12-Ball Ghost (from best game to practice thread)

Playin4Dinner

AzB Silver Member
Silver Member
Figured I'd post this since there is a debate going on in that thread if its better to practice rotation games or 14.1.... This game could be another option... I rack it just like 10-ball with 2 and 3 on wings, 12 in middle, 10,11 in the back... I've never seen 12-ball so if I'm racking incorrectly, someone please enlighten me... I tried to google it and also looked on youtube, no 12-ball...


I started off trying to run 50 in 14.1 after 9-ball ghost became less of a challenge... I was not able to run over 30 balls, missing break shot after break shot. Lost my patience, yet I still continue to practice 14.1 with little improvement.. I tried to move onto full rack rotation... This game is just impossible with the way home table breaks full rack... Way too many clusters and very tough for my skill level...


Onto 12-ball.... It seems almost like cheating because one of the wing balls is almost always dead, sometimes both.... But that seems to be the norm in rotation post magic rack these days right??? Of course you still have to navigate through the rack too... I tried putting 12 on spot but way too many clusters and break dry everytime.... Putting 1 on spot and breaking near center seems to be perfect for THIS table... Very rarely have to re-rack the balls... The key to this game and all other rotation games is getting the balls to cooperate on the break... Finding the sweet spot/speed on your table for this game is key... Also, try moving 12 to spot to see if it helps open up the rack....


I suggest this game to anyone beating 9-ball ghost more than 50% of the time... This game is much more demanding on position play early and has various carom/bank/combo play needed to excel at... Also have to play soft into clusters for separation like in 14.1... Margin of error is much smaller in this game compared to 9-ball.... With alot of balls having only one pocket to go in.... The whole "play with 4 pockets" theory of Buddy Hall does not apply to this game....


Hope this helps anyone out there that are stuck hitting balls alone due to schedule.... This game has definetely slowed down my tempo which is a good thing... Good luck and enjoy...:)


Below is a compilation of 12-ball runs, obv take bih if needed... Tx to Grandtourpromo on compilation tips... Bring back the run a day man... Alot of us were following/pulling for ya.... :cool:


http://www.youtube.com/watch?v=vMRa9rGGzFY


P.S. sorry about jailhouse wifebeater.... Still 85 in down here in sticks of Florida...



Congrats CJ!!! Now bring home the cup!!!
 
A challenge to see if you're at "Championship Level"

Figured I'd post this since there is a debate going on in that thread if its better to practice rotation games or 14.1.... This game could be another option... I rack it just like 10-ball with 2 and 3 on wings, 12 in middle, 10,11 in the back... I've never seen 12-ball so if I'm racking incorrectly, someone please enlighten me... I tried to google it and also looked on youtube, no 12-ball...


I started off trying to run 50 in 14.1 after 9-ball ghost became less of a challenge... I was not able to run over 30 balls, missing break shot after break shot. Lost my patience, yet I still continue to practice 14.1 with little improvement.. I tried to move onto full rack rotation... This game is just impossible with the way home table breaks full rack... Way too many clusters and very tough for my skill level...


Onto 12-ball.... It seems almost like cheating because one of the wing balls is almost always dead, sometimes both.... But that seems to be the norm in rotation post magic rack these days right??? Of course you still have to navigate through the rack too... I tried putting 12 on spot but way too many clusters and break dry everytime.... Putting 1 on spot and breaking near center seems to be perfect for THIS table... Very rarely have to re-rack the balls... The key to this game and all other rotation games is getting the balls to cooperate on the break... Finding the sweet spot/speed on your table for this game is key... Also, try moving 12 to spot to see if it helps open up the rack....


I suggest this game to anyone beating 9-ball ghost more than 50% of the time... This game is much more demanding on position play early and has various carom/bank/combo play needed to excel at... Also have to play soft into clusters for separation like in 14.1... Margin of error is much smaller in this game compared to 9-ball.... With alot of balls having only one pocket to go in.... The whole "play with 4 pockets" theory of Buddy Hall does not apply to this game....


