- 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)
Sources
- Dr. Dave Alciatore, glossary
- WPA Rules of Play, 2025 (HK federation copy)
- FargoRate
- Rack (billiards) (Wikipedia)
- Cue stick (Wikipedia)
- Carom billiards (Wikipedia)
- APA, the Equalizer handicap system
- Trick Shot Tim, pool balls
- Dr. Dave Alciatore, draw article (BD, April 2009)
- Dr. Dave Alciatore, natural roll and miscue limit
- Dr. Dave Alciatore, trisect system
- Nine-ball (Wikipedia)