned to a player within a league's handicapping system. In the APA, skill levels run from SL1 (beginning player) to SL9 (professional-caliber). Ratings are calculated from actual match data, innings played, balls pocketed, and defensive shots, and are updated as players accumulate match history. An accurate skill level is essential to fair team competition under the APA's team skill level limit rules. See the APA Skill Levels guide for what each level means in practice and how they connect to the lineup cap.
In the APA, any player rated SL6 or higher in open division. Teams are limited to fielding no more than two Senior Skill Level players in a single team match. This restriction applies independently of the 23 Rule, a team may technically stay within the 23-point combined skill level total and still violate the Senior Skill Level rule by putting up three or more SL6+ players in the same match night. The Captain's Match Night Rules guide covers how this interacts with player declaration and forfeit procedures.
The APA rule capping the combined skill levels of the five players a team fields in a single open division team match at a maximum of 23. The violation occurs the moment the rack is struck in the individual match that pushes the team's total past 23. The entire offending team receives zero points for the match night. See the APA 23 Rule guide for full details on penalties, fallback compliance rules, and legal lineup combinations.
Rules, Principles & Shot Physics
A predictive principle stating that a rolling cue ball's path deflects approximately 30 degrees from its original direction after impact with an object ball on cut shots ranging roughly from a quarter-ball to a three-quarter-ball hit. The 30° rule is one of the most practically useful position-play guidelines, giving a player a reliable baseline for predicting where the cue ball will travel after a cut shot at normal rolling speed.
The principle stating that when a sliding (stunned) cue ball contacts an object ball at any cut angle, the cue ball and object ball separate along paths that are exactly 90 degrees apart. Because the cue ball travels along the tangent line with stun, and the object ball travels along the impact line, these two lines are always perpendicular. The 90° rule is the foundation for understanding stop shots, stun shots, and tangent line position play.
A guideline stating that with a thick hit (greater than a three-quarter-ball hit), the cue ball will deflect approximately three times the cut angle away from its original path after contacting the object ball. Useful for estimating cue ball direction on near-straight shots.
A guideline stating that on a straight-in roll shot, the cue ball will roll forward approximately one-seventh the distance the object ball rolls. This relationship holds because of the mass and momentum transfer properties of equal-weight balls in a direct-line collision. It is useful for estimating how far the cue ball will travel past the original object ball position on a follow shot.
A cut shot in which the center of the cue ball is aimed to pass through the outer edge of the object ball, covering half of the object ball's projected face. A half-ball hit produces a cut angle of approximately 30 degrees. It is a standard reference point in fractional-ball aiming systems and a reliable benchmark for estimating cut angles on either side of it.
A cut shot in which the cue ball's inside edge is aimed to cover approximately one-quarter of the object ball's projected face, resulting in a cut angle of approximately 49 degrees. A quarter-ball hit is a thin cut requiring careful aim; the cue ball deflects significantly from its pre-contact path.
A cut shot in which the cue ball's inside edge is aimed to cover approximately three-quarters of the object ball's projected face, resulting in a cut angle of approximately 15 degrees. A three-quarter-ball hit is a relatively full hit that sends the object ball nearly straight ahead with only a slight deflection.
The option of placing the cue ball anywhere on the table before shooting, awarded to the incoming player after the opponent commits a foul. Ball-in-hand anywhere on the table is the standard foul penalty in APA, TAP, WPA, and most modern league and tournament formats. Some bar rules and older formats restrict ball-in-hand to behind the head string (in the kitchen) only. This is one of the most common differences new players notice when moving from bar pool to league play. The APA 8-Ball vs Bar Rules guide covers this and other key differences side by side.
A requirement in certain pool formats that the shooter designate the intended ball and pocket before each shot. In call-shot games, obvious shots near pockets are typically understood without verbal declaration, but banks, combinations, kicks, and any ambiguous shots should be explicitly called. In 10-ball, all shots, including straightforward ones, must be called. The APA does not require called shots in standard league play; balls pocketed by slop count. What the APA does require is a legal lineup under the 23 Rule. Register free at LineUp Magic so that part is handled before you even arrive.
The deflection of the object ball away from the expected impact line caused by sliding friction between the cue ball and object ball during a cut shot. The sideways friction force at the point of contact pushes the object ball slightly toward the cue ball's path, so the object ball travels in a somewhat different direction than a pure geometric calculation would predict. Cut-induced throw is more pronounced at slower shot speeds and decreases as speed increases.
Deflection of the object ball away from the expected impact line caused by sidespin on the cue ball. When the spinning cue ball contacts the object ball, sideways friction between the ball surfaces can push the object ball off its predicted path. Inside english increases throw; outside english reduces it. Spin-induced throw is most significant at slower speeds and on combination shots where the spinning object ball continues to carry the induced spin into the next contact.
A rules violation during a shot that results in a penalty for the offending player. Common fouls: failing to contact the required ball first; failing to drive any ball to a cushion or pocket a ball after the cue ball contacts the object ball; pocketing the cue ball (scratch); double-hitting the cue ball; touching any ball with anything other than the cue tip; failing to keep at least one foot on the floor; and moving a ball accidentally with the cue or body. The standard penalty in modern American pool is ball-in-hand anywhere on the table for the opponent. If your team is already close to the 23-point cap, a foul on the wrong match can cost the whole night. Create a free LineUp Magic account and put your strongest legal lineup on the table every time.
A rule in 9-ball and some other formats that awards victory to the non-offending player if their opponent commits three successive fouls without making a legal shot in between. The opponent must be verbally notified that they are on their second consecutive foul before the third foul can trigger a loss of game. This rule is not universally applied, it must be in effect under the specific ruleset being used.
A rule in 8-ball and some 9-ball formats requiring that the break shot either pocket at least one ball or drive at least four object balls to a cushion. A break that fails to meet this requirement is a foul, typically giving the opponent the option to re-break or accept the table.
A special shot option available in 9-ball immediately after the break. On a push out, the shooter may play the cue ball to any location on the table without the normal requirements of contacting the lowest ball first or driving a ball to a cushion. Any ball pocketed on a push out is not counted. After a push out, the opponent may choose to shoot from the new cue ball position or return the shot to the original player. The push out must be declared before the shot is taken. APA and TAP 9-ball captains tracking points-per-match for each player's skill level can sign up free at LineUp Magic to turn those skill levels into optimized lineup combinations automatically.
