Play any cue sport, any way you like: snooker, pool, billiards and 29 more games, in your room through mixed reality or in a packed arena in virtual reality, with true-to-life physics, computer players from beginner to world-class, and online play with friends or in a club full of players. Build your own cue down to the inlays and name plate, your own ball sets and your own tables, any size and pocket, and play with controllers, your bare hands or your real cue.










All you need is a Quest 3 or 3S. This section takes you from putting the headset on to your first frame, the way the game starts: in mixed reality, with your own room around the table, and two controllers as the cue. Everything else (a real cue, your bare hands, playing in a virtual room) is further on, once you have played a frame.

The first time you start CueVR, the table panel opens before anything else. You are looking at your own room, and the game wants to know where the table should stand.
The table stands about 85 cm high, like a real one, and you do not need a room as big as the table: you move the table, not yourself (step 4). Setting up the table has the rest, including the scoreboard.
Home opens in front of you on a sheet of glass. Point at things with either controller and pull the trigger. Three numbered steps set up the frame: 1 GAME (UK 8-ball to start with), 2 RULES and 3 VS, your opponent, a computer player to start with. Leave them as they are for your first frame, point at PLAY and pull the trigger.

The cue lies between your two controllers. Your right hand holds the butt and plays the stroke; your left hand is the bridge, where the front of the cue rests. The line between your hands is the line of the shot. (Left-handed? Settings → Controls → CUE HAND.)
When the cue ball is in your hand after a foul, it sits in front of your right controller: carry it where you want it and pull the trigger to put it down. Playing a shot has the rest: shortening the cue, the rest, and more.
You do not need to walk round a twelve-foot table. The left stick slides the table around your room and the right stick turns it, at any time, even in the middle of a frame, so any shot can be brought in front of you. Walking round it works too.
Tap MENU for the pause menu: resume, replay the last shot, re-rack, move the table, concede the frame, or go Home. Hold MENU to bring Home to where you are standing, from anywhere; your frame waits for you.
PracticeA free table, shots taken back, a target to play to, and challenges
The computer playersEight of them, from Rookie Rick to The Machine
The gamesSnooker, pool, billiards, carom, pyramid and many more
TablesEvery size and pocket, and L-shaped, round and many-sided beds
Real cue attachmentClamp a controller to your own cue and play with it
Bridge with your handPut a controller down and make your bridge with your own hand
Play in another roomThe pub, the club, an arena, a library, and walk about in them
Online and the clubPlay a friend, or go down the club and join a table
Careers and trophiesClimb from the pub league to a world title
Build a cueSplice, veneers, woods, inlays and a name plate
Build a ball setColours, stripes, numbers, patterns and what they are made of
Build a tableIts bed, pockets, jaws and cushions
There are two menus. Home is where you set up a game. The pause menu is what you get when you press MENU during a frame. Both open in front of you, wherever you are standing.
| What you want | Where it is |
|---|---|
| Different balls | BALLS, on the strip along the foot of the main menu. It opens the gallery of every set. |
| A different game | Step 1 GAME. It opens the gallery of cards; step 2 RULES underneath carries the variants of whatever you picked. |
| A different opponent | Step 3 VS — the computer at eight strengths (singles or doubles), a game online, a career, an event, or practice. |
| Moving makes you feel sick | Settings → Comfort. See Comfort. |
| A match you left | CONTINUE MATCH on Home, or SAVED MATCHES beside it for the rest. See Saving and resuming. |
| Play with a real cue or a pen | Settings → Controls → CALIBRATE A CUE, and Settings → Controls → CUE to switch between CONTROLLERS and REAL CUE. See Real cue attachment. |
| Cue deflection | Settings → Cue feel → CUE DEFLECTION, from NONE to 5 degrees. |
| Line the drawn cue up on my real one | Tap either side trigger, then press and hold it, at the table — and move your cue onto the frozen one. See Fine-tuning it. |
| How the sticks move you | Settings → Controls → TABLE MOVEMENT. ONE STICK, EITHER puts the same control on both hands, which is what you want with a cue in your hands. See One stick has to do everything. |
| Cloth and timber | CLOTH and TIMBER on the strip along the foot of the main menu. |
| Lighting and surroundings | Environment → Lighting or Surroundings. Your room, the dark hall, the arena, the pub, the snooker club, the dining room, the library and your venue are also chips on the pause menu, since that is the one you change mid-frame. Online, Host's room there puts you in the host's room. See Playing in the host's room. |
| A venue of your own — a pub, a club, an arena, a studio or a theatre | Environment → Venue. See Your venue. |
| Play tour matches at the event's venue | Environment → Surroundings → Tour matches at the event's venue. See Where the events are played. |
| The crowd: how it looks and how loud it is | VENUE CROWD on Environment → Surroundings; CROWD on Settings → Sound. See The crowd. |
| Talk to the other players online | Settings → Sound → YOUR MICROPHONE. See Voice chat. |
| A club tournament | Sign up on the blackboard Down the club; on the night, the tournament's tile on the Online page. See Club tournaments. |
| Resolution, anti-aliasing, ball reflections | Settings → Graphics, which also prints what the last frame cost. |
| Move the table, or set its height again | Environment → Table, or the Table square on the pause menu. |
| Move the scoreboard | Environment → Table → SET THE TABLE UP, then Scoreboard. See Pinning the scoreboard. |
| Pocket size | Workshop → Table, or the TABLE panel on the strip, which carries the pocket templates. |
| Bring the menu back to where I am standing | Hold MENU for a second, from anywhere. |
| The rules of the game you are in | MENU in a frame → RULES OF THIS GAME. |
| A scorecard | MENU in a frame → SCORECARD, at golf and bowlliards. |
| Practice tools, drills, the clearance clock | MENU in a frame, with the opponent set to FREE PRACTICE: they are chips above the squares — move the balls, the timed six, and the challenges. |
| Stop the colours going back on | The Auto respot chip on the same pause menu. On, they come back until the reds are gone and then stop, so you can play a clearance. |
| Things other players have made | GALLERY, beside the title in the Workshop and on the cue, ball, challenge, cloth and timber pickers. See Sharing and the gallery. |
| Keep the look of my table | STYLES, beside the title on the cloth and timber screens. See Table styles. |
| Give a friend my cue, ball set, challenge or table style | SHARE on its screen gives a six-letter code; they type it into ENTER A CODE (FROM A CODE for a challenge). |
| A target to play position to | Target on on the same pause menu, in practice or a challenge; Move the target puts it where you want it. See The target. |
Before you play, tell the game where your real desk or table is, so the game's table sits on top of it.

