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L a r r y K . G a y c r e a t o r a n d
d e s i g n e r
1 6 0 2 - 2 N . S t e l l a A v e .
W e n a t c h e e , W A 9 8 8 0 1
3 6 0 - 2 6 9 - 1 8 8 4
1 / 7 / 2 0 1 5
Larry K. Gay
This manual is the basic concept of combining Eidetic Imagery,
its’ interruption within any given controlled setting, and
measuring proportional associations. The application used in this
manual is the game of pool.
Run the Table
Concept Manual
RUN THE TABLE CONCEPT MANUAL
2
Table of Contents
Introduction ……………………………………………………………… 3
To play ……………………………………………………………………….. 4
Lagging for break ………….………………………………………….. 19
3 Ball settings……………………………………………………………. 19
3 Ball Rack & Rules …………………………………………………… 22
7 Ball Settings …………………………………………………………… 30
7 Ball Rack & Rules …………………………………………………… 35
8 Ball Settings …………………………………………………………… 44
8 Ball Rack & Rules ……………………………………………………. 49
9 Ball Settings …………………………………………………………… 54
9 Ball Rack & Rules …………………………………………………… 59
Cribbage Pool Settings ……………………………………………… 67
Cribbage Pool Rack & Rules ………………………………………… 71
Other Applications ……………………………………………………… 76
.
RUN THE TABLE CONCEPT MANUAL
3
RUN THE TABLE
This manual is the basic concept of combining Eidetic Imagery, its’
interruption within any given controlled setting, and measuring proportional
associations. The application used in this manual is the game of pool.
THE LAST PORTION OF THIS MANUAL SHARES A VERY LIMITED NUMBER OF
SUGGESTIONS FOR FUTURE MARKETS AND APPLICATIONS. THE GAME OF
POOL IS THE CHOSEN APPLICATION FOR ILLUSTRATION PURPOSES. IN THIS
APPLICATION THERE ARE VERY FEW FIXED CHOICES FOR EACH SETTING. LATER
VERSIONS WILL HAVE A MUCH MORE VARIED LIST FOR EACH GENRE. FOR
EXAMPLE FOR CHILDREN’S USAGE THERE MAY BE A FROG POND FELT AND
FISH AND FROGS HIDING IN THE POND. SOMEONE ELSE MAY WANT AN INTER-
GALACTIC QUEST WITH STARS/SPACE FELT AND ALIEN SPACE SHIPS TO
REMEMBER. RIGHT NOW THESE EXAMPLES SHOW ONLY FIXED IMAGES TO BE
CHOSEN. LATER VERSIONS WILL HAVE THE OPTION OF VIDEO FELT. A
DIFFERENCE WOULD BE A FROG POND WITH FISH SWIMMING AROUND AND
REMEMBERING WHERE THE FROGS AND CRABS ARE. STILL LATER VERSIONS
WILL HAVE THE ABILITY TO UPLOAD YOUR OWN IMAGE AS A FIXED FELT OR
UPLOAD YOUR OWN VIDEO FOR A VIDEO FELT. THE FELT COULD BE LAST
CHRISTMAS WITH THE FAMILY AND NEEDING TO REMEMBER DIFFERENT
LOOKING CHRISTMAS PRESENTS WHILE THAT IS PLAYING IN THE
BACKGROUND. THE SUGGESTIONS ARE ONLY LIMITED BY IMAGINATION.
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4
TO PLAY:
VARIOUS RACKS CAN BE USED FOR VARIOUS GAMES – 3 BALL, 7 BALL, 8 BALL,
9 BALL, AND CRIBBAGE POOL. EVERY GAME HAS SAME BASIC RULES OF
SCATTERING THE BALLS, STUDYING WHERE THEY ARE, AND CORRECTLY
RECALLING THEM IN VARIOUS MANNERS.
THE DIFFICULTY FACTOR LIES IN HOW MANY BALLS YOU USE, HOW TO RECALL
THEM, I.E. SOLIDS/STRIPES OR IN ORDER, AND IN WHAT IS CHOSEN TO BE
SEEN AS A PATTERN ONCE THE BALLS HAVE CHANGED.
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5
THE FREE APPLICATION WILL HAVE COPPER CUES PROVIDED THE SAME TO
ALL. BRONZE CUES, SILVER CUES, GOLD CUES, PLATINUM CUES, AND
DIAMOND CUES CAN BE EARNED. A PLAYER MAY ALSO PLAY THE GAME ON
TOUCH SCREEN AND HAVE HIS OR HER CUE SHOWING WITH AVATAR. EACH
TEAM COULD MONOGRAM CUES FOR THEMSELVES.
(PROGRAMMING NOTE: SHOT CLOCK TO BE SEET AT 3 SECONDS WITH 5
SECONDS BEFORE THE NEXT SHOT MAY BE CALLED AND SHOT CLOCK STARTS
AGAIN. IN HARDER GAMES LIKE CRIBBAGE PERHAPS A 5 SECOND SHOT CLOCK
WITH 10 SECONDS IN BETWEEN SHOTS.)
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6
(PLEASE NOTE THE WHITE BOXES AROUND BALLS ARE TO BE REMOVED –
ILLUSTRATION PURPOSES ONLY):
THIS ILLUSTRATION SHOWS A BASIC GRAPH FORMAT TO FOLLOW. EACH BALL
IS SET WITHIN A GIVEN FRAME. THESE POSITIONS COULD VARY SLIGHTLY
WITHIN EACH FRAME OR REMAIN A CONSTANT PATTERN. THIS VIEW IS KEPT
TO STUDY FOR 10, 20, OR 30 SECONDS DEPENDING ON THE LEVEL OF PLAY. AT
THE END OF THE COUNTDOWN TIMER THE BALLS ALL CONVERT INTO A
CHOSEN PATTERN – GRAPH, CIRCULAR, OR BOXES.
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EXAMPLE 1 OF A BOX FORMAT:
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8
EXAMPLE 2 OF A BOX FORMAT:
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9
EXAMPLE 1 CIRCLE FORMAT:
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10
EXAMPLE 2 CIRCLE FORMAT:
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11
THE APPEARANCE OF THE BALLS AFTER CHANGING CAN ALSO BE SET WITH
DIFFERING KINDS – SHAPE, SIZE, AND COLOR OR MARKINGS. EXAMPLES OF
THESE WILL FOLLOW.
THE FOLLOWING ILLUSTRATION IS A BASIC GRAPHING FORMAT WITH A
PATTERN OF SOLID BLACK BALLS:
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12
THE FORMATTING OF THE SPREAD OF THE BALLS COULD BE STRUCTURED
EVERY TIME AS SHOWN ABOVE OR RANDOMLY LIKE BELOW. THE BALLS THEN
REMAIN VISIBLE FOR A CHOSEN TIME AND CHANGE INTO THE PATTERN SET
BY PLAYERS.
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13
EXAMPLE OF RANDOM FORMATTING USING A ONE- SIDE-WHITE-AND-ONE-
SIDE-BLACK PATTERN:
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A SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:
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15
YET ANOTHER SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:
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16
PLAYERS CAN CHOOSE DIFFERING LEVELS OF DIFFICULTY BY CHOOSING
BETWEEN 3 BALL, 7 BALL, 8 BALL, 9 BALL, ROTATION, OR CRIBBAGE POOL.
AVATARS COULD BE USED: CREATE YOUR OWN CHARACTER LOOK WITH YOUR
PARTICULAR LEVEL OF CUE STICK TO USE.
THE ORIGINAL GAME IS FREE AND WILL ALLOW A PERSON TO PRACTICE
ALONE, PLAY AGAINST ANOTHER, AND EVEN PLAY PARTNERS ON THEIR OWN.
IF A PERSON WANTS TO JOIN A POOL HALL AND COMPETE THEN EVERYONE
BEGINS AT SAME LEVEL OF POINTS AND CUE.
A PERSON MAY PURCHASE MORE POINTS IF THEY LOSE ALL OF THEIR OWN. A
PERSON MUST ACQUIRE A PARTICULAR NUMBER OF POINTS TO GET TO THE
NEXT LEVEL OF A POOL CUE.
