New way to score the ghost...

Billiard Architect

AzB Silver Member
Silver Member
Came up with this last night. I am calling it the vGhost scoring system. Wondering what you all thought...

Play the ghost the way you normally would for any game. Only difference that I have added in is if you make a ball on the break you do not get ball in hand but you do get an extra point for the rack.

The way to score it is run as many balls as you can. The number of balls run is your starting score. Break another rack if you sink more balls than your previous score add a point if you sink less subtract a point. If it is the same number then your score does not change.

Example:

Break the balls and run 5. your score is now a 5.

Break the balls and run 2 now your score is a 4. (minus 1 for the lower number)

Break, make a ball on the break (remember no ball in hand), and run out the rack you go to a 6. 1 point for getting balls in on the break plus 1 point for having a greater score.

Break and run 6. Score stays a 6 (same number).

Break, make a ball on the break (remember no ball in hand) and run 8. Score is now an 8. 1 for the ball on break and 1 for the greater balls.

Break, make a ball on the break (remember no ball in hand) and run 4. Score stays at 8. 1 point for making a ball on break minus 1 point for the lesser balls. So there is no points for that rack.

In the examples balls run count the balls made on break. I.E. Break drops two balls you make 4 more the run is 6.

Great way to keep a running scoring average of your games and be able to compare your ghost play with other players and know how you are improving, or not :).

Johnny "V" <-- current vGhost score of 5 in 10 ball.
 
This reminds me of Straight Pool scoring/handicapping. Very good for offensive tracking and runs over time.

:thumbup:
 
It's interesting...

If you make a ball, you cannot go down.
But you're unlikely to build up an unrealistic high average because there's no BIH after the break.
If you had BIH then you could make a ball, run 3, and then just keep tying your average over and over
until you ended up with an inflated rating like 9 or 10, even though you can only run 3 reliably.

But without the BIH, most racks will just break even. If you have magic rack + 9b, you'll basically
never drop below your opening rack score.

I do like the idea of working in a bonus for running balls without BIH, or for making balls on the break
which emphasizes keeping control of the table.
 
Came up with this last night. I am calling it the vGhost scoring system. Wondering what you all thought...

Play the ghost the way you normally would for any game. Only difference that I have added in is if you make a ball on the break you do not get ball in hand but you do get an extra point for the rack.

The way to score it is run as many balls as you can. The number of balls run is your starting score. Break another rack if you sink more balls than your previous score add a point if you sink less subtract a point. If it is the same number then your score does not change.

Example:

Break the balls and run 5. your score is now a 5.

Break the balls and run 2 now your score is a 4. (minus 1 for the lower number)

Break, make a ball on the break (remember no ball in hand), and run out the rack you go to a 6. 1 point for getting balls in on the break plus 1 point for having a greater score.

Break and run 6. Score stays a 6 (same number).

Break, make a ball on the break (remember no ball in hand) and run 8. Score is now an 8. 1 for the ball on break and 1 for the greater balls.

Break, make a ball on the break (remember no ball in hand) and run 4. Score stays at 8. 1 point for making a ball on break minus 1 point for the lesser balls. So there is no points for that rack.

In the examples balls run count the balls made on break. I.E. Break drops two balls you make 4 more the run is 6.

Great way to keep a running scoring average of your games and be able to compare your ghost play with other players and know how you are improving, or not :).

Johnny "V" <-- current vGhost score of 5 in 10 ball.

The ghost doesn't like complicated scoring schemes. He just stands back and takes one if you miss and gives you one if you don't. First one to whatever wins. He's old school. Why do you think he's a ghost?

JC
 
There was a game that I played in Taiwan that you broke 15 balls. Run first 10 not in order, but you have to keep the last 5 in order. 1 pt for each of the first 10 balls, and 2 pts for the last 5.
 
I like the scoring of +1/-1, but I don't like the no BIH rule.

There was a game that I played in Taiwan that you broke 15 balls. Run first 10 not in order, but you have to keep the last 5 in order. 1 pt for each of the first 10 balls, and 2 pts for the last 5.

That sounds like Hopkins' Q skills test.
 
Came up with this last night. I am calling it the vGhost scoring system. Wondering what you all thought...

Play the ghost the way you normally would for any game. Only difference that I have added in is if you make a ball on the break you do not get ball in hand but you do get an extra point for the rack.

The way to score it is run as many balls as you can. The number of balls run is your starting score. Break another rack if you sink more balls than your previous score add a point if you sink less subtract a point. If it is the same number then your score does not change.

Example:

Break the balls and run 5. your score is now a 5.

Break the balls and run 2 now your score is a 4. (minus 1 for the lower number)

Break, make a ball on the break (remember no ball in hand), and run out the rack you go to a 6. 1 point for getting balls in on the break plus 1 point for having a greater score.

Break and run 6. Score stays a 6 (same number).

Break, make a ball on the break (remember no ball in hand) and run 8. Score is now an 8. 1 for the ball on break and 1 for the greater balls.

Break, make a ball on the break (remember no ball in hand) and run 4. Score stays at 8. 1 point for making a ball on break minus 1 point for the lesser balls. So there is no points for that rack.

In the examples balls run count the balls made on break. I.E. Break drops two balls you make 4 more the run is 6.

Great way to keep a running scoring average of your games and be able to compare your ghost play with other players and know how you are improving, or not :).

Johnny "V" <-- current vGhost score of 5 in 10 ball.

You're not playing the ghost.
Just come up with a new name for your skill challenge.
 
Well it's not a new game, it's just a new way of measuring your skill level over time.
I've heard of players doing a ghost challenge without ball in hand.
You can label it the ghost or not, doesn't really matter.

If you enjoy charting your progress this way, go for it.
I like figuring out how many balls I can beat semi-consistently... 6-ball ghost, 7-ball, and so on.

I think you're on a good track, there definitely should be some extra reward
for making a ball on the break, and not taking BIH.

For example, a normal set vs. the ghost, if you dry break and don't get out, the ghost gets 2 wins.
If you break, make one, and don't take BIH, you get 2 wins.

This should teach you to really pay attention to the most important shot in the game,
and not just be lazy about it. You'll see when dennis orcullo beats the 10b ghost to death,
but he just soft breaks with no care about making a ball.
And some players hit super hard with no worry about scratching.
This doesn't really simulate how you'd play in a match.

If you give players an incentive to control their breaks, it is much better practice,
You are practicing both your runout skills and your break.
 
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