CueVR's table works best on top of something real, such as a desk, a dining table or the end of a bed, so that when you rest your bridge hand on the cloth it lands on something solid. On the panel you mark that real surface with an outline. The game's table then stands on it, at the same height and facing the same way.
With two controllers there is a quicker way: put one hand on each front corner of your desk and hold both triggers. The outline lines up with the edge between your hands.
| To | Do this |
|---|---|
| Move the outline | Hold the trigger and move your hand, or push the left stick. |
| Make it bigger or smaller | Push the right stick. |
| Turn it, or raise or lower it | Hold the side grip button and push the right stick. |
| Move one corner | Hold the side grip button near that corner and drag it. |
| Finish | Press A, or point at START PLAYING. |
SHOW IT WHILE PLAYING, on the same panel, sets whether you see the outline during a frame: Never, Always, or On press. With On press, a short press of the upper button on your cue hand shows it for a couple of seconds.
The table starts at 85 cm high, the height of a real snooker table. Your room does not need to be as big as the table: you can move and turn the table with the sticks at any time, even during a frame, to bring the shot you want in front of you.
To change any of this later, press MENU and choose Table, or go to Environment → Table on the main menu.
The scoreboard normally hangs above the far end of the table and moves with it. If you would rather it lived somewhere real — a wall, or a television that is switched off — tap Scoreboard, the second step on the table panel. Grip the board, carry it to where you want it and let go; it stays flat where you left it. Press A when you are done. It keeps that place between sessions, exactly as the table does, until BACK TO AUTO puts it back above the table.

The arena and the rooms have scoreboards built in. A pinned board is a place in your real room, and they are not your real room — so while you are in one the scoreboard goes where that room keeps it: the arena's screen in the far wall, the pub's television, the club's board at the head of the table, the dining room's gilt frame and the library's frame among the books. Your pinned position is not lost: it comes back the moment you go back to your own room or the dark hall.
There are four ways to hold the cue. Start with two controllers; you can switch at any time on Settings → Controls.
Two controllersHow the game starts. The cue lies between your hands.
One controller and your bare handPut the bridge controller down and bridge with your hand.
A real cueClamp a controller to your own cue and play with it.
A Logitech MX Ink pen works as a cue too: see The Logitech MX Ink.
The cue lies between your two controllers, and the line between them is the line of the shot. One hand is your bridge hand, where the front of the cue rests; the other holds the back of the cue and plays the stroke. With CUE HAND on RIGHT, your right hand is at the back.
| To | Do this |
|---|---|
| Play a shot | Pull the trigger in your back hand, keep it held, and move that hand forward through the ball. The faster you move it, the harder you hit. |
| Hold your bridge still | Hold the side grip button in your bridge hand. The bridge stays put while your back hand aims through it. |
| Shorten or lengthen the cue | Hold the side grip button in your back hand and move it back or forward. |
| Move your bridge for good | Tap, then hold, the side grip button in your bridge hand and move the hand. Double-tap it to put it back. |
| Use the rest | Press Y (B if left-handed). Press again for the next notch; hold it to put the rest away. See Playing off the rest. |
| See the table from above | Hold X. |
| Take a shot back, in practice | Hold B (Y if left-handed). |
| Move and turn the table | Left stick slides it, right stick turns it, at any time. |
| Raise or lower the table | Press a thumbstick in and push it up or down. |
| Pause | Press MENU on the left controller. Hold it to bring Home to you. |
The sticks move the table, so you can bring any shot in front of you without walking. In the game's rooms you can switch them to move you instead and walk about. Walls stop you, and stairs take you up and down.
Moving through a virtual room while your body stays still makes some people feel sick. These settings help, and they start on. They only apply in the game's rooms: in your own room, nothing moves you.
Where the headset tracks your hands, CueVR draws them as hands instead of controllers. Turn it on or off with YOUR HANDS on Settings → Controls. It needs hand tracking switched on in the headset's settings.
With two controllers, your cue hand holds the butt in a fist, and your bridge hand makes a bridge when you put it down on the cloth: fingers spread, thumb up, the knuckles as high as the cue over them. A hand only makes a bridge at the table, or within 30 cm of it. With a real cue, the cue is in that hand, so only your bridge hand is drawn.
Online and in the club, the others see your hands too, and you see theirs. Choose their colour on the workshop's HEADSET page, under Hands: six skin tones, or any colour you like.
Turn on BARE BRIDGE HAND on Settings → Controls and you can put your other controller down and bridge with your own hand. The cue still follows only its controller, and that controller still vibrates. Without a controller in that hand:
| Do this | And |
|---|---|
| Pinch on a panel | Presses what you are pointing at. Your hand points from your shoulder through your first knuckle, as the headset's menus do. |
| Pinch twice quickly | Opens the pause menu. |
| Pinch in the air and move your hand | The stick: left and right turn the table about the white, away and back bring it nearer or further. |
| Pinch, with the ball in hand | The ball sits between your finger and thumb. Take it down to the cloth and pinch to put it down. A pinch higher up still moves the table. |
A pinch only counts with your hand well above the cloth, so a looped bridge, where your thumb and finger touch, never presses anything or moves the table.
With controllers, turn on BARE BRIDGE HAND and put your bridge controller down. The controller in your cue hand is the back of your cue, and the cue pivots in the V between your bridge hand's thumb and first knuckle, where a real cue would rest. While you move your hand the pivot follows it. Once your bridge has settled the pivot holds still, so the tracking cannot wobble your aim, and if the headset loses sight of your hand the pivot stays where it was until your hand is seen and settled again. The pinches above work the same way. Your bridge hand is the one opposite your CUE HAND. Turn BARE BRIDGE HAND off to play with two controllers again.
With controllers, your bridge hand is always the one opposite your CUE HAND. To play the other way round, change CUE HAND on Settings → Controls. Switching hands by itself could not be made reliable with controllers.
With a real cue and hand tracking, YOUR BRIDGE HAND on Settings → Controls says which hand you bridge with: LEFT, RIGHT or AUTO, which works it out as you play from the bare hand nearer the tip. So with a real cue you can bridge with either hand, and a cue clamped to the controller in your other hand works too.
PINCH TO MOVE turns off moving the table with a pinch in the air, if you would rather a pinch only pressed things.
HANDS NEAR YOUR FACE: set it to HIDDEN and your hands and controllers are not drawn while they are close to your face, so cueing in front of your face with both hands, the trombone way, does not block your view. The others still see them.
You can raise or lower the table without going back to the set-up screen. Press a thumbstick in and, while it is held, push it up or down. With two controllers you can also hold Y (B if you play left-handed) and push your cue hand's stick up or down. The height shows on your glass as it changes and is kept for next time. It works with a real cue, with one controller or two, and with the MX Ink stylus.
While you are changing the height, that stick does nothing else. Only a push that starts while you are holding counts, so a stick you are already pushing, or one you hold in to talk, does not move the table.
You play a shot the way you would at a real table. The cue lies between your two controllers: point it where you want the ball to go and swing your back hand. There is no power meter. How fast you swing is how hard you hit.