VARIOUS LEVELS OF POINTS SUCH AS COPPER, BRONZE, SILVER, GOLD,
PLATINUM AND DIAMOND POINTS ARE OBTAINED. ANYONE MAY CHALLENGE
ANYONE IN ORDER TO WIN MORE POINTS.
EXAMPLE:
A PLAYER BUYS 10 COPPER POINTS FOR ONE PENNY PER POINT TO BEGIN. A
PLAYER THEN PLAYS ANOTHER FOR 1 POINT EACH. THE WINNER OF THE
GAME RECEIVES THE 2 POINT POT. THE LEVEL OF PROGRESSION IS
CALCULATED IN THIS MANNER: 1 WIN = 1 COPPER POINT; 50 COPPER POINTS
= 1 SILVER POINT; 50 SILVER POINTS = 1 GOLD POINT; 50 GOLD POINTS = 1
PLATINUM POINT; AND 50 PLATINUM POINTS = 1 DIAMOND POINT. EACH
PERSON RECEIVES A NEXT LEVEL CUE AS THEY MOVE UP FROM WOOD CUE;
COPPER CUE, SILVER CUE, GOLD CUE, PLATINUM CUE, AND DIAMOND CUE.
CLUB BENEFITS:
COPPER CUE = RECEIVE 5 EXTRA COPPER POINTS SIGNING BONUS
SILVER CUE = RECEIVE 50 EXTRA SIILVER POINTS SIGNING BONUS
GOLD CUE = RECEIVE 500 EXTRA GOLD POINTS SIGNING BONUS
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17
PLATINUM CUE = RECEIVE 5000 EXTRA PLATINUM POINTS SIGNING BONUS
DIAMOND CUE = WILL VARY WITH DIFFICULTY OF GAME ALSO (coming)
PLAYERS WHO HAVE PROGRESSED TO A GOLD CUE COULD PLAY ONE
ANOTHER IN TOURNAMENTS; WOOD CUES IN TOURNAMENTS, ETC. A POOL
TEAM WOULD CONSIST OF 3 – 5 PLAYERS IN THE POOL HALL WHO AGREE TO
TEAM UP; THERE WILL BE MULTIPLE TEAMS IN ANY POOL HALL.
TEAM COMPETITION IN LEAGUES FOLLOW THE SAME BRACKET PATTERNS OF
APA POOL LEAGUE TO DETERMINE CHAMPIONS. SEE ILLUSTRATION BELOW.
(Bracket retrieved on Jan. 4, 2014, from http://www.printyourbrackets.com/poolbrackets.html)
THIS BRACKET COULD BE USED FOR TEAM COMPETITION WITHIN LEAGUES.
THE SAME BRACKET COULD ALSO BE USED FOR LEAGUE TOURNAMENTS
WITHIN DIVISIONS AND CONFERENCES.
THERE WOULD BE “POOL HALLS” WHERE PEOPLE COULD MEET TO PLAY.
THERE WILL BE MULTIPLE TABLES IN EACH POOL HALL; WOOD TABLES,
COPPER TABLES, SILVER TABLES, GOLD TABLES, PLATINUM TABLES, AND
DIAMOND TABLES. ONLY THE PLAYERS WITH A CORRESPONDING CUE LEVELS
MAY PLAY ON ANY GIVEN TABLE.
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18
EACH POOL HALL COULD JOIN A POOL LEAGUE JUST LIKE THE REAL GAME.
PLEASE SEE GAME RULES.
TEAMS CONSIST OF AT LEAST 3 PLAYERS AND NO MORE THAN 5. WHEN
THERE ARE 6 PLAYERS THEY SPLIT INTO 2 TEAMS OF 3. THESE VARIOUS TEAMS
IN EACH POOL HALL CAN THEN COMPETE WITH OTHER POOL HALL TEAMS
WITHIN THEIR OWN CUE LEVEL.
LEAGUES ARE COMPRISED IN THE SAME MANNER. THERE MUST BE AT LEAST
3 TEAMS TO FORM A LEAGUE BUT NO MORE THAN 5 TEAMS. 6 TEAMS WILL
DIVIDE INTO TWO LEAGUES OF 3 TEAMS EACH. THIS WILL BUILD UP THE
LOWER BRACKETS OF THE COMPETITION.
TOURNAMENTS CULMINATE IN AN ANNUAL COMPETITION JUST LIKE THE
REAL POOL LEAGUES. EACH PLAYER CAN BUILD HIS OR HER OWN TEAM WITH
PEOPLE WHO ARE AGREED TO DO SO AT ANY PARTICULAR LEVEL TO FORM
THE BEST TEAM POSSIBLE. JOINING ANY TEAM WORKS THE SAME AS REAL
TEAMS; TRYOUTS AND VOTING OF THE PLAYERS. THERE MAY ALSO BE
SUBSITUTES IF SOMEONE CANNOT PLAY ANY PARTICULAR TEAM
COMPETITION.
EACH TEAM COULD THEN JOIN A LEAGUE AND COMPETE FOR LEAGUE
CHAMP. LEAGUE CHAMPS THEN COMPETE AND ONE WILL BECOME NATIONAL
CHAMPION EACH YEAR.
THIS MAY BE DONE ON AN INDIVIDUAL LEVEL OR TEAM LEVEL OF
COMPETITION AS THE REAL TOURNAMENTS DO.
THE LEVEL OF DIFFICULTY ON ANY TABLE ARISES FROM INTERFERENCE, THE
VARIOUS COLORS AND PATTERNS OF FELT. JUST LIKE REAL POOL YOU MUST
BE ABLE TO MAKE THE EASY SHOTS UNDER PRESSURE.
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19
SETTINGS FOR GAME:
GENERAL SETTINGS FOR ALL GAMES:
LAGGING FOR BREAK
THE PLAYER TO SHOOT FIRST IS CHOSEN BY CHOOSING BALLS FROM A
RANDOM PLACEMENT OF DISGUISED BALLS. PLAYERS WILL EACH “SHOOT” A
BALL; THE PLAYER TO FIND THE CUE BALL IN THE FEWEST MOVES WILL BEGIN
THE GAME, AKA BREAK. IF THERE IS A TIE THE PROCESS IS REPEATED.
3 BALL SETTINGS
FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK
NO (DEFAULT)
YES
GREEN (DEFAULT)
DESCENDING LINES
BABY GOATS
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20
FORMAT (AKA THE LAY OF THE TABLE)
RANDOM ONLY
STUDY TIME
10 SECONDS (DEFAULT)
15 SECONDS
20 SECONDS
PATTERN
STANDARD SIZE (DEFAULT)
LARGE
GIANT
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21
SOLID BLACK BALLS (DEFAULT)
ALL THE SAME
ASSORTED
SIZES
ALL THE SAME AS ABOVE
VARIOUS
NUMBER OF SAFETYS PER PLAYER
NONE (DEFAULT)
ONE
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22
3 BALL RACK & RULES:
(Please note that the background colors of the balls will be removed.
Illustration purposes only.)
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23
THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:
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24
AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS
FOLLOWING ILLUSTRATION:
THE SETTINGS FOR THIS PARTICULAR GAME OF 3 BALL HAVE BEEN SET IN THE
FOLLOWING MANNER:
RANDOM FORMAT
SHAPES
VARIOUS
STUDY TIME
10 SECONDS
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25
SAFETYS
NONE
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
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26
THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE
FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.
THE FOLLOWING ILLUSTRATION COULD BE A BEGINNING RANDOM FORMAT
AFTER THE STUDY PERIOD OF A 3 BALL GAME ON A VARIANT FELT:
(NOTE: IT IS MY UNDERSTANDING THAT SCIENCE HAS SHOWN THAT A VERY
FAST FLASH OF BRIGHT LIGHT BEWTEEN THIS SCREEN AND THE SCREEN TO
CHOOSE THE BALLS WILL INTERRUPT THE SHORT TERM MEMORY PATTERN OF
VARIOUS GROUPS. A STROBE IS SHOWN TO INTERRUPT FOR A LONGER
PERIOD. THIS FLASH COULD BE APPLIED PRIOR TO VIEWING THE SCREEN
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27
BELOW. THIS WOULD MAKE AN INTERESTING GAME ALSO – SET THE FLASH
KNOWING FULL WELL WHAT IT IS SUPPOSED TO DO TO YOU. THIS COULD
ALSO BE USED AND SPONSORED BY A UNIVERISTY PHYSCHOLOGY SCHOOL TO
RETRIEVE MASS DATA ON THE STUDY OF THE NATURE AND CAUSES OF SHORT
TERM MEMORY INTERRUPTION.
