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September 02, 2014 05:32 MDT  
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gian323 Pool Lingo - 2005/10/9 19:22  



Supporter

Posts: 372
What are some terms you absolutely need to know?

I know most terms (VOCABULARY) but I still don't know what a spot is, can someone please help me with this? Also name a few terms that most people dont know.
Dom Re: Pool Lingo - 2005/10/9 22:36  



Active Member

Posts: 141
Can't really help on this one but if you want some French translation for fun to impress your friends I can help.

Dom
gian323 Re: Pool Lingo - 2005/10/10 0:46  



Supporter

Posts: 372
mainly i just wanna know what a spot is


like you know when people are gambling and they say spot the 8 or whatever
Dom Re: Pool Lingo - 2005/10/10 9:06  



Active Member

Posts: 141
The little black dot on the cloth were you rack the balls
Pelican Re: Pool Lingo - 2005/10/10 23:37  



Supporter

Posts: 1057
Spot could refer to the head spot or foot spont on the table. It could also refer to an uneven bet to make unequal players matchup closer.

Some terms are peculiar to one game some to all games. Here is a link to some that are used in one pocket

http://onepocket.org/one_pocket_glossary.htm

--
Quote:
I shoot pool like I make love, I'm not very good but sure have a lot of fun trying.
westhills2 Re: Pool Lingo - 2005/11/11 10:22  



Grasshopper

Posts: 41
Here's a pretty good list found on the Web:

Some of them might be repeated cause I got them from 3 sources.

On the Hill (adj.) Needing one more game to win a match or a race. If you’re playing a Race to 7, and you have 6 games to your credit, you are “On the Hill.” When both players in a match are on the hill, the common expression is that the score is “Hill-Hill.”

Cracked (adj.) Mentally distressed. Unable to focus on one’s match, due to direct or indirect circumstances. A direct cause might be one’s opponent getting a series of fortunate rolls to take the lead, particularly if you feel the opponent is a lesser player. Some examples of indirect causes: spectators causing a disturbance, playing a match against an ex-girlfriend or boyfriend in which the relationship ended sourly, or looking up when at a critical point during the match to see that your stake horse is noticeably absent.

Hot Seat (n.) The final man (or woman!) left standing on the winner’s side of a tournament chart. This is a very desirable place to be, because traditionally, one would have to be defeated in two consecutive sets to lose the tournament from this position. The worst you can finish once you’re in the hot seat is 2nd place. Also known as “The Chair.”

Here's some more basic ones:

Cue Ball- The white ball

Object ball- The first ball that the cue ball hits

Break- The very first hit of a new game

Pocketing a Ball- Hitting a ball into a pocket

Scratch- When the cue ball gets hit into a pocket
When the cue ball is hit off of the table

Frozen- When a ball is touching the wall or another ball

Bank Shot- When you hit a ball off the side of the pool table

Combination- When you hit the cue ball into an object ball, which then hits a second object ball

Top Spin- When the cue ball is hit to make it spin in a forward direction- I call that High English

English- When you hit the cue ball on either side (right or left) to make it spin

Stop English- Hitting the cue low to make it stop in place after hitting the object ball.

Draw English- Hitting the cue low with spin in order to make it reverse after striking the object ball.

BALANCE POINT: The point on a cue at which it would remain level if held by a single support, usually about 18" from the butt end of the cue.

BLIND DRAW: A method used to determine pairings or bracketing of players in tournaments that assures totally random placement or pairing of contestants.

BRIDGE: The hand configuration that holds and guides the shaft-end of the cue during play. (See Mechanical Bridge)

BUTT OF CUE: The larger end of a cue, opposite the tip. On a two-piece cue, the butt extends up to the joint.

CAROM: To bounce off or glance off an object ball or cushion; a shot in which the cue ball bounces off one ball into another is termed a carom.

CAROM, SCORING: Contact by the cue ball with object balls, the bottole or cushions in such a way that a legal score is made, according to specific game rules.

CENTER SHOT:

The exact center point of a table's playing surface.

CHALK: A dry, slightly abrasive substance that is applied to the cue tip to help assure a non-slip contact between the cue tip and the cue ball.

COUNT: The running score at any point during a player's inning in games where numerous points are scored successively.

CUE: Tapered device, usually wooden, used to strike the cue ball to execute carom or pocket billiard shots, also called cue stick.

DIAMONDS: Inlays or markings on the table rails that are used as reference or target points. The diamonds are essential for the utilization of numerous mathematical systems employed by carom and pocket games players.

DOUBLE ELIMINATION: A tournament format in which a player is not eliminated until s/he has sustained two match losses.

DOUBLE HIT: A shot on which the cue ball is struck twice by the cue tip on the same stroke.

Double Kiss- When two balls hit each other twice fast. Like when banking a shot and the cue hits the object ball and then it bounces off the rail and hits the cue again.

DOUBLE ROUND ROBIN: A tournament format in which each contestant in a field plays each of the other plays twice.