You can feather (move the cue back and forth at the ball) as much as you like before you pull the trigger. Nothing counts as a shot until the trigger is held.
When you have the cue ball in hand, it floats just in front of your back hand. (With a real cue, in front of your free hand.) Carry it where you want it and pull that hand's trigger to put it down. The game keeps it where the rules allow, and clear of the other balls.
Then let go of the trigger. Press it again when you are ready to play the shot. Changed your mind? PICK UP BALL on the pause menu gives it back to you, until you play the shot.
Move the table, not yourself. At any time, even in the middle of a frame, the left stick slides the table and the right stick turns it. For a shot tight against a cushion, hold your back hand's side trigger and pull that hand back to make the cue shorter. If you play over a real table, snap mode can move you to the shot instead.
For a shot you cannot stretch to, use the rest, as at a real snooker table. Your bridge hand holds the end of the rest, and the head sits on the cloth. Your cue lies in a notch on the head and you play through it.
| To | Do this |
|---|---|
| Pick up the rest | Press Y on your bridge hand. It is put down a little short of the cue ball, on the line back to you. |
| Aim it | Swing your bridge hand left or right. The head stays where it is on the cloth and the stick turns about it, like a real rest. |
| Slide the head sideways | Twist your bridge hand and hold the twist. The head keeps sliding until you untwist. |
| Push the head further away, or pull it in | Hold the side trigger on your bridge hand and move that hand. Let go and it holds. |
| Use a higher or lower notch | Press Y again. There are three heads and eleven places for the cue, from 40 to 87 mm high: the cross; the spider's middle, left and right notches; the high spider's, which stands over a ball; then the spider's two windows and the high spider's. |
| Put the rest away | Hold Y. It also goes back by itself after each shot, and the next time you pick it up it is on the notch you used last. |
The rest is 1.30 m long and stays that length. If you need more reach, an extension screws onto the end. Holding the trigger locks the cue to the rest's line, as it does for a normal shot. With CONTROLLER STROKE set to FREE, your back hand can still steer the cue: it turns about the rest's head. While the rest is out, the trigger does not bring up the pointer for calling a ball or pocket: put the rest away to call.
Some games start a match with a lag, as their rule books say: pool, UK 8-ball, Chinese 8-ball and the Shoot Out. You and your opponent each send a ball up to the top cushion and back at the same time. Yours is the white, theirs is the yellow. Whoever stops nearest the bottom cushion wins the lag.
A ball that does not reach the top cushion, goes in a pocket or off the table loses the lag. If both are no good, or they are level, you lag again.
The winner chooses who breaks: I'll break or Opponent to break. This happens once, at the start of the match, and the breaks in the frames after follow from it.
Snooker and English billiards do not lag: who breaks is drawn, then it takes turns. Practice never lags.
There are 32 games. Eighteen have a card each, and the rest are versions you choose on a card's RULES row. Each is played on its real table with its real balls, and the game referees every rule below for you.
Point at step 1 GAME on Home to see the cards. Each card shows that game's table, racked and ready.
Pot a red, then a colour, then another red, and so on. Each red you pot stays down; each colour goes back on its spot until the reds are finished. When the last red and the colour after it are gone, you clear the colours in order from yellow to black.
Values. Red 1, yellow 2, green 3, brown 4, blue 5, pink 6, black 7.
Nominating. When you are on a colour you have to say which one, and the game takes the colour you aim at.
Fouls are hitting nothing, hitting the wrong ball first, potting the cue ball, jumping the cue ball over a ball, and driving any ball off the table. The penalty is four points, or the value of the ball you were on, the ball you hit first, or the highest ball you potted — whichever of those is greatest. The points go to your opponent.
No cushion requirement. Unlike the pool games, a shot that hits the ball on and sends nothing to a cushion and pots nothing is perfectly legal — that is what a safety often is.
After a foul your opponent plays from where the balls are, or from in hand if the cue ball was potted. If the foul leaves them unable to hit the ball on, they get a free ball: they may nominate any ball as the one they are on, and it scores what the real ball on is worth. Once you name a free ball you must hit it first, a foul with it costs what the ball on is worth, and you may not leave your opponent snookered behind it, except when only the pink and black are left.
Miss. Failing to hit the ball on is always a foul, and the referee judges whether it is also a miss — whether your attempt was good enough — at the standard set on the RULES row (see Rules and the referee). When a miss is called your opponent may make you play the shot again from exactly where it was. Failing to escape a snooker counts — that is the most common miss there is. Only a miss lets your opponent put the balls back: if you hit the ball on and the white goes in-off, it is an ordinary foul. No miss is called when either player needs snookers, before or after the shot, so a hopeless frame cannot be dragged out by replays.
Three misses in a row lose the frame, but only misses with the balls put back each time, from a position where you could hit the ball on full. If your opponent plays on from where the balls lie, or takes the shot, the count starts again. When the balls are put back after your second miss, the referee warns you.
The end. Once the black is potted the frame is over. It is also over when only the black is left and one player is more than seven points ahead, once the visit of the player at the table ends: there is no playing on for snookers, but a player still at the table can pot the pink and the black to finish their break. Exactly seven ahead plays on, as the black can still tie it. If the scores are level, the black is respotted and there is a draw: the winner chooses who plays it first, from in hand, and the next score wins.