The official rules of pocket billiards games developed and maintained by the World Pool-Billiard Association (WPA). Most professional and many amateur tournaments use World Standardized Rules as their baseline, with game-specific supplements for 8-ball, 9-ball, 10-ball, straight pool, and one pocket. The APA uses its own modified ruleset that differs from WSR in several areas, most notably handicapping structure, the team skill level limit, and some foul interpretations.
A
An object ball whose position, once pocketed, allows the cue ball to easily reach shape on a subsequent ball that would otherwise be difficult to get to. Identifying and using access balls effectively is a key element of advanced run-out planning in 8-ball.
The imaginary line extending through the center of the cue ball in the direction the cue is pointed, running toward the intended ghost ball target position on the object ball. Accurate placement of the cue along the aiming line is the fundamental objective of any aiming system.
The ball positioned at the front of a racked group, closest to the breaker, farthest from the racker, placed over the foot spot. In an 8-ball or straight pool triangle rack, the 1-ball is typically the apex. In a 9-ball diamond rack, the 1-ball sits at the apex.
An approach to position play in which the cue ball is played into a broad zone that guarantees at least one makeable shot, rather than attempting to place the cue ball at a precise point. Playing for area shape reduces pressure and increases consistency because a larger target area is more forgiving of minor speed or angle errors. Captains can apply the same thinking: rather than hunting for one perfect lineup, create a free account at LineUp Magic and see the full zone of valid combinations your roster gives you.
B
A cut shot in which the shooter is aimed away from the target pocket. The butt of the cue passes over one of the cushions adjacent to the pocket rather than facing the pocket directly. Back cuts are generally more difficult to judge because the pocket is behind or beside the shooter's natural line of sight during address.
Reverse rotation applied to the cue ball by striking below center. The spinning ball slides forward while friction from the cloth works against its spin, slowing it. On contact with an object ball, backspin causes the cue ball to reverse direction or stop well short of where a center-ball hit would carry it. The more backspin applied, and the slower the shot speed, the more pronounced the draw effect.
A method of compensating aim for cue ball squirt when applying sidespin. The cue is first aligned for a center-ball hit, then pivoted toward the desired tip offset using the back (grip) hand while keeping the bridge hand planted. For a specific bridge length matching the cue's natural pivot point, this pivot angle cancels the squirt effect and keeps the cue ball traveling along the original aiming line.
The traditional term for the woven woolen cloth used to cover billiard tables. Often called "felt" informally, though baize and felt are structurally different materials. Table cloth is traditionally green but other colors are common. Cloth quality, weave tightness, and condition significantly affect ball speed and how effectively spin transfers.
A shot in which the object ball is driven into one or more cushions before being pocketed. Bank angle is affected by speed, faster shots rebound at a narrower angle while slower shots rebound wider, as well as spin transferred from the cue ball at impact and the condition of the cushions. In bank pool, only bank shots score. In call-shot games, a bank must be designated before the shot.
A coin-operated pool table, typically 3.5 × 7 feet, found in bars, taverns, and entertainment venues. Bar boxes are smaller than full-size 9-foot competition tables, which compresses shot angles and requires adjusted speed and position play. Most have an automatic ball-return system that separates the cue ball from object balls using a magnetic or size-based mechanism. APA and most recreational leagues use bar boxes as their standard playing surface. See the APA 8-Ball vs Bar Rules guide for how league rules differ from informal bar pool on these tables.
The first shot of a game, played from behind the head string into the racked object balls. Requirements vary by game: in 8-ball, the cue ball must contact the rack and either pocket a ball or drive at least four balls to a cushion; in 9-ball and 10-ball, the cue ball must strike the 1-ball first and either pocket a ball or drive four balls to a cushion. An illegal break typically gives the opponent the option to re-break or accept the table as-is.
When a player pockets at least one ball on the break and then clears all remaining required balls without the opponent getting a turn. In 8-ball, this means running all seven balls in one's group and pocketing the 8-ball in one extended inning. In 9-ball, it means reaching and pocketing the 9-ball. A break and run is one of the most impressive individual achievements in a game of pool. APA and TAP captains can create a free account at LineUp Magic to see which lineups give their team the strongest position from the opening break.
A designated two-diamond-by-two-diamond square area in the center of the kitchen, between the head string and head rail, from which the break shot must be taken in some tournament formats. The break box rule, used in some 9-ball events, prevents the more effective side-rail break technique that often results in the 9-ball being pocketed on the break.
A cue specifically built for the opening break shot, typically sturdier than a playing cue with a harder tip to withstand the force of power breaks without absorbing excessive energy. Break cues are often slightly heavier than playing cues and have less flexible shafts. Using a separate break cue helps preserve the playing cue's tip and shaft.
A shot in which the cue ball, after contacting its primary target, is directed into a cluster of balls to scatter them into more accessible positions. Break-out shots are a common strategic tool in 8-ball when certain balls in a group are locked in a cluster and cannot be easily pocketed without being separated first. Figuring out which players on your roster can be combined under the cap is its own kind of break-out problem. Sign up free at LineUp Magic and it handles every combination instantly.
The support formed by the non-shooting hand (or a mechanical device) that holds and guides the cue shaft during a stroke. The two primary hand bridge styles are the open bridge (cue rests in a V-groove between the thumb and index finger) and the closed bridge (index finger loops over the cue for added stability). Bridge length (the distance from the bridge to the cue ball) is typically 6 to 10 inches for most shots.
The grip end of the cue stick, held by the shooting hand during a stroke. The butt is the thicker, heavier portion of the cue. On two-piece cues, the butt contains the joint mechanism and is stored or transported separately from the shaft. Cue weight is largely determined by the weight bolt or material in the butt.
C
Striking the cue ball at its exact geometric center, no top, bottom, or side spin is applied intentionally. A center-ball hit causes the cue ball to slide initially then transition to natural forward roll as cloth friction takes effect. On a straight-in shot at normal speed, center-ball contact produces a follow-through of the cue ball along the object ball's path. On a cut shot, the cue ball travels along the tangent line while developing roll.
A compressed cube of fine abrasive material (technically a compound of silica and aluminum oxide, not calcium carbonate) applied to the cue tip before shots. Chalk increases friction between the leather tip and the cue ball, reducing the likelihood of a miscue on off-center hits. Should be applied lightly before each shot with a light brushing motion rather than grinding the chalk into the tip.
