My encounter with "The Ghost"

scottjen26

AzB Silver Member
Silver Member
I've found many threads now about practice techniques, drills, etc. For some reason, I've never formally done "The Ghost" drill. I'd thrown 6 - 10 balls on the table, taken ball in hand and tried to run out, but never played a set against an imaginary opponent. My observations from "my first time", some of which I didn't expect:

- First, needed to set the rules and stick to them. I'm a decent player, so for me, it was the 9 ball ghost, no extra balls dropped or spotted. Break, anything made stays down, take BIH and try to run out. I would not take BIH if I had a reasonable shot on the 1, even if position to the 2 was not simple from that position, more to simulate a real game. I decided to count the 9 on the break as a win if I hit the balls solid, otherwise if I hit them crappy and it fluked in spot it and have to run out to win the game. Similar to CB scratch on the break, if I knocked it off the table or it went straight in the side (classic scratch), the ghost wins, otherwise if I hit them good but it got bounced in somewhere I would take BIH and try to run out. These rules for me seemed to reinforce good things and penalize me for common dumb mistakes, any comments on these would be appreciated if I'm doing the drill incorrectly.

- I didn't expect to win the first time out, but I came close - I had 1 9 ball break which I counted (hit them solid), and two early combinations, one on the 3 and one on the 5, both of which were good because my combos lately when I've been forced to shoot them have been horrible, I generally try to avoid them unless they are dead. I'm winning 7 - 5, then came a bad position play from the 8 to the 9, one where I had a few choices and choose the wrong one, something I learned from at least, and the "Ghost" ran out from there. So close...

- This was fun, really helped work on my break and different spots to break from and types of breaks with immediate feedback (something I don't do enough of)

- Playing a race added some pressure, simulated real conditions, and after more repetition will give me even more confidence to run out when given the same chance in real games

- An unexpected benefit - I didn't dwell on mistakes, or get angry over them, I just chalked up a win for the ghost and got ready for the next game. A few times I set up the shot again, and learned from it, but got right down to the business of playing the next game. I really, really think with more repetition that this drill will help me accept mistakes at the table more than I do now and take them in stride, and also prepare and focus better on the next opportunity at the table


So, in fewer words - I love this drill, and plan on adding it to my list and practicing it as often as possible, hopefully at least once per practice session. I think it's as important for me as practicing individual shots or position patterns, banks or kicks, etc. Thanks to everyone here who had commented on this drill and how to do it in the past threads I found.
Scott
 
The ghost makes a very formidable opponent. I believe a longer race is suppose to go to the stronger player, so I always play to 10 or 15. But that's me. Keep up the hard work it will payoff.
 
Thats great! Keep up the good work. When I play the "Ghost" if I have a combo setup or hang the nine in the pocket off the break I spot the nine in the middle. I also do not count 9 Ball breaks against the Ghost but everyone has their own rules!
 
Best one man practice drill I have found yet.....like you I learned about here on AZB.....worth the price of admission fo sho.
 
What do you guys do when balls get tied up after the break. I played a couple weeks ago... every other break bunched up. The balls got strange kicks and didn't follow the normal paths. Anyone have a method to score or play safe against the ghost?
 
Jason Robichaud said:
What do you guys do when balls get tied up after the break. I played a couple weeks ago... every other break bunched up. The balls got strange kicks and didn't follow the normal paths. Anyone have a method to score or play safe against the ghost?

You lose (unless you're Efren).
 
Figure a way to break them out... Perfect your break. That stuff happens and you just have to learn from it and change something. If it keeps happening, you are doing something to make it happen right? Just my $.02.
 
Scott..."I decided to count the 9 on the break as a win if I hit the balls solid, otherwise if I hit them crappy and it fluked in spot it and have to run out to win the game."

Great that you are playing this challenging game. However, re: spotting the 9, assuming a proper rack, the 9 cannot go without getting kicked in which is a fluke in every instance.

Personally, except for BIH after the break, I would play by the standard rules of the game because the whole point is to see how you can do against an opponent who never misses.