Exactly the rules above — reds and colours, the same values, the same fouls, free balls, misses and respotted black — with ten reds instead of fifteen, on a ten-foot table.
A frame takes about half as long as the fifteen-red game.
Snooker again, unchanged in every rule, with six reds on a seven-foot table.
Every ball is within reach of the cushions and frames are short.


The same bed, the same balls and the same rules as the six-red game, with a two-row triangle instead of a three. A frame runs to 51 and takes a few minutes, which is what the format is for — a whole match in the time one snooker frame would take.
It shares the snooker RULES row, so the miss standards, the Shoot Out and THE 900 are all available on it.

The pub game. The table is open until somebody pots a colour, and that colour becomes theirs; the other player takes the rest. Clear your seven, then pot the black to win.
Fouls, in every rule set: potting the cue ball, hitting nothing at all, hitting the other player's colour first, hitting the black before you are on it, and driving any ball off the table. Jumping the cue ball is not a foul in pool — except at BLACKBALL, whose book forbids it.
The black: potting it before your own colours are gone loses the frame, as does fouling on the shot that pots it.
What differs between PUB, INTERNATIONAL and ULTIMATE POOL is what a foul costs you, whether a shot has to reach a cushion, and what happens if the black goes in off the break. The fourth set, BLACKBALL, is described after the table. Choose on the RULES row of the main menu.
| PUB (2 SHOTS) | INTERNATIONAL | ULTIMATE POOL | |
|---|---|---|---|
| After a foul | Your opponent gets two visits. The cue ball stays where it finished. | One visit, ball in hand anywhere on the table. | |
| If the cue ball was potted | They play from in hand, behind the baulk line, inside the D. | Anywhere on the table, like any other foul. | |
| The first of the two shots | Free — they may hit any ball. Potting one of their balls cancels the second shot. | Not applicable: there is only one visit. | |
| Must a shot reach a cushion? | No. A shot that pots nothing and touches no cushion is legal. | Yes. Pot a ball, or send some ball to a cushion after the contact, or it is a foul. | |
| Black off the break | Put back on its spot, break stands. | Put back on its spot, break stands. | Golden break — you win the frame. With the cue ball as well, or with any other foul, you lose it: the golden duck. |
WPA rules. The table is open after the break — whatever you pot first decides whether you are solids or stripes — and once your group is clear you are on the 8.
Fouls are potting the cue ball, hitting nothing, hitting the other group first, hitting the 8 first while the table is open or before your group is clear, hitting anything other than the 8 once you are on it, driving a ball off the table, and — as WPA rules require — playing a shot that neither pots a ball nor sends any ball to a cushion.
Ball in hand. Any foul gives your opponent the cue ball anywhere on the table, not just behind a line. It is a heavy penalty.
The 8. Pot it after your group is clear and you win. Pot it early, or foul on the shot that pots it, and you lose. On the break it is simply put back.
The RULES row carries four ways to play it. WPA 8-BALL is the code above and calls nothing. CALL THE BLACK asks for the last one only, which is how most people play it. CALL SHOT (WPA) is the rule book to the letter: ball and pocket declared on every stroke. KILLER is the pub elimination game on the same table. ULTIMATE POOL USA, at the end of the row, is Ultimate Pool's rules — its break requirement and its golden break — played on this American table.