Intentionally directing an object ball to enter one side of a pocket rather than through the center. Cheating the pocket changes the angle of the cue ball's departure after contact, making it possible to achieve a different cue ball position than a center-pocket entry would produce. Also used to avoid scratches on straight-in shots and to navigate object balls partially blocking the pocket opening.
A hand bridge in which the index finger is curled over the cue shaft, creating a loop through which the cue travels. A closed bridge provides more stability and less lateral play than an open bridge, making it preferred for power shots, long-distance shots where precision is critical, and shots requiring heavy spin application.
The material covering the playing surface and rails of a pool table. Most quality pool cloth is a wool-nylon blend. "Felt" is the widespread informal term, though structurally incorrect. Fast cloth (tight weave, broken-in, clean) allows balls to travel farther with less friction; slow cloth (loose, dirty, or worn) causes balls to decelerate sooner. Cloth condition significantly affects position play planning.
Two or more object balls that are touching or in close proximity. Clusters require planning: a player may need a break-out shot to separate them, or may use them strategically for combinations or defensive purposes. Leaving a cluster of the opponent's balls locked in an inaccessible position is a standard defensive tactic in 8-ball.
A shot in which the cue ball contacts one object ball, which then travels into a second object ball (and possibly more), ultimately pocketing the final ball. Combination shots require accurate contact point alignment and are susceptible to throw effects. A "dead combination" refers to balls lined up so directly toward a pocket that the shot is nearly unmissable.
The specific point on the surface of the object ball where the cue ball makes contact. The object ball travels along the line drawn through its center and the contact point after impact. Accurate identification of the required contact point, based on the desired object ball path, is the foundation of cut-shot aiming.
The tapered implement used to strike the cue ball. A standard playing cue is 57–58 inches long, weighs 18–21 ounces (with 19–20 oz most common), and consists of a tip, ferrule, shaft, joint (on two-piece cues), and butt. The shaft tapers from a wider diameter near the joint to a narrower tip diameter. Cue quality, stiffness, weight, and tip hardness all affect feel and performance.
The white ball that a player propels with the cue stick. It is the only ball that may be legally contacted by the cue tip. On most tables, the cue ball is identical in size and weight to the object balls. On older coin-operated bar tables, the cue ball may be slightly larger or contain iron particles to enable the auto ball-return mechanism to separate it from object balls after a scratch.
The formed piece of material, typically layered or solid leather, at the narrow end of the cue shaft that contacts the cue ball. Tip hardness affects spin transfer and durability: softer tips grip the cue ball longer and impart more spin; harder tips are more durable and consistent but generate less spin. Cue tips require regular maintenance, shaping, scuffing, and chalking to perform reliably.
The elastic bumpers lining all rails of a billiard table, made from vulcanized rubber. Balls rebound off cushions according to approach angle, ball speed, and spin. Cushion condition degrades over time; a "dead cushion" has lost elasticity and rebounds balls shorter than expected. "Rail" is used interchangeably with cushion, though strictly the rail is the wooden frame member and the cushion is the rubber strip mounted on it.
The angle between the cue ball's direction of travel and the impact line (the line through the centers of the cue ball and object ball at contact). A straight-in shot has a cut angle of zero. As the cut angle increases, the hit becomes thinner, the object ball deflects at a greater angle from the cue ball's path, and the cue ball's post-contact path changes accordingly.
Any shot in which the cue ball contacts the object ball at an angle, that is, where the cut angle is greater than zero. Nearly all pocketing shots in pool are cut shots, since straight-in shots are relatively uncommon in practice. The required cut angle is determined by the positions of the cue ball, object ball, and target pocket.
D
A combination shot in which the object balls are aligned so directly toward a pocket that contact with the first ball will almost certainly send the second ball in. The shot is considered "dead" because it is essentially impossible to miss; the balls are said to be "wired" to the pocket. Dead combinations are valuable in run-out planning as automatic options that require little accuracy.
A state of peak play in which a player appears unable to miss, shots feel automatic, position play is fluid, and decision-making is clear and confident. Also called being "in stroke" or "in the zone." Players in dead stroke typically experience a relaxed mental state, consistent pre-shot routine, and unusually predictable cue ball control. Captains put themselves in dead stroke before match night by knowing their lineup options cold. Sign up free at LineUp Magic and never do the math in your head again.
Any of several mathematical aiming systems that use the inlaid diamond markings on the rails as reference points to calculate the cue ball's path on kick shots and bank shots off multiple cushions. By assigning numerical values to each diamond position, a player can determine where a ball will arrive after one or more rail contacts at a given entry angle. Various diamond systems exist; experienced players often develop personal adjustments based on their preferred speeds.
The small inlaid markings set into the top surface of the rails at regular intervals between pockets. On a standard pool table, three equally spaced diamonds appear between each pair of adjacent pockets on the long rails, and two on the short rails. Diamonds serve as reference points for kick shots, bank shots, and position play systems. The shape of the markings varies by manufacturer; they may be diamond-shaped, round, square, or rectangular.
An illegal shot in which the cue tip contacts the cue ball twice during a single stroke. Most commonly occurs when the cue ball is very close to an object ball or cushion and the tip catches the cue ball a second time as it rebounds. A double hit is a foul in all standard rule sets and results in ball-in-hand for the opponent. Short strokes at very close range and shots played with the cue ball already against an object ball are the most common situations where double hits occur.
A shot using bottom spin to slow the cue ball on its way to the object ball. By beginning the cue ball with backspin, the drag shot produces a desired degree of draw, stun, or follow at the moment of impact. The backspin decelerates the cue ball en route so it arrives with less forward momentum than the stroke speed initially implies. Useful for controlling cue ball position on long-distance shots.
A shot in which the cue ball is struck below center, applying backspin. After contacting the object ball, the backspin causes the cue ball to reverse direction, pulling back toward the shooter rather than following the object ball forward. The degree of draw depends on how far below center the tip contacts the ball and how much speed is applied. Draw is one of the two fundamental position-play tools in pool, along with follow.
E
The solid-black ball numbered 8 in a standard American ball set. The 8-ball is the game ball (money ball) in eight-ball, the final ball each player must legally pocket after clearing their assigned group of seven. Pocketing the 8-ball before clearing one's group, scratching while shooting for it, or pocketing it in the wrong pocket results in immediate loss under most standard rulesets.