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28
FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT THE THIRD FELT FROM 3
BALL IS SHOWN:
IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE
CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE
THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR
SHOOTING THE WRONG BALL.
THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.
THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND
MATCH.
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29
THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE
3 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 3 BALL
IS A LOSS.
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30
7 BALL SETTINGS
FELT
CHANGE FELT BETWEEN STUDY PERIOD
AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN (DEFAULT)
COLORED SWIRL
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31
COLORED CHECKED
LADY BUGS
FORMAT (AKA THE LAY OF THE TABLE)
GRAPH
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32
RANDOM (DEFAULT)
1 BOX
TWO CIRCLES
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STUDY TIME
10 SECONDS
20 SECONDS (DEFAULT)
30 SECONDS
PATTERN
STANDARD SIZE (DEFAULT)
LARGE
GIANT
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34
SOLID BLACK BALLS (DEFAULT)
ALL THE SAME
ASSORTED
SIZE
ALL THE SAME AS ABOVE
VARIOUS
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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35
7 BALL RACK & RULES:
(Please note that the background colors of the balls will be removed. Illustration purposes only. An updated photo
with proper rack will follow.)
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36
OPENING TABLE TO BEGIN GAME:
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37
THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:
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38
AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS
FOLLOWING ILLUSTRATION:
THE SETTINGS FOR THIS PARTICULAR GAME OF 7 BALL HAVE BEEN SET IN THE
FOLLOWING MANNER:
RANDOM FORMAT
FELT
CHANGE BETWEEN TABLES
PATTERN
SHAPES
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39
ROOSTER
SIZE
STANDARD (DEFAULT)
STUDY TIME
20 SECONDS
SAFETYS
ONE
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
RUN THE TABLE CONCEPT MANUAL
40
THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE
FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.
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41
THE FOLLOWING ILLUSTRATION IS BASED UPON THE LAST SAMPLE AND
COULD BE A CHANGE IN FELT AFTER THE STUDY PERIOD OF TWENTY
SECONDS:
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42
FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT A VARIATION OF FELT
FROM 7 BALL IS SHOWN:
IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE
CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE
THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR
SHOOTING THE WRONG BALL.
THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.
THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND
MATCH.
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43
THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE
7 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 7 BALL
IS A LOSS.
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44
8 BALL SETTINGS
FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN (DEFAULT)
COLORED SWIRL
COLORED CHECKED
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45
FORMAT (AKA THE LAY OF THE TABLE)
GRAPH (DEFAULT)
RANDOM
4 BOXES
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46
ONE CIRCLE
STUDY TIME
10 SECONDS
20 SECONDS
30 SECONDS (DEFAULT)
PATTERN
STANDARD SIZE (DEFAULT)
LARGE
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47
GIANT
½ WHITE AND ½ BLACK (DEFAULT)
ALL THE SAME
ASSORTED
SIZES
ALL THE SAME
VARIOUS
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48
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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49
8 BALL RACK & RULES
NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A
RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES
TO VIEW:
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50
THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND DURING
THE STUDY PERIOD. THIS TABLE IS GREEN FELT. THIS WILL REMAIN VISIBLE
FOR 30 SECONDS DEFAULT BEFORE CHANGING BALLS AND/OR FELT.
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51
THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND STUDY
PERIOD. THIS TABLE IS GREEN FELT, ½ & ½ PATTERNS, SAME SIZE AND A
RANDOM FORMAT, AKA THE LAY OF THE TABLE.
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52
THE FOLLOWING ILLUSTRATION DEPICTS A VARIANT FELT AND PATTERN FOR
THIS SAME GAME:
AT THIS POINT THE SHOT CLOCK BEGINS. EACH PLAYER MUST CHOOSE, I.E.
SHOOT A BALL, WITHIN 5 SECONDS OR FORFEITS HIS OR HER TURN. AS EACH
BALL IS CHOSEN IT WILL BE REVEALED. IF THE PLAYER IS CORRECT THERE WILL
BE THE SOUND OF A BALL BEING POCKETED OR A POP-UP SAYING “GOOD
SHOT!” AFTER 2 SECONDS THE BALL WILL DISAPPEAR FROM THE TABLE. IF THE
PLAYER CHOOSES INCORRECTLY THERE WILL BE A POP-UP PROCLAIMING A
FOUL. THE BALL WILL THEN REVERT TO BEING COVERED UP AND THE PLAYERS
WILL NEED TO REMEMBER WHAT THAT BALL WAS. IN THE EVENT THE PLAYER
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53
CHOOSES THE CUE BALL A POP-UP WILL APPEAR PROCLAIMING THE PLAYER
HAS SCRATCHED. IT WILL THEN BECOME THE OTHER PLAYER’S SHOT.
THE PLAYER WHO SHOOTS FIRST MUST SHOOT A SOLID OR A STRIPE TO
CONTINUE TO SHOOT; THESE BECOME THEIR BALLS; THE OTHERS BELONG TO
THE OTHER PLAYER. THEY WILL CONTINUE TO SHOOT THEIR OWN BALLS
WITHOUT POCKETING THE 8 OR SCRATCHING OR COMMTITTING A FOUL. AS
LONG AS A PLAYER SHOOTS ACCURATELY WITHIN THE ALLOTED TIME THEY
CONTINUE TO SHOOT. THEY CAN RUN THE TABLE AND WIN THE GAME.
WHEN THERE ARE TWO BALLS LEFT, THE 8 BALL AND THE CUE BALL, THE
PLAYER MUST POCKET THE 8 BALL FIRST. IF THE CUE BALL IS POCKETED FIRST
THIS IS A SCRATCH ON THE 8 AND YOU LOSE THE GAME. THE GAME IS OVER
WHEN THE CUE BALL IS THE ONLY BALL LEFT ON THE TABLE. A PLAYER LOSES
IF THEY “SCRATCH” ON THE 8 BALL BY POCKETING THE CUE BALL INSTEAD OF
THE 8 BALL FIRST.
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN HOPES THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
SOME GAMES MAY LAST A WHILE DEPENDING ON THE PLAYERS, AGAIN JUST
LIKE IN REAL POOL, OR SOMEONE GOOD COULD RUN THE TABLE.
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54
9 BALL SETTINGS
FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN (DEFAULT)
WAR ZONE
AQUARIUM
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55
FORMAT (AKA THE LAY OF THE TABLE)
GRAPH (DEFAULT)
RANDOM
4 BOXES
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56
ONE CIRCLE
STUDY TIME
10 SECONDS
20 SECONDS (DEFAULT)
30 SECONDS
PATTERN
SIZE
STANDARD (DEFAULT)
LARGE
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57
GIANT
ALL THE SAME (DEFAULT)
DIFFERING
APPEARANCE
½ WHITE AND ½ BLACK (DEFAULT)
PEOPLE
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FARM ANIMALS
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
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9 BALL RACK & RULES:
(Please note that the background colors of the balls will be removed.
Illustration purposes only.)
NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A
RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES
TO VIEW:
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60
THE FOLLOWING ILLUSTRATION IS AFTER THE 9 BALL BREAK. THIS IS SET TO
STUDY FOR 30 SECONDS BEFORE CHANGING TO THE NEXT SCREEN.
AFTER THE STUDY PERIOD THE TABLE COULD CHANGE TO THE FOLLOWING:
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61
A VARIATION OF THE SAME TABLE COULD BE ACHIEVED BY CHANGING THE
FELT DURING THE STUDY PERIOD AS SHOWN BELOW:
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62
THE NEXT ILLUSTRATION IS AFTER THE STUDYING THE LAY OF THE TABLE AND
AT THE BEGINNING OF THE SHOT CLOCK. THIS IS USING THE SAME FELT AS
THE PREVIOUS VARIATION.