You must always hit the lowest numbered ball on the table first, but any ball may then go in. Pot the 9 legally and you win at once — including straight off the break, and including off a combination.
Fouls are potting the cue ball, hitting nothing, hitting anything other than the lowest ball first, failing to pot a ball or send any ball to a cushion after the contact, and driving a ball off the table.
Ball in hand anywhere on the table for the opponent, as at US 8-ball. If the 9 was potted on a foul it goes back on its spot. Three fouls in a row loses the frame.
The push-out. The player who takes the first shot after the break may declare a push-out: they may hit the cue ball anywhere they like, with no need to hit the lowest ball or reach a cushion, and the only foul is potting the cue ball. A 9 potted on a push-out goes back. Afterwards their opponent decides whether to play the resulting position or hand it straight back.
Three rule sets on the RULES row. WPA 9-BALL is the game above. SHOT CLOCK is the same game played to the World Nineball Tour's clock: 30 seconds a shot, 60 for the first shot after the break and for a push-out and the shot after it, and one 30 second extension each a rack (see Playing against the clock). WINNER BREAKS is the same game, with the winner of each frame of a match breaking the next one instead of the break alternating.

9-ball
PUSH OUT
PLAY ONThe same bed and the same rotation game as 9-ball: lowest ball first, any ball may then go in, three fouls in a row loses the frame, and the money ball ends it. The rack is what changes — ten balls out of a triangle instead of nine out of a diamond. A diamond opens up off almost any break and a triangle does not, so the table stays cluttered and the lowest ball is more often tied up.
The rack puts the 1 on the foot spot at the apex, the 10 in the middle — the centre of the third row — and the 2 and 3 on the two back corners, rows of one, two, three and four.
Fouls and ball in hand are 9-ball's exactly, including the cushion requirement and the push-out on the first shot after the break. The 10 potted off the wrong ball first is a foul: it goes back on its spot and your opponent has the table.
Pool balls and WPA 8-ball rules — identical to US 8-ball above, including ball in hand anywhere for any foul, and including the cushion requirement: a shot that neither pots a ball nor sends any ball to a cushion after the contact is a foul. Played on a ten-foot table built like a snooker table, with tight rounded pockets and dressed in the same napped baize.
Those pockets are the whole difference. They reject a ball hit too hard and punish an approach that is even slightly off. Of the pool games it is the tightest at 1.50 ball widths, and only the two Russian pyramid tables are harder.
The RULES row carries four ways to play it. HEYBALL is the standard code and calls nothing — the obvious shots are exempt by the book, which is how the game is normally played. CALL THE BLACK asks for the last one only. CALL SHOT (CBSA) is the tournament reading, where ball and pocket are declared on every stroke. KILLER is the pub elimination game on the same table.


14.1 continuous, the old scoring game. There is no ball you must hit, no group and no order: every ball on the table is worth one point, whichever ball it is. You pick one, say it is going down, and if it does you score and carry on. First to 50 (or 25: choose under POINTS on the rules page) wins the frame — the real game is played to hundreds, this one is cut to a frame that fits a session.
Calling a ball. The ball you are aiming at is the ball you have called; there is no menu for it and nothing to press. Whatever your cue is pointing at when you strike is what you have declared. Aim at nothing in particular and you have called nothing, which makes the stroke a safety.
Scoring. Pot the called ball and it scores one, and so does every other ball that happened to go down on the same stroke — the accidental extra is a real part of the game. If the call is not made, nothing on that stroke counts and every ball that went down comes straight back up onto the long string behind the foot spot.
In practice it never runs out. With the opponent set to FREE PRACTICE, when one ball is left the other fourteen are racked again, as in the real game, so you can keep going.
Your visit. Keep making your calls and you stay at the table. Miss one and your opponent is in, and the board says MISSED CALL — or SAFETY, if you called nothing at all.
Fouls are potting the cue ball, hitting nothing, driving a ball off the table, and a stroke that neither pots a ball nor sends any ball to a cushion. A foul is minus one, and the opening break is the one stroke that costs minus two — the break has to pot a called ball, or send the cue ball and two object balls each to a cushion. A ball that goes into a pocket counts as reaching a cushion. If the break does that and the white then goes in, it is an ordinary foul, minus one, with ball in hand behind the head string. After a breaking foul your opponent chooses: TAKE THE TABLE as it lies, or MAKE OPPONENT BREAK AGAIN from a new rack. Breaking fouls do not count towards three in a row. Three fouls in a row costs fifteen more and the whole table is racked again with the offender breaking it.
The rerack, which is what continuous means. You never clear all fifteen. When one ball is left the other fourteen go back as a triangle with the apex space empty; the break ball and the cue ball stay exactly where they lie, and that break ball is what you use to open the new rack. Your visit is not interrupted — play carries straight on, which is why the fifteenth stays where it lies while the other fourteen are re-racked. Clear the table outright and all fifteen go back and you break from in hand.
Any of the fifteen is on, in any order, and each one you pot scores one. Eight wins: more than half, so it cannot be caught.
Pockets barely wider than the ball. A corner is under five millimetres wider than the ball and a middle fourteen (81 mm, as a tournament table's), on a ball 67 mm across, both measured at the narrowest point. That leaves a couple of millimetres either side of a straight corner pot. The middles are the wider of the two, the opposite of every other table here, and the jaws are cut as a straight mitre rather than the English curve. The point of each jaw is rounded as the federation's rules ask: 5 mm at the corners and 11 mm at the middles, and the cushion's nose stands 42 mm above the cloth.
Club tables. CLUB 12 FT and CLUB 7 FT, in the table picker, have the more forgiving pockets clubs keep for beginners and casual play: 74 mm corners and 83 mm middles on the 12 ft.
The house, not a D. You play from the дом: the whole width of the table behind the baulk line rather than an arc. A pyramid table has no D, so none is drawn.
Three sets of rules, on the card's RULES row: COMBINED (the default), CLASSIC and FREE PYRAMID. All three are first to eight, from the house.
COMBINED is the Russian federation's discipline, and the one most played. The coloured ball is always the cue ball, and nothing is called: every ball potted on a fair stroke scores one.
CLASSIC is the game as it was first shipped. Fouls are hitting nothing, potting the cue ball, potting nothing and reaching no cushion, and driving a ball off the table. The penalty is the sting of the game: one of your own potted balls goes back on the table for your opponent to shoot at, and they play from in hand in the house. A frame can go backwards.
Fifteen plain ivories with a small black numeral on both poles, and a red cue ball. With fifteen identical balls, that colour is the only thing telling you which one you are about to strike.
Your opponent plays it as the game it is. On a pocket this size what decides a pot is not how thin the cut is but the angle the object ball ARRIVES at: much past twenty degrees off the middle of the hole it meets a jaw however well it was struck, which is why nothing is ever potted along a cushion here. The computer looks for balls already sitting on a line into a pocket rather than for balls it can cut in, and it will not give up such a line to buy itself a better angle on the next one — which is the trade every other game on the row is built around, and the wrong trade in this one.
FREE PYRAMID: the break is played from the house as usual; after that any ball can be your cue ball — whichever one your cue is lined up on is the one you strike. Every ball you pot counts, including the one you struck once it has hit another ball, and first to eight wins. A foul puts back whatever it potted, and your opponent then takes any ball they like off the table and scores it, naming it the way you name a ball (your CALL setting in the controls), and plays on from where the balls lie. A ball driven off the table goes back on the spot, and it is only a foul if it was the ball you struck.


