How many points are the snooker balls worth? | Reference.com How many points are the snooker balls worth? A: Quick Answer Each color ball in snooker is worth a different number of points with the highest value ball being the black ball, which is worth seven points. The red ball is worth one point, yellow is worth two points, green is worth three points, brown is worth four points, blue is worth five points and pink is worth six points. Full Answer In the game of snooker the red balls must be hit into a pocket first. Once a red ball has been potted, the player has the opportunity to try and pot a colored ball of their choice. If they are successful, they can then pot another red ball followed by another color. Once all the red balls are potted in the pockets, the players must then try and pot the colored balls in order of their value, from lowest to highest. Snooker Rules Rules of Snooker Type of Game: International or "English" snooker is the most widely played form of snooker around the world.

It is generally played on 6'x12' English billiard tables, with cushions that are more narrow than on pocket billiard tables and which curve smoothly into the pocket openings. 5 x 10 and snooker tables of even smaller playing dimensions may be used for the game. On a 6 x 12 snooker (English billiard) table the playing area within the cushion faces shall measure 11' 8.5" x 5' 10" with a tolerance on both dimensions of +/-0.5". The height of the table is measured from the floor to the top of the cushion rail, and the height shall measure 34" with an allowable variance of +/-0.5". If you like playing snooker on your computer, you can also try casino gaming online for free or real money. Sites like provide online casino games, guides and reviews of best online casinos. Players: 2 Balls Used: Set of Snooker balls: fifteen object balls that are not numbered and are solid red (called reds), six object balls of other colors that are not numbered (called colors) and a cue ball (called the white ball).

Point values for object balls: red-1, yellow-2, green-3, brown-4, blue-5, pink-6, black-7. In International Snooker the balls used are 2-1/16" diameter. The Rack: Play begins with the balls placed as in the diagram above. The pink is spotted on the Pyramid Spot. The apex ball of the triangle of reds is racked as close as possible to the pink without touching it. Baulk-line and Baulk: A straight line drawn 29" from the face of the bottom cushion and parallel to it is called the Baulk-line and the intervening space termed the Baulk. The Half Circle: The Half Circle is a semi-circle described in Baulk with its center at the middle of the Baulk-line and with a radius of 11.5". When the striker has cue ball in hand within the Half Circle he may place the base of the cue ball anywhere on the line or within the Half Circle, and may use his hand or any part of his cue (including the tip) to position the cue ball--as long as it is judged he is not attempting to play a stroke.

Object of the Game: To score a greater number of points than opponent. Scoring: Points are scored in two ways: players are awarded points for fouls by the opponent (see Penalties For Fouls below), and by legally potting reds or colors. Each legally potted red ball has a point value of one; each legally potted color ball has a point value as indicated (Balls Used above). A frame ends when all balls have been potted, following the Rules of Play; if, however, only the black (7) ball is left on the table, the frame ends with the first score or foul. If the players' scores are equal after that scoring, the black is spotted on its original position and the layers lag or draw lots for the choice of playing at, or assigning opponent to play at, the black ball with the cue ball in hand within the Half Circle, first score or foul then ends the frame. Opening Break: Players lag or draw lots for choice of break in the opening frame. In a match format the players alternate the break in subsequent frames. Starting player has cue ball in hand within the Half Circle. He must cause the cue ball to contact a red ball.

It is not necessary to send a ball to a rail or into a pocket. Failure to meet this requirement is a foul (see Penalties For Fouls) A foul is scored and--with all fouls--the incoming player has a choice of (1) accepting the table and becoming the striker, or (2) requiring the offender to break again. Rules of Play 1. A legally potted ball entitles the striker to continue at the table until he fails to legally pot a ball. 2. On all shots, the striker must comply with the appropriate requirements of Rules of Play 5 and 6. It is not necessary to cause the cue ball or an object ball to contact a cushion or drop in a pocket after the cue ball has contacted a legal object ball (ball on). Failure to contact a legal object ball first is a foul. 3. As long as reds are on the table, the incoming striker (player taking his first stroke of an inning) always has a red as his legal object ball (ball on). 4. Any red balls potted on a legal shot are legally potted balls; the striker need not call any particular red ball(s), pocket(s) or details of how the pot will be played. 5.

When the striker has a red ball as his "ball on" (legal object ball), he must cause the cue ball's first contact to be with a red ball. Failure to do so is a foul (See Penalties For Fouls) 6. After the striker has scored a red ball initially, his next legal object is a color, and as long as reds remain on the table he must alternate his play between reds and colors (though within each group he may play a ball of his choice). When reds remain on the table and a color is his object, the striker must (a) designate prior to stroking which color ball is his object (that specific color is then his "ball on"), and (b) cause the cue ball's first contact with a ball to be with that colored ball. If the striker fails to meet these requirements, it is a foul (See Penalties For Fouls). 7. If the striker's ball on is a red, and he pots a color, it is a foul. 8. If the striker's ball on is a color, and he pots any other ball, it is a foul. 9. Jump shots are illegal in International Snooker.

It is a foul if the striker intentionally causes the cue ball to jump (rise from the bed of the table) by any means, if the jump is an effort to clear an obstructing ball. 10. While reds remain on the table, each potted color is spotted prior to the next stroke (see Spotting Balls below for spotting rules). After a color has been spotted, if the striker plays while that ball is incorrectly spotted (and opponent or referee calls it before two such plays have been taken), the shot taken is a foul. If the striker plays two strokes after such error without its being announced by opponent or referee, he is free of penalty and continues playing and scoring normally as though the spotting error simply had not occurred. The striker is responsible for ensuring that all balls are correctly spotted before striking. If the striker plays while a ball(s) that should be on the table is not a foul may be awarded whenever the foul is discovered during the striker's inning. Any scoring prior to the discovery of the foul will count. 11. When no reds remain on the table, striker's balls on become the colors, in ascending numerical order (2,3,4,5,6,7).