Horizontal spin applied to the cue ball by striking it to the left or right of its vertical center line. English has its primary effect on how the cue ball rebounds off cushions, running english (in the direction of travel along the rail) widens the rebound angle and adds speed; reverse english narrows the rebound angle and reduces speed. English also influences object ball path slightly through spin-induced throw. Controlled english is essential for advanced cue ball position play.
The total margin of error, left and right of the pocket's effective center, within which a shot still results in the object ball being pocketed. Effective pocket size varies with the approach angle of the object ball, the distance from pocket to object ball, and whether the pocket facings offer a backboard effect. Shots entering a pocket at a shallow angle effectively have a larger target than shots driven in at a steep angle.
F
The sleeve fitted to the tip end of the cue shaft, onto which the cue tip is mounted with adhesive. Ferrules are commonly made from fiberglass, phenolic resin, or other rigid synthetic materials. The ferrule protects the wood of the shaft from splitting under the repeated compression of cue ball impacts. Ferrule material affects how the tip feels at contact and contributes to squirt characteristics.
A shot in which the cue ball is struck above center, applying forward (top) spin. After contacting the object ball, topspin causes the cue ball to continue rolling forward, farther than a center-ball hit would carry it. On a straight-in shot, the cue ball follows the object ball directly. On a cut shot, the cue ball initially travels along the tangent line and then arcs forward due to the topspin. Follow is one of the two fundamental position-play tools in pool.
The continuation of the cue's forward motion through the cue ball position after contact, extending along the aiming line. A complete, straight follow-through is one of the most important fundamentals of a consistent stroke. Cutting the follow-through short, or steering it off-line toward the pocket, is a common source of missed shots and inconsistent cue ball behavior.
The short rail at the foot end of the table, the end where balls are racked. The foot rail is opposite the head rail, from which the opening break shot is played. Balls spotted to the table are placed on the foot spot, located at the center of the foot string near this rail.
The marked or implied point on the table at the intersection of the foot string and the long string, approximately one-quarter of the table's length from the foot rail. The apex ball of every rack is placed on the foot spot. When object balls must be returned to the table (after being illegally pocketed or jumped off), they are spotted on the foot spot or as close to it as possible without contacting other balls.
A follow shot struck with significant speed and maximum topspin, driving the cue ball forcefully through or past the object ball's original position. Force follow is used to break up clusters, reach distant position zones on long-distance shots, and drive through multiple balls. On a straight-in shot at close range, force follow sends the cue ball hard through the contact area.
An aiming method using the estimated fraction of the object ball covered by the projected cue ball to gauge the required cut angle. Full-ball (100%), three-quarter-ball (75%), half-ball (50%), and quarter-ball (25%) hit fractions each correspond to specific cut angles: 0°, ~15°, ~30°, and ~49° respectively. Players use these reference points as benchmarks and interpolate between them for intermediate cut angles.
A ball that is resting in direct contact with a cushion or another ball. Frozen balls affect play in specific ways: a cue ball frozen to an object ball may have special legal requirements for how it must be played; an object ball frozen to a cushion is subject to specific rules about whether it can be kicked away from that same rail; and frozen combinations may be nearly automatic (dead) shots depending on their alignment.
The core physical skills that form the foundation of consistent play: stance, grip, bridge, stroke, and follow-through. Sound fundamentals allow a player to execute shots repeatably and accurately under pressure. Most instruction emphasizes developing solid fundamentals first, since advanced techniques built on a flawed foundation will be unreliable.
G
A precisely calibrated amount of outside sidespin applied to the cue ball that results in zero relative sliding motion between the cue ball and object ball surfaces at the moment of impact; the balls interact like two meshing gears. When gearing outside english is achieved, cut-induced throw is eliminated, and the object ball travels along the pure impact line. The required amount of outside english varies by cut angle and shot conditions.
An imaginary ball of the same size as the cue ball, mentally placed in contact with the object ball at the location where the impact line points toward the target pocket. The center of the ghost ball defines the precise aiming point. The cue ball must be sent to occupy exactly the ghost ball's position to contact the object ball at the correct point. Ghost ball is one of the most widely taught and intuitive aiming methods in pool.
One of the two sets of seven object balls assigned to a player in 8-ball: either solids (1–7) or stripes (9–15). Group assignment is determined by the first legally pocketed called shot after the break. A player must pocket all balls in their group before attempting the 8-ball. The 8-ball itself is neutral until the group assignment is made. Team captains building APA or TAP lineups within the skill level cap can sign up free at LineUp Magic to see every valid player combination for match night.
H
A modification to rules, scoring, or game count that compensates for a skill level difference between players, allowing more equitable competition. Common pool handicaps include adjusted race lengths, pre-assigned wins (games on the wire), and the APA's skill-level-based scoring system. Leagues use handicapping to ensure competitive matches between players of different abilities across an entire team season. LineUp Magic applies the APA and TAP team skill level caps automatically when calculating valid lineups from your roster.
An object ball sitting directly in or immediately over the opening of a pocket, a shot that is nearly impossible to miss. Hangers often result from a partially-executed shot that deposits the ball on the lip without it falling in. Despite appearances, the most common error when shooting a hanger is scratching the cue ball into the same pocket immediately after.
The short rail at the head end of the table, the end from which the opening break is played. The head rail is the near rail from the breaker's perspective. Traditionally, the table manufacturer's nameplate is mounted on the head rail.
An imaginary line running across the table through the second diamonds from the head end of each long rail. The head string defines the back boundary of the kitchen. The cue ball must be placed behind the head string for the opening break and in ball-in-hand-behind-the-line situations. The head string intersects the long string at the head spot.
The highest number of consecutive balls a player has ever pocketed in a single inning of straight pool without missing. High run is the standard benchmark for measuring straight pool achievement. A high run of 100 or more (a "century") represents a significant level of mastery. Top professionals have recorded runs exceeding 500 balls in competition.
A player who needs only one more win to clinch a match is "on the hill." When both players are in this position simultaneously, the match is "hill-hill", the most pressure-filled point in any race-format competition. A hill-hill game is sometimes called a "case game" because after it ends, the cue goes back in the case. On a match night that comes down to one game, lineup decisions can be the margin. Create a free account at LineUp Magic and know your strongest legal combinations before you ever have to declare.