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63
BEGINNNING A GAME OF 9 BALL
THE SETTINGS FOR THIS PARTICULAR GAME OF 9 BALL HAVE BEEN SET IN THE
FOLLOWING MANNER:
FORMAT
CIRCLE
FELT
AQUARIUM
REMAIN THE SAME
PATTERN
SIZE
STANDARD
APPEARANCE
FARM ANIMALS
STUDY TIME
20 SECONDS
SAFETYS
ONE
ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT
CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER
PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR
OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
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THE FOLLOWING TABLE COULD APPEAR TO STUDY FOR 20 SECONDS:
(NOTE: LATER VERSIONS COULD HAVE A VIDEO OF THIS IN BACKGROUND.)
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65
THIS IS THE LAYOUT OF THE TABLE AT THE BEGINNING OF THIS SHOT CLOCK
ON THIS GAME OF 9 BALL.
IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE
CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE
THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR
SHOOTING THE WRONG BALL.
THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH.
THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND
MATCH.
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THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE
9 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 9 BALL
IS A LOSS.
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67
CRIBBAGE POOL SETTINGS
FELT
CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK?
NO (DEFAULT)
YES
GREEN
BLUE (DEFAULT)
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68
FORMAT (AKA THE LAY OF THE TABLE)
GRAPH (DEFAULT)
RANDOM
4 BOXES
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69
ONE CIRCLE
STUDY TIME
10 SECONDS
20 SECONDS
30 SECONDS (DEFAULT)
PATTERN
SIZE
STANDARD (DEFAULT)
LARGE
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70
GIANT
SAME (DEFAULT)
DIFFERENT
APPEARANCE
ACES (DEFAULT)
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71
(LATER VERSION COULD HAVE DECK OF CARDS BEING DEALT OVER
BALLS TO COVER THEM UP FROM VARIOUS RANDOM CARDS OF A
52 CARD DECK.)
DRAGONS
NUMBERS
NUMBER OF SAFETYS PER PLAYER
NONE
ONE (DEFAULT)
TWO
RUN THE TABLE CONCEPT MANUAL
72
CRIBBAGE POOL RACK AND RULES:
(Please note that the background colors of the balls will be removed.
Illustration purposes only...)
CRIBBAGE IS A COMBINATION OF TWO BALLS THAT EQUAL A TOTAL OF 15
POINTS; I.E. 14-1, 13-2, 7-8, 5-10, ETC. TO WIN THE GAME A PLAYER MJST BE
FIRST TO EARN 5 CRIBBAGE OF 8 IN EACH RACK BEFORE HIS OR HER
OPPONENT. THERE ARE 7 CRIBBAGE PAIRS: (1-14, 2-13, 3-12, 4-11, 5-10, 6-9,
& 7-8). AFTER ALL THE CRIBBAGE PAIRS HAVE BEEN POCKETED, THE 15 BALL IS
CRIBBAGE BY ITSELF. THE 15 BALL MUST BE THE LAST CRIBBAGE PLAYED, AND
RUN THE TABLE CONCEPT MANUAL
73
ONLY IF NECESSARY FOR THE 5 CRIBBAGE WIN. AS SOON AS A PLAYER HAS 5
CRIBBAGE, THE GAME IS OVER.
SHOWN BELOW IS THE LAY OF THE TABLE AFTER THE OPENING BREAK:
RUN THE TABLE CONCEPT MANUAL
74
THE NEXT ILLUSTRATION IS THE SAME TABLE AFTER THE STUDY PERIOD IS
OVER:
RUN THE TABLE CONCEPT MANUAL
75
ANOTHER POSSIBLE SETTING WOULD ALLOW THE TABLE TO HAVE THIS
APPEARANCE INSTEAD:
THE FIRST PLAYER WILL SHOOT A BALL AND IT WILL BE REVEALED. THE SAME
PLAYER SHOOTS ANOTHER BALL AND IT WILL BE REVEALED. IF THE TWO BALLS
ADD UP TO 15, CRIBBAGE, THEN IT IS ANNOUNCED AND THE PLAYER RECEIVES
1 CRIBBAGE. HE OR SHE WILL THEN CONTINUE TO SHOOT. IF THE TWO BALLS
DO NOT MAKE CRIBBAGE THEY WILL BE TURNED BACK OVER AND HIDDEN. IF
THE CUE BALL IS CHOSEN AS EITHER BALL IT IS A SCRATCH AND THE BALLS ARE
TURNED BACK OVER. EACH PLAYER THEN MUST REMEMBER WHAT BALLS ARE
WHERE IN ORDER TO WIN. IF THE 15 BALL IS CHOSEN BEFORE IT IS THE LAST
RUN THE TABLE CONCEPT MANUAL
76
BALL, EXCEPTING THE CUE BALL, IT WILL BE TURNED BACK OVER AND THEY
WILL LOSE THEIR TURN.
WHEN THE ONLY TWO BALLS ON THE TABLE ARE THE CUE BALL AND THE 15
BALL, THE PLAYER MUST CORRECTLY SHOOT THE 15 BALL ON THEIR FIRST
SHOT. IF THEY SHOT THE CUE BALL FIRST THEY LOSE THE GAME.

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run the table pool only app

  • 1. L a r r y K . G a y c r e a t o r a n d d e s i g n e r 1 6 0 2 - 2 N . S t e l l a A v e . W e n a t c h e e , W A 9 8 8 0 1 3 6 0 - 2 6 9 - 1 8 8 4 1 / 7 / 2 0 1 5 Larry K. Gay This manual is the basic concept of combining Eidetic Imagery, its’ interruption within any given controlled setting, and measuring proportional associations. The application used in this manual is the game of pool. Run the Table Concept Manual
  • 2. RUN THE TABLE CONCEPT MANUAL 2 Table of Contents Introduction ……………………………………………………………… 3 To play ……………………………………………………………………….. 4 Lagging for break ………….………………………………………….. 19 3 Ball settings……………………………………………………………. 19 3 Ball Rack & Rules …………………………………………………… 22 7 Ball Settings …………………………………………………………… 30 7 Ball Rack & Rules …………………………………………………… 35 8 Ball Settings …………………………………………………………… 44 8 Ball Rack & Rules ……………………………………………………. 49 9 Ball Settings …………………………………………………………… 54 9 Ball Rack & Rules …………………………………………………… 59 Cribbage Pool Settings ……………………………………………… 67 Cribbage Pool Rack & Rules ………………………………………… 71 Other Applications ……………………………………………………… 76 .
  • 3. RUN THE TABLE CONCEPT MANUAL 3 RUN THE TABLE This manual is the basic concept of combining Eidetic Imagery, its’ interruption within any given controlled setting, and measuring proportional associations. The application used in this manual is the game of pool. THE LAST PORTION OF THIS MANUAL SHARES A VERY LIMITED NUMBER OF SUGGESTIONS FOR FUTURE MARKETS AND APPLICATIONS. THE GAME OF POOL IS THE CHOSEN APPLICATION FOR ILLUSTRATION PURPOSES. IN THIS APPLICATION THERE ARE VERY FEW FIXED CHOICES FOR EACH SETTING. LATER VERSIONS WILL HAVE A MUCH MORE VARIED LIST FOR EACH GENRE. FOR EXAMPLE FOR CHILDREN’S USAGE THERE MAY BE A FROG POND FELT AND FISH AND FROGS HIDING IN THE POND. SOMEONE ELSE MAY WANT AN INTER- GALACTIC QUEST WITH STARS/SPACE FELT AND ALIEN SPACE SHIPS TO REMEMBER. RIGHT NOW THESE EXAMPLES SHOW ONLY FIXED IMAGES TO BE CHOSEN. LATER VERSIONS WILL HAVE THE OPTION OF VIDEO FELT. A DIFFERENCE WOULD BE A FROG POND WITH FISH SWIMMING AROUND AND REMEMBERING WHERE THE FROGS AND CRABS ARE. STILL LATER VERSIONS WILL HAVE THE ABILITY TO UPLOAD YOUR OWN IMAGE AS A FIXED FELT OR UPLOAD YOUR OWN VIDEO FOR A VIDEO FELT. THE FELT COULD BE LAST CHRISTMAS WITH THE FAMILY AND NEEDING TO REMEMBER DIFFERENT LOOKING CHRISTMAS PRESENTS WHILE THAT IS PLAYING IN THE BACKGROUND. THE SUGGESTIONS ARE ONLY LIMITED BY IMAGINATION.
