DaWizard
Active member
Wizardball - the game where the magic happens
Why a new format?
These days 9-ball is the dominating format. The game of 9-ball rewards basic, fundamental play. And while there’s beauty in a perfect run-out, the game gets exciting when the players take on risky shots or in safety play. 9-ball has improved with the breakbox and some exciting new players are emerging, but to me it can be a bit boring to watch. Therefore I came up with Wizardball! A game that rewards trickery play. A game that you can win on solid fundamentals, but also a well executed trickshot can snatch victory from the jaws of defeat! This is a concept, feedback is welcome. There's no commercial intend, just for fun.
Contents:
1. Wizardball explained
2. Objective of the game and winning a set
3. Breaking and choosing a group (red or blue)
4. Legal shots
5. Everything you need to know about trickshots
6. Scoring points
7. Fouls (= ball in hand) and 'not a foul'
8. Finishing a game (rack)
9. The scoresheet
1. Wizardball explained
The 15 balls are racked just like 8-ball, in the center the purple wizardball. A player breaks from the box and just like 8-ball the players acquire one of the two sets (red or blue). During the game the player pots the balls in numerical order - just like 9-ball - and finishes the game by potting the purple wizardball. During the game players accumulate points in each run. Consecutive pots and trickery play in the run rewards the player with extra points. The player with most points after the wizardball has been potted wins the game.
Image: the 15 balls of Wizardball
2. Objective of the game and winning a set
In a game of Wizardball the player that has obtained most points after potting the purple 10-ball (the wizardball), wins the rack. Winning a rack usually gives the player 1 gamepoint, unless his score is very high, then 2 or even 3 gamepoints can be won in one game!
The first player to win 3 gamepoints scores a set. In the next set the score is resetted to 0-0. The first player to win two sets wins the match, just like in tennis.
3. Breaking and choosing a group (red or blue)
Lag to determine who breaks, after the first game the player that pots the wizardball breaks the next rack. A player breaks from the box and after contact at least one ball has to make contact with a cushion. Any ball, including the wizardball, that is potted on the break is respotted; in numerical order from the footspot upwards to the center of the table.
8-ball breaking rules apply: if any ball is potted, the table is ‘open’ and the breaking player may continue. By calling and potting a ball the player is assigned the red or blue colors for the rest of the rack.
Image: an example rack
4. Legal shots
In an open table all balls are ‘on’, except the wizardball. Once the player has called and potted a ball he has that particular colorgroup assigned to him. From then on any, and only, the remaining balls from that color are ‘on’. Hitting the opponent’s color or the wizardball first is a foul (unless you cleared all your balls, then the wizardball is ‘on’)
A player can make two types of shots to start or continue a run:
5. Everything you need to know about trickshots
A trickshot is any shot that is not a direct shot into a pocket: a jumpshot, masse, bankshot, kickshot, carom, cannon, multi-rail kickshot and so on. To be successful a trickshot has to be called in every aspect and the execution has to be at minimum like it was called.
A trickshot can have a certain complexity. For each added step in complexity the trickshot gains +1 point in complexity. One can use the opponent’s balls or the wizardball in a trickshot, as long as he first hits a ball that is ‘on’.
Added points to complexity: (base score 1)
Bankshot = +1 point. Carom = +1 point. Kickshot = +1 point. Jumpshot = +1 point (a jumpshot has to at least partially jump over a ball)
2 railkickshot = +2 points, 3 railkickshot = +3 points etc.
Jumpshot + carom = +2 points, Double-bankshot = +2 points. Bankshot + carom = +2 points, etc.
A cannon = +1 point for every ball in the cannon.
Calling a trickshot has two parts:
1) telling what will happen and calling a pocket
2) agreeing on the complexity of the shot
It's important to agree on the complexity bonus before shooting. Usually this is very straightforward and obvious. In the more complicated, combined shots it's advised to agree on forehand.