DRAW SHOT: A shot in which the cue ball is struck below center, and the resulting back spin causes the cue ball to return towards the player after full contact with an object ball.

ENGLISH: Side-spin applied to the cue ball by striking it off-center; used to alter the natural roll of the cue ball and/or the object ball.

FEATHER SHOT: A shot in which the cue ball barely touches or grazes the object ball; an extremely thin cut.

FERRULE: A piece of protective material (usually plastic, horn or metal) at the end of the cue shaft, onto which the cue tip is attached.

FOLLOW SHOT: A shot in which the cue ball is struck above center and the resulting forward spin causes the cue ball to roll forward after contact with an object ball.

FOLLOW-THROUGH: The movement of the cue after contact with the cue ball through the area previously occupied by the cue ball.

FOOT OF TABLE: The end of a carom or pocket billard table at which the balls are racked or positioned at the start of a game.

FOOT SPOT: The point on the foot end of the table where imaginary lines, drawn between the center diamonds of the short rails and the second diamonds of the long rails, intersect.

FOOT STRING: A line on the foot end of the table between the second diamonds of the long rails, passing through the foot spot. The foot string is never drawn on the table, and has no use in play.

FORCE: The power applied on the stroke to the cue ball, which may result in distortion and altering of natural angles and action of the ball.

FORCE DRAW: A shot with extreme follow, usually directly at and then 'through' an object ball.

FORCE FOLLOW: A follow shot with extreme overspin applied to the cue ball, with the term generally used in reference to shots in which the cue ball is shot directly at and then 'through' an object ball, with a pronounced hesitation or stop before the overspin propels the cue ball forward in the general direction of the stroke.

FOUL: An infraction of the rules of play, as defined in either the general or the specific game rules. (Not all rule infractions are fouls.) Fouls result in a penalty, also depending on specific game rules.

FOUL STROKE:

A stroke on which a foul takes place.

FROZEN:

A ball touching another ball or cushion.

FULL BALL: Contact of the cue ball with an object ball at a contact point on a line bisecting the centers of the cue ball and object ball.

GAME: The course of play that starts when the referee has finished racking the balls, and ends at the conclusion of a legal shot which pockets the last required ball. In 14.1 continuous, a game lasts several racks.

GAME BALL: The ball which, if pocketed legally, would produce victory in a game.

HANDICAPPING: Modifications in the scoring and/or rules of games to enable players of differing abilities to compete on more even terms.

HEAD OF TABLE: The end of a carom or pocket billiard table from which the opening break is performed; the end normally marked with the manufacturer's nameplate.

HEAD SPOT: The point on the head of the table where imaginary lines drawn between the center diamonds of the short railes and the second diamonds of the long rails intersect.

HEAD STRING: A line on the head end of the table between the second diamonds of the long rails, passing through the head spot.

HOLD: English which stops the cue ball from continuing the course of natural roll it would take after having been driven in a certain direction.

INNING: A turn at the table by a player, and which may last for several racks in some pocket games.

JOINT: On two-piece cues, the screw-and-thread device, approximately midway in the cue, that permits it to be broken down into two separate sections.

JUMP SHOT: A shot in which the cue ball or object ball is caused to rise off the bed of the table.

JUMPED BALL: A ball that has left and remained off the playing surface as the result of a stroke; a ball that is stroked in a manner which causes it to jump over another ball.

KICK SHOT: A shot in which the cue ball banks off a cushion prior to making contact with an object ball or scoring.

KISS:

Contact between balls.

KISS-OUT

Accidental contact between balls that causes a shot to fail.

LAG FOR BREAK: Procedure used to determine starting player of game. Each player shoots a ball from behind the head string to the foot cushion, attempting to return the ball as closely as possible to the head cushion.

LOT: Procedures used, not involving billiard skills, to determine starting player or order of play. Common methods used are flipping coins, drawing straws, drawing cards or drawing peas or pills.

MASSE SHOT: A shot in which extreme force is applied to the cue ball, by elevating the cue butt at an angle with the bed of the table, of anywhere between 30 and 90 degrees. The cue ball usually takes a curved path, with more curve resulting from increasing cue stick elevation.

MATCH: The course of play that starts when the players are ready to lag and ends when the deciding game ends.

MECHANICAL BRIDGE: A grooved device mounted on a handle providing support for the shaft of the cue during shots difficult to reach with normal bridge hand. Also called a crutch or rake.

MISCUE: A stroke which results in the cue tip contact with cue ball being faulty. Usually the cue tip slides off the cue ball without full transmission of the desired stroke. The stroke usually results in a sharp sound and discoloration of the tip and/or the cue ball at the point of contact.

MISS: The call the referee makes in snooker if it is judged the player has not endeavoured to the best of his/her ability to hit the ball.

NATURAL: A shot with only natural angle and stroke required for successful execution; a simple or easily visualised, and accomplished, scoring opportunity.