I
The imaginary line through the centers of the cue ball and object ball at the exact moment of contact. After impact, the object ball travels along the impact line (absent throw effects). The impact line is also the line passing through the ghost ball's center and the object ball's center, and is the fundamental reference for all cut-shot aiming.
A player's turn at the table, which continues as long as they legally pocket balls and commit no fouls. An inning ends with a miss, a foul, a deliberate safety, or a win. In straight pool, an inning may span multiple racks if the player continues pocketing balls without interruption. In APA, innings at the table factor directly into how skill levels are calculated, every match your team plays is data. Create a free account at LineUp Magic to make the most of those skill levels when building your lineup.
Sidespin applied to the cue ball on the same side as the direction the object ball is cut. For example, right-side spin on the cue ball when cutting the object ball to the right. Inside english can increase throw on the object ball and tends to narrow the cue ball's rebound angle off cushions compared to a no-spin shot. Contrast with outside english.
An easily pocketed object ball, often hanging in or near a pocket, that a player deliberately leaves untouched while running other balls. The insurance ball is held in reserve as a safety valve: if the player gets out of position during the run, the insurance ball provides a simple shot to get back on track without losing the inning. LineUp Magic is your insurance ball for match night, a free account that keeps every legal lineup ready when you need a fallback option under the cap.
J
The position a player is left in after an effective safety, surrounded by opponent balls with no accessible legal hit. Being in jail typically forces a kick shot or a safety response that extends the defensive exchange. Leaving an opponent in jail after a safety is one of the goals of advanced defensive play.
The interior walls of a pocket opening, formed by the angled pocket facings on either side of the entrance. A ball that "jaws" rattles between the pocket walls without dropping in. The pocket point (knuckle) is the corner where the cushion nose meets the pocket facing at each side of the opening.
The threaded mechanical connection between the butt and shaft sections of a two-piece cue. Most modern cues use a stainless steel or brass pin and matching collar at the joint. A secure, properly fitted joint is important for consistent stroke feel and cue integrity. Joint protector plugs are used to keep the mechanism clean and protected when the cue is broken down.
A shot in which the cue ball is intentionally propelled into the air to clear an obstacle ball. Legal jump shots are executed with a downward stroke that compresses the cue ball briefly against the slate, causing it to spring upward. Scooping under the cue ball to loft it is illegal under all standard rules. Some venues and leagues prohibit jump shots to protect the cloth. Specialized jump cues, shorter, lighter, with a harder tip, are used to execute jump shots more reliably.
K
The object ball immediately before a critical or game-winning ball in a run-out sequence, which must be pocketed with precise cue ball position to set up the final shot. Execution on the key ball is often the determining factor in whether a player completes the rack or is forced to hand the table back to the opponent.
A shot in which the cue ball is driven into one or more cushions before contacting the object ball. Kick shots are required when the cue ball is snookered behind an obstacle and a direct path to the target ball does not exist. Accurate kicking requires understanding of how approach angle, speed, and spin affect the cue ball's rebound path off one or more rails.
A shot designed to stop the cue ball as close as possible to its pre-shot position after contacting the object ball. Kill shots typically combine draw with inside english to cancel most or all of the cue ball's residual motion. Used when the next shot requires the cue ball to remain in approximately its current location.
A shot in which an object ball is pocketed by first glancing off another object ball, which redirects it toward the pocket. The initial ball "kisses" the second ball in toward the target. Kiss shots can be intentional or incidental. A "dead kiss" describes two balls aligned so precisely toward a pocket that the redirect is essentially automatic.
The area of the table between the head rail and the head string. The cue ball must be placed anywhere within the kitchen for the opening break shot and in ball-in-hand-behind-the-line situations (as in 8-ball after a scratch on the break). The cue ball may be positioned anywhere within the kitchen but must be shot at an object ball located outside the kitchen.
The pointed corner of the cushion at each side of a pocket opening, where the cushion nose meets the pocket facing. On American pool tables, the angled pocket facings create a backboard effect that gives additional margin for error compared to the tighter, rounded knuckles found on snooker tables. A ball striking a knuckle directly typically rebounds unpredictably rather than entering the pocket.
L
The skill shot used to determine who breaks first. Both players simultaneously shoot a ball from behind the head string to the foot rail; each ball must rebound back toward the head rail without touching either side rail. The player whose ball comes to rest closest to the head rail wins the lag and typically earns the choice of breaking or making the opponent break. Ties result in a re-lag. While both teams are warming up before the lag, savvy captains are already sorted. Get a free LineUp Magic account so your lineup decisions are made before you even walk in the door.
The placement of the cue ball (and remaining object balls) after a shot, evaluated in terms of how well it sets up the next planned shot. A "good leave" means the cue ball is in a favorable position; a "bad leave" means the player faces a difficult shot, a forced safety, or a loss of inning. Consistent leave management, through controlled speed and spin, is what separates skilled players from those who can make individual shots but cannot chain them together. The lineup equivalent of a good leave is fielding the right combination under the cap. Register free at LineUp Magic and see every option sorted strongest first.
A shot in which no foul of any kind occurs. At minimum, a legal shot requires: contacting the correct ball first, and either pocketing a ball or driving at least one ball to a cushion after the cue ball contacts the object ball. Additional conditions, such as correct stroke mechanics and position of the player's feet, must also be met. Failure to execute a legal shot results in a foul and ball-in-hand for the opponent.
An imaginary line running lengthwise down the exact center of the table from head rail to foot rail. It passes through the head spot, center spot, and foot spot. The long string is the primary axis for ball spotting and serves as a reference line in several aiming and diamond systems.
M
A shot executed with the cue elevated steeply, sometimes near-vertical, and the cue ball struck off-center to impart extreme topspin combined with sidespin. The combination causes the cue ball's path to curve significantly, allowing it to navigate around obstacle balls that would otherwise require a kick shot. Massé shots are advanced techniques; they require specific cue mechanics to avoid damage to the cloth and are prohibited in many recreational venues.
A device consisting of a stick with a grooved or notched head that supports the cue shaft in place of the bridge hand, used when the cue ball cannot be comfortably reached with a standard hand bridge. Standard pool halls and bars provide mechanical bridges mounted under or near each table. Despite derogatory nicknames, use of the mechanical bridge is entirely appropriate and expected when the cue ball position requires it.