The same game, every rule unchanged, on the bed people actually own: 1.98 × 0.99 m with 57.15 mm balls, the smallest pairing the federation lists. It does not have a separate card: pick PYRAMID and then the 7 ft bed on the TABLE panel, which brings the smaller ball size with it.
The pockets keep the same clearance rather than the same size — five millimetres at a corner and fourteen and a half at a middle — so it is just as tight as the big one and everything is within reach. This is the one to try pyramid on.
Two whites and a red on the full-size snooker table. There are no pockets to clear and no order to keep: you score by cannons, pots and in-offs.
| Stroke | Scores |
|---|---|
| Cannon — your ball touches both the others | 2 |
| Pot the other white, or go in-off the white | 2 |
| Pot the red, or go in-off the red | 3 |
They all count on the same stroke, so a cannon that pots both balls is seven. An in-off played with a cannon is priced by the ball you struck first — three if that was the red, two if it was the white.
An in-off leaves you in hand and you carry on. A legal stroke that scores nothing ends your turn and the table is played as it lies.
The red always comes back — on the Spot, or the Pyramid Spot if that is occupied, or the Centre Spot if both are. Pot the red over and over with nothing else in the stroke and it goes Spot, Spot, Centre in sequence. A potted white waits for its owner: it is off the table until their turn, and they then play from in hand.
Caps — 75 consecutive cannons and 15 consecutive hazard strokes. Exceeding either is a foul.
Every foul is two to your opponent and never more than two however many rules one stroke broke; the points already made in the break stand. A coup — in hand, cue ball pocketed, nothing struck — is a foul and not an in-off.
What the game is played to is set on the RULES row: 50, 75, 100, 150 or 200 up, or a clock of 5, 10, 15 or 30 minutes. On a clock the referee calls TIME, the stroke already played is allowed to finish and score, and the higher score wins. Level at TIME, the game plays on and the next points scored win it; the board says LEVEL - NEXT POINTS WIN. Against the clock there is also a shot clock of 60 seconds: run out of time and the turn passes with no score and no foul (OUT OF TIME - NO SCORE), so a player who is ahead cannot run the game's clock down standing at the table.
Double baulk. Leave both object balls behind the baulk line while your opponent is in hand and they cannot play straight at either one: from the D the cue ball has to be played out of baulk, and no part of a ball that is in baulk may be struck directly. Breaking that is a foul. If they play out properly and simply fail to hit anything, that is a miss — still two points, but not a foul.
From in hand, always. The same rule applies every time you play from the D, not only on the break: after an in-off, after your opponent pots your ball, after a foul. To reach a ball in baulk you must come off a cushion out of baulk first; coming back off the baulk cushion does not count. The computer plays by it too.
Potting your opponent's ball scores two and you play on from where your own ball lies.
At every change of turn the two whites swap over, so the ball in front of you is always your own.