These legally potted colors are not spotted after each is potted; they remain off the table. (The black (7) ball is an exception in the case of a tie score; see Scoring.) Illegally Potted Ball: Reds illegally potted are not spotted; they remain off the table. Colors illegally potted are spotted. (See Spotting Balls.) Object Balls Jumped off the Table: Reds jumped off the table are not spotted and the striker has committed a foul. Colors jumped off the table are spotted and the striker has committed a foul. (See Penalties For Fouls) Spotting Balls: Reds are never spotted. Colors to be spotted are placed as at the start of the game. If a color's spot is occupied (to mean that to spot it would make it touch a ball), it is placed on the spot of the highest value color that is unoccupied. If all spots are occupied, the color is spotted as close as possible to its original spot on a straight line between its spot and the nearest point on the top (foot) cushion. Cue Ball after Jumping off the Table: Incoming player has cue ball in hand within the Half Circle.

When cue ball is in hand within the Half Circle (except the opening break), there is no restriction (based on position of reds or colors) as to what balls may be played; striker may play at any ball on regardless of where it is on the table. Touching a Ball: While balls are in play it is a foul if the striker touches any object ball or if the striker touches the cue ball with anything other than the tip during a legal stroke. Snookered: The cue ball is snookered when a direct stroke in a straight line to any part of every ball on is obstructed by a ball or balls not on. If there is any one ball that is not so obstructed, the cue ball is not snookered. If in-hand within the Half Circle, the cue ball is snookered only if obstructed from all positions on or within the Half Circle. If the cue ball is obstructed by more than one ball, the one nearest to the cue ball is the effective snookering ball. Angled: The cue ball is angled when a direct stroke in a straight line to any part of every ball on is obstructed by a corner of the cushion.

If there is any one ball on that is not so obstructed, the cue ball is not angled. If angled after a foul the referee or player will state "Angled Ball", and the striker has the choice to either (1) play from that position or (2) play from in hand within the Half Circle. Occupied: A spot is said to be occupied if a ball cannot be placed on it without its touching another ball. Touching Ball: If the cue ball is touching another ball which is, or can be, on, the referee or player shall state "Touching Ball." Thereafter the striker must play away from it or it is a push stroke (foul). No penalty is incurred for thus playing away if (1) the ball is not on; the ball is on and the striker nominates such ball; or (3) the ball is on and the striker nominates, and first hits, another ball.

[If the referee considers that a touching ball has moved through an agency other than the player, it is not a foul.] Push Stroke: A push stroke is a foul and is made when the tip of the cue remains in contact with the cue ball (1) when the cue ball makes contact with the object ball, or (2) after the cue ball has commenced its forward motion. Provided that where the cue ball and an object ball are almost touching, it shall be deemed a legal stroke if the cue ball hits the finest possible edge of the object ball. Miss: The striker shall to the best of his ability endeavor to hit the ball on. If the referee considers the rule infringed he shall call foul and a "miss." The incoming player (1) may play the ball(s) as they lie, or (2) may request that the ball(s) be returned to the original position and have the offending player play the stroke again. Note: if the ball on cannot possibly be hit, the striker is judged to be attempting to hit the ball on.

Free Ball: After a foul, if the cue ball is snookered, the referee or player shall state "Free Ball." If the non-offending layer takes the next stroke he may nominate any ball as on. For this stroke, such ball shall be regarded as, and acquire the value of, the ball on. It is a foul should the cue ball fail to first hit, or - except when only the pink and black remain on the table - be snookered by, the free ball. If the "free ball" is potted, is is spotted, and the value of the ball on is scored. if the ball on is potted it is scored. If both the "free ball" and the ball on are potted, only the value of the ball on is scored. Fouls If a foul is committed: 1. the player who committed the foul incurs the penalty prescribed (which is added to the opponent's score), and has to play again if requested by the next player. Once such a request has been made it cannot be withdrawn. 2. should more than one foul be committed in the same stroke the highest value penalty shall be incurred. 3.

any ball improperly spotted shall remain where positioned, except that if off the table it shall be correctly spotted. Penalties for Fouls Snooker Rules Snooker Rules 1. Aim of the game Snooker is played with fifteen object balls that are not numbered and are solid red (called reds), six object balls of other colors that are not numbered (called colors in snooker) and a cue ball (called the white ball). The aim of snooker is to pocket the balls legally according to the rules and to score a greater number of points than the opponent. Point values for object balls: red-1, yellow-2, green-3, brown-4, blue-5, pink-6, black-7. 2. Opening break rules The game of Snooker begins with the cue ball in hand in the Half Circle (so the starting player can place the cue ball anywhere inside the Half Circle). The rules for the opening break are the same as when one of the players gets the right to strike. 3. Game Rules A player who gets the right to strike has to hit one of the red ball first. Each shot has to be completed in 60 seconds, otherwise a foul is called.

A strike, when the next legal object is a red ball, is legal when: The white ball is not potted. The white ball hits a red ball first. Only red balls are potted. Otherwise the strike is a foul. When the strike on the red ball is legal: If no red ball is potted then the opposing player is next. When a red ball is potted then the player gets as many points as the number of red balls he has potted. The striker's next legal object is a colored snooker ball (see next point rules). A strike, when the next legal object is a color ball, is legal when: The white ball is not potted. If there are still red balls on the table then one of the colored balls is hit by the white ball first. If there are no more red balls on the table then the colored ball with the lowest points is hit first. Only the ball that was hit first by the white ball is be potted. Otherwise the strike is a foul. When the strike on the colored ball is legal: If no ball is potted then the opposing player is next. When a colored ball is potted then the player's points increase by the point value of the potted colored ball.