  • 4. RUN THE TABLE CONCEPT MANUAL 4 TO PLAY: VARIOUS RACKS CAN BE USED FOR VARIOUS GAMES – 3 BALL, 7 BALL, 8 BALL, 9 BALL, AND CRIBBAGE POOL. EVERY GAME HAS SAME BASIC RULES OF SCATTERING THE BALLS, STUDYING WHERE THEY ARE, AND CORRECTLY RECALLING THEM IN VARIOUS MANNERS. THE DIFFICULTY FACTOR LIES IN HOW MANY BALLS YOU USE, HOW TO RECALL THEM, I.E. SOLIDS/STRIPES OR IN ORDER, AND IN WHAT IS CHOSEN TO BE SEEN AS A PATTERN ONCE THE BALLS HAVE CHANGED.
  • 5. RUN THE TABLE CONCEPT MANUAL 5 THE FREE APPLICATION WILL HAVE COPPER CUES PROVIDED THE SAME TO ALL. BRONZE CUES, SILVER CUES, GOLD CUES, PLATINUM CUES, AND DIAMOND CUES CAN BE EARNED. A PLAYER MAY ALSO PLAY THE GAME ON TOUCH SCREEN AND HAVE HIS OR HER CUE SHOWING WITH AVATAR. EACH TEAM COULD MONOGRAM CUES FOR THEMSELVES. (PROGRAMMING NOTE: SHOT CLOCK TO BE SEET AT 3 SECONDS WITH 5 SECONDS BEFORE THE NEXT SHOT MAY BE CALLED AND SHOT CLOCK STARTS AGAIN. IN HARDER GAMES LIKE CRIBBAGE PERHAPS A 5 SECOND SHOT CLOCK WITH 10 SECONDS IN BETWEEN SHOTS.)
  • 6. RUN THE TABLE CONCEPT MANUAL 6 (PLEASE NOTE THE WHITE BOXES AROUND BALLS ARE TO BE REMOVED – ILLUSTRATION PURPOSES ONLY): THIS ILLUSTRATION SHOWS A BASIC GRAPH FORMAT TO FOLLOW. EACH BALL IS SET WITHIN A GIVEN FRAME. THESE POSITIONS COULD VARY SLIGHTLY WITHIN EACH FRAME OR REMAIN A CONSTANT PATTERN. THIS VIEW IS KEPT TO STUDY FOR 10, 20, OR 30 SECONDS DEPENDING ON THE LEVEL OF PLAY. AT THE END OF THE COUNTDOWN TIMER THE BALLS ALL CONVERT INTO A CHOSEN PATTERN – GRAPH, CIRCULAR, OR BOXES.
  • 7. RUN THE TABLE CONCEPT MANUAL 7 EXAMPLE 1 OF A BOX FORMAT:
  • 8. RUN THE TABLE CONCEPT MANUAL 8 EXAMPLE 2 OF A BOX FORMAT:
  • 9. RUN THE TABLE CONCEPT MANUAL 9 EXAMPLE 1 CIRCLE FORMAT:
  • 10. RUN THE TABLE CONCEPT MANUAL 10 EXAMPLE 2 CIRCLE FORMAT:
  • 11. RUN THE TABLE CONCEPT MANUAL 11 THE APPEARANCE OF THE BALLS AFTER CHANGING CAN ALSO BE SET WITH DIFFERING KINDS – SHAPE, SIZE, AND COLOR OR MARKINGS. EXAMPLES OF THESE WILL FOLLOW. THE FOLLOWING ILLUSTRATION IS A BASIC GRAPHING FORMAT WITH A PATTERN OF SOLID BLACK BALLS:
  • 12. RUN THE TABLE CONCEPT MANUAL 12 THE FORMATTING OF THE SPREAD OF THE BALLS COULD BE STRUCTURED EVERY TIME AS SHOWN ABOVE OR RANDOMLY LIKE BELOW. THE BALLS THEN REMAIN VISIBLE FOR A CHOSEN TIME AND CHANGE INTO THE PATTERN SET BY PLAYERS.
  • 13. RUN THE TABLE CONCEPT MANUAL 13 EXAMPLE OF RANDOM FORMATTING USING A ONE- SIDE-WHITE-AND-ONE- SIDE-BLACK PATTERN:
  • 14. RUN THE TABLE CONCEPT MANUAL 14 A SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:
  • 15. RUN THE TABLE CONCEPT MANUAL 15 YET ANOTHER SLIGHT CHANGE WOULD PRODUCE THE FOLLOWING RESULT:
  • 16. RUN THE TABLE CONCEPT MANUAL 16 PLAYERS CAN CHOOSE DIFFERING LEVELS OF DIFFICULTY BY CHOOSING BETWEEN 3 BALL, 7 BALL, 8 BALL, 9 BALL, ROTATION, OR CRIBBAGE POOL. AVATARS COULD BE USED: CREATE YOUR OWN CHARACTER LOOK WITH YOUR PARTICULAR LEVEL OF CUE STICK TO USE. THE ORIGINAL GAME IS FREE AND WILL ALLOW A PERSON TO PRACTICE ALONE, PLAY AGAINST ANOTHER, AND EVEN PLAY PARTNERS ON THEIR OWN. IF A PERSON WANTS TO JOIN A POOL HALL AND COMPETE THEN EVERYONE BEGINS AT SAME LEVEL OF POINTS AND CUE. A PERSON MAY PURCHASE MORE POINTS IF THEY LOSE ALL OF THEIR OWN. A PERSON MUST ACQUIRE A PARTICULAR NUMBER OF POINTS TO GET TO THE NEXT LEVEL OF A POOL CUE. VARIOUS LEVELS OF POINTS SUCH AS COPPER, BRONZE, SILVER, GOLD, PLATINUM AND DIAMOND POINTS ARE OBTAINED. ANYONE MAY CHALLENGE ANYONE IN ORDER TO WIN MORE POINTS. EXAMPLE: A PLAYER BUYS 10 COPPER POINTS FOR ONE PENNY PER POINT TO BEGIN. A PLAYER THEN PLAYS ANOTHER FOR 1 POINT EACH. THE WINNER OF THE GAME RECEIVES THE 2 POINT POT. THE LEVEL OF PROGRESSION IS CALCULATED IN THIS MANNER: 1 WIN = 1 COPPER POINT; 50 COPPER POINTS = 1 SILVER POINT; 50 SILVER POINTS = 1 GOLD POINT; 50 GOLD POINTS = 1 PLATINUM POINT; AND 50 PLATINUM POINTS = 1 DIAMOND POINT. EACH PERSON RECEIVES A NEXT LEVEL CUE AS THEY MOVE UP FROM WOOD CUE; COPPER CUE, SILVER CUE, GOLD CUE, PLATINUM CUE, AND DIAMOND CUE. CLUB BENEFITS: COPPER CUE = RECEIVE 5 EXTRA COPPER POINTS SIGNING BONUS SILVER CUE = RECEIVE 50 EXTRA SIILVER POINTS SIGNING BONUS GOLD CUE = RECEIVE 500 EXTRA GOLD POINTS SIGNING BONUS
  • 17. RUN THE TABLE CONCEPT MANUAL 17 PLATINUM CUE = RECEIVE 5000 EXTRA PLATINUM POINTS SIGNING BONUS DIAMOND CUE = WILL VARY WITH DIFFICULTY OF GAME ALSO (coming) PLAYERS WHO HAVE PROGRESSED TO A GOLD CUE COULD PLAY ONE ANOTHER IN TOURNAMENTS; WOOD CUES IN TOURNAMENTS, ETC. A POOL TEAM WOULD CONSIST OF 3 – 5 PLAYERS IN THE POOL HALL WHO AGREE TO TEAM UP; THERE WILL BE MULTIPLE TEAMS IN ANY POOL HALL. TEAM COMPETITION IN LEAGUES FOLLOW THE SAME BRACKET PATTERNS OF APA POOL LEAGUE TO DETERMINE CHAMPIONS. SEE ILLUSTRATION BELOW. (Bracket retrieved on Jan. 4, 2014, from http://www.printyourbrackets.com/poolbrackets.html) THIS BRACKET COULD BE USED FOR TEAM COMPETITION WITHIN LEAGUES. THE SAME BRACKET COULD ALSO BE USED FOR LEAGUE TOURNAMENTS WITHIN DIVISIONS AND CONFERENCES. THERE WOULD BE “POOL HALLS” WHERE PEOPLE COULD MEET TO PLAY. THERE WILL BE MULTIPLE TABLES IN EACH POOL HALL; WOOD TABLES, COPPER TABLES, SILVER TABLES, GOLD TABLES, PLATINUM TABLES, AND DIAMOND TABLES. ONLY THE PLAYERS WITH A CORRESPONDING CUE LEVELS MAY PLAY ON ANY GIVEN TABLE.