Regards,
Jim
 
av84fun said:
Scott..."I decided to count the 9 on the break as a win if I hit the balls solid, otherwise if I hit them crappy and it fluked in spot it and have to run out to win the game."

Great that you are playing this challenging game. However, re: spotting the 9, assuming a proper rack, the 9 cannot go without getting kicked in which is a fluke in every instance.

Personally, except for BIH after the break, I would play by the standard rules of the game because the whole point is to see how you can do against an opponent who never misses.

Regards,
Jim

True about the 9 ball getting kicked in anyway, but there's the classic "I hit them real solid and the 9 went in the corner" break, which we all love, and then there's the "I hit 1/8 of the 1 ball, balls barely moved, cue ball flies around the table and somehow the 9 falls" break. I'll take either one, but I'm never ultimately that happy with the second.

I think I'm going to spot the 9 no matter what in the future, thanks for the input. Do you still count early combos though as a win? Say the 3-9 are relatively lined up, especially if other balls are clustered, and in a real situation you would play for the combo. I would assume making that should count as a win? Technically, lucking ball(s) in should count as well, since they do in a real match, right? And what do you do if you are say on the 5, overrun position on the 6, and have no shot. In a real game, I play safe. But in this game/drill, do you try an offensive shot, much like you are playing a ring game, and if made continue shooting?
Scott
 
other "playing the Ghost" rating drills

FYI, I have a good rating drill available as a 1-page handout, with score tracking and rating tables here:
I include ratings based on A-D, 0-100, 1-10, and text label systems, so it is easy to compare yourself to others and to yourself as you progress over time.

I also have links to others under "drills - player practice and rating drills" here:
Happy drilling,
Dave
 
The ghost is my favorite drill for solo practice. One that I did before I played in the first Predator Tourney in Long Island was to give myself a 4 rack start and play the ghost a race to nine with no ball in hand. This is pretty exciting if you get the break going, I won one set 9-8 after being 8-2 ahead. Basically you have to break and run or you lose the game. It is kind of an extreme drill and I did lose one set 9-5 (9-1 not counting the start) but I enjoyed it because if I got a shot after the break I felt I really had to make it count so I found myself really bearing down which as you all know is a challenge when playing by yourself.
 
Dr. Dave, do you have an evaluation chart for playing 1P ghost? Grady M. told me what he thought I should pocket for 5 innings, just curious as to how it would compare to other 1P players. little bubba
 
Thanks for the comments and additional drills. For me, I think the progressive 9-ball would be far too simple starting with 1 ball, but as the instructions state you could start the drill with 3, 4, or 5 balls for instance to make it tougher. It's very similar to something I used to do a lot, where I threw out balls and took BIH and tried to run out, with the stipulation that no hard shots, bank shots, etc. In other words, you get out of line more than a little, you figure out what you did wrong but can't count the rack. You do it 20 times, if you can consistently accomplish it more than 15 you add a ball. Jerry Briesath showed me the drill. I could do 5 balls 16 - 17 times, but 6 only 13 - 14, never did get above 6. He said 7 was world class, so that makes sense... :) Nice addition to playing the straight ghost.

I do like the 9-ball evaluation drill as well, I printed the score sheet and just for sh!ts and giggles I'll try this next time I practice to see where I end up.

I'm just looking for something I can do to get back to how I used to play a few years ago. I'm close, but somedays feel like that 10% I'm missing is taking a long time to develop. I really thought by now (5 - 6 months of playing, 3 - 4 of it twice per week) my game would be back. Hopefully it's around the corner, I'm definitely trying to put the work in to get it there. Very frustrating in the meantime.

Thanks again,
Scott
 
one-pocket eval drill

little bubba said:
Dr. Dave, do you have an evaluation chart for playing 1P ghost? Grady M. told me what he thought I should pocket for 5 innings, just curious as to how it would compare to other 1P players. little bubba
Sorry, I don't have a drill or rating sheet for one-pocket; although, if Grady has something worked up, I'd be happy to post it online for him.

Dave
 
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