The striker's next legal object is a red ball. If there are no more red balls on the table, the next legal object is the ball with the lowest points. 4. Snooker Fouls If a hit is a foul then the other player gets penalty points: 4 points if the white ball is potted. 4 points if time limit is exceeded (60 seconds/shot) If the white hits the wrong ball first then the value of this ball. If the wrong ball is potted first then the value of this ball. When a hit results in more fouls then the opposing player gets the points of foul with the highest value. Penalty points have a minimal value of 4. After committing a foul the incoming player may play the ball(s) as they lie request to pass the shot and let the offending player play the stroke again (without returning to the original position) 5. Game over rule When the only ball left on the table is the black one and The black ball is potted by the next legal shot. The next hit is a foul. Playoff: If the scores are equal after potting the last ball, the black ball is respotted and the player on plays again from the D.

The first foul or pot ends the game. The Rules of Billiards and Snooker Game Categories The Rules of Billiards and Snooker The following is a basic set of instructions for the friendly play of the game of Billiards and Snooker including additional comments designed to assist with the understanding of the game. Note: 1 foot = 30.48 cm Billiards Equipment A full-size Billiards table measures twelve feet by six feet, one and a half inches and has a baize-covered slate bed. The four edges of the table feature rubber edges covered in baize called "cushions". Six "pockets" are situated one at each corner plus one at the centre of each long side of the table into which the balls can drop. The six pockets normally have a net or a small collecting channel to catch the balls. Two feet, five inches from one end, a line is drawn across the table called the "baulk" line. Any ball between the baulk line and the nearest end is generally referred to as being "in baulk".

A semi-circle is inscribed within the baulk area with is axis as the middlepoint of the baulk line and with a radius of eleven and a half inches. This semi-circle is termed the "D". At the other end of the table, twelve and three-quarter inches from the end cushion, a spot is centrally inscribed as a starting point for the red ball. The cue ball is struck with tapered sticks featuring a striking tip called "cues". The cue tips are chalked to prevent a slippery contact with the ball. There is almost always an additional accessory available called a "rest" which is like a cue with a cross on the end upon which the cue can be rested to extend its playing length. Quite often, a "full-butt" and a "half-butt" are also available - these are much longer rests with arched fixments on the end that come with their own long cues for playing very long shots. Billiards is played with one red ball and two white cue balls, one with a small black spot and one without. The Start A doubles game is occasionally played but the game is usually singles. One player chooses to play with the white cue ball and the other the spotted white cue ball.

To begin with, players play their cue ball from within the D down the table so that it bounces back up the table and comes to rest in baulk. The player whose ball is closest to the baulk cushion chooses to go first or second. Most players prefer to go second because the first turn occurs with only two balls on the table - a severe limitation. The game starts with the red ball on it's spot and the cue ball of the starting player placed in the D at the front of the table. Players agree how many points will constitute a game and the objective is merely to be the first to score than number. A typical number for expert players might be 1000 points - professionals regularly score more than this in a single break. Beginners might consider 150 as a more appropriate target. Basic Play Each turn is called a "break" and consists of a series of strikes of the cue ball that come to an end when a player makes a non-scoring strike or a foul stroke. Scoring is achieved by "potting" balls, by "cannons", and by going "in off". A ball is "potted" when the cue ball knocks it into a pocket.

A "cannon" is when the cue ball strikes first one ball and then the other. A player's ball goes "in off" when it falls into a pocket having first "kissed" (struck) another ball. Whenever the red ball is potted, it is immediately returned to the red spot for the next strike. Whenever the cue ball goes in off, it is immediately returned to the player who can position it anywhere within the D for the next strike. If the opponents ball is potted, it remains out of play until the end of that player's break. In this case, the opponent starts the next turn by positioning his ball anywhere within the D. Otherwise the opponent starts the next turn by striking the ball from wherever it ends up. Potting the opponents ball is usually to be avoided since scoring is much harder with only two balls on the table. Foul shots A foul occurs when a player's ball hits no other balls in which case 1 point is added to the opponent's score or when the player's ball goes directly into a pocket without hitting any other ball whereupon 3 points are given to the opponent.

It will quickly be seen, however, that the size of these penalties are trivial compared to the injury suffered merely as a result of allowing the opponent onto the table..... 3 points for potting or going in off the red ball. 2 points for potting or going in off the opponents ball. 2 points for a cannon. Scoring is cumulative within a single strike so for instance, a common play is to both pot and go in off the red ball, thus scoring 6 points. The cue ball is deemed to go in off the first ball that it comes into contact with. So if the player strikes the opponents ball, cannons onto the red ball and then goes in off, 4 points are scored. The largest score possible in one strike is 10 points although, since this requires the opponents ball to be potted, it is is normally a bitter-sweet achievement. Special Situations When the player's ball finishes touching another ball, the red is put on its spot, the other player's white is placed on the centre spot, and the player must return his ball to the D. Snooker Equipment Snooker is played upon a Billiards table and uses the same cues and standard equipment.

Different balls are used, though - one white cue ball is used by both players together with 15 red balls worth 1 point each and 6 coloured balls worth differing points viz: Yellow - 2 points - initially placed on the right corner of the D as looked at from baulk. Green - 3 points - initially placed on the left corner of the D as looked at from baulk. Brown - 4 points - initially placed on the middle of the baulk line directly between the yellow and green balls. Blue - 5 points - initially placed slap bang in the middle of the table. Pink - 6 points - initially placed on a spot midway between the blue ball and the end cushion. Black - 7 points - initially placed on the spot used for the red ball in Billiards - twelve and three-quarter inches from the middle of the end cushion. The fifteen red balls are set in a triangle (using a special triangular frame) between the pink and the black balls so that the triangle points towards baulk with the red at the tip almost but not quite touching the pink ball.

In addition to the rest and the butts of the Billiards table, a three other special rests are sometimes available called "spider", "extended spider" and "swan neck". These are rests with special fixments on the end to gain additional height as well as length. The Objective and the Start The objective is to score more points that the opponent by potting balls and, less commonly, by playing snookers that will force the opponent to make a foul stroke and thus give points away. Players flip a coin to decide who goes first. To prepare for the first shot, the player concerned sets the cue ball anywhere within the D so that it can be aimed at a red ball. Basic Play Each turn is called a "break" and consists of a series of strikes of the cue ball that come to an end when a player makes a non-scoring strike or a foul stroke. While there are reds on the table, a break must always start by potting a red. When a red has been potted the player must next pot a nominated coloured ball (if it is not obvious which colour is being aimed at, the player is required to orally make this clear).