A stroke in which the cue tip slips off the cue ball rather than making controlled, centered contact. Miscues produce unpredictable cue ball behavior and are almost always unintentional. Common causes include insufficient chalk on the tip, a worn or improperly shaped tip, or attempting too much tip offset without adequate chalk coverage. Miscues do not automatically constitute a foul unless the resulting cue ball motion causes a rules violation.
The ball that, when legally pocketed, wins the game. In 8-ball it is the 8; in 9-ball the 9; in 10-ball the 10; in one pocket it is the ball that gives a player their eighth point. In rotation games, the money ball may be pocketed early via a legal combination or carom at any time, as long as the lowest-numbered ball on the table was contacted first.
N
The rolling motion of a ball in which its rotational speed exactly matches its forward velocity, there is no sliding between ball and cloth. A cue ball struck at center gradually transitions from sliding to natural roll as cloth friction converts the sliding energy into rotation. Once in natural roll, a ball follows a predictable, consistent path and exhibits the most reliable rebound behavior off cushions.
The specific bridge length at which pivoting the cue around the bridge hand to apply sidespin (back-hand english) exactly cancels the squirt effect, leaving the cue ball traveling along the original aiming line despite the tip offset. At the natural pivot length, the angle of the cue pivot equals the squirt angle. This length is specific to each individual cue's construction and shaft stiffness.
The striped yellow ball numbered 9 in a standard American ball set. The 9-ball is the money ball in the game of nine-ball, it may be legally pocketed at any point during a game provided the lowest-numbered ball on the table was the first ball contacted by the cue ball on that shot. Pocketing the 9-ball on the break via a legal shot wins the game.
O
Any ball other than the cue ball. In a narrower context, the object ball is specifically the ball the player intends to pocket or must legally contact first on a given shot. In rotation games, the lowest-numbered ball on the table is the required first-contact object ball on every shot.
A hand bridge in which no finger loops over the cue shaft. The cue slides in a V-groove formed by the thumb and the base of the index finger, with the remaining fingers spread on the cloth for stability. The open bridge is the most widely used style in American pool, allowing the cue to move freely throughout the stroke with minimal resistance.
In 8-ball, the condition existing before either player has legally pocketed a called shot after the break. While the table is open, a player may legally contact any object ball (except the 8-ball) first, even if shooting at a ball from what would normally be the opponent's group. Group assignments are made only when a player legally pockets a called shot on an open table. Captains deciding which players to put up in an open 8-ball format can create a free LineUp Magic account to generate every legal lineup sorted by combined strength.
Sidespin applied to the cue ball on the opposite side from the cut direction, for example, left spin when cutting the object ball to the right. Outside english tends to reduce throw on the object ball by counteracting the sliding friction at contact (gearing effect). It also widens the cue ball's rebound angle off cushions. Outside english is generally considered safer than inside english on cut shots because it works against rather than amplifying cut-induced throw.
P
The strategic selection of a specific order in which to pocket balls during a run-out, based on the current table layout. Good pattern play identifies and exploits the natural flow of positions from one ball to the next, minimizes long cue ball travel, plans around problem clusters, and routes the cue ball toward the game ball with manageable position. Poor pattern play forces difficult position plays or creates dead ends that require desperation shots. Captains planning match-night rosters face a similar challenge. Sign up free at LineUp Magic and it maps every valid lineup combination, the same way a good player maps their shot sequence before running out.
One of six openings in a standard pool table into which object balls are shot: four corner pockets (between each long and short rail) and two side pockets (midway along each long rail). Corner pockets have a 90-degree aperture and are cut deeper; side pockets have a 180-degree aperture and are cut shallower. American pool table pockets are notably wider than snooker table pockets, offering more margin for error and a backboard effect off the pocket facings.
The angled interior surfaces on either side of a pocket opening where the cushion ends meet the pocket entrance. On American pool tables, facings are flat and angled outward, creating a backboard effect that can redirect a ball into the pocket even on slightly misdirected shots. They are reinforced with plastic shims to resist wear. The corners formed where the cushion nose meets the facing are called the knuckles or pocket points.
The use of controlled cue ball speed, spin, and angle to achieve a favorable table position after pocketing the current ball. Advanced position play involves planning shot sequences, controlling the cue ball within predictable zones, managing clusters, and preserving options through a run-out. The ability to execute consistent position play is the primary skill separating intermediate players from advanced players, most players can make individual balls; far fewer can chain them efficiently. Team captains can apply the same principle to lineup construction: free yourself from manual math at LineUp Magic and start every match with your best combinations already mapped.
The side of the pocket that, when a cut shot is slightly over- or under-cut, leaves the object ball in a more favorable position for the shooter's next attempt, or in a more difficult position for the incoming opponent. On most corner pocket cut shots, the long-rail side (slightly overcut) is considered the pro side because a ball that misses on that side tends to stay near the pocket, while a miss on the short-rail side rattles into the rail and travels away. Experienced players consciously aim for the pro side as a hedge against a narrow miss.
An illegal shot in which the cue tip remains in contact with the cue ball for longer than the momentary duration appropriate for a normal stroke, typically because the cue ball and object ball begin in close proximity and the tip effectively pushes the cue ball into the object ball rather than striking it cleanly. A push shot is a foul in all standard rule sets and results in ball-in-hand for the opponent.
R
A match format decided by which player first reaches a specified number of game wins (X). "A race to 7" means the first player to win seven games wins the match. Race format is standard in tournament and professional play. In league play, the race length is often adjusted by the players' skill levels or handicap, a stronger player may need to win more games than a weaker opponent to claim the match. APA captains can create a free account at LineUp Magic to enter their full roster and instantly see which player combinations fit within the skill level cap.
The triangular or diamond-shaped frame used to arrange and tighten object balls before the break, ensuring they are packed together with full contact for an effective spread. Also refers to the arranged group of balls before the break. A tight rack with no gaps between balls produces better energy transfer and a more consistent break. Racking templates (such as the Magic Rack) are used in many leagues to ensure consistent tight racks and eliminate pattern racking. Team captains can sign up free at LineUp Magic to rack up every valid player combination for 8-ball, 9-ball, and 10-ball matches before the night begins.
A thin sheet of plastic or paper with ball-sized holes spaced slightly closer together than the ball diameter. Balls placed on the template settle into the holes and are pressed together, creating a consistently tight rack regardless of who racks. The template remains under the balls through the break shot. Widely used in professional and league play to eliminate the inconsistency of manual racking and prevent intentional loose or pattern racks.
