BASIC POOL TIPS TO HELP WITH YOUR GAME

 || GENERAL STRATEGY || STRIPES or SOLIDS || POSITIONAL PLAY || PLANNING YOUR RUN  ||

 

GENERAL STRATEGY

 

On the surface, 8-ball is a very straightforward game.

However, as you get to the intermediate/advance levels of play, 8-ball is anything but simple.

The fun thing about 8-ball is that you can beat a better player if you play smarter.

 

The first rule of thumb in 8-ball:

Don't make a shot unless you plan to run out!

Most beginners will try to sink as many balls as they can, without having a plan to run out.

This just clears the table for the opponent! Having more balls on the table is an advantage.

Think about it.

Having more balls on the table:

 

- Gives you more shot choices when it's your turn.

- Makes it easier for you to play safe.

- Makes it very difficult for the opponent to play safe.

- Makes it difficult for the opponent to run out. Your balls tend to get in the way.

 

So if it's your turn, and you don't see a runout, what do you do?

 

Play a safety?

Break out a trouble ball, so that you have a better chance of running out next turn?

or

Be really sneaky and create a trouble ball for your opponent?

Do anything that will give you an advantage the next time it's your turn.

 

There are, of course, an exception to this "runout" rule.

If you don't see a runout, but pocketing a ball creates a good safety opportunity, then go for it.

Just make sure not to pocket too many balls, or you may end up shooting yourself in the foot.

 

Modified Strategy

 

For beginners who are not comfortable running 8 balls in a row, you can modify this strategy to your comfort level. \

First figure out how many balls you feel comfortable running out (a good way to do this is to play Equal Offence).

Then, when playing 8-ball, go ahead and start sinking balls until you have that many balls left on the table.

From there, follow the above strategy.

 

For instance, let's say you are comfortable running 3 balls in a row.

When playing 8-ball, go ahead and start pocketing your balls until  you have 3 balls left.

But then be sure to leave those last 3 balls on the table until you see a runout.

 

 

STRIPES or SOLIDS

 

Arguably the most important decisions in 8-ball is determining whether to be stripes or solids after the break.

This is a critical decision, but not necessarily an easy one.

Don't just go for the easiest shot! 

Take some extra time to figure this out.

This could be the difference between winning and losing.

 

Some guidelines for choosing:

 

- Look for "trouble balls".

These are balls that are hard to get to, or are blocked by other balls.

Trouble balls, if not fixed, will be the end of your runout.

If a trouble ball exists for stripes, but not for solids, than take solids.

 

- If both stripes AND solids have trouble balls, look for the side that has solutions to that trouble.

For instance, if there is a cluster that ties up a solid and a stripe, but there is another solid close by that can be used to break up the cluster, you may want to choose solids.

 

- If there are no trouble balls, look for which side provides the easiest runout.

Be aware of shots that might be tougher to make, like balls on the rail very close to the side pockets, balls on the short rails, or balls that might be tough to get position on.

 

 

PLANNING YOUR RUN

 

Planning a runout in 8-ball can be a difficult task.

With so many choices, the possibilities are endless.

To simplify the planning process, use some of the following tips:

 

Identify Your Key Ball

 

The Key Ball is the last ball you plan to pocket just before sinking the 8 ball.

It should be in a position that makes it easy to get shape (position) on the 8 ball.

 

One of the biggest sins in 8-ball is the "failed runout"; this is when a player pockets all of their balls, but then misses on the 8-ball.

As mentioned in the GENERAL STRATEGY section, the player with least balls on the table is generally at a disadvantage.

Identifying your key ball ahead of time will minimize the chances of a failed runout.

 

Take Tougher Shots at The Beginning

 

If you have to play a tougher shot (that doesn't look like it will get any easier), it may be wise to take them at the beginning of your runout.

That way if you miss, at least you'll still have a lot of balls on the table.

 

Trouble Balls for Your Opponent

 

If you have a ball that is a trouble ball for your opponent (but not for you), it may be wise to save it for the last part of your runout.

This way, if you don't runout, you will still have a ball blocking your opponent.

 

Zones

 

It may be advantageous to look at the table in 3 zones (length-wise).

When planning your runout, try pocketing balls in 1 zone before moving to another.

This helps to increase the chances of getting shorter (and hopefully easier) shots.

While this is certainly not written in stone, it can be especially helpful where long shots can be especially challenging.  

 

Don't Be Afraid to Change Plans

 

If things don't go exactly as planned, don't be afraid to re-evaluate your runout plan.

Remember, there are usually many different ways to runout; be open to alternatives if your original plan doesn't look appealing anymore.

 

Plan 2 Balls Ahead

 

For more advanced players, it is imperative to plan at least 3 balls ahead.

Looking 2 balls ahead allows you to play proper position on  the next ball so you won't have trouble getting to the 3rd one.

 

 

POSITIONAL PLAY

 

Position on Straight Shots

 

There are 3 basic types of spin you can use with straight shots: Follow (top spin), Stun (no spin), or Draw (back spin).

 

Follow

 

On a straight shot, follow causes the cue ball to roll forward, or “follow” the object ball.

This can be created by simply hitting the cue ball above centre, and/or hitting the cue ball softly.

Generally, the higher and harder you hit the cue ball, the more top spin you will create.

Follow is the easiest shot to execute, because it is the natural roll of the cue ball.

 

Stun

 

On a straight shot, a stun shot will cause the cue ball to stop right when it hits the object ball.

In order for this to happen, the cue ball must have no spin when it contacts the object ball.

This can be created by hitting the cue ball firmly right in the centre, causing it to skid across the table (rather than roll).

A more advanced way to create this is to hit the cue ball below centre, but it must be hit with just the right speed so that the cue ball no longer has any spin when it contacts the object ball.

 

Draw

 

On a straight shot, draw will cause the cue ball to “come back”, or go the opposite direction of the object ball.

This can be done by hitting the cue ball firmly below centre, which gives the cue ball back spin.

Draw is the toughest of these three shots, because it goes against the natural roll of the cue ball.

 

Some other tips on creating back spin:

 

- Be sure to hit the cue ball firmly. If it is hit too softly, the friction of the table will overcome the backspin of the cue ball.

 

Position on Angled Shots

 

As with straight shots, there are 3 basic types of spin you can use with angle shots: Follow (top spin), Stun (no spin), or Draw (back spin).

 

90 Degree Reference

 

An important concept to understand is the 90 Degree Reference Line.

This is a line the extends out from the centre of the ghost ball, 90 degrees from the trajectory of the object ball, away from the original cue ball position.

Note that for all shots, the cue ball will begin following the 90 Degree Reference Line.

However, depending on the spin imparted on the cue ball, it may not continue to follow this line.

 

 

Follow

 

On an angled shot, follow will cause the cue ball to curve ahead of the 90 Degree Reference Line at some point. 

The exact angle and curvature of the path will generally depend on the speed and original angle of the cue ball. 

A harder shot will cause the cue ball to follow the 90 Degree Reference Line longer before it starts to curve forward.

To execute a follow shot, see Position on Straight Shots.

 

 

Stun

 

On an angled shot, stun will cause the cue ball to follow the 90 Degree Reference Line exactly. 

This is why the stun shot is sometimes considered the most important shot in pool.

It is the only shot where the exact path of the cue ball can be predicted.

 

Draw

 

On an angled shot, draw will cause the cue ball to curve behind of the 90 Degree Reference Line at some point. 

The exact angle and curvature of the path will generally depend on the speed, spin, and original angle of the cue ball. 

A harder shot will cause the cue ball to follow the 90 Degree Reference Line longer before it starts to curve forward.