A coloured ball that has been potted after a red is immediately returned to the table on its home spot. After a coloured ball, another red ball must be potted followed by a colour and so on until there are no red balls left. After the final red ball and its accompanying colour have been potted, the balls must be potted in order starting with yellow and finishing with black. In all cases, the next ball to be potted or colour nominated to be potted must be the first ball struck by the cue-ball or a foul shot is declared. So when a player has next to pot a red ball, if a ball other than a red ball is struck first, it is a foul stroke. As soon as the break comes to an end the other player has a chance to make a break which must always start with a red ball if there are any left, regardless of how the last break ended. The cue ball must be played from where it finished after the previous shot unless it went in-off. Once all the reds have been potted breaks start with the lowest value colour and continue through to the black ball. Points are scored according to the value of each ball potted.

Snooker is not all about potting balls - very often it is more advantageous to play safe by putting the cue ball into a position such that the the opponent will find the next shot very difficult to play or to score from. Whenever a player is not able to directly play the ball to be struck with a straight shot, that player is said to be "snookered" on that ball. In this case the opponent is required either to swerve the white ball around another ball or to bounce the cue ball off one or more cushions in order to hit the target ball. With either type of shot, it is difficult to judge the outcome and so the player who engineered the snooker has a good chance either of winning points because the opponent plays a foul shot or at least benefiting from a good position for the next turn. Common Foul shots A foul shot is declared in any of the following scenarios. The cue-ball strikes first a ball other than the next ball to be potted or the colour nominated to be potted. Whenever the cue ball goes in-off (into a pocket) or leaves the table. The ball is placed anywhere in the D by the next player before the next strike. Whenever an incorrect ball is potted.

For instance, if the red is being played but the blue ball gets knocked into the pocket. The player who committed a foul stroke receives no points for that stroke even if a legitimate ball was potted and the break is over. However, any points made in the break prior to the foul shot are kept. Whenever a foul stroke is committed, the opponent receives some penalty points viz: If the ball being played is the black or the foul occurred because the black ball was struck first incorrectly or potted incorrectly, then seven points are forfeited. If the ball being played is the pink or the foul occurred because the pink ball was struck first incorrectly or potted incorrectly, then six points are forfeited. If the ball being played is the blue or the foul occurred because the blue ball was struck first incorrectly or potted incorrectly, then five points are forfeited. Otherwise four points are forfeited. Where more than one foul occurs in one stroke, only one penalty applies but it is always the largest applicable penalty. So if a red is being played and the player misses hits the yellow first, pots the green and goes in-off, only four points are awarded to the opponent.

However, if the brown is being played and the player hits it first but accidentally knocks it onto the pink ball which falls into a pocket, six points are awarded to the opponent. Some rules apply to the turn following a foul stroke viz: After any foul shot, the player who would normally play next may choose to allow the fouling player to take the next shot, instead. If, following a foul shot, the next player is is snookered, that player may take a "free ball". In this case, the player has the option to play any ball on the table as if it was the ball that should properly be played next. Thereafter play continues normally. So if a free ball occurs on a red, the player may play any colour as if it were a red, after which a coloured ball is nominated. The shot after that would be on a red ball if available - the yellow otherwise. If a free ball occurs on a coloured ball after all the reds are potted, the player will attempt to pot any nominated ball and the next shot will revert to the lowest value ball. Less oft-used rules If the cue-ball ever comes to rest touching another ball, a "touching ball" is called.

If the ball being touched is the ball to be played or is nominated as such by the player, then the player is counted as having played the ball already. Regardless, the player must play away from the ball in order to avoid playing an illegal push shot. Sometimes a coloured ball that has been potted after a red cannot be returned to the table on its home spot due to being covered by another ball. In this case, the spot of the black is used or, if that is not available, the pink spot and so on down to the yellow spot. If none of the spots are available, then the ball is placed on an imaginary line through the black and pink spots as close to the black spot as possible from the end of the table. Less common foul shots are listed below: If the player plays a "push shot". This happens if the targeted ball is close to the cue ball and the cue tip is still in contact with the cue-ball when it strikes the target ball. In the case of a "touching ball", the player must play away from the ball - if it moves then it is a push shot and a foul.

If the cue-ball hops over the ball being aimed at, this is deemed a "jump shot" and is a foul stroke. If the cue-ball is struck twice. If a ball is touched before it has finished rolling. If the player strikes the cue ball without at least one foot touching the floor. The End Eventually all balls except the black have been potted. At this stage, if the difference in score is more than seven points, the game ends since it is only sporting to assume that a player will not miss a direct shot and so there is no way for the losing player to win. Otherwise, the last ball is potted in the usual way. If the game is drawn, then the black is re-spotted and the cue ball is moved to and played from anywhere within the D. The players flip a coin to decide who plays first and play continues. The player who pots the black wins the game. At any point during the game a player can resign the game. A player would normally resign when the score is such that even with all the balls and two or three snookers he would not overtake the other player. Snooker Play Free Online | GameTwist Casino Statistics Are 8 balls not enough for you?

Then Snooker is just right for you. This technically challenging game requires precision and is deemed the supreme discipline among the pool games. Are you ready for a nerve-wrecking game where you have to push your opponent into a corner? Are you cunning, are you anticipating moves and have you got the right game strategy at the ready? Then you will be the celebrated winner at the end of the day. The game will be played with 22 balls, which have different colours and carry different point scores: There are 15 red (1 point), 6 coloured (yellow = 2 points, gree = 3 points, brown = 4 points, blue = 5 points, pink = 6 points and black = 7 points) and a white ball (game ball). With every shot a red ball has to be hit. If you can sink the red ball without a foul a coloured ball has to be announced. If you pocket the announced ball again, points will be counted and you can continue to play. As soon as a foul has been committed it is your opponent's turn. Your aim is to collect as many points as possible for pocketed balls. The game is played in real time and with two players.