  • 18. RUN THE TABLE CONCEPT MANUAL 18 EACH POOL HALL COULD JOIN A POOL LEAGUE JUST LIKE THE REAL GAME. PLEASE SEE GAME RULES. TEAMS CONSIST OF AT LEAST 3 PLAYERS AND NO MORE THAN 5. WHEN THERE ARE 6 PLAYERS THEY SPLIT INTO 2 TEAMS OF 3. THESE VARIOUS TEAMS IN EACH POOL HALL CAN THEN COMPETE WITH OTHER POOL HALL TEAMS WITHIN THEIR OWN CUE LEVEL. LEAGUES ARE COMPRISED IN THE SAME MANNER. THERE MUST BE AT LEAST 3 TEAMS TO FORM A LEAGUE BUT NO MORE THAN 5 TEAMS. 6 TEAMS WILL DIVIDE INTO TWO LEAGUES OF 3 TEAMS EACH. THIS WILL BUILD UP THE LOWER BRACKETS OF THE COMPETITION. TOURNAMENTS CULMINATE IN AN ANNUAL COMPETITION JUST LIKE THE REAL POOL LEAGUES. EACH PLAYER CAN BUILD HIS OR HER OWN TEAM WITH PEOPLE WHO ARE AGREED TO DO SO AT ANY PARTICULAR LEVEL TO FORM THE BEST TEAM POSSIBLE. JOINING ANY TEAM WORKS THE SAME AS REAL TEAMS; TRYOUTS AND VOTING OF THE PLAYERS. THERE MAY ALSO BE SUBSITUTES IF SOMEONE CANNOT PLAY ANY PARTICULAR TEAM COMPETITION. EACH TEAM COULD THEN JOIN A LEAGUE AND COMPETE FOR LEAGUE CHAMP. LEAGUE CHAMPS THEN COMPETE AND ONE WILL BECOME NATIONAL CHAMPION EACH YEAR. THIS MAY BE DONE ON AN INDIVIDUAL LEVEL OR TEAM LEVEL OF COMPETITION AS THE REAL TOURNAMENTS DO. THE LEVEL OF DIFFICULTY ON ANY TABLE ARISES FROM INTERFERENCE, THE VARIOUS COLORS AND PATTERNS OF FELT. JUST LIKE REAL POOL YOU MUST BE ABLE TO MAKE THE EASY SHOTS UNDER PRESSURE.
  • 19. RUN THE TABLE CONCEPT MANUAL 19 SETTINGS FOR GAME: GENERAL SETTINGS FOR ALL GAMES: LAGGING FOR BREAK THE PLAYER TO SHOOT FIRST IS CHOSEN BY CHOOSING BALLS FROM A RANDOM PLACEMENT OF DISGUISED BALLS. PLAYERS WILL EACH “SHOOT” A BALL; THE PLAYER TO FIND THE CUE BALL IN THE FEWEST MOVES WILL BEGIN THE GAME, AKA BREAK. IF THERE IS A TIE THE PROCESS IS REPEATED. 3 BALL SETTINGS FELT CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK NO (DEFAULT) YES GREEN (DEFAULT) DESCENDING LINES BABY GOATS
  • 20. RUN THE TABLE CONCEPT MANUAL 20 FORMAT (AKA THE LAY OF THE TABLE) RANDOM ONLY STUDY TIME 10 SECONDS (DEFAULT) 15 SECONDS 20 SECONDS PATTERN STANDARD SIZE (DEFAULT) LARGE GIANT
  • 21. RUN THE TABLE CONCEPT MANUAL 21 SOLID BLACK BALLS (DEFAULT) ALL THE SAME ASSORTED SIZES ALL THE SAME AS ABOVE VARIOUS NUMBER OF SAFETYS PER PLAYER NONE (DEFAULT) ONE
  • 22. RUN THE TABLE CONCEPT MANUAL 22 3 BALL RACK & RULES: (Please note that the background colors of the balls will be removed. Illustration purposes only.)
  • 23. RUN THE TABLE CONCEPT MANUAL 23 THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:
  • 24. RUN THE TABLE CONCEPT MANUAL 24 AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS FOLLOWING ILLUSTRATION: THE SETTINGS FOR THIS PARTICULAR GAME OF 3 BALL HAVE BEEN SET IN THE FOLLOWING MANNER: RANDOM FORMAT SHAPES VARIOUS STUDY TIME 10 SECONDS
  • 25. RUN THE TABLE CONCEPT MANUAL 25 SAFETYS NONE ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
  • 26. RUN THE TABLE CONCEPT MANUAL 26 THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME. THE FOLLOWING ILLUSTRATION COULD BE A BEGINNING RANDOM FORMAT AFTER THE STUDY PERIOD OF A 3 BALL GAME ON A VARIANT FELT: (NOTE: IT IS MY UNDERSTANDING THAT SCIENCE HAS SHOWN THAT A VERY FAST FLASH OF BRIGHT LIGHT BEWTEEN THIS SCREEN AND THE SCREEN TO CHOOSE THE BALLS WILL INTERRUPT THE SHORT TERM MEMORY PATTERN OF VARIOUS GROUPS. A STROBE IS SHOWN TO INTERRUPT FOR A LONGER PERIOD. THIS FLASH COULD BE APPLIED PRIOR TO VIEWING THE SCREEN
  • 27. RUN THE TABLE CONCEPT MANUAL 27 BELOW. THIS WOULD MAKE AN INTERESTING GAME ALSO – SET THE FLASH KNOWING FULL WELL WHAT IT IS SUPPOSED TO DO TO YOU. THIS COULD ALSO BE USED AND SPONSORED BY A UNIVERISTY PHYSCHOLOGY SCHOOL TO RETRIEVE MASS DATA ON THE STUDY OF THE NATURE AND CAUSES OF SHORT TERM MEMORY INTERRUPTION.
  • 28. RUN THE TABLE CONCEPT MANUAL 28 FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT THE THIRD FELT FROM 3 BALL IS SHOWN: IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR SHOOTING THE WRONG BALL. THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH. THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND MATCH.
  • 29. RUN THE TABLE CONCEPT MANUAL 29 THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE 3 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 3 BALL IS A LOSS.
  • 30. RUN THE TABLE CONCEPT MANUAL 30 7 BALL SETTINGS FELT CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK? NO (DEFAULT) YES GREEN (DEFAULT) COLORED SWIRL
  • 31. RUN THE TABLE CONCEPT MANUAL 31 COLORED CHECKED LADY BUGS FORMAT (AKA THE LAY OF THE TABLE) GRAPH
  • 32. RUN THE TABLE CONCEPT MANUAL 32 RANDOM (DEFAULT) 1 BOX TWO CIRCLES
  • 33. RUN THE TABLE CONCEPT MANUAL 33 STUDY TIME 10 SECONDS 20 SECONDS (DEFAULT) 30 SECONDS PATTERN STANDARD SIZE (DEFAULT) LARGE GIANT
  • 34. RUN THE TABLE CONCEPT MANUAL 34 SOLID BLACK BALLS (DEFAULT) ALL THE SAME ASSORTED SIZE ALL THE SAME AS ABOVE VARIOUS NUMBER OF SAFETYS PER PLAYER NONE ONE (DEFAULT) TWO
  • 35. RUN THE TABLE CONCEPT MANUAL 35 7 BALL RACK & RULES: (Please note that the background colors of the balls will be removed. Illustration purposes only. An updated photo with proper rack will follow.)
