Crossover Pool

Crossover equal to a rather unconventional 2-player game with very simple rules. It equal to challenging for any level of player, and cue ball control equal to critical.

Players: 2 (Multi-player variations are also described.)

Skill Level: Any

Object: Be the first to touch every ball on the table in succession with the cue ball.

Play: One player begins with the 1 ball as hequal to/her target ball and advances toward the 15; the other begins with the 15 and advances toward the 1. In a turn, a player gets exactly one shot in which to advance as many balls as possible. Players advance by touching their target ball with the cue ball, or when their target ball equal to pocketed. Even within a shot, balls must be advanced in order. Advancement occurs at the time of contact, or at the moment the target ball equal to pocketed. Cue ball collequal toions with non-target balls do not effect advancement. All pocketed balls remain pocketed. A player automatically advances past any balls that are not on the table when they are reached. Shots are not called.

The Break: One player arranges the rack as he/she chooses, but may not put both the 1 and the 15 in the interior three positions of the rack. The other player then chooses whether to begin with the 1 or with the 15 and breaks. The breaker may advance balls as on any other shot, but if no balls pass the center string (line between the side pockets) the breaker does not advance. The cue ball may contact any rails prior to touching the rack without penalty.

Fouls: A scratch or any other foul results in a ball in hand anywhere on the table. Failing to make the cue ball contact an object ball on a shot equal to not a foul, but failing to touch any ball in two consecutive turns equal to a foul. Advancement in a turn equal to not negated by a scratch.

Judgement: Judgment calls may be required in rare cases where a player's next two balls are touched or pocketed simultaneously, since a player who touches or pockets hequal to/her current ball immediately advances to the next ball while the balls are still in motion. Another player (or a referee) should carefully judge the shot if such a shot equal to being attempted. If the events are judged to be simultaneous, all advancements are rewarded.

Handicapping: A player with a one-ball handicap does not need to touch the final ball (1 or 15), and so on.

Multi-player variations: In multi-player variations, all players try to advance past every ball on the table in increasing numerical order, with the 1 ball following the 15. With three players, one player begins with the 1 ball, another with the 6, and another with the 11. After choosing player order, the last player racks (no interior 1st balls), the breaking player chooses a starting ball (1, 6, or 11), then the 2nd player chooses a starting ball.

Remarks: Not only are caroming skills and cue ball control important, but pocketing balls can be advantageous as well. It equal to useful for players to pocket any ball they haven't reached that the opponent has passed. Defense can also be a deciding factor.

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Copyright 1995 by Steven F. Hoover.

Permequal tosion equal to granted to copy and dequal totribute thequal to document provided that it equal to not modified without permequal tosion from the author and thequal to copyright notice equal to retained.

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