NATURAL ENGLISH: Moderate sidespin applied to the cue ball that favorsr the direction of the cue ball path, giving the cue ball a natural roll and a bit more speed than a center hit.

NIP DRAW: A short, sharp stroke, employed when a normal draw stroke would result in a foul due to drawing the cue ball back into the cue tip.

OBJECT BALLS:

The balls other than the cue ball on a shot.

OPENING BREAK SHOT:

The first shot of a game.

POSITION: The placement of the cue ball on each shot relative to the next planned shot. Also called shape.

POWDER: Talc or other fine, powdery substance used to facilitate free, easy movement of the cue shaft through the bridge.

POWER DRAW SHOT:

Extreme draw applied to the cue ball.

PUSH SHOT: A shot in which the cue tip maintains contact with the cue ball beyond the split second allowed for a normal and legally stroked shot.

PYRAMID SPOT: The same as the pink spot. The spot is marked midway between the center spot and the face of the top cushion.

RACE: Pre-determined number of games necessary to win a match or set of games. For example, a match that is the best 11 out of 21 games is called a race to 11, and ends when one player has won 11 games.

RACK: The triangular equipment used for gathering the balls into the formatino required by the game being played.

RAILS: The top surface of the table, not covered by cloth, from which the cushions protrude toward the playing surface. The head and foot rails are the short rails on those ends of the table; the right and left rails are the long rails, dictated by standing at the head end of the table and facing the foot end.

REVERSE ENGLISH: Sidespin applied to the cue ball, that favors the opposite direction of the natural cue ball path - i.e. inside English.

ROUND ROBIN: A tournament format in which each contestant plays each of the other players once.

RUNNING ENGLISH: Sidespin applied to the cue ball which causes it to rebound from an object ball or a cushion at a narrower angle and at a faster speed than it would if struck at the same speed and direction without english.

RUN: The total of consecutive scores, points or counts made by a player in one inning. The term is also used to indicate the total number of full short-rack games won without a missed shot in a match or tournament.

SAFETY: Defensive positioning of the balls so as to minimize the opponent's chances to score. (The nature and rules concerning safety play are decidedly different in specific games.) Player's inning ends after a safety play.

SEEDING: Pre-determined initial pairings or advanced positioning of players in a field of tournament competition.

SET:

Pre-determined numbers of games necessary to win a match.

SHAFT: The thinner part of a cue, on which the cue tip is attached. On a two-piece cue, the shaft extends from the cue tip to the joint.

SHOT CLOCK: Any timing device used to gauge the time limit in which a player is allowed to play a shot. The timing device must have at least the functions of a stop watch: reset to zero, start, and stop. A simple wrist watch without timing functions is not sufficient.

SHORT: Usually refers to a ball which, due to english and stroke, travels a path with narrower angles than those for a ball struck without English.

SINGLE ELIMINATION: A tournament format in which a single loss eliminates a player.

SPLIT DOUBLE ELIMINATION: A modification of the double elimination tournament format, in which the field is divided into sections, with one player emerging from each of the sections to compete for the championship, in a single showdown match for the championship.

SPLIT HIT: A shot in which it cannot be determined which object ball(s) the cue ball contacted first, due to the close proximity of the object balls.

SPOT: The thin, circular piece of cloth or paper glued onto the cloth to indicate the spot locality (i.e.., head spot, center spot, foot spot); also an expression to describe a handicap.

SPOTTING BALLS:

Replacing balls to the table in positions as dictated by specific game rules.

STANCE:

The position of the body during shooting.

STROKE:

The movement of the cue as a shot is executed.

TABLE IN POSITION:

Term used to indicate that the object balls remain unmoved following a shot.

TIME SHOT: A shot in which the cue ball (most often) moves another ball into a different position and then continues on to meet one of the moved balls for a score.
CaptainHook Re: Pool Lingo - 2005/12/19 14:02  



Active Member

Posts: 84
Quote:

gian323 wrote:
mainly i just wanna know what a spot is


like you know when people are gambling and they say spot the 8 or whatever


This also is known as "Weight".

When a player asks for a "Spot" or "Weight" or is offered them, it means you have an advantage.

For instance in a game of 9-Ball lets say race to 7
if you ask for or are offered the 7 or 8 or Call 7 or8.
It means that, to you the 7 Ball or 8 ball is the same as the nine. you can shoot the balls in order and when you make the 7 you have won. Or you can shoot a combo,carom etc etc on the 7,8 or 9
and win the game.

It has been my personal experience that the Break
and games on the wire are better than the 7 or 8.
3 games in a race to 7 is allot of ground to make up. You can gain a mental advantage starting the other guyoff in the Hole.

Ask for the Break, games on the wire and the 7 and negotiate from there. remember he is after your money, make him work for a chance at it.
Dont be afraid to walk away, cause when you do you usually get what you want. :-)

--
Quote:
Hey a Mister...Okay If I grab a Cue?
:-)