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Reference

Glossary, A to Z.

Short definitions of the terms used across this site. Each links to the page that covers it in depth.

30-degree rule
A rolling cue ball hitting an object ball between a quarter-ball and three-quarter-ball hit deflects close to 30 degrees from its original path. (Cue ball control)
90-degree rule
With a stun hit, the cue ball and object ball separate at 90 degrees. (Cue ball control)
Back-hand english (BHE)
Applying side spin by pivoting the cue with the grip hand while the bridge stays put, which can cancel squirt. (English)
Balkline
A carom game with lines on the cloth that limit how many points can be scored in one area. (Snooker and carom history)
Ball in hand
After certain fouls, the incoming player may place the cue ball anywhere (or, in some situations, anywhere in the kitchen). (Rules overview)
Bank shot
A shot that sends the object ball off one or more cushions into a pocket. (Banks and kicks)
Bar box
A "7-foot" table; exact sizes vary by maker. (Parts of the table)
Bridge
The hand (or mechanical device) that supports and guides the front of the cue. (Bridges)
Cheating the pocket
Aiming the object ball away from the pocket's center to change the cue ball's angle without side spin. (English)
Cut-induced throw (CIT)
The object ball being dragged slightly off line by friction on a cut shot; largest on slow stun shots near a half-ball hit. (Aiming)
Diamonds (sights)
Markers on the rails at eighths of the table's length and quarters of its width, used for aiming systems. (Parts of the table)
Drag shot
A shot with backspin that slows the cue ball on its way to the object ball. (Cue ball control)
Draw
Backspin that makes the cue ball come back after contact. (Cue ball control)
English
Side spin, put on by striking the cue ball left or right of center. (English)
Equalizer
The APA's handicap system, using skill levels to set how many games or points each player needs. (Leagues)
Fargo Rating
A player rating on FargoRate's worldwide scale; a 100-point gap means about two wins for every one. (FargoRate)
Follow
Topspin that makes the cue ball continue forward after contact. (Cue ball control)
Foot spot
Where the foot string crosses the long string; the front ball of the rack sits here. (Parts of the table)
Front-hand english (FHE)
Applying side spin by pivoting the cue at the bridge hand. (English)
Ghost ball
The imaginary position the cue ball must occupy at contact to send the object ball to its target. (Aiming)
Head string
The line marking off the quarter of the table nearest the head rail. (Parts of the table)
Inning
A player's turn at the table.
Jump shot
Striking the cue ball downward so it bounces off the slate and over an obstacle; a scoop under the ball is treated as a miscue, and rules penalize an intentional one. (Jump and massé)
Kick shot
A shot that sends the cue ball off one or more cushions before it reaches an object ball. (Banks and kicks)
Kitchen
The area between the head string and the head rail, where most breaks start. (Parts of the table)
Lag
Each player shoots a ball to the foot cushion and back; the one closest to the head cushion chooses who breaks. (Tournament formats)
Long string
The line down the center of the table lengthwise. (Parts of the table)
Massé
A shot with an elevated cue and side spin that curves the cue ball around an obstacle. (Jump and massé)
Measles ball
A cue ball with dots so spin is visible. (Pool balls)
Miscue
When the tip slips off the cue ball; the miscue limit is about half the ball's radius from center. (Cue ball control)
Natural roll
A cue ball rolling without sliding; it starts when the tip hits about 2/5 of the radius above center. (Cue ball control)
Phenolic
A hard resin used for premium balls and for break and jump cue tips. (Pool balls)
Pre-shot routine
The same sequence of steps before every shot: visualize, chalk, aim standing, get down, stroke. (The stroke)
Race to X
A match format: the first player to win X racks wins. (Tournament formats)
Safety
A defensive shot that leaves the opponent in a difficult position. (Safety play)
Scratch
Pocketing the cue ball, a foul. (Rules overview)
Squirt
The cue ball pushing off the cue's line when struck off center; driven by the mass at the end of the shaft. (English)
Squerve
The combined effect of squirt and swerve. (English)
Stop shot
A straight-in stun shot where the cue ball stops dead at contact. (Cue ball control)
Stun
A hit where the cue ball has no top or bottom spin at contact. (Cue ball control)
Swerve
The curve of a sliding cue ball that has side spin, made worse by an elevated cue. (English)
Tangent line
The line at right angles to the object ball's path; a stunned cue ball travels along it. (Aiming)
Template rack
A thin sheet with cut-outs that holds the balls tight for the break and is removed afterward. (Accessories)
Throw
The object ball leaving slightly off the line of centers because of friction at contact. (English)
Trisect rule
On a draw shot with "good action" under about 40 degrees, the cue ball ends up about three times the cut angle from its original line. (Cue ball control)
Two-way shot
A shot that leaves you in good shape whether you make it or miss. (Safety play)
Vision center
The head position relative to the cue from which a straight shot looks straight. (Stance and grip)
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