If you have 2 non-runout players, or guys who maybe run one or two racks a night,
it works fine to just give an increasing number of balls, e.g.
You get the 8,
the 8 + the last ball of your group,
the 8 + the last 2, and so on.
Once you get B players and above, the spot gets trickier, the spot is irrelevant
if they make a ball on the break and have a wide open layout they can run out.
In that case, you need to start slowing down the stronger player's breaks.
The weaker player gets all the breaks.
If that player can't run out, at least he can pick the better group usually.
Then on top of that maybe he can get the 8.
When the skill gap is really big, you start getting into the weird but strong spots.
- weaker player *always* gets choice of group right after the break,
regardless of anything. Even after the opponent breaks.
- stronger player must bank the 8, or play it in the last pocket, or both.
- weaker player gets the handspan.
- Mr. & Mrs. ...this is brutal. The stronger player must run out his group in order.
it works fine to just give an increasing number of balls, e.g.
You get the 8,
the 8 + the last ball of your group,
the 8 + the last 2, and so on.
Once you get B players and above, the spot gets trickier, the spot is irrelevant
if they make a ball on the break and have a wide open layout they can run out.
In that case, you need to start slowing down the stronger player's breaks.
The weaker player gets all the breaks.
If that player can't run out, at least he can pick the better group usually.
Then on top of that maybe he can get the 8.
When the skill gap is really big, you start getting into the weird but strong spots.
- weaker player *always* gets choice of group right after the break,
regardless of anything. Even after the opponent breaks.
- stronger player must bank the 8, or play it in the last pocket, or both.
- weaker player gets the handspan.
- Mr. & Mrs. ...this is brutal. The stronger player must run out his group in order.