Using Beads to Score American Rotation

nrhoades

AzB Silver Member
Silver Member
Using Beads to Score American Rotation

Scoring apps for American Rotation are available for smartphones and Windows. For those of you who don't have access to these, or simply have reservations about the entire game itself BECAUSE there is scoring, then maybe this little trick will help you.

Just like in 14.1, the wooden beads help you keep track of the balls that are no longer on the table and which player has captured them. In 14.1, each ball is one point, so you can use the words "balls" and "points" synonymously. However, in American Rotation, balls can be worth either one or two points. Keeping track of the "points" the players capture isn't all that more difficult to do if you can quickly count the points that are sitting on the table...


Step 1. When your turn is over, count the striped balls on the table.
Step 2. Double this number.
Step 3. Continue and count all of the solid balls.
Step 4. Subtract 1 point each for the nine and ten if they are on the table.
Step 5. (You now have the table points). Add both your and your opponent's number of beads already scored for the current frame.
Step 6. Subtract this final number from 20 (or just finish counting up to 20), and add that number of beads to your side.

Each frame has 20 beads/points.

OK, it LOOKS like a lot of steps, but there really is no math involved because you are counting. You don't have to use your brain to do this because it becomes second nature quickly, just like counting does in 14.1. I find this a lot easier than trying to keep track of the individual balls mentally (writing them down) or physically (taking them out of the pockets).

Try it out. And play American Rotation!!
 
I believe the Ten ball counts one point so you need to change the count routine a little.

I sure don't agree with the counting and break rules that are used in American Rotation.

We play "50 point Rotation" with one point per ball.

Balls are racked with 1,2,3 in the corners and the 4 in the middle.
(With a good break you can get reasonable shots at one, two and three but often have to break out the four). If you do not make a ball on the break, you lose your turn.

A scratch or foul is ball in hand to the other player with all balls pocketed on that shot to the spot.

Whoever makes the last ball breaks the next rack.

The way we play it seems that if you get through the first 6 - 7 balls the remainder are bonus balls because position is usually much easier with less congestion. Seems that the player at the table has easy or easier shots on 11 - 15.


Anything pocketed after your called shot is yours.

We don't play "called safe" but it would probably be a good idea.

The player's score is = 15 - (sum of opponent's balls + sum of balls on the table).

We use the counters on the left at the foot of the table for each rack and then move the players totals (which always sums to 15) to the right side counters (like 14.1). The right side sums will always be a multiple of 15 or something is off. This is a nice check when needed.

The beads used for 14.1 counting could be used in the same way.

I like American Rotation but think that it is too complicated. Alternating breaks probably solved many of the break and run issues.

I play a lot of 50 Point Rotation and it seems to me that if differential weights are to be given to some balls it should be early in the rack. This is when there is the most congestion.

I like 15 ball rotation better than any other game. Seems there is no other game that requires every pool playing skill that you have in every game.
 
Last edited:
I believe the Ten ball counts one point so you need to change the count routine a little.

The ten is worth one point. So is the nine. This counting routine is just a suggestion.

15-ball rotation, one point per ball, is a great game. The only issue I see with it is the weaker player has a disadvantage. Weaker players are better able to run out with less balls on the table. So in AR, a mistake by the stronger player is more devastating. But in 1-point-per-ball, you can put the weaker player deep in a hole that they'll never get out of, and then you don't need to maintain as much focus to maintain the lead. AR is a better suited game for a varying range of skill levels. Cheers!
 
You got a point there. Guess most of the time I play with people of similar skills where a run of 5+ is expected (not counting safety battles). And its true that the player at the end of the rack seems to take off a little.

While the Pros might run racks as seen in the demos, I find that our "B" players might run a rack once in five games. A run of 10 - 13 is common.

Seems to me that you could use 14.1 beads for counting without too much trouble.

There are 20 points on the table.

Player's score = 20 - ([opponent's score this rack] + [value of remaining balls on the table]).

Early in the rack the 11 - 15 are often still on the table so that is an automatic 10 plus the remaining balls.

Keeping the score like we do in 14.1, the current rack total should be 20 points -- right?

We haven't needed to do it but I think the game can be handicapped by giving the loser the difference between the winner and the loser for the next game.

If the score of the last game was 100 to 70 then the loser starts with 30 points.
 
Back
Top