How it works
From the System Library: the source's numbers, checked in this game's physics but not reviewed by a coach.
Maximum side into the far corner: the cue ball leaves the red for the short rail just below the far corner, takes the far long rail and comes back to the rail it started from. Aim = Start − Arrival.
It is taught only near the corner: starts 25 to 35, aims 0 to 20. The start goes up 2.5 a diamond, the aim 10 every half diamond, the arrival 10 a diamond.
Reading the numbers
Start On the long rail behind the cue ball, along the line it leaves the red on: 25 in the corner, 2.5 a diamond up to 35 at the middle diamond.
Aim On the first cushion, the short rail across the table: 0 in the far corner, 10 half a diamond down, 20 at the first diamond.
Arrival On the third cushion, back on the start rail, read at the cushion: 0 in the start's corner, 10 a diamond up to 40 at the middle.
Step by step
- Choose the arrival on the start rail: where the cue ball must come back to make the second object ball.
- Read the start from the line the cue ball leaves the red on, traced back to the long rail.
- Aim = Start − Arrival. Start 30 to arrive at 20: aim at 10, half a diamond below the corner. Start 25 to arrive at 25: the corner itself.
- Re-read the start along the new line, work it once more, then add the table correction.
The stroke
Three tips of running side (3 or 9 o'clock), centre height, a follow-through stroke at two and a half rails' speed.