MSc 9 Ball

High Scores

Name
Score
Grade
Lee
32
Merit
Alpesh
20
Pass

Achieved a Merit or higher? Try the PhD!

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Lecture by Lee

Firstly, have you achieved a B grade (33 or higher) in the BSc? If not, then please leave until you have satisfied my prerequisites. Only the best get admitted to this degree!

This set of advanced drills is based on the same scoring format as the BSc, with each exercise worth 10 points, so 50 points maximum available in total. The primary objective of the MSc is to master cueball control - my prediction is after a dozen or so attempts at this exam, you will be twice the player you currently are. If you can achieve a Merit (30 or above) you are eligible to apply for the PhD. A solid Merit grade (35+) in the Msc is to be achieved if you really want to consider yourself a good cueist on an American table.

Grades are assigned for this course as follows (if anybody achieves a Distinction on this course I will personally buy them a huge trophy):

40-50 - Distinction
30-39 - Merit

20-29 - Pass
0-19 - Fail

To submit a valid score, your exam must be witnessed and confirmed by a fellow pool club member.

The 5 drills are as follows:

1. Straight Cueing - Xtreme Edition!
As with the BSc, the degree begins with a straight cueing exercise and is the best way to get your cueing in check quickly. Only this time, you must follow the cueball into the same pocket as well as potting it - this is much harder than you think, which is why this time there are only 5 balls. You get 1 point for the pot, and an additional point if the white follows through to the same pocket, so 10 points in total. You may have noticed with the BSc straight cueing drill that even when you potted, the cueball deviated from a straight line when coming back. No such room for error here, you have to be perfectly precise - it's possible to pot the ball and the white land a foot away from the pocket! The key is ensuring that both balls really are directly lined up, and playing with a reasonably firm pace, and of course topspin - not so much that it sacrifices the pot, but enough for the cueball to reach the bottom of the table.

2. Laying snookers

There are 5 shots in this exercise, and you have 2 attempts at each shot (1 point for each snooker made). Your goal is to have the cueball hiding behind the cluster of balls so that you cannot see the 1 ball. If you pot the 1 ball, even by accident, you fail, regardless of how awesomely the cueball ends up. You are allowed to make contact with the cluster (i.e. if you overhit slightly) as long as the snooker comes out. I know you won't see these kinds of ball layouts in a match - the point of this exercise is to master pace and spin. A few sessions of these and you'll have the cueball on a string in no time :)

These are the table layouts - you may choose to play the safety any way you wish - however some ways are far, far easier and more effective than others. Think topspin, stun, side, side screw, side top and so on to minimise error. That's all I'm saying for now - once you have had a go at it I'll let you know what I think the best methods are for these situations.

2a - Simple 2 cushion snooker

Arrange 5 balls in a curve as below so that there's a 1.5x1.5 diamond square available for the cueball to land. The 1 ball should be placed as below - 1 diamond up and to the side of the corner pocket. The cueball should be half a diamond from the top cushion, and 1 diamond away from the side cushion.

2b - 4-rail snooker

Same layout for the cluster of 5 - however this time the 1 ball is to be placed in the centre of the table, one diamond away from the bottom rail, with the cueball on the headstring, one diamond away from the side rail. Having tried this one now, it's actually really hard. I made it once in 6 attempts :(

2c - Tricky 2-cushion snooker

This time you need to make the 5-ball cluster in the middle of the table - a neat triangle is ideal here, with the 2 outermost points being half a diamond away from the centre diamond, and about a diamond away from the cushion itself. The 1 ball should be placed 1x1 diamond up from the cushion, with the cueball as indicated, 1x0.5 diamonds from the corner pocket.

2d - Thin cut 4-cushion snooker

Not quite as hard as it looks this one, but you definitely need to be precise. The way to do this shot is to aim to thin-cut the 1 on the right with lots of right hand side and a bit of topspin. Again pace is the key here. Centre cluster is the same as the previous drill, 1 ball is in the same spot, but the cueball needs to be on the headstring, one diamond away from the side rail.

2e - Delicate touch

To finish up on the snookers, here's a toughie. You only have 3 balls to hide the cueball behind this time, and they're all right next to each other (2 inches space between them) and half a diamond off the top cushion. Both the 1 ball and the cueball are on the headstring, both 1 diamond away from opposing side rails. This one is very easy to over or underhit - but there is a way to make the shot a lot easier. Try to think what this method might be :)

3. Cushion Bank shots

This banking drill is a lot tougher than the BSc one (and also more realistic in terms of the kinds of shots you'll have during a match) as the object balls are all just slightly off the rail. Here you should put your knowledge about cushion behaviours with difficult to judge trajectories - I clearly won't be able to use my trigonometry for these ones! Ball in hand every time, up to you which pocket you bank into. The 9 and the 10 ball are to be banked long into corner pockets - they should both be half a diamond away from the centre as shown in the diagram, and an extra couple of inches away from the top rail to avoid the potential for double kissing.

4. Cannons

This is a superb drill I've done many times on English tables. The goal is to touch each ball that is on the cushion following the pot on the 1 ball to the centre (in order, so as in the diagram below, you try to hit the 2, then the 3 etc.), meaning you have to adjust pace and top/back/sidespin for different balls - you are welcome to use cushions if you want. This is hands-down the most effective drill at getting you to master predicting the path of the cueball - you'll notice you always put too much top, or not enough pace, or not enough screw - you'll quickly overcome that with this drill and be a demon at disturbing clusters :) Now, it's absolutely crucial that the cueball and 1 ball are in the same spot every time (1 ball right in the centre, cueball a diamond away, slightly higher than the 1 ball) - PLACE CHALK MARKS on the table so you have the exact same shot every time (any shift in these independent variables will dramatically affect the cueball direction and you won't be getting correct feedback). You score 1 point for each of the 9 balls you hit - whenever you hit a ball, put it in a pocket. If you miss, leave the ball where it is - that way you can remember which ones you got and which you missed. If you get all 9, you get 1 bonus point for being so goddamned awesome.

5. RUNOUT

"Oi! You finished with a runout for the BSc, don't you have any original ideas for this course?", I hear you complain to the Dean of Postgraduate Studies. Fair enough, but this one's a lot harder, as it's a 10-ball runout.

You'll be surprised how much extra work is involved with an additional ball on the table :) And frankly, running out regularly should be your ultimate aim in this game so the more practice you have the better. Same rule as before, you have ball in hand after the break AND you are allowed to remove one difficult ball. I noticed that the ball removal ruling had a truly awesome unintended consequence at the first BSc session - you're all studying the table looking for a problem ball, which in turn forces you to think about exactly what way to go about the clearance. Thinking this way already puts you above 75% of 9-ball players.

Each ball potted (including the break) is worth 1 point. If you clear all the balls, you get a bonus point, so 10 points in total (9 balls available excluding the removed ball).