You can find details on multiplayer versions here: How do multiplayer games work? If you open a new table you can select the stakes and the circle of players. Getting started The playing field is a table that is slightly larger than the classic pool table. In addition a white line and a half circle are displayed in the left third of the table. The pool table is equipped with 'pockets' in every corner as well as along the long side of the table where the balls can be potted. The points are calculated in the top left corner. Next to the scores the next move is displayed. You can choose at which point you want to play a selected ball with the cross hairs at the right side of the playing field. The balls will be played with so called cues. If you click on the cue ball with your mouse the cue appears. In front of the cue you can see a yellow line with an image of the cue ball. It shows you the direction of the shot. If you press and hold down the left mouse button you can position the cue in the desired direction. An arrow appears which will show the force of the pool shot by changing its length. The shorter the arrow the weaker the shot.

If you release the mouse button the white ball will be played. At snooker the balls are arranged in a particular starting position. The red balls are positioned in the shape of a triangle at the right side of the table while the yellow, brown and green balls are positioned along the white line. The blue is positioned in the centre of the table. The pink ball is positioned at the top of the triangle, ther black ball is positioned behind the triangle, aligned to the middle of the base line. The black, pink, blue and brown ball form a line. For the first shot the game ball can be placed anywhere within the D-zone. Game play Red and coloured balls have to be pocketed alternately one after another. Watch out: There are a number of rule violations in the game, which will count as fouls.

Fouls The following moves count as a violation of the rules: Sinking of the white ball (higher value of the bball to be hit or the ball to hit, at least 4 penalty points) Striking the wrong ball (value of the ball to be hit, at least 4 penalty points) Not striking any balls Sinking of the wrong ball (highest value of the ball to be hit or the ball to hit or any sunk ball, at least 4 penalty points) If a foul has been committed the points will be awarded to the opponent and he can continue the game. If the white ball has been pocketed it can be placed anyhwere within the D-zone to continue the game. If a player cannot strike any red or coloured balls (in the final) after a foul of this fellow player he can still continue the game or let his opponent continue. If a coloured ball has been sunk at the wrong time it will be placed in its original position at the table. If this position is occupied the next possible place will be chosen. As soon as all the red balls have been pocketed the coloured balls will be pocketed according to their numbers 2-7.

Unlike at an earlier stage in the game they won't be placed in their original position again but remain sunk. End of the Game As soon as all red balls have been pocketed the game is over. The player who collects the most points by the end of the game, wins. In case of a draw the black ball will be placed on the table again. Whoever gets the next point wins the game. Similar games Snooker for beginners - Snooker rules and refereeing Snooker rules and refereeing Simplified rules for beginners Table at start of game: as depicted above. To remember the order of the colours in the "D" area, think of "G"od "B"less "Y"ou for Green, Brown, Yellow as you look at them from the end of the table.

Ball Terminology: * Cueball - the white ball, the only ball that you may hit with the cue * Red - red in color, there are 15 at the start of the game * Colour - one of the six balls that are neither red nor white Ball values: Pot - to put a ball into a pocket (and have it stay there) Foul - to do something against the rules Snookered - to be unable to roll the cueball in a straight line and hit the ball chosen. Ball ON - the ball you intend to hit with the cueball Fundamentals: 1 - You hit the cueball so that it, in turn, hits another ball and hopefully pots it. 2 - You must not pot the cueball When there are still red balls on the table: 3 - Your first shot on every turn must be to hit a red with the cueball 4 - If you pot that red (red is the ball ON), then you score 1 point and your next shot may be on any of the colours (be sure to say which one you have chosen). The red stays in the pocket.

5 - If you pot that colour (which is now the ball ON), then you score the value of the colour and your next shot must be a red. The colour goes back on its own spot. If it doesn't fit on its spot, then it goes on the highest valued spot available. 6 - If you fail to pot, or if you foul, then your turn is ended and your opponent gets to try 7 - continue with red-colour-red-colour until all reds are in the pockets When all red balls are gone: 8. Balls are pocketed in this order - yellow(2), green(3), brown(4), blue(5), pink(6), black(7). They stay in the pocket. Foul Rules: 1 - Once struck, cueball must make contact with ball ON first otherwise, foul is committed 2 - If your cueball does not hit anything on the table, your opponent may choose to take the shot or turn the table back to you 3 - If you commit a foul and your opponent is snookered on all balls ON, he may be allowed to select a freeball(any ball on the table).

The freeball, for this shot only, becomes another ball ON and has the same value and is respotted if potted. 4 - If your cueball first hits a ball other than the ball ON, then the penalty is the value of the ball struck or 4 points, whichever is greater. 5 - If you pot a ball other than the ball ON, then you do NOT score the value of the ball ON but your opponent scores the value of the ball pocketed. 6 - If you touch any ball on the table at any time,then the penalty is the value of the ball touched or 4 points, whichever is greater. The game ends when: 1. A player resigns because there are not enough balls on the table to make up for the opponent's score OR he does not have enough options to execute a good snooker to force the opponent into a foul. 2. All reds and ball colors are pocketed. Winner: Snooker Rules Snooker Rules Snooker is played with fifteen object balls that are not numbered and are solid red (called reds), six object balls of other colors that are not numbered (called colors in snooker) and a cue ball (called the white ball).

The aim of snooker is to pocket the balls legally according to the rules and to score a greater number of points than the opponent. Point values for object balls: red-1, yellow-2, green-3, brown-4, blue-5, pink-6, black-7. Opening break The game of Snooker begins with the cue ball in hand in the Half Circle (so the starting player can place the cue ball anywhere inside the Half Circle). The rules for the opening break are the same as when one of the players gets the right to strike. Game Rules A player who gets the right to strike has to hit one of the red ball first. If there are no more red balls on the table, the ball on will be the ball with the lowest point value. Each shot has to be completed in 60 seconds, otherwise a foul is called. A strike, when the next legal object is a red ball, is legal when: The white ball is not potted. The white ball hits a red ball first. Only red balls are potted. Otherwise the strike is a foul. When the strike on the red ball is legal: If no red ball is potted then the opposing player is next.

