Safeties - a new game.

CreeDo

Fargo Rating 597
Silver Member
I made this up, and it's been popular with my buddies as a break from the usual 8/9/10.
It's actually safety and kicking practice, disguised as a fun* game.

*or not lol. But try it.

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SAFETIES - for lack of a better name.
Number of players: any
Number of balls used: 7 object balls placed randomly anywhere on the table. No cue ball.
Object of the game: Race to a certain number of points.

Starting the game

Scatter the 7 balls randomly around the table.

• The first player chooses any of the 7 balls as a cue ball, and any other ball as an object ball.
Then they hit the cue ball into the object ball, and hide them from each other (using some other ball as a blocker).
You're always hiding the cue ball from the first ball you touch. So it's similar to the safeties you'd play in 9 or 10 ball.

• The second player must then kick at the chosen object ball, with the chosen cue ball.

• If the kick is successful, nobody scores a point. But if it fails, the first player gets a point.
So to score, you must play a valid safety, and the opponent must fail to make a good hit.
This is the ONLY way to score a point.

• After the kick attempt, whether it's successful or not, the second player now gets to play his own safety
on the first player. Like the first player, he can choose any pair of balls to work with. You are always allowed
to pick any balls you want, regardless of which balls were used before.

So after the first shot, every player gets 2 shots: the first one is a kick, and the 2nd one is a safety.
-Player 1 safes

-Player 2 kicks
-Player 2 safes
-Player 1 kicks
-Player 1 safes
-Repeat

So what's a valid safety?

• the opponent must be 100% hooked, so he cannot shoot directly at the object ball.
If he can 'see' even a little edge of the object ball, it's not a valid safe.

• In that case, you can skip Shot 1 (the kick) and just go straight to shot 2 (the safety).
That means players of average skill will probably have a lot of turns with just one shot.

• If a ball is "debatable" (maybe you can see an edge, maybe not) then the player must try to hit it.

Fouls: There aren't any really, just try to make an honest hit. If you scratch, grab any object ball
from the ball return and throw it out randomly on the table. No ball ever stays down.

• If you successfully kick a ball but scratch, it's no good and the guy who played the safe gets a point.
• Ditto if nothing gets a rail after contact.
• If you play safe but sink a ball by accident, it's not a valid safety (after all, you'd be forced to shoot again
if you were playing a real game of 9b or 10b). Bring the ball back up and throw it somewhere random.
The incoming player doesn't have to kick it, since the safety wasn't valid. They can go directly to shot 2.

