Scoring is simpler: 0 to 6 points, for the number of 1 ball shots successfully made, and there are no "hickeys" whoever reaches 6 points first wins that game.All of the object balls are racked in a triangle with the apex ball on the foot spot, and the game opened with a hard break (as in eight-ball) the 1 ball is played from where it lies after the break (unless pocketed on the break, in which case it is spotted back on the foot spot just as if it had been legally pocketed.).All players use the same target object ball (the 1 ball).The pockets, beginning with the same pocket as the standard game, are numbered counter-clockwise, and the table is a standard 4.5 foot by 9 foot pool table, not a snooker table, and ball-in-hand shots are taken from behind the head string, as there is no "D".It differs from standard golf pool in several ways: In New Hampshire, a local variant that has been subject to organized tournament play since 1947 in the Queen City Pool League, is called "around-the-world" or "roundy" for short. This last rule is very different from that in most pocket billiards games, in which a legal kick shot still requires that after the cue ball hits the object ball, a ball must contact a cushion or be pocketed. Kick the cue ball off a cushion to a legal hit.Contact a cushion with any ball after a legal hit.Legally pocket the player's object ball.Failing to hit the shooter's ball first or at all.Any other ball is spotted as close as possible to the foot spot. If it is the cue ball, it is spotted by the next shooter on the D. The following constitute fouls ( faults): The game is also usually assigned a base value which is given to the winner by the losing players. Players owe each player the difference between their hickey count and that player's count. Players are assigned a certain predetermined value for each foul committed. The game is won when one player legally pockets his ball into the 6 hole. This rule is highly unusual, perhaps even unique, in the world of cue sports, and oftentimes unused even in golf. If the player before the incoming shooter committed a foul, and the new shooter is snookered (does not have a clear shot to his ball), the ball(s) in the way may be temporarily moved (gets A lift)so that the shooter has a clear shot. Note that it is possible for the first player to win the game without any other player getting to shoot.It is possible to run the 1,2,3,4,5,6 holes but highly unlikely on a snooker table as compared to a pool table, due to the rounded, thus narrower pockets. Once all players have taken their first shot, players shoot with the cue ball wherever it lies after the previous shot. An object ball not pocketed is left on the table. If they succeed, the object ball is spotted again and they proceed, playing with the cue ball as it lies, to the next hole, otherwise it is the next shooter's turn, who also shoots the cue ball from the "D" or kitchen at their numbered ball on the foot spot, aiming for the 1 hole. The player attempts to pocket his ball in the 1 hole. The player may then place the cue ball in the "D" area as in snooker, or on a "D"-less American-style table, in the kitchen (i.e., behind the head string). The first player places their numbered ball on the foot spot. The object for each player is to pocket ( pot) their own object ball in the 1 hole, 2 hole, 3 hole, etc., in ascending order. The pockets are assigned numbers, clockwise starting at the top right corner pocket as viewed from the top (head) of the table, as the 1 hole (or 1 pocket) through 6 hole. Using some method such as the lag, an order is established, and the players always shoot in that order. The players each receive a numbered object ball.
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You can reach the barred entrance by dropping in the water at the second outdoor area and using the lift in its southwest corner. If you stay in the room when the bars close, you can make an escape through a window to the second outdoor area and use a lift to drop onto land again.Īlternatively, the sphere can be collected on an earlier phase. The bars are opened by a trigger in front of them, and they are helpful if the room is populated by an arachnotron. As you turn right after entering the door, you will find a barred room with a soul sphere inside. There is a door behind a corner on the eastern side of the area. When you have located the blue key, you can jump in the surrounding water. On higher levels, a medikit is found there. On Hurt me plenty or lower, there is a berserk pack at the northern end of the walkway with the red door. After passing through it, continue straight forward through the building, running across the gap, to reach the exit. Continue along the next hallway to its end and across the bridge to the blue door. If you fall in the water, you can just use the platform like a lift. Run through the window and onto the adjacent platform. You will reach a dead end with a window to the right. This time, head right after passing through the arched doorway. Kill all the enemies there, enter the building and get the blue skull key.Ĭome back to the second outdoor area once more and run through the window again, landing on the bridge. Go through the door behind them and cross into the next outdoor area. Flip the switch behind the red door, and red columns nearby will lower. If you fall into the water on your way, ride one of the many circular lifts up and drop onto land. Continue along, across the water and through the arched doorway. You should land on a bridge on the far side of the grey stone barrier. Get a running start and jump through the largest window. Go up the stairs and through the door to enter the building. Continue around the building to the right. Step into the square of light in the next short corridor to open the doors. Continue past the red door, around the next corner and through the door to the right. Essentials įrom the start, go right and enter the staircase a little way off. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map. |
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