Patterns & runouts
Ghost pool practice: start with three balls
Build a runout, one ball at a time. Learn the rules, plan your route and keep an honest score.
- Session
- One race to 3 or 5
- Equipment
- Cue ball + 3 object balls
Playing the ghost is a solo runout challenge. Clear the balls in one visit and you win the rack; miss or foul and the ghost wins it. QBP starts the challenge at three balls so you can practice complete patterns without needing to run a full rack first.
Set up your first match
- Choose a ladder. Pattern choice lets you choose the order. Rotation requires numerical order and every ball must be cleared; an early game ball does not end this training rack.
- Start at three balls. Use the same table and pocket conditions while comparing your results.
- Choose a race to 3 or 5. This is the number of rack wins needed to win the match, not the number of balls on the table.
- Break to spread the balls. In QBP’s version, spot any balls pocketed on the break, then take cue ball in hand. A scratch on the break does not lose the rack.
These are QBP’s practice rules. Ghost formats vary, so keep the same rules from session to session. Reset only after the rack is scored; moving a difficult ball during the run defeats the purpose of the test.
Plan three balls while standing
A planning example, not a required ghost layout. A leaves an approach to the 2; B leaves an approach to the 3. Test your route and adjust the zones at your table.
Before the first stroke, name all three pockets. Then work backward: where should the cue ball finish on the 2 to make the 3 comfortable, and what angle on the 2 will get it there?
- Pick an area, not a pinpoint. A useful landing zone gives you a makeable next shot and the angle to continue.
- Choose the route. Check for obstructing balls, scratch lines and unwanted cushion contacts. Decide speed and spin before getting down.
- Commit, then execute. If you change your mind while aiming, stand up and plan again.
The diagram shows possible pockets and landing areas, not a simulated cue-ball path. Try the transitions on your table. When you increase the ball count, keep a rolling plan for the current shot, the next ball and the ball after it.
Score the rack, then the match
Clear every ball without a miss or foul after taking ball in hand.
Miss, scratch or foul during the run. Log the first problem that ended it.
Finish the full race. Win the match and QBP adds one ball to that ladder; lose and it removes one, within a range of 3–15 balls. Pattern choice and rotation advance separately.
Example: at level 3 in a race to 5, a 5–3 win moves you to four balls. A 3–5 loss keeps you at the minimum of three balls. Your level is a training challenge, not an official FargoRate.
Use a loss to choose the next drill
| What happened? | What to practice next |
|---|---|
| Made the ball, lost position | Reset that transition. Call a cue-ball target and repeat it five times. |
| Had no good route to the last ball | Test another pocket or order before repeating the whole rack. |
| Missed a comfortable pot | Repeat the shot with a settled standing plan and a consistent delivery. |
| Changed your mind while down | Use a firm reset rule: stand up whenever the decision changes. |
Track rack wins, your ladder level and the most common reason for losing. Compare several matches under similar conditions; one good or bad race is a small sample.
For focused position work between matches, use the cue-ball control guide. For the defensive side of match play, use the safety drills; ghost practice tests offense.
Put it into practice
Continue in Ghost Ladder.
Save your results and return to the skills that need work. QBP practice requires a verified player account.