When a red ball is potted then the player gets as many points as the number of red balls he has potted. The striker's next legal object is a colored ball (see next point rules). After successfully potting one or more red(s), the player has to nominate a color (other than red), which will be the "ball on" for the next shot. The shot is legal if the white ball is not potted. the nominated ball is hit by the white ball first. no other ball is potted. Otherwise the strike is a foul. When the strike on the colored ball is legal: If no ball is potted then the opposing player is next. When a colored ball is potted then the player's points increase by the point value of the potted colored ball. The striker's next legal object is a red ball. If there are no more red balls on the table, the next legal object is the ball with the lowest points. Snooker Fouls If a hit is a foul then the other player gets penalty points: 4 points if the white ball is potted. 7 points if time limit is exceeded (60 seconds/shot) If the white hits the wrong ball first then the value of this ball.

If the wrong ball is potted first then the value of this ball. When a hit results in more fouls then the opposing player gets the points of foul with the highest value. Penalty points have a minimal value of 4. After committing a foul the incoming player may play the ball(s) as they lie request to pass the shot and let the offending player play the stroke again (without returning to the original position) Free ball After a foul, if the cue ball is snookered, the next player may nominate any ball to play as a "Free ball". For this stroke, such ball shall be regarded as, and acquire the value of, the ball on. It is a foul should the cue ball fail to first hit, or - except when only the pink and black remain on the table - be snookered by, the free ball. If the "free ball" is potted, it is spotted, and the value of the ball on is scored. If the ball on is potted it is scored. For example, if the ball "on" is a red, and the nominated free ball is a pink, the player will receive one point for potting the pink (which is then respotted).

He then continues to attempt to pot a colour which, if successful, is followed by another red etc. Foul and miss If the player did not hit the ball on first, it is a "miss", and the next player may request that the ball(s) be returned to the original position and have the offending player play the stroke again. This can be requested three times in a row. This rule is only included in the "PRO" mode of the game. Game over rule potting or fouling when only the Black remains. one of the player concedes. the point difference between the players at the end of the shooter's break is more than the remaining points on the table plus 20, the frame ends automatically. there is more than 7 points difference and only the black ball remaining on the table. The player with more points wins the frame. Playoff If the scores are equal after potting the last ball, the black ball is respotted and the player on plays again from the D. The first foul or pot ends the game.

Snooker variants Quick snooker The rules are the same, but there are only six reds on the table, only 25 seconds is available per shot, and the game is played on a smaller table. Lite snooker The rules are the same, but there are only ten reds (six optionally) on the table, and the game is played on a pool-sized table using pool-sized balls.

Power snooker The rules are the same, with the following modifications: 20 seconds shot clock, if it is exceeded, the opponent gets 20 points the duration of a game is 15 minutes (10, 20, 30 optionally) if at least two reds hit the cushion at the break shot, the player who broke remains at the table the table is re-racked after the last black is potted there are 9 reds in a diamond shaped-rack, one of those is the special power ball the power ball scores 2 points when potted, and it starts a 2 minutes power play any balls potted during power play counts double any foul during a power play counts double any pot with the cue ball in the power zone (behind the baulk line) counts double (quadruple during power play) any foul with the cue ball in the power zone counts double (quadruple during power play) after any foul, the opponent may move the cue ball anywhere in the power zone Further help 3 Ways to Play Snooker - wikiHow Learning the Rules 1 Score more points than your opponent to win.

In order to secure victory in a game of snooker, you have to end the game with a greater number of points than the other player. This means that you should try to secure as many points per turn as you can. Snooker can be tricky to get the hang of at first, but with time you’ll learn how to place your shots to run the table and make the best of each turn. [1] There are 22 balls total used in a game of snooker: 15 red, 6 multicolored (yellow, brown, green, blue, pink and black) and a single white “cue” ball, which is used to pocket shots. The point value of each ball is as follows: all red balls =1, yellow = 2, green = 3, brown = 4, blue = 5, pink = 6 and black = 7 Players score points every time they successfully sink a ball. By the end of the game, every ball must be in a pocket for there to be a winner. Because of the player's ability to pocket colored balls repeatedly during the opening stage of the game, a winning score will rarely be below 50. 2 Set up the table properly.

Before you can begin playing, the balls must be arranged in the right configuration. Each of the colored balls has a specific location on the table. The 15 red balls are arranged in a triangular formation at one end of the table, with the pink ball directly in front of the point of the triangle and black ball a few inches behind the red balls. The blue ball rests in the center. The yellow, brown and green balls are lined up horizontally on the breaking end of the table. [2] Whichever player begins the game will break from the end of the table opposite the cluster of red balls. 3 Decide which player will break. Flip a coin or come to an agreement on who will shoot first. This player will be responsible for breaking the formation of balls. For their opening shot, the player will position the white cue ball behind the line of yellow, brown and green balls. They will then aim to gently dislodge a red ball from the cluster, officially starting the game. [3] Unlike in pool, where the object of the break is to scatter the balls across the table, a snooker break should be conservative. That way, your opponent won’t have the advantage of multiple shots should you miss.

[4] The cue ball can be placed anywhere within the D-shaped semicircular section of the table. 4 Alternate between red and colored balls to earn points. Points are scored by sinking the right balls in the right order. The active player will attempt to pocket a red ball first. Once sunk, red balls remain where they are. The player will then aim for any of the colored balls, which are returned to their designated spot on the table after they’ve been pocketed. Continue the game in this manner, going back and forth between red and colored balls, until all of the red balls have found their way into a pocket. [5] A player’s turn is over if they miss a shot. [6] If a player scratches (pockets the cue ball by mistake, or fails to hit a single colored ball) or shoots a ball in the wrong order (for instance, two colored balls in a row), it’s considered a foul. Typically, they lose their turn, and in competition there may also be a point deduction. 5 Pocket the rest of the colored balls in the correct order.