The "Rail option": Balls that end up frozen to the rail or hanging near the pockets can be almost useless for playing safe.
If any ball is less than a ball-width of a rail or pocket, the player can move it by tossing it somewhere random on the table.
This is strictly optional.

~~~~~

Other options - these are some tweaks you can make to fine-tune the game to various skill levels.

• Fewer balls makes it tougher to play a valid safe, but easier to kick.
• You can play with jump cues, which forces players to really lock down the cue ball.
• No "rail option" - balls in awkward positions stay there.
• To keep the scoring rapid, you can get a point for a successful safe no matter what,
and an extra point if the incoming player fails to kick it.
• Successful kicks could get a point also, just to keep the game moving and reward someone
whose kicking game outstrips their safety play.

=====================================

That's it. Racing to 5 points is a good quick game. 10 can take a long time with good players.
I can see this working as a gambling game, with maybe a few modifications.
Try it with league teammates as a training exercise, or just as something to break up the usual routine.
It's actually pretty fun and encourages creativity. You may even find yourself using 3-cushion shots in some situations.
 
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Defensive 10-ball

I have got another one, which combines offense and defense. I don't remember where I had read about it, but here goes. (do not mean to hijack, just sharing knowledge ;))

It is called defensive 10-ball. You make a rack of 10-ball, break, and you have to push right after you break. Also, the balls pocketed stay pocketed and are not spotted. The incoming player must then play safety on the 1-ball. (or you, if he refuses the push) Then the kicking-safety starts, until a player pockets the 1-ball legally. Then he can pocket the 2-ball if he wants. After pocketing the 2-ball though, he MUST play a safety on the 3-ball. etc. etc.

So you score one point for each ball you pocket, you pocket them in rotational order, but you cannot make more than 2 balls in one inning. At the 3rd ball you must play a safety. Make it a race to i.e. 40, and you will have several racks where a lot of safeties will be played. The advantage of this game is that safeties are played not only in the beginning of the rack, where it is easy to do so, (lots of blockers available) but throughout the entire rack even if there are only 2 (or even only the 10-ball!) balls left on the table.
 
I have got another one, which combines offense and defense. I don't remember where I had read about it, but here goes. (do not mean to hijack, just sharing knowledge ;))

It is called defensive 10-ball. You make a rack of 10-ball, break, and you have to push right after you break. Also, the balls pocketed stay pocketed and are not spotted. The incoming player must then play safety on the 1-ball. (or you, if he refuses the push) Then the kicking-safety starts, until a player pockets the 1-ball legally. Then he can pocket the 2-ball if he wants. After pocketing the 2-ball though, he MUST play a safety on the 3-ball. etc. etc.

So you score one point for each ball you pocket, you pocket them in rotational order, but you cannot make more than 2 balls in one inning. At the 3rd ball you must play a safety. Make it a race to i.e. 40, and you will have several racks where a lot of safeties will be played. The advantage of this game is that safeties are played not only in the beginning of the rack, where it is easy to do so, (lots of blockers available) but throughout the entire rack even if there are only 2 (or even only the 10-ball!) balls left on the table.

Here's one I've thought up and played with a friend when I was trying to improve our safety game:

Play 8-ball, 9-ball, or 10-ball race to 50 points (or 100, 150, whatever). Balls count as 1 point each (yes, even the 8-ball or 9/10 ball). Winner of lag/coin flip breaks. Play regular pool but any CALLED safety played that results in a ball-in-hand, the person that receives BIH is awarded 3 bonus points for playing a successful safety. If the shooter that got safetied kicks/jumps or otherwise plays a shot that does not result in BIH, then they are awarded 2 bonus points. These rules will find you playing more safeties for the bonus points. It will help in both your safety play AND your kicking/jumping game as well (if you need help in those areas).

Try it!!!

Maniac
 
FWIW

Another is just using the cb and one ob. Roll both balls on the table. The goal is to go one or more rails to hit the ob. You continue until you miss.

Scoring is based on the number of rails used to get to the ob. 1 rail= 1 point, 2 rails= 2 points and so on.
 
Here are the rules for a game called Defensive 10-ball. It may be similar to some of the other posts. Joe Tucker, one of the frequent posters here, sent this to me. It improved my safety game when I practiced it.

Defensive 10 Ball Rules of play

The play of Defensive 10 Ball may only be appreciated by top players right now but it is one of the quickest ways for an intermediate player to improve upon their safety and kicking skills.

It is racked and played similar to a normal rack of 10 ball with the 1 in the front and the 10 in the middle but scoring is different.

The object of the game is to earn as many points as possible during each rack.

Players earn 1 point for each ball pocketed but you are only allowed 2 offensive shots in a row and then you must play safe.

You can score more than 2 points if you happen to sink more than 1 ball on a single stroke.

A typical break starts the game and all balls pocketed stay down and are worth 1 point each to the breaker BUT whether the breaker made a ball or not the 1st shot after the break must be a push out. A push out is when a player chooses a position on the table to reposition the cue ball (of course by shooting it to a new position and not by picking it up and placing it with their hand), once the player has repositioned the cue ball the next player up has the option to take the new challenging shot or pass it back to the other player.

After the push out players may now pocket balls or play safe. If you pocket a ball on your first stroke of an inning you are allowed a second shot and if you pocket another ball you must now play safe on your 3rd stroke.

All ball in hand rules apply, if player “A” fails to make a legal hit or shot player “B” gets ball in hand and is allowed a maximum of 2 offensive shots before they must play safe. This is where it pays to play tight safeties. If a player pockets a ball accidently or on purpose on their 3rd stroke the object ball is spotted on the foot spot and the cue ball stays where it is so it is sometimes advisable to execute such a shot.

The player that sinks the 10 ball has the break in the next rack. There are 10 points per rack and players should agree to race to a certain amount of points, 25 points is generally an interesting race.
 
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