Image: 3 examples of trickshots
A: a bankshot = +1 complexity (=1+1=2 complexity)
B: a cannon through two balls = + 2 complexity (=1+2=3)
C: a 3 rail kickshot = +3 complexity (=1+3=4)
Fluking a trickshot is legal
A trickshot can be fluked, i.e. end up in the called pocket through other ways than explained on forehand. But it has to be at minimum what the player called. A fluke does not add extra complexity-points.
Image: an example of a legal fluke
The player intended to bank following path A. The 4 ended up caroming off the 5 in the pocket through path B. The complexity for this shot remains 1+1=2 complexity, because that is what he called. If the player would have called path B it would be a bank + carom = complexity 1+2=3.
Image: example of a legal and illegal fluked trickshot
If the player calls a simple bankshot (B) and flukes the shot following the path of A, then the fluke is legal. However, the complexity remains +1 (1+1=2 complexity) and not complexity +3, which it would be if the shot was intended that way.
If the player calls the shot according to path A, but makes the shot according to B, the fluke is not a score and the opponent gets to shoot.
6. Scoring points
Players accumulate points during their run. The more balls they pot and the more complex the shots, the higher the points for the run. Every shot is worth a certain amount of shotpoints and the points are noted after a successful shot. When a player misses, the run ends and the shotpoints are added up to see the total of the run.
Calculating shotpoints (the points of a specific shot)
The worth of a shot = V x C x R
V = the value of the ball (i.e. the number on the ball)
C = complexity of the shot (i.e. the sum of complexitypoints)
R = consecutive balls shot in run (i.e. for every successful shot in a run you add +1)
Image: an example of a run of 4 shots
This is towards the end of the rack. Both players already had a couple small runs, potting most of their balls. Red to shoot.
Shot 1:
V = 4 (the number on the ball is 4)
C = 1 (a simple shot, no complexity bonus)
R = 1 (first shot of the run)
4 x 1 x 1 = 4 points
Shot 2:
V = 7 (the 7 is not the lowest number, but it's allowed because it's a trickshot)
C = 2 (bankshot: 1 + 1 complexity)
R = 2 (second shot of the run)
7 x 2 x 2 = 28 points
Shot 3:
V = 6
C = 1
R = 3 (third shot of the run)
6 x 1 x 3 = 18 points
Shot 4: the player looks at the scoresheet and sees he's trailing by alot. A simple 10 x 1 x 4 = 40 points is not enough. So he needs to make a more complex shot.
V = 10
C = 4 (3 rail kickshot: 1+3 complexity)
R = 4
10 x 4 x 4 points = 160 points
Run total: 4 + 28 + 18 + 160 = 210 points.
7. Fouls (= ball in hand)
Not a foul
8. Finishing a game (rack)
Once a player has potted all his balls the wizardball is last to be potted. Potting the wizardball ends the rack, but does not necessarily win the rack. The player that has accumulated most points after the wizardball has been potted wins the game. So when you reach the last balls it’s recommended to take a look at the score and see if trickshots are needed to surpass the other player’s score.
Scoring big
True magicians can score big if they run many balls and make tricky shots. If the total score surpasses certain limits you can win more than 1 game per rack.
Up to 209 points = 1 game
210 to 250 points = 2 games
250+ points = 3 games and instantly wins the set. Excess games are not transferred, a new set always starts at 0-0.
9. The scoresheet
Here's a scoresheet for one set.
Why a new format?
These days 9-ball is the dominating format. The game of 9-ball rewards basic, fundamental play. And while there’s beauty in a perfect run-out, the game gets exciting when the players take on risky shots or in safety play. 9-ball has improved with the breakbox and some exciting new players are emerging, but to me it can be a bit boring to watch. Therefore I came up with Wizardball! A game that rewards trickery play. A game that you can win on solid fundamentals, but also a well executed trickshot can snatch victory from the jaws of defeat! This is a concept, feedback is welcome. There's no commercial intend, just for fun.