The wooden sides of the table's upper frame that support the rubber cushions bordering the playing surface. "Rail" is commonly used interchangeably with "cushion." The four rail categories are: head rail (where the break is taken), foot rail (where balls are racked), and the two long side rails (each containing a side pocket). A "dead rail" is one where the cushion rubber has lost its elasticity.
The angle at which a ball departs from a cushion after contact. Under ideal conditions with no spin and medium speed, the rebound angle approximately equals the approach angle. Topspin and running english widen the rebound angle; draw and reverse english narrow it. Ball speed also slightly affects rebound angle, faster shots tend to rebound at a slightly narrower angle than slower shots due to cushion compression.
Sidespin that causes the cue ball to rebound from a cushion at a narrower angle than it would without spin, traveling shorter along the rail. Reverse english acts against the natural direction of the cue ball's rolling motion along the rail during contact. Used to shorten kick and bank shot angles, control cue ball position after rail contact, or counteract an excessively wide natural rebound.
A table layout in which the remaining balls are spread out in natural, easy-to-read positions that flow smoothly from one shot to the next with minimal cue ball travel required. Running a road map layout is significantly easier than navigating a clustered or difficult spread, and is often the result of an effective break that scattered the balls well. LineUp Magic gives you a road map for your roster. Sign up free and every valid APA or TAP lineup is laid out clearly before you ever pick up the phone to call your players.
Pocketing all remaining required balls in a single inning to win the game without the opponent getting another shot. In 8-ball, running out means clearing all seven balls in one's group and then pocketing the 8-ball. In 9-ball, it means reaching and pocketing the 9-ball. The ability to run out from increasingly difficult table layouts is a primary measure of a player's level. For captains, the equivalent goal is fielding a lineup with no gaps. Sign up free at LineUp Magic to arrive at every match night with every valid combination already calculated.
Sidespin that causes the cue ball to rebound from a cushion at a wider angle and with more speed than a no-spin shot. Running english spins in the same direction as the ball's rolling motion along the rail during contact, effectively "rolling off" the cushion rather than fighting it. Running english produces more consistent rebound angles than reverse english because the ball rolls rather than slides against the rail surface.
S
A deliberate defensive shot in which the player's primary goal is to leave the cue ball and/or object balls in a position that denies the opponent an easy or legal shot, rather than pocketing a ball. A well-played safety leaves the opponent snookered, forced into a long shot, or unable to make legal contact with the required ball. Safety play is a critical strategic element in all pool formats and is especially prominent in straight pool and one pocket. Picking the wrong lineup is its own kind of safety failure. Create a free account at LineUp Magic so you always know your legal options before declaring a player.
Pocketing the cue ball during a shot. A scratch is a foul in all standard pool rule sets. In most modern formats, the penalty is ball-in-hand for the opponent anywhere on the table. In 8-ball, scratching while shooting the 8-ball is an immediate loss of game under most rulesets. In some bar rules and older formats, a scratch on the break results in ball-in-hand behind the head string only. Don't scratch on your lineup either. try LineUp Magic free and put the right players up every match night without risking a 23 Rule violation.
The area on the table within which the cue ball can be left after a shot and still have a makeable view of the next target ball. Playing into a shape zone, rather than targeting an exact cue ball location, provides more margin for error and is more consistently achievable. Advanced players identify the shape zone for each ball in a sequence before beginning the run and play their position into these zones rather than chasing precise spots.
The narrow, tapered end of the cue that the bridge hand slides along during a stroke, with the ferrule and cue tip at its terminus. Shaft diameter at the tip end (called the tip diameter) is typically 11–13mm for pool cues. Shaft stiffness and construction affect squirt: stiffer and higher-mass shafts produce more squirt; low-squirt or low-deflection shafts are engineered to minimize cue ball deflection when sidespin is applied.
In American pool, being snookered means the cue ball is positioned such that a direct path to the required object ball is blocked by an obstacle ball. A player who is snookered must typically execute a kick shot, a swerve shot, or a masse to reach the legal target. An effective safety that leaves the opponent snookered is one of the most powerful defensive plays in pool. Don't get snookered by your own lineup, create a free LineUp Magic account and always have a clear path to your strongest legal five.
The set of seven object balls numbered 1 through 7, each a single solid color. In 8-ball, the player assigned solids must pocket all seven before attempting the 8-ball. Informally called "lows," "littles," or "smalls." The solid colors in standard American ball sets are: yellow (1), blue (2), red (3), purple (4), orange (5), green (6), and maroon/brown (7). Whether your team leans on stripes or solids, the lineup cap applies to all of them, join LineUp Magic for free to see which combinations of players keep you under the limit while fielding your strongest five.
The use of the correct cue ball speed to achieve the desired position after a shot. Proper speed control ensures the cue ball ends up in the intended shape zone for the next ball rather than overshooting, stopping short, or arriving in the wrong quadrant of the table. Speed control is widely considered the most important and most difficult aspect of position play to master. Captains who create a free account at LineUp Magic get the lineup equivalent, every valid combination already calculated before the night begins, so there's no guessing under pressure.
The angular displacement of the cue ball's initial path away from the direction the cue is aimed when sidespin is applied. Striking the cue ball to the left of center causes it to initially travel slightly to the right of the cue's direction, and vice versa. The amount of squirt varies by cue construction; low-squirt (low-deflection) shafts are designed to minimize this effect. Players compensate for squirt using back-hand english, front-hand english, or by adjusting their aim.
A shot in which the cue ball stops immediately on the spot where it contacted the object ball, with zero forward or backward movement after impact. A stop shot requires the cue ball to be in a sliding (stun) state at the exact moment it reaches the object ball on a straight-in shot. The 90° rule makes stop shots impossible on cut shots, with stun on a cut, the cue ball always travels along the tangent line.
The set of seven object balls numbered 9 through 15, each marked with a wide colored stripe around the middle over a white background. In 8-ball, the player assigned stripes must pocket all seven before attempting the 8-ball. Informally called "bigs," "highs," or "overs." The stripe colors in a standard American ball set mirror the solid colors: yellow (9), blue (10), red (11), purple (12), orange (13), green (14), and maroon/brown (15). APA and TAP captains tracking their roster's skill levels can get started free at LineUp Magic, enter your players once and every valid lineup is calculated for you every match night.