After all of the red balls have been pocketed, a player can close out the game by consecutively sinking the remaining colored balls in order of their point value. In this stage of the game, the balls no longer go back to their original position. If one player misses, it becomes the other player’s turn. The game is over when there are no more balls on the table. [7] Following the red balls, the colored balls must be deposited in this order: yellow, green, brown, blue, pink, black. Since missed colored balls stay on the table in the final stages of the game, it becomes a free-for-all to see which player can snag the most points. Method Making Shots 1 Take a comfortable grip. Grab the cue near the bottom of the thick, weighted end. The closer to the end you grip, the more control and extension your shots will have. Make sure your hand placement is comfortable and secure to prevent the cue from drifting when you’re aiming. [8] Snooker cues tend to be somewhat heavier and have narrower tips than the cues used in other forms of billiards. With a slender tip, the player can manipulate the cue ball more precisely.

How high or low you choose to place your hand on the cue is mostly a matter of personal preference. 2 “Bridge” the cue with your non-dominant hand. Lay your non-shooting on the table and use it to guide the cue as you shoot. Most people prefer to use either an “open bridge” (lining up the cue across the groove of the thumb joint) or a “closed bridge” (enclosing the end of the cue between their thumb and pointer finger). Bridging helps you steady the cue as you strike the cue ball, allowing you to place your shots with more precision. [9] Use a solid bridge to keep your cue from wiggling around during your stroke. [10] Elevating your bridge by lifting the bottom of your hand off the table can enable you to pocket balls that are too close to the rails or other balls. 3 Move the cue in a smooth, straight line to shoot. In one tight, controlled motion, draw your shooting arm back a few inches and thrust it forward, hitting the cue ball in the upper part of its center. Keep your elbow relaxed and close to your side. Try to make your movements as fluid as possible.

A jerky or halted stroke will most likely be inaccurate. [11] Practice shooting straighter by bouncing the cue ball off one of the rails and seeing how closely it returns to the tip of your cue. [12] 4 Use a precise stroke to place the balls into pockets. Sink balls by shooting them straight for the pockets, or striking one side of the ball so that it rolls in at an angle. You can also use the rails, or the edges of the tables, to bounce balls into pockets on the same side of the table you're shooting from. The balls will be in many different positions throughout the game. Take some time to line up your shots every time it's your turn at the table. [13] Keep your eye on the ball as you line up your shot, and don’t let your shoulders come up until you’ve completed your stroke. Calculate the angle you need to strike the ball in order to knock it into a given pocket by aiming for the point on the ball that's directly opposite the pocket's opening. [14] 5 Use extensions to assist with difficult shots.

Because of the size of a snooker table, and the number of balls cluttering the table, there may be times when it’s impossible to make a successful shot using the standard technique. In the situations, an extension tool such as a "rest" (also known as a “bridge”—not to be confused with the hand position used while aiming) or "spider" will come in handy. Rests resemble normal pool cues with the exception of an arched stand at the end. The player’s cue can be fitted into this stand, which takes the place of the bridging hand for steadying shots. [15] A rest is a valuable aid for making shots that would otherwise require you to lean across the table. The spider extension has a higher arch, and should be used in situations where the cue ball is too close to a ball or group of balls to give you a clear shot. Method Playing a Winning Game 1 Calculate the value of each shot. Red balls are worth 1 point each. The remaining colored balls are worth an increasing number of points in sequence. Remember, these balls can be pocketed multiple times before the end of the game, which will help you quickly drive up your score.

The fixed position of the colored balls means you should always have a clear shot at one, no matter where the cue ball is on the table. [16] Players should either keep score mentally or have a pen and paper nearby to record the number of points earned after each turn. [17] If the losing player’s score is so much lower that it’s impossible for them to close the gap by the time all the red balls have been cleared from the table, it’s customary for them to forfeit to the winning player. 2 Plan your shots strategically. As you assess the table, make it your goal to sink a red ball that will leave you with a follow up shot at one of the colored balls. Keep in mind the value of each ball and go for the ball that will earn you the highest number of points whenever you can. Use an appropriate amount of power for each shot so that the cue ball comes to a stop as near as possible to the center of the table. This way you’ll always have an unobstructed path. [18] The ability to use one shot to set up the next is the hallmark of a skilled snooker player. 3 Play it safe. In general, it’s best not to take unnecessary risks.

By staying composed and opting for modest, well-executed shots, you can keep your turn going longer, putting you in control of the table. Look over the entire table and determine what your best option is before trying to pocket a ball at a distance or angle you’re not sure you can make. [19] The closest shot will usually be the easiest. Avoid sharp angles or bank shots that require you to use the rails. The small size of the pockets makes it more likely that you’ll miss. 4 Take your time. Snooker tables are quite a bit larger than standard billiard tables, and, to make it even more complicated, the pockets are slightly more narrow. For this reason, you should always pace yourself when picking, lining up and taking your shots. Being hasty or getting overly excited about scoring could cost you the shot, and if you’re playing against an experienced opponent, one missed shot could mean the end of the game. Regulation snooker tables measure 12’ (3.6m) long by 6’ (1.8m) wide, whereas most pool tables are only 8’ (2.4m) long by 4’ (1.2m) wide.