  • 36. RUN THE TABLE CONCEPT MANUAL 36 OPENING TABLE TO BEGIN GAME:
  • 37. RUN THE TABLE CONCEPT MANUAL 37 THE LAG COULD LOOK LIKE THE FOLLOWING SAMPLE:
  • 38. RUN THE TABLE CONCEPT MANUAL 38 AFTER THE LAG THE WINNER WILL BREAK THE BALLS AS SHOWN IN THIS FOLLOWING ILLUSTRATION: THE SETTINGS FOR THIS PARTICULAR GAME OF 7 BALL HAVE BEEN SET IN THE FOLLOWING MANNER: RANDOM FORMAT FELT CHANGE BETWEEN TABLES PATTERN SHAPES
  • 39. RUN THE TABLE CONCEPT MANUAL 39 ROOSTER SIZE STANDARD (DEFAULT) STUDY TIME 20 SECONDS SAFETYS ONE ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
  • 40. RUN THE TABLE CONCEPT MANUAL 40 THE SPREAD OF THE BALLS AND LAY OF THE TABLE COULD APPEAR LIKE THE FOLLOWING SAMPLE: THIS WILL REMAIN STATIC FOR A PRESET TIME.
  • 41. RUN THE TABLE CONCEPT MANUAL 41 THE FOLLOWING ILLUSTRATION IS BASED UPON THE LAST SAMPLE AND COULD BE A CHANGE IN FELT AFTER THE STUDY PERIOD OF TWENTY SECONDS:
  • 42. RUN THE TABLE CONCEPT MANUAL 42 FOR THE PURPOSES OF ILLUSTRATION AT THIS POINT A VARIATION OF FELT FROM 7 BALL IS SHOWN: IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR SHOOTING THE WRONG BALL. THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH. THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND MATCH.
  • 43. RUN THE TABLE CONCEPT MANUAL 43 THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE 7 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 7 BALL IS A LOSS.
  • 44. RUN THE TABLE CONCEPT MANUAL 44 8 BALL SETTINGS FELT CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK? NO (DEFAULT) YES GREEN (DEFAULT) COLORED SWIRL COLORED CHECKED
  • 45. RUN THE TABLE CONCEPT MANUAL 45 FORMAT (AKA THE LAY OF THE TABLE) GRAPH (DEFAULT) RANDOM 4 BOXES
  • 46. RUN THE TABLE CONCEPT MANUAL 46 ONE CIRCLE STUDY TIME 10 SECONDS 20 SECONDS 30 SECONDS (DEFAULT) PATTERN STANDARD SIZE (DEFAULT) LARGE
  • 47. RUN THE TABLE CONCEPT MANUAL 47 GIANT ½ WHITE AND ½ BLACK (DEFAULT) ALL THE SAME ASSORTED SIZES ALL THE SAME VARIOUS
  • 48. RUN THE TABLE CONCEPT MANUAL 48 NUMBER OF SAFETYS PER PLAYER NONE ONE (DEFAULT) TWO
  • 49. RUN THE TABLE CONCEPT MANUAL 49 8 BALL RACK & RULES NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES TO VIEW:
  • 50. RUN THE TABLE CONCEPT MANUAL 50 THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND DURING THE STUDY PERIOD. THIS TABLE IS GREEN FELT. THIS WILL REMAIN VISIBLE FOR 30 SECONDS DEFAULT BEFORE CHANGING BALLS AND/OR FELT.
  • 51. RUN THE TABLE CONCEPT MANUAL 51 THIS NEXT ILLUSTRATION SHOWS THE TABLE AFTER THE BREAK AND STUDY PERIOD. THIS TABLE IS GREEN FELT, ½ & ½ PATTERNS, SAME SIZE AND A RANDOM FORMAT, AKA THE LAY OF THE TABLE.
  • 52. RUN THE TABLE CONCEPT MANUAL 52 THE FOLLOWING ILLUSTRATION DEPICTS A VARIANT FELT AND PATTERN FOR THIS SAME GAME: AT THIS POINT THE SHOT CLOCK BEGINS. EACH PLAYER MUST CHOOSE, I.E. SHOOT A BALL, WITHIN 5 SECONDS OR FORFEITS HIS OR HER TURN. AS EACH BALL IS CHOSEN IT WILL BE REVEALED. IF THE PLAYER IS CORRECT THERE WILL BE THE SOUND OF A BALL BEING POCKETED OR A POP-UP SAYING “GOOD SHOT!” AFTER 2 SECONDS THE BALL WILL DISAPPEAR FROM THE TABLE. IF THE PLAYER CHOOSES INCORRECTLY THERE WILL BE A POP-UP PROCLAIMING A FOUL. THE BALL WILL THEN REVERT TO BEING COVERED UP AND THE PLAYERS WILL NEED TO REMEMBER WHAT THAT BALL WAS. IN THE EVENT THE PLAYER
  • 53. RUN THE TABLE CONCEPT MANUAL 53 CHOOSES THE CUE BALL A POP-UP WILL APPEAR PROCLAIMING THE PLAYER HAS SCRATCHED. IT WILL THEN BECOME THE OTHER PLAYER’S SHOT. THE PLAYER WHO SHOOTS FIRST MUST SHOOT A SOLID OR A STRIPE TO CONTINUE TO SHOOT; THESE BECOME THEIR BALLS; THE OTHERS BELONG TO THE OTHER PLAYER. THEY WILL CONTINUE TO SHOOT THEIR OWN BALLS WITHOUT POCKETING THE 8 OR SCRATCHING OR COMMTITTING A FOUL. AS LONG AS A PLAYER SHOOTS ACCURATELY WITHIN THE ALLOTED TIME THEY CONTINUE TO SHOOT. THEY CAN RUN THE TABLE AND WIN THE GAME. WHEN THERE ARE TWO BALLS LEFT, THE 8 BALL AND THE CUE BALL, THE PLAYER MUST POCKET THE 8 BALL FIRST. IF THE CUE BALL IS POCKETED FIRST THIS IS A SCRATCH ON THE 8 AND YOU LOSE THE GAME. THE GAME IS OVER WHEN THE CUE BALL IS THE ONLY BALL LEFT ON THE TABLE. A PLAYER LOSES IF THEY “SCRATCH” ON THE 8 BALL BY POCKETING THE CUE BALL INSTEAD OF THE 8 BALL FIRST. ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN HOPES THAT YOUR OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION. SOME GAMES MAY LAST A WHILE DEPENDING ON THE PLAYERS, AGAIN JUST LIKE IN REAL POOL, OR SOMEONE GOOD COULD RUN THE TABLE.
