Fvalstounge
Active member
Had some fun with this the other night. Give it a try, let me know what you think.
Risk overview:
Game is played in rounds, with each player getting one turn at the table per round. Winner is the player with 31 points or more at the end of any round. Must win by two points. A match is best of three or best of five. Players alternate who plays first in each game. Winner of lag determines who plays first.
The rack:
Six balls. one ball on spot, two and three in second row, four five and six in third row (left to right).
Play:
Each turn begins with a free break. Any pocketed balls are spotted (lowest first). A scratch on the break ends the turn. Play the cue where it lies after the break. The player may shoot any ball in any pocket. Only called shots count. Any scratch or foul or miss ends the turn. Accidentally pocketed balls stay down and do not count for any points or towards any bonus points. Score as high as you can, then the opponent plays.
Scoring:
Each ball pocketed on a called shot is 1 point.
Each ball pocketed on a called bank shot, kick shot, combo or carom counts as 3 points instead of 1 (5 points for two or more rails).
Clearing all six balls gets a bonus of 1 point (clearing balls in order, forward or reverse, is 3 points INSTEAD of 1).
Combinations are scored appropriately (a two-rail bank into a combo is 8 points for the ball).
Points are at a premium and a game goes pretty quick. If you get behind, it's hard to catch up. Then again, being bold at the right time can really squeeze the opponent. Very strategic when competition is close. Give it a try.
Risk overview:
Game is played in rounds, with each player getting one turn at the table per round. Winner is the player with 31 points or more at the end of any round. Must win by two points. A match is best of three or best of five. Players alternate who plays first in each game. Winner of lag determines who plays first.
The rack:
Six balls. one ball on spot, two and three in second row, four five and six in third row (left to right).
Play:
Each turn begins with a free break. Any pocketed balls are spotted (lowest first). A scratch on the break ends the turn. Play the cue where it lies after the break. The player may shoot any ball in any pocket. Only called shots count. Any scratch or foul or miss ends the turn. Accidentally pocketed balls stay down and do not count for any points or towards any bonus points. Score as high as you can, then the opponent plays.
Scoring:
Each ball pocketed on a called shot is 1 point.
Each ball pocketed on a called bank shot, kick shot, combo or carom counts as 3 points instead of 1 (5 points for two or more rails).
Clearing all six balls gets a bonus of 1 point (clearing balls in order, forward or reverse, is 3 points INSTEAD of 1).
Combinations are scored appropriately (a two-rail bank into a combo is 8 points for the ball).
Points are at a premium and a game goes pretty quick. If you get behind, it's hard to catch up. Then again, being bold at the right time can really squeeze the opponent. Very strategic when competition is close. Give it a try.
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