[20] Additionally, the pockets on a snooker table are about 1.5 (roughly 3.7cm) inches smaller than those on other playing surfaces. Community Q&A Is it against the rules for the white ball to hit a bank before it hits the object ball? wikiHow Contributor If by "bank" you mean the border, then it is not against the rules. You can hit the border before the you hit the object ball if your way is blocked. How do I snooker someone easily? wikiHow Contributor Pot a red, but let the cue ball come back to the yellow green brown. Then gently place the cue ball behind one of those. How do I play a bottom shot? wikiHow Contributor Put a spin on the cue ball by hitting it with the cue off-center. If you hit the cue ball towards the base, you apply backspin and it will usually come back towards you. If you hit the ball towards the top, it will usually carry on. If the ball is struck slightly to left or right, it will usually swerve off in that direction after hitting the object ball. What happens when you get a white ball in?

wikiHow Contributor It's a foul and four points are awarded to your opponent. This can differ if you have potted a red, and have nominated a color (e.g. the black), then the foul will result in your opponent getting seven points. The same principle applies for fouls on all colors: The opponent is awarded the value of the color, with a minimum of four points. Which side of the cue ball do I strike to make the target ball run down the cushion and into the pocket? wikiHow Contributor If potting down the rail to the left, you strike the right side. If potting to the right, strike the left side. Why is it they don't always concede when their points are more than what's left on the table; do they get points for a snooker? wikiHow Contributor Yes, they are hoping for the opponent to fail so they can come back and try to snooker them. Usually if 2 or more snookers are required, players do end up conceding. Also, sometimes the game is continued so the winning player may score a high break, such as a century(100+) or maximum (147). How are scratches handled in snooker?

wikiHow Contributor Typically, a scratch or "on ball" foul (hitting a ball other than the one you intended, or failing to hit a ball altogether) results in the loss of the player's turn. The other player is sometimes awarded a "free ball" shot, where they can position the cue ball anywhere on the table to start their next turn. How do I improve my aim when striking the cue ball? wikiHow Contributor Play the white ball down the spots. Put the white ball on the brown spot, hit it over the blue and black spots. It should rebound off the top cushion and back across the spots. If you can do this repeatedly, then you are cuing correctly. Try it with left and right side. If this question (or a similar one) is answered twice in this section, please click here to let us know. Tips Before you start the game, make sure the cue you've chosen is perfectly straight and has a fixed, well-chalked tip. A bad cue can sabotage your game. If you want to get better at snooker, you need to play often against skilled opponents. There is no better teacher than experience.

Go over the playing surface with a table brush between games to keep the felt from interfering with your shots. Pack the red balls tightly together while you're setting up the table. Any space between them can cause them to move unexpectedly during the break. Try to develop a sense of how much power is needed for each shot. Too soft a stroke and the ball will fall short. Too hard a stroke and it may ricochet off the edge of the pocket. Warm up with a game or two and get your stroke down before raising the stakes. Whenever you miss, take stock of what you did wrong and try to adjust your technique on your next shot. Warnings Use caution when trying to bank a shot in off the edge of the pocket. The pockets on snooker tables are curved, not flush like a pool table, which means it will simply be deflected off if your aim is not exact. Keep your cool. Getting frustrated will just make it harder to focus. Don't attempt to break your opponent's concentration during their turn by yelling, waving, standing in their way or any other distracting behavior. This is generally considered bad form. Rules for the game of 101 - as played on a snooker table.

One Hundred and One (2) An alternative version from Mike Day. I found this website wondering if there was anyone else who played 101 on a snooker table, however your rules are somewhat different from the game which I have grown up playing. I am from a small town in the center of Colorado (USA). No one is sure where or whom brought this game to town, but it's been here for at least a good 80 years. The version played here is closely the same. The pocket values are the same, and a foul leaves you in the D to shoot out of any direction. In our version we use the pink and the yellow, and 10 red balls. The pink and yellow are placed behind the head ball in the rack of reds, with seven more behind the colored balls to make a triangle. The last 2 reds are placed anywhere at the back of the rack. It can be two of them in a line or spaced apart, but they must be touching the rack, (a few examples are shown below), and their position is decided by the person racking. The object of the game is to score exactly 101 points.

If you score more than 101 you return to zero. Potting a red scores the value of the pocket it is potted in. The pink and yellow are each worth 25 points plus the pocket, but if the pot is missed the player goes back that many points. Say you miss the pink on the 15 hole it will cost you forty points. If you didn't have that many points accumulated then you are considered to be in the "hole". And if you're in the "hole" and you're gambling, and someone lands on 101, then you pay double. METHOD OF PLAY The pink or yellow may be played at any time but the ball and pocket must be nominated. Then if the pot is missed the correct points can be deducted from that player's score. Optional. If a player fails to pot the nominated ball (pink or yellow) in the nominated pocket, and flukes that ball into another pocket, it is not considered a foul, and the player scores 25 points for the pocketed ball plus the value of the pocket the ball entered.

If a red ball is struck first and the pink or yellow is potted in the same stroke, accidently or deliberately, nominated or not, then that counts to the player, who scores 25 points for the coloured ball plus the value of the pocket it entered, plus the points for any red balls pocketed in the same stroke. Players do not have to nominate the ball or pocket when playing any red ball. If more than one red is potted in the same stroke the player scores for each ball. REPLACING THE BALLS If the pink or yellow are potted they are replaced immediately. They are placed on the pink spot if it is vacant, or, if occupied, as close to it as possible, in a straight line towards the black spot without touching any other ball. After each players turn, all pocketed red balls are replaced on the table. They must be replaced as close to each other as possible - but without touching, in a straight line starting at the pink spot and going back towards the centre of the top cushion. Should a player pot the pink or yellow and make a foul stroke in the same shot, the pink or yellow is returned to the table before any of the red balls.

FOULS If a foul is committed when playing a red you lose only the points that you have made during that break. If a foul is committed when playing pink or yellow, you lose the points you have made during that break, and 25 points plus the value of the pocket played for is deducted from the score you had built up before that break. Scoring more than 101 points is a foul, you lose all the points made in that break, and all the points made before that break, so you start again from zero. All the usual rules of snooker apply to this game, except that: 1. - After potting a red you are not committed to playing the pink or yellow. 2. - Any pocketed reds are replaced on the table at the end of each break. Hope this will interest other players. Mike Day, Colorado. Games Index

Question: In snooker, what coloured ball scores 7 points?
Answer: Black