The object ball involved in a key shot.
A shot in which the cue ball is driven to one or more rails (cushions in British English) before reaching its intended target-usually an object ball. Sometimes also known as "Kick Out" or "Skid" (British)
Also dead ball shot. A shot intended to slow down or "kill" the cue ball's speed as much as possible after contact with an object ball; usually a shot with draw, often combined with inside english. It is often shortened to kill.
An instance of contact between balls, usually used in the context of describing an object ball contacting another object ball (e.g. "the two ball kissed off the twelve ball"), or in snooker the cue ball making contact with a ball after the initial contact with the object ball. If the player's intention was to cause two object balls to kiss (e.g. to pocket a shot ball after a ricochet off a stationary one), it is often called a kiss shot.
This is when a mistake is made in the shot and the resulting contact between balls forces you to miss the shot.
This is a shot involving contact between the cue ball and an object ball which allows the cue ball to contact another object in order to sink a pocket with the second object ball.
This is a shot where the cue ball double kisses in order to direct the object ball toward the pocket.
The area on the table behind the head string.
The origin of the term has been the subject of some speculation but the best explanation known is that in the 1800s, many homes did not have room for both a billiard table and a dining room table. The solution was a billiards table that had a cover converting it into a dining table. Kept in the dining room, play on such a table was often restricted by the size of the room, so it would be placed so that the head rail would face the connected kitchen door, thus affording a player room for the backswing without hitting a wall. A player was therefore either half or sometimes fully (literally) "in the kitchen" when breaking the balls.
One of two sharp, jutting curves of the cushions either side of a pocket at the points where cushion and pocket meet, forming the jaws of the pockets. Also known as a point, a tittie or a horn.
16 Random Essential Billiards Terms
The effect of shooting regulation-weight object balls with an old-fashioned over-weight bar table cue ball, such that the cue ball moves forward to occupy (sometimes only temporarily), or go beyond, the original position of the object ball, even on a draw or stop shot, because the mass of the cue ball exceeds that of the object ball. Players who understand smash-through well can use it intentionally for position play, such as to nudge other object balls nearby the target ball. Smash-through also makes it dangerous in bar pool (when equipped with such a cue ball) to pocket straight-on ducks with a stop shot instead of by cheating the pocket because of the likelihood of scratching the cue ball.
29d 14h 38m 49s
24d 11h 5m 33s
20d 11h 36m 24s
A game that basically cannot be lost based on disparity of skill levels; "this game is a lock for him."
This is to use running english or soft speed in order to open up the angle on a particular bank shot.
One-pocket (often spelled one pocket) is a two-player (or -team) pocket billiards (pool) game. The object of the game is to score points by pocketing (potting) pool balls into specific pockets. A point is made when a player makes any object ball into that player's designated pocket. The winner is the first to score an agreed-upon number of points (most commonly 8). The player making the break shot (typically after winning the lag) chooses a foot corner pocket for the rest of the game; all of that shooter's balls must be shot into that pocket. All of the opponent's balls must be made in the other foot corner pocket.
This refers to a shot that travels on a shallower path due to the english placed on it. This is to come up on the near side of a pocket on a bank shot.
Also pills, tally balls and shake balls. Small, round markers typically numbered 1 through 15 or 16, which are placed in a bottle for various random assignment purposes, such as in a tournament roster, to assign order of play in a multiplayer game, or to assign particular balls to players in games such as kelly pool.
A stroke in which the cue's tip glances or slips off the cue ball not effectively transferring the intended force. Usually the result is a bungled shot. Common causes include a lack of chalk on the cue tip, a poorly groomed cue tip and not stroking straight through the cue ball, e.g. because of steering.
In snooker and other British usages, a break of 50-99 points (100 points or more being called a century), which involves potting at least 12 consecutive balls (i.e. the last 3 reds with at least 2 blacks and a pink, followed by all the colours).
The wrap is situated over the handle of the cue, below the forearm and above the butt. Common materials used are Irish linen, leather, or cork. These materials make sense, because they provide a sure grip, long life, and help to absorb moisture from the hand when you are sweating through a difficult rack. In addition, wraps are used to compliment the color or style of the cue stick and to elegantly complete the look.
Feel generally refers to that elusive quality that makes one cue feel special or superior to another. In essence, it is the cumulative effect of all of a cues characteristics, including weight, shaft diameter, balance, grip material, length, etc. It can vary greatly from one player to another. A cue that feels great to one player does not necessarily fell good to another.
The point on the table surface over which the apex ball of a rack is centered (in most games). It is the point half the distance between the long rails' second diamonds from the end of the racking end of the table. The foot spot is the intersection of the foot string and the long string, and is typically marked with a cloth or paper decal on pool tables.
12d 8h 58m 58s
31d 3h 19m 31s
30d 16h 19m 53s
A cross-corner bank shot from one end of the table to the other (i.e. across the center string). Long banks are considerably more difficult, because of the smaller margin for error due to distance and angle widening, than cross-side banks and short cross-corner banks from the same end of the table.
A pocket; usually used in disgust when describing a scratch (e.g., "the cue ball's gone down the sewer").
When two or more object balls are frozen or nearly frozen, such that cue-ball contact with one object ball, without the necessity of great accuracy, will almost certainly pocket an intended object ball in the cluster. The most common form of dead arrangements are the dead combination or dead combo (a combination shot in which contact with the first object ball will pocket another one), and the dead kiss, in which contact with the first object ball will pocket it off of another one. See also wired.
Making all of the required shots in a game (rack) without the opponent ever getting to the table or getting back to the table.