What is "Ghost Pool"?

Basically, you start the game just like you have an opponent.

The assumption is: if you miss, your opponent runs out and you lose.

This is an excellent practice exercise to push your abilities and concentration.


However, if you are not at the level where you can play run-out pool, this exercise gets old very quickly - you are lucky to win once in ten - if that.

For 9/10 Ball, adjust the game so that you attempt to run out in two (or three) innings. On a miss, start the new inning with ball in hand. As your game improves, you can cut back from three innings to two, and finally (when you get good), to one inning per rack.

For 8 Ball, alternate sides, but limit yourself to playing each side at 2 innings per side. If you can't run out the game with two ball-in-hand attempts, then concede the game to the ghost.
 
Follow the standard competitive rules of the game being played - i.e., 9 Ball.

Against the ghost, the only sure win is to make the money ball on the break.
 
Mr. Sand is correct in that if one is not a run out capable player it can get frustrating.

In 9 ball, I would suggest that after the break one take a number of balls, say the 1,2, & 3 off of the table. Then start with ball in hand on the 4. If one can beat the Ghost at this level had a ball to the table. If not, take another ball off the table. IMO you want to at least get to shooting the money ball at least some of the time.

I hope this helps,
 
I thought that I remember reading to make playing the ghost easier for lesser players, you would break and then remove the last few balls, I.e. when playing the 4-ball ghost, you would remove the 5-9 balls after the break. Am I correct?

Assuming I am correct (scary thought, that!) what happens if you make the 1 thru 4 ball on the break in the above scenario? Do you count it as down and just play the remaining.three balls, or do you leave an additional ball after the break, to remain at four balls?

I really think working on this would be helpful to me, I hope to start doing this soon.
 
Hi Bruce,

The reason I say take down the lower balls is like I said, you want to get 'practice' shooting the 'money' ball. You want the 'pressure' to build as it would in a normal game with the 7,8,9 or 10 ball, not the 4,5,or 6.

If you make one of the lower balls on the break, then just take down one less of the lower balls. I would do the same even if you make one of the higher balls. It's about how many balls can you run out? Is it 5 , 6, or 7? Where are you comfortable? Once you get comfortable with 5, go to 6, etc.

I would agree. This should help. The thing I would guard against is not ever getting to the money ball. You want to lose to the ghost but you don't want him shutting you out every set, every time. You need to have a goal that is just out of reach. Then when reaching the goal gets 'easy' make it harder.

Give it a try & have fun.

Best Regards,
 
I get where you're going now, Rick.

There certainly can be something sub-conscious about the actual 9-ball (perhaps ever moreso with the 8 when playing 8-ball)....its probably a great idea to actually be hitting that ball to finish.

Every little thing, and all that, huh? :p

Thanks
 
I have an opinion that differs on if you pocket balls made on the break. Albeit I do agree that playing the ghost is supposed to be a test of your run-out skills, I also believe it should have a "similar" feel to the real game. That being said, in the real game we get "credit" for making balls on the break for it being easier (less congestion, fewer shots).

So my proposal is if playing the 4 ball ghost (to remain consistent above) and you make the 6, 7, or 8 ball - that is one less ball required. If you make the 9 ball, you win! If you make any of the balls you remove, then no net affect. Ghost pool should be a race to at least 7, and I also believe players should start at 3 and work themselves up to the point they still win, but in close sets.

Practice a game that is tough but beatable so there is positive reinforcement. I also suggest using a notepad to keep track of the date, the ghost level played, and the score. Over time, this can serve as record of your progress!

*note: I am not trying to start some sort of argument, just providing my own perspective and opinion :)

Good luck!

Steve
 
I finally got a chance to play around with this tonight.

Let's just say it has reinforced my opinion of how I play....sigh.

I do like this as a means of practice, though. Simple, involves both game play and situational play, measurable...

It is quite clear that I have much to do.
 
I finally got a chance to play around with this tonight.

Let's just say it has reinforced my opinion of how I play....sigh.

I do like this as a means of practice, though. Simple, involves both game play and situational play, measurable...

It is quite clear that I have much to do.

It is a great practice drill Dub. I suggest keeping your progress on a spreadsheet. Use sets of five or ten games to track your average balls. I have done this for a long time and have seen the ball per inning rise over time. Takes awhile, but is positive motivation and reinforcement.



Sent from my iPhone using Tapatalk 2
 
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