Contents:
1. Wizardball explained
2. Objective of the game and winning a set
3. Breaking and choosing a group (red or blue)
4. Legal shots
5. Everything you need to know about trickshots
6. Scoring points
7. Fouls (= ball in hand) and 'not a foul'
8. Finishing a game (rack)
9. The scoresheet
1. Wizardball explained
The 15 balls are racked just like 8-ball, in the center the purple wizardball. A player breaks from the box and just like 8-ball the players acquire one of the two sets (red or blue). During the game the player pots the balls in numerical order - just like 9-ball - and finishes the game by potting the purple wizardball. During the game players accumulate points in each run. Consecutive pots and trickery play in the run rewards the player with extra points. The player with most points after the wizardball has been potted wins the game.
Image: the 15 balls of Wizardball
2. Objective of the game and winning a set
In a game of Wizardball the player that has obtained most points after potting the purple 10-ball (the wizardball), wins the rack. Winning a rack usually gives the player 1 gamepoint, unless his score is very high, then 2 or even 3 gamepoints can be won in one game!
The first player to win 3 gamepoints scores a set. In the next set the score is resetted to 0-0. The first player to win two sets wins the match, just like in tennis.
3. Breaking and choosing a group (red or blue)
Lag to determine who breaks, after the first game the player that pots the wizardball breaks the next rack. A player breaks from the box and after contact at least one ball has to make contact with a cushion. Any ball, including the wizardball, that is potted on the break is respotted; in numerical order from the footspot upwards to the center of the table.
8-ball breaking rules apply: if any ball is potted, the table is ‘open’ and the breaking player may continue. By calling and potting a ball the player is assigned the red or blue colors for the rest of the rack.
Image: an example rack
4. Legal shots
In an open table all balls are ‘on’, except the wizardball. Once the player has called and potted a ball he has that particular colorgroup assigned to him. From then on any, and only, the remaining balls from that color are ‘on’. Hitting the opponent’s color or the wizardball first is a foul (unless you cleared all your balls, then the wizardball is ‘on’)
A player can make two types of shots to start or continue a run:
- Call the ball with the lowest number in a pocket and pot it directly (a regular shot)
- Call a ball with lowest or not-the-lowest-number in a pocket and pot it with a trickshot.
5. Everything you need to know about trickshots
A trickshot is any shot that is not a direct shot into a pocket: a jumpshot, masse, bankshot, kickshot, carom, cannon, multi-rail kickshot and so on. To be successful a trickshot has to be called in every aspect and the execution has to be at minimum like it was called.
A trickshot can have a certain complexity. For each added step in complexity the trickshot gains +1 point in complexity. One can use the opponent’s balls or the wizardball in a trickshot, as long as he first hits a ball that is ‘on’.
Added points to complexity: (base score 1)
Bankshot = +1 point. Carom = +1 point. Kickshot = +1 point. Jumpshot = +1 point (a jumpshot has to at least partially jump over a ball)
2 railkickshot = +2 points, 3 railkickshot = +3 points etc.
Jumpshot + carom = +2 points, Double-bankshot = +2 points. Bankshot + carom = +2 points, etc.
A cannon = +1 point for every ball in the cannon.
Calling a trickshot has two parts:
1) telling what will happen and calling a pocket
2) agreeing on the complexity of the shot
It's important to agree on the complexity bonus before shooting. Usually this is very straightforward and obvious. In the more complicated, combined shots it's advised to agree on forehand.
Image: 3 examples of trickshots
A: a bankshot = +1 complexity (=1+1=2 complexity)
B: a cannon through two balls = + 2 complexity (=1+2=3)
C: a 3 rail kickshot = +3 complexity (=1+3=4)
Fluking a trickshot is legal
A trickshot can be fluked, i.e. end up in the called pocket through other ways than explained on forehand. But it has to be at minimum what the player called. A fluke does not add extra complexity-points.