Hope this helps anyone out there that are stuck hitting balls alone due to schedule.... This game has definetely slowed down my tempo which is a good thing... Good luck and enjoy...:)


Below is a compilation of 12-ball runs, obv take bih if needed... Tx to Grandtourpromo on compilation tips... Bring back the run a day man... Alot of us were following/pulling for ya.... :cool:


http://www.youtube.com/watch?v=vMRa9rGGzFY


P.S. sorry about jailhouse wifebeater.... Still 85 in down here in sticks of Florida...



Congrats CJ!!! Now bring home the cup!!!

Thanks, I was reading your post because I used to play the 12 ball ghost for money once in a while. You're right, the corner ball is dead so you at least make one, but usually two or three on the break. The last time I played it I gave up 7/5 on the money too and beat it pretty soundly.

There's another game I play to make sure my speed is up to par. I play the "Rotation Ghost With a Pick"....that means I break all 15 Balls and then am allowed to pick any ball off the table and take it out of play.

This ball sometimes is even the 1 Ball stangely enough. It's virtually impossible to beat the 15 Ball ghost since there's almost always a ball tied up that you can't "break out". The only exception to this is on new cloth, and it still would involve a lot of luck after the break.

Since it's required to pick any ball after the break it also gets you in the habit of looking at the complete 15 ball run out so you can identify the best ball to take out of play.

After I start hitting my high gear It's common to beat the ghost at this game for 2 hours, and after that it starts being a "drain", but it is a Great Test and a challenge to see if someone's at "Championship Level".
 
Thanks, I was reading your post ...

There's another game I play to make sure my speed is up to par. I play the "Rotation Ghost With a Pick".......it is a Great Test and a challenge to see if someone's at "Championship Level".

Can you please elaborate? Can one shoot either the lowest or the higest ball on table at any point, or is it always lowest?

Do you play to 61pt, or is the 15 the goal? If the latter, is it a win if you sink it early?

Glad to have you on the board, Mr. We're honored!
 
Thanks, I was reading your post because I used to play the 12 ball ghost for money once in a while. You're right, the corner ball is dead so you at least make one, but usually two or three on the break. The last time I played it I gave up 7/5 on the money too and beat it pretty soundly.

There's another game I play to make sure my speed is up to par. I play the "Rotation Ghost With a Pick"....that means I break all 15 Balls and then am allowed to pick any ball off the table and take it out of play.

This ball sometimes is even the 1 Ball stangely enough. It's virtually impossible to beat the 15 Ball ghost since there's almost always a ball tied up that you can't "break out". The only exception to this is on new cloth, and it still would involve a lot of luck after the break.

Since it's required to pick any ball after the break it also gets you in the habit of looking at the complete 15 ball run out so you can identify the best ball to take out of play.

After I start hitting my high gear It's common to beat the ghost at this game for 2 hours, and after that it starts being a "drain", but it is a Great Test and a challenge to see if someone's at "Championship Level".

Tx for your response CJ, very much appreciated.... One of my favorite matches in my accustats collection is of you beating earl 13-8 with Pretty Boy Floyd and Diamond Bill (never wroked never will) in the booth... Play is outstanding and commentary is hilarious... You outmoved Earl throughout the match and later attributed it to some one hole practice during interview....

1994 Sands Match link.... http://www.1vshop.com/Accu-Stats/st...3&PNAME=C.J.+Wiley+vs.+Earl+Strickland*+(DVD) (CJ rocking the mullet and dress shirts, they say he was a lady killer) Grady and Billy always used to joke around.. "find the hottest girl in the room" "see her there" "that cj's girl" lolz....

Good to know that I'm racking balls correctly... I will try beating it with 12 on spot to slow down dead wing balls.... At my level though, I could use a dead ball to get out...

I will try your "Rotation Ghost With a Pick"... Sounds really tough but I'll give it a shot... Just need the balls to cooperate on break as always....

Tx again..... :wink:
 
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Can you please elaborate? Can one shoot either the lowest or the higest ball on table at any point, or is it always lowest?

Do you play to 61pt, or is the 15 the goal? If the latter, is it a win if you sink it early?

Glad to have you on the board, Mr. We're honored!

He is playing the 15 ball ghost where he can pull one trouble ball off table just after break.... Not sure if 15 can go early though.... Maybe CJ can elaborate... I usually spot money ball if it goes early or sits up in the hole...

Hope this helps... :cool:
 
The one pocket ghost is pretty tough!

Nice runs by the OP btw.
 
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