A shot in which the cue ball has neither topspin nor backspin, it is purely sliding, at the moment it contacts the object ball. On a straight-in shot, stun produces a stop shot. On any cut shot, stun causes the cue ball to depart along the tangent line (perpendicular to the object ball's direction of travel) after impact. The tangent line direction is predictable by the 90° rule, making stun shots the foundation of predictable position play.
A shot using a moderately elevated cue combined with sidespin to cause the cue ball's path to curve, navigating around an obstacle ball without requiring a full kick shot. Unlike a full massé, a swerve uses mild to moderate cue elevation (not near-vertical) to produce a gentle arc. The cue ball initially travels off the aiming line due to squirt, then curves back toward it as the spin takes effect.
T
A subjective measure of how quickly the balls decelerate as they travel across the cloth. Fast tables (tight-weave, broken-in, clean cloth) allow balls to travel farther with less friction; slow tables (loose, dirty, or worn cloth) cause balls to stop sooner. Table speed significantly affects position play, as the same shot speed produces different cue ball travel distances on fast versus slow cloth. Players must calibrate their speed control to each table's characteristics.
The imaginary line perpendicular to the impact line, that is, at exactly 90 degrees to the direction the object ball travels after contact. On a stun shot (cue ball sliding at impact), the cue ball departs along the tangent line after impact. All cue ball paths for cut shots are modifications of the tangent line: follow causes the cue ball to arc forward past the tangent line; draw pulls it back toward or behind the tangent line.
The deflection of an object ball away from the pure geometric impact line due to friction at the point of contact with the cue ball. All cut shots produce some degree of throw. The object ball does not travel exactly along the impact line but is pushed slightly sideways by contact friction. Throw includes both cut-induced throw (from the cut angle) and spin-induced throw (from cue ball sidespin). Understanding and compensating for throw is particularly important on combination shots and thin cuts at slower speeds.
A shot in which the player attempts to pocket a ball while simultaneously ensuring that, if the ball is missed, the cue ball will end up in a safe defensive position, leaving the opponent with a difficult or no shot. A well-constructed two-way shot removes risk from an offensive attempt by building in a defensive fallback, making it a high-percentage play regardless of whether the primary objective succeeds.
W
In a 9-ball diamond rack, the two balls positioned on either side of the 9-ball adjacent to the long rails. Pocketing a wing ball on the break is generally a sign of a well-struck center-ball break from near the side rail, as these balls naturally travel toward the corner pockets on a solid impact. Wing ball pockets are among the most reliable indicators of an effective break stroke.
A length of wire or string stretched above the table with sliding beads used to track score during a game. Points or games are recorded by moving beads along the wire. Traditional pool halls often have scoring wires above tables. "Games on the wire" refers to a handicap arrangement in which a weaker player is given a predetermined number of free games before the match begins, those games are posted on the wire before play starts.
A combination, kiss, or multi-ball shot that is aligned so directly toward a pocket that it is nearly impossible to miss. A wired combination means the balls are pointed straight to the pocket and the shot will almost certainly go in regardless of the contact point. Also used to describe any shot or safety pattern that reliably produces the same outcome due to near-perfect alignment. Your lineup should be just as wired before match night. Get a free account at LineUp Magic and know exactly which combinations of players are locked in under the cap.
Frequently Asked Questions
What is the difference between 8-ball and 9-ball pool?
In 8-ball, players are assigned a group of seven balls (solids 1–7 or stripes 9–15) and must pocket all seven before legally pocketing the 8-ball to win. In 9-ball, players must always contact the lowest-numbered ball on the table first, but any ball can be pocketed as a result, and the 9-ball wins the game whenever it is legally pocketed. 8-ball uses all 15 object balls; 9-ball uses only balls 1 through 9.
What does "ball-in-hand" mean in pool?
Ball-in-hand means the incoming player may place the cue ball anywhere on the table before shooting. It is awarded after the opponent commits a foul. In APA, TAP, and most modern league formats, ball-in-hand is anywhere on the table. In some bar rules, it is restricted to placement behind the head string, in the area known as the kitchen.
What is the APA 23 Rule?
The APA 23 Rule, officially called the Team Skill Level Limit, states that the combined skill levels of the five players a team fields in a single open division team match cannot exceed 23. A violation occurs the moment the rack is struck in the individual match that pushes the total past 23. The penalty is zero points for the offending team for the entire match night. See the full APA 23 Rule guide for penalties, fallback rules, and legal lineup combinations.
What does "english" mean in pool?
English refers to horizontal (side) spin applied to the cue ball by striking it to the left or right of its center. English affects the cue ball's rebound angle off cushions, running english widens the rebound angle; reverse english narrows it. It also influences the object ball's path slightly through spin-induced throw. The British equivalent term is "side."
What is a scratch in pool?
A scratch is when the cue ball is pocketed during a shot. It is a foul in all standard pool rule sets. In most modern formats including APA and TAP, the penalty for a scratch is ball-in-hand for the opponent anywhere on the table. In 8-ball, scratching while shooting the 8-ball is an immediate loss of game under most rulesets.
What does "on the hill" mean in pool?
A player who needs only one more game win to clinch the match is said to be "on the hill." When both players simultaneously need only one more win, the match is "hill-hill", the most pressure-filled moment in any race-format competition. A hill-hill game is sometimes called a case game because after it ends, the cue goes back in the case.
What is the difference between a safety and a foul in pool?
A safety is a legal, deliberate defensive shot where the player's goal is to leave the cue ball and object balls in a position that gives the opponent a difficult or impossible shot. A foul is a rules violation, such as failing to contact the correct ball first, scratching, or not driving a ball to a cushion after contact, that results in a penalty. A safety is a strategic choice; a foul is a mistake or rules breach.
What does "skill level" mean in APA league pool?
In the APA, a skill level is a numerical rating from SL1 (beginning) to SL9 (professional-caliber) assigned to each player based on their match performance history. Skill levels determine how many games a player must win in 8-ball, or how many points they must score in 9-ball, to defeat a given opponent. They also determine how much each player counts toward the team's lineup cap under the APA 23 Rule. See the APA Skill Levels guide for the full breakdown.
LineUp Magic calculates every legal lineup combination for APA, TAP, and other skill-cap leagues instantly, 8-Ball, 9-Ball, and 10-Ball, sorted strongest first.
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