Image: an example of a legal fluke
The player intended to bank following path A. The 4 ended up caroming off the 5 in the pocket through path B. The complexity for this shot remains 1+1=2 complexity, because that is what he called. If the player would have called path B it would be a bank + carom = complexity 1+2=3.
Image: example of a legal and illegal fluked trickshot
If the player calls a simple bankshot (B) and flukes the shot following the path of A, then the fluke is legal. However, the complexity remains +1 (1+1=2 complexity) and not complexity +3, which it would be if the shot was intended that way.
If the player calls the shot according to path A, but makes the shot according to B, the fluke is not a score and the opponent gets to shoot.
6. Scoring points
Players accumulate points during their run. The more balls they pot and the more complex the shots, the higher the points for the run. Every shot is worth a certain amount of shotpoints and the points are noted after a successful shot. When a player misses, the run ends and the shotpoints are added up to see the total of the run.
Calculating shotpoints (the points of a specific shot)
The worth of a shot = V x C x R
V = the value of the ball (i.e. the number on the ball)
C = complexity of the shot (i.e. the sum of complexitypoints)
R = consecutive balls shot in run (i.e. for every successful shot in a run you add +1)
Image: an example of a run of 4 shots
This is towards the end of the rack. Both players already had a couple small runs, potting most of their balls. Red to shoot.
Shot 1:
V = 4 (the number on the ball is 4)
C = 1 (a simple shot, no complexity bonus)
R = 1 (first shot of the run)
4 x 1 x 1 = 4 points
Shot 2:
V = 7 (the 7 is not the lowest number, but it's allowed because it's a trickshot)
C = 2 (bankshot: 1 + 1 complexity)
R = 2 (second shot of the run)
7 x 2 x 2 = 28 points
Shot 3:
V = 6
C = 1
R = 3 (third shot of the run)
6 x 1 x 3 = 18 points
Shot 4: the player looks at the scoresheet and sees he's trailing by alot. A simple 10 x 1 x 4 = 40 points is not enough. So he needs to make a more complex shot.
V = 10
C = 4 (3 rail kickshot: 1+3 complexity)
R = 4
10 x 4 x 4 points = 160 points
Run total: 4 + 28 + 18 + 160 = 210 points.
7. Fouls (= ball in hand)
- The cueball scratches or goes off the table
- An objectball goes off the table (ball is respotted on footspot)
- The cueball first strikes a ball that is not ‘on’ (an opponent's ball or the wizardball).
- The cueball doesn’t strike any ball.
- No cushion is touched after contact between cueball and objectball
- The player sinks a ball of the opponent or the wizardball without making a shot himself. The ball is respotted.
Not a foul
- A player calls and makes the shot, in the proces he pots a ball of the opponent. The opponent’s ball remains off the table. The player continues his run.
- A player calls and makes the shot, in the proces he pots an extra ball that belongs to himself. The sunk ball remains off the table. The player continues the run.
- A player calls and makes the shot, in the proces he pots the wizardball. The wizardball is respotted. The player continues the run.
- A player pots his own ball in a different pocket than intended/called. The ball remains off the table, the opponent gets the turn.
8. Finishing a game (rack)
Once a player has potted all his balls the wizardball is last to be potted. Potting the wizardball ends the rack, but does not necessarily win the rack. The player that has accumulated most points after the wizardball has been potted wins the game. So when you reach the last balls it’s recommended to take a look at the score and see if trickshots are needed to surpass the other player’s score.
Scoring big
True magicians can score big if they run many balls and make tricky shots. If the total score surpasses certain limits you can win more than 1 game per rack.
Up to 209 points = 1 game
210 to 250 points = 2 games
250+ points = 3 games and instantly wins the set. Excess games are not transferred, a new set always starts at 0-0.
9. The scoresheet
Here's a scoresheet for one set.
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