Power Snooker
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- 9balldotcom
- Site Admin
- Posts: 2051
- Joined: Mon Oct 04, 2004 1:37 pm
- Location: Kilmarnock(Scotland)
- Contact:
Re: Power Snooker
THE RULES OF THE TRADITIONAL GAME OF SNOOKER APPLY, SUBJECT TO THE FOLLOWING VARIATIONS:
• Nine reds are racked in a diamond, with the point of the diamond next to the pink.
• The middle red is the PowerBall, which when potted counts for two points and triggers a two minute PowerPlay during which every ball potted counts double – if a shot is missed during a PowerPlay, the player’s opponent inherits the remaining time.
• Each game lasts half an hour; the clock starts when the reds are broken, and stops as the final black of each frame is potted.
• A shot clock limits players to twenty seconds for each shot.
• If the twenty second shot clock is exceeded, there is a 20 point penalty and the initiative passes to the player's opponent unless the opponent opts for the player to continue.
• Points count, frames don’t. The most points scored after half an hour wins.
• When a player breaks, two or more reds must hit a cushion otherwise the player’s turn ends.
• The area behind the baulk line is the PowerZone – if the cue ball is struck from within the PowerZone, any colour potted counts for double and during a PowerPlay, quadruple.
• A century break in any frame is worth 50 bonus points. If this is repeated in the next frame, 100 bonus points. If this is repeated in the third frame, 200 bonus points.
• The “ball in hand” principle applies following a foul shot. The cue ball can be positioned anywhere in the PowerZone.
• A foul shot during a PowerPlay carries a double points penalty.
• A foul shot occurring when the cue ball is struck from the PowerZone and during a PowerPlay, carries a quadruple points penalty.
• The game will end after the half hour playing period and the player with the most points wins.
• If the game is tied on points after the half an hour, the table is cleared and the game is decided by potting the re-spotted black.
• Nine reds are racked in a diamond, with the point of the diamond next to the pink.
• The middle red is the PowerBall, which when potted counts for two points and triggers a two minute PowerPlay during which every ball potted counts double – if a shot is missed during a PowerPlay, the player’s opponent inherits the remaining time.
• Each game lasts half an hour; the clock starts when the reds are broken, and stops as the final black of each frame is potted.
• A shot clock limits players to twenty seconds for each shot.
• If the twenty second shot clock is exceeded, there is a 20 point penalty and the initiative passes to the player's opponent unless the opponent opts for the player to continue.
• Points count, frames don’t. The most points scored after half an hour wins.
• When a player breaks, two or more reds must hit a cushion otherwise the player’s turn ends.
• The area behind the baulk line is the PowerZone – if the cue ball is struck from within the PowerZone, any colour potted counts for double and during a PowerPlay, quadruple.
• A century break in any frame is worth 50 bonus points. If this is repeated in the next frame, 100 bonus points. If this is repeated in the third frame, 200 bonus points.
• The “ball in hand” principle applies following a foul shot. The cue ball can be positioned anywhere in the PowerZone.
• A foul shot during a PowerPlay carries a double points penalty.
• A foul shot occurring when the cue ball is struck from the PowerZone and during a PowerPlay, carries a quadruple points penalty.
• The game will end after the half hour playing period and the player with the most points wins.
• If the game is tied on points after the half an hour, the table is cleared and the game is decided by potting the re-spotted black.