Billard CaramboleCourse, systems & practice

Glossary

The basic vocabulary of carom billiards, to understand the lessons and talk about them with other players.

Ball 1, 2, 3
Ball 1 is the cue ball (the player's own). Ball 2 is the one it strikes first. Ball 3 is the one whose contact completes the carom.
Contact point
The exact point on ball 1 struck by the tip at the moment of the stroke.
Tip
The leather disc at the end of the cue. Also used as a unit of side spin: players speak of "½ tip", "1 tip", "2 tips" of side according to how far the contact point is offset from center.
Natural deflection
The deflection of ball 1 after a natural shot (contact in the middle, roughly half-ball): about 45°, and above all fairly constant — that is what makes the natural shot reliable and what the systems are built on.
Exact pace
Dosing the force exactly. Playing "to the exact pace" means exactly the power needed. Advice from the sheets: on an easy shot, never play to the exact pace — play slightly over it so as not to leave an easy position for your opponent.
Moderate side
Moderate, repeatable side spin (edge of the tip aligned with the center of the ball). Outgoing and incoming paths are nearly parallel, with little aiming correction.
Ball fullness
The portion of ball 2 covered by ball 1 along the aiming line. From fullest to thinnest, five usual reference points are used: full (ball 1 covers the whole center of ball 2), three-quarter ball, half-ball, quarter-ball, and thin (contact right at the edge, minimal fullness). The fuller the contact, the more energy ball 1 transmits to ball 2; on a perfect full contact with no spin, ball 1 stops dead (see "stun").
Stun
Ball 1 stopping dead on the spot after a full contact, for lack of forward or backward roll at the moment of the carom.
Half-follow
The shot in between the natural shot and the follow shot: contact is taken at roughly three-quarter ball, and the behavior is part of both.
Roll
Rotation of the ball around its horizontal axis: follow roll (forward) or draw roll (backward).
Side (spin)
Rotation of the ball around its vertical axis, which changes the exit angle after bouncing off a cushion.
Throw
Any side spin applied to the cue ball induces an opposite effect on the object ball at the moment of contact.
Start / End
Numeric values (in diamonds) assigned to ball 1's starting position and to the zone it must reach to complete the carom — the basis of the cushion calculation systems.
Diamonds
Round or diamond-shaped markers set into the cushions, used as a reference for the calculation systems.
Running long / short
A characteristic of a table: it "runs long" if calculated paths land beyond the theoretical point (new cloth, lively cushions), it "runs short" otherwise (worn cloth).
Skid
Loss of roll caused by fine dust on the balls: ball 1 "skids" slightly against ball 2 instead of rolling normally, which compromises the carom. Hence the value of cleaning the balls regularly.
Kiss
A second contact between ball 1 and ball 2, which can either prevent the carom or, on the contrary, be used deliberately to complete it.
Dominant position
A position in which ball 1 can, with a simple shot, keep control of the path of balls 2 and 3 and return to an equally favorable position.
Gather shot
A shot meant to bring the balls together (ideally all three) to set up the next shot.
Screened
A position in which the balls are lined up or nearly so, preventing a direct shot with a level cue.
Wide / Tight (ball)
Ball 3 is "wide" when ball 1's possible landing zone is large (a ball close to a cushion or a corner); "tight" otherwise.
Nursing
Playing very gently, barely grazing the balls, to keep them clustered ("in a pack").
Inning
A sequence of shots by the same player, from the first point attempted until the missed carom.
Run
The number of caroms scored during a single inning.
Average
The average number of caroms scored per inning over a game — used to rank players by category.
Rail third
The zone near a short cushion, where gathering and controlling the balls offers more possibilities than in the central zone.
System
A calculation method based on the diamonds, used to determine the point to aim for on one or several cushions (see the System 4 tab).