  • 54. RUN THE TABLE CONCEPT MANUAL 54 9 BALL SETTINGS FELT CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK? NO (DEFAULT) YES GREEN (DEFAULT) WAR ZONE AQUARIUM
  • 55. RUN THE TABLE CONCEPT MANUAL 55 FORMAT (AKA THE LAY OF THE TABLE) GRAPH (DEFAULT) RANDOM 4 BOXES
  • 56. RUN THE TABLE CONCEPT MANUAL 56 ONE CIRCLE STUDY TIME 10 SECONDS 20 SECONDS (DEFAULT) 30 SECONDS PATTERN SIZE STANDARD (DEFAULT) LARGE
  • 57. RUN THE TABLE CONCEPT MANUAL 57 GIANT ALL THE SAME (DEFAULT) DIFFERING APPEARANCE ½ WHITE AND ½ BLACK (DEFAULT) PEOPLE
  • 58. RUN THE TABLE CONCEPT MANUAL 58 FARM ANIMALS NUMBER OF SAFETYS PER PLAYER NONE ONE (DEFAULT) TWO
  • 59. RUN THE TABLE CONCEPT MANUAL 59 9 BALL RACK & RULES: (Please note that the background colors of the balls will be removed. Illustration purposes only.) NOW WE ARE READY TO BEGIN A STANDARD GAME OF 8 BALL WITH A RANDOM STARTING FORMAT AND OUR CHOICE OF PATTERNS AND SHAPES TO VIEW:
  • 60. RUN THE TABLE CONCEPT MANUAL 60 THE FOLLOWING ILLUSTRATION IS AFTER THE 9 BALL BREAK. THIS IS SET TO STUDY FOR 30 SECONDS BEFORE CHANGING TO THE NEXT SCREEN. AFTER THE STUDY PERIOD THE TABLE COULD CHANGE TO THE FOLLOWING:
  • 61. RUN THE TABLE CONCEPT MANUAL 61 A VARIATION OF THE SAME TABLE COULD BE ACHIEVED BY CHANGING THE FELT DURING THE STUDY PERIOD AS SHOWN BELOW:
  • 62. RUN THE TABLE CONCEPT MANUAL 62 THE NEXT ILLUSTRATION IS AFTER THE STUDYING THE LAY OF THE TABLE AND AT THE BEGINNING OF THE SHOT CLOCK. THIS IS USING THE SAME FELT AS THE PREVIOUS VARIATION.
  • 63. RUN THE TABLE CONCEPT MANUAL 63 BEGINNNING A GAME OF 9 BALL THE SETTINGS FOR THIS PARTICULAR GAME OF 9 BALL HAVE BEEN SET IN THE FOLLOWING MANNER: FORMAT CIRCLE FELT AQUARIUM REMAIN THE SAME PATTERN SIZE STANDARD APPEARANCE FARM ANIMALS STUDY TIME 20 SECONDS SAFETYS ONE ONE “SAFETY” PER PLAYER PER GAME IS ALLOWED. IF A PLAYER IS NOT CERTAIN WHAT BALL TO CHOOSE NEXT THEY MAY “CHECK” TO THE OTHER PLAYER BY CALLING A “SAFETY.” THIS IS DONE IN THE HOPE THAT YOUR OPPONENT WILL MISS OR SCRATCH AND REVEAL INFORMATION.
  • 64. RUN THE TABLE CONCEPT MANUAL 64 THE FOLLOWING TABLE COULD APPEAR TO STUDY FOR 20 SECONDS: (NOTE: LATER VERSIONS COULD HAVE A VIDEO OF THIS IN BACKGROUND.)
  • 65. RUN THE TABLE CONCEPT MANUAL 65 THIS IS THE LAYOUT OF THE TABLE AT THE BEGINNING OF THIS SHOT CLOCK ON THIS GAME OF 9 BALL. IT IS AT THIS POINT THE BEGINNING PLAYER WILL NEED TO CHOOSE THE CORRECT BALL, IN THIS CASE THE ONE BALL. HE OR SHE MUST THEN CHOOSE THE TWO BALL AND THREE BALL IN ORDER WITHOUT SCRATCHING OR SHOOTING THE WRONG BALL. THE PLAYER TO WIN THE FIRST 3 OF 5 GAMES IS THE WINNER OF THE MATCH. THE OPPOSING PLAYER WILL THEN BEGIN THE NEXT GAME OF THE SECOND MATCH.
  • 66. RUN THE TABLE CONCEPT MANUAL 66 THE GAME IS WON WHEN A PLAYER CORRECTLY SELECTS THE LAST BALL, THE 9 BALL, AND LEAVES THE CUE BALL ON THE TABLE. A SCRATCH ON THE 9 BALL IS A LOSS.
  • 67. RUN THE TABLE CONCEPT MANUAL 67 CRIBBAGE POOL SETTINGS FELT CHANGE FELT BETWEEN STUDY PERIOD AND SHOT CLOCK? NO (DEFAULT) YES GREEN BLUE (DEFAULT)
  • 68. RUN THE TABLE CONCEPT MANUAL 68 FORMAT (AKA THE LAY OF THE TABLE) GRAPH (DEFAULT) RANDOM 4 BOXES
  • 69. RUN THE TABLE CONCEPT MANUAL 69 ONE CIRCLE STUDY TIME 10 SECONDS 20 SECONDS 30 SECONDS (DEFAULT) PATTERN SIZE STANDARD (DEFAULT) LARGE
  • 70. RUN THE TABLE CONCEPT MANUAL 70 GIANT SAME (DEFAULT) DIFFERENT APPEARANCE ACES (DEFAULT)
  • 71. RUN THE TABLE CONCEPT MANUAL 71 (LATER VERSION COULD HAVE DECK OF CARDS BEING DEALT OVER BALLS TO COVER THEM UP FROM VARIOUS RANDOM CARDS OF A 52 CARD DECK.) DRAGONS NUMBERS NUMBER OF SAFETYS PER PLAYER NONE ONE (DEFAULT) TWO
  • 72. RUN THE TABLE CONCEPT MANUAL 72 CRIBBAGE POOL RACK AND RULES: (Please note that the background colors of the balls will be removed. Illustration purposes only...) CRIBBAGE IS A COMBINATION OF TWO BALLS THAT EQUAL A TOTAL OF 15 POINTS; I.E. 14-1, 13-2, 7-8, 5-10, ETC. TO WIN THE GAME A PLAYER MJST BE FIRST TO EARN 5 CRIBBAGE OF 8 IN EACH RACK BEFORE HIS OR HER OPPONENT. THERE ARE 7 CRIBBAGE PAIRS: (1-14, 2-13, 3-12, 4-11, 5-10, 6-9, & 7-8). AFTER ALL THE CRIBBAGE PAIRS HAVE BEEN POCKETED, THE 15 BALL IS CRIBBAGE BY ITSELF. THE 15 BALL MUST BE THE LAST CRIBBAGE PLAYED, AND
  • 73. RUN THE TABLE CONCEPT MANUAL 73 ONLY IF NECESSARY FOR THE 5 CRIBBAGE WIN. AS SOON AS A PLAYER HAS 5 CRIBBAGE, THE GAME IS OVER. SHOWN BELOW IS THE LAY OF THE TABLE AFTER THE OPENING BREAK:
  • 74. RUN THE TABLE CONCEPT MANUAL 74 THE NEXT ILLUSTRATION IS THE SAME TABLE AFTER THE STUDY PERIOD IS OVER:
  • 75. RUN THE TABLE CONCEPT MANUAL 75 ANOTHER POSSIBLE SETTING WOULD ALLOW THE TABLE TO HAVE THIS APPEARANCE INSTEAD: THE FIRST PLAYER WILL SHOOT A BALL AND IT WILL BE REVEALED. THE SAME PLAYER SHOOTS ANOTHER BALL AND IT WILL BE REVEALED. IF THE TWO BALLS ADD UP TO 15, CRIBBAGE, THEN IT IS ANNOUNCED AND THE PLAYER RECEIVES 1 CRIBBAGE. HE OR SHE WILL THEN CONTINUE TO SHOOT. IF THE TWO BALLS DO NOT MAKE CRIBBAGE THEY WILL BE TURNED BACK OVER AND HIDDEN. IF THE CUE BALL IS CHOSEN AS EITHER BALL IT IS A SCRATCH AND THE BALLS ARE TURNED BACK OVER. EACH PLAYER THEN MUST REMEMBER WHAT BALLS ARE WHERE IN ORDER TO WIN. IF THE 15 BALL IS CHOSEN BEFORE IT IS THE LAST
  • 76. RUN THE TABLE CONCEPT MANUAL 76 BALL, EXCEPTING THE CUE BALL, IT WILL BE TURNED BACK OVER AND THEY WILL LOSE THEIR TURN. WHEN THE ONLY TWO BALLS ON THE TABLE ARE THE CUE BALL AND THE 15 BALL, THE PLAYER MUST CORRECTLY SHOOT THE 15 BALL ON THEIR FIRST SHOT. IF THEY SHOT THE CUE BALL FIRST THEY LOSE THE GAME.