The odd one out in every way. Four unbroken cushions and no pockets on the rails at all — instead there are nine holes bored through the bed, worth 10 to 200, and three wooden skittles standing among them. Eight balls: one red and seven whites, all the same size. There is no cue ball to scratch. Every white on the table is one, you strike whichever the shot wants, and a white down a hole is a score.
The red scores double, so the red in the 200 is 400.
The four holes nearest you are a diamond: the 200 at the front of it with the black skittle standing right in front of that, the two 50s at its sides, and the 100 at its back between the two white skittles. Across the far end is a row of five: 30-20-10-20-30.
Every stroke is played from the D at the near end, so you are always shooting away from the 200. Reaching it means bringing a ball back down the table off a cushion or off another ball, and past a skittle you must not knock over. The easy scoring is the row of five at the far end.
The 200, the 100 and the 10 all sit on the centre line, so a ball sent straight up the middle drops into the first of them it reaches — which is why the 100 and the 10 have to be played on an angle.
A ball has to be rolled in, not driven. Rolled in gently it drops; hit hard it skips the far lip and carries on up the table. The holes are real holes with the cloth turned over the edge and a shaft below, so this is the same free fall a real board gives you.
| Playing it | |
|---|---|
| Where you play from | The D at the base, every stroke — a half-disc of 40 mm radius round the break spot. The opening stroke is played from the spot itself, and the last-ball stroke from the middle of the D. |
| Which ball you get | One out of the trough while the rack still holds one. When the rack is empty you take the ball on the table furthest from the top cushion. |
| Your break | Runs on as long as you keep potting. A stroke that pots nothing ends it, and so does any foul. |
| Fouls cost your break, not points | Knocking over a white skittle; hitting nothing; sending a ball off the table or back over the baulk lines; and potting from the break position four times running (you get a "LEAVE ONE UP" warning after the third). |
| The black skittle | Knock it over and you lose your entire score. If a white went over as well, whichever fell first decides which penalty applies. |
| The end | A 17-minute clock, not a rack running out — a coin buys fifteen to twenty minutes on a real one. When it expires the bar drops: potted balls stop coming back out of the trough and play carries on until the balls are swallowed. |
| The last ball | With one ball left, the two white skittles are moved into the 50 holes and the stroke is played from the middle of the D. It only counts if the ball goes into the 100 or the 200 off one side cushion, and touching a white skittle voids it. Players take turns until it goes down — or the black falls. |
A small table with no pockets on the rails. There are two cups sunk in the cloth, one at each end on the centre line, and twelve bumpers — rubber-collared posts standing at cushion height — eight of them in a cross across the middle and two guarding each cup.
Five red and five white, and no cue ball. The reds are one player's and the whites are the other's; you strike your own balls, and the one you are pointing at is the one you will play. Your five start at the far end from the cup you are shooting into, so the opening stroke is a bank off a side cushion and not a roll down the table.
One ball of each five is marked, and it has to go down first. Until it does, another of your balls dropping in your cup counts for nothing and comes straight back out onto its spot.
Your own ball in your own cup scores, and you carry on. Your own ball in your opponent's cup is a forfeit: they lift two of theirs and count them, taken at the start of their turn. Put one of their balls down their cup and it counts for them. First to get all five down takes it.
The bumpers turn a ball the way a cushion does — they are rigid posts with a rubber collar, and a ball comes off one with rather less pace than it went in. Most of the table is played around them rather than through them, and the computer plays it the same way: it looks for a line to its cup, and when the posts have taken every straight one away it banks.

Brazil's snooker, on the mesão: the federation's table, with leather pocket plates, nets and collectors. There is one red and the six colours, worth 1 to 7, and the lowest ball on the table is the ball on.
The break is from the D and must play the red. If it goes in, or you foul, break again.
A visit. Start on the ball on, or on any other ball — but any other ball has to go in, or it costs you 7. Pot the ball on and it stays down; then any ball is free to try, and potting that lets you try one more, at the same risk of 7. Every ball except the ball on, potted in its turn, goes back on its spot.
Every foul is 7 to your opponent, who can play on or make you play again; the same choice follows a colour you tried and missed.
The end. The frame is over when the 7 goes in, when the 6 goes in with a lead of more than 7, or when a player is too far behind to catch up once the 5 or higher is on. Level after the 7, the 7 alone is played again.
The card's RULES row also offers SIX-RED SNOOKER on the same table: snooker's rules, on the mesão.


Brazil's bar table, beside SINUCA. The balls are 50 mm with a bigger 54 mm white; the corner pockets are cut to the federation's shape, the middles nearly square, and the cups are the bar table's 64 and 69 mm. The TABLE panel has it in three sizes, sold by their outside measurements: 2.20 × 1.20, 2.20 × 1.30 and 1.90 × 1.20 m.
The break is from anywhere behind the line across the D, and the first ball potted on it decides who has which group. After an in-off the white goes in the D. Hit one of your balls first; pot one of yours and you play on; pot one of theirs and it is a foul, and the ball stays down for them.
A foul costs balls, not points. Balls come off the table, so somebody has fewer left to pot. The game is chosen on the card's RULES row:
| Game | Groups | A foul | To win |
|---|---|---|---|
| Par ou ímpar | Odd (3–15) against even (2–14); the 1 is the money ball, on its mark | Takes your opponent's lowest ball off; hitting one of theirs first takes two | Clear your group, then the 1. The 1 too soon loses |
| Par ou ímpar, 1 ball a foul | The same | Always one of your opponent's balls | The same |
| Par e ímpar (CBBS) | Fourteen balls, 2–15, odd against even | Takes your opponent's lowest ball off; they play on or make you play again | Pot the last of your group, or be on your last ball when they foul |
| Mata-mata | 1–7 against 9–15; no 8 | Your opponent takes one of their own balls off, then plays on or makes you play again | Pot the last of your group |
| Bola 8 | Solids against stripes | As mata-mata | Clear your group, then the 8. The 8 too soon, or off the table, loses |
On the scoreboard: once the groups are decided, each player's group is shown beside their score: the 3 or the 10 at mata-mata and bola 8, and the 1 or the 2 with ODD or EVEN at par ou ímpar and par e ímpar.
Taking a ball off. At mata-mata and bola 8, when your opponent fouls you choose which of your own balls comes off: look or point at it and pull the trigger, as at free pyramid. The computer takes off the ball it would find hardest to pot.
Choosing a group. At par e ímpar, a break that pots nothing, or goes in-off, hands the other player the choice of odd or even.

Eighteen holes on the pub table, off the old Billiard & Golf scoreboard. Each hole is a fixed arrangement of two, three or four reds inside the rack triangle, with a par of one more than the number of balls. Strokes are the score and fewer is better.
There are no fouls at all. No ball you must hit, no cushion requirement, no turn to lose. Missing everything simply costs you a stroke. Potting the cue ball costs one extra — so that stroke costs two — and the white goes back to the middle of the baulk line with the reds left exactly where they lie. Every other stroke is played from where the ball is.
The scoreboard carries your card as you play. Each player's holes so far, their total, and how they stand against the par of the holes they have played — the number a golfer actually wants, without opening anything.
A hole ends when the last red goes down, or at eight strokes, whichever comes first. The board tells you where you are in golfer's language: "HOLE 4 — 2 FOR PAR", then "THIS FOR PAR", then "THIS FOR BOGEY".
Two players play the same hole from identical racks. The lower score takes the honour and leads off the next hole; a tie leaves the honour where it was. Low total wins the round. The RULES row chooses eighteen holes, the front nine (par 38) or the back nine (par 35).
Or play it as matchplay, which is the same holes scored as a different game. The RULES row has all three rounds a second time — MATCHPLAY 18, MATCHPLAY FRONT 9 and MATCHPLAY BACK 9 — and in those, each hole is won, lost or halved separately, and the totals are thrown away. The board stops talking about par and says where the match is: ALL SQUARE, or who is how many holes up.
And you pick up a hole you cannot tie. Playing second at a hole, once you have taken as many strokes as your opponent needed and the reds are not gone, nothing you do can halve it — so the visit ends there rather than making you play out a hole that is already lost. The card shows a dash where the score would have been, which is what a paper matchplay card carries, and the hole counts as lost exactly as if you had played it out.
It changes what a bad hole costs. In strokeplay a fourteen follows you round for the rest of the round; in matchplay it loses that hole and nothing else, and you can be all square on the next tee having been beaten by nine strokes on the last one. It also ends when it is decided rather than when the holes run out — more holes up than there are holes left and the match is over, which the board calls in golfer's shorthand: 3 AND 2.

There is no rack. The whole snooker set — fifteen reds, six colours and the white — goes onto the cloth at random, differently every game, so there is no opening to learn and nothing to break. The white lies wherever it landed.
The break hits nothing. The opening stroke must touch no ball and no cushion. Touch either, or pot anything, and it is a foul worth two shots to your opponent.
Then alternate visits, and pot whatever you can reach — there is no ball on and no order. A red is one, a colour is two, the black is four, and everything potted stays down: nothing is ever spotted. A miss is not a foul; it simply ends your visit. An in-off is a foul, worth two shots to your opponent, and the ball it potted scores nothing. Two shots in hand are spent by potting, and after a scratch the white goes in the D, which is the only thing the D is for in this game.
You win by leading by more than is left. Twenty-nine points go on the table at the start, and the frame ends the moment one player is further ahead than the remaining balls can make up. If the table empties with the scores level, the black goes back on its spot and you play for it.

A new table with nowhere for anything to fall: four plain cushions all the way round. Nothing is ever potted, and every point is a cannon — your cue ball touching both the other balls in one stroke. You and your opponent each have a cue ball of your own, with a red between you, and the cloth is fast and the cushions the liveliest in the game, because the game is played off them.
Carom is one card on the game row; which of its five games you play is the RULES row, exactly as Killer sits on the 8-ball games. They differ in what the cannon must do on the way:
| STRAIGHT RAIL | A plain cannon scores. First to 30. |
| 1-CUSHION | One cushion before the second ball. The step between straight rail and the professional games, and the one UMB discipline CueVR was missing. First to 20. |
| 2-CUSHION | The cue ball must touch two cushions before it reaches the second ball. First to 15. |
| 3-CUSHION | Three cushions before the second ball — the professional game, and very hard. First to 10. |
| FOUR-BALL | The Korean game, with a second red on the table: a point is a cannon on both reds, and your opponent's cue ball is the ball you must not touch. First to 15. |
Each of the five can also be played to 10, 15 or 20: choose under POINTS on the rules page, and each game keeps its own choice. Five-pin is always played to 50. Online, both players play to the host's choice; tournaments and careers keep the usual targets.


The most tactical game on a pool table, and unlike anything else here. You own one of the two far corner pockets and your opponent owns the other. A ball is worth something to whoever owns the hole it went down and to nobody else, and eight of the fifteen wins it.
The breaker chooses, after the break. Not before — you pick your pocket once you have seen what the break left, which is how the game is played and half of what makes the opening stroke worth thinking about. The board asks you and the table waits; the other corner is then your opponent's. Against the computer it chooses for itself, and quickly.
Which pocket is yours is lit on the table — yours steady green, your opponent's steady red, both lit for the whole frame. The other four pockets stay dark, which is exactly their status: a ball down one of those is spotted and your visit is over.
A ball in your opponent's pocket scores for them, and there is no way to refuse it. A ball down is down.
A foul costs a ball, not just the turn. One of your scored balls comes back out on to the table, and if you have none yet you owe one, taken from the first ball you do score. That is what makes the game the famous crawl it is: two players nudging balls a millimetre at a time, because a foul is more expensive than a missed chance.
The oldest of the rotation family and the reason the family has that name. The lowest ball on the table is always the one you must hit first, and a ball is worth its number. The numbers come to 120, so 61 wins — and the frame can be over with balls still up, which is the whole shape of it. The 15 alone is a quarter of what you need, so a player who took the low balls cheaply can still lose to one who took the high ones.
The rack is the same as rotation: the 1 at the apex nearest you, the 2 and 3 in the far corners, the 15 buried in the middle. The ball you are obliged to hit is the closest one, the next two lowest are as far away as the table allows, and the biggest score cannot be had cheaply.
| ROTATION 61 | The classic game. A foul puts the incoming player behind the head string, which is a real penalty: you may not shoot at anything in front of the line, so a pack at the far end has to be reached the long way. |
| FILIPINO ROTATION | The same board, two rules changed, and they are the two that decide how it feels. A foul gives ball in hand anywhere, which hands the table over rather than making you travel — and three fouls in a row loses the frame, so a player who cannot reach the ball on cannot simply keep handing it back. |
| 15-BALL | Rotation without the rotation: the same scoring and the same 61, and nobody telling you what to hit. You pick which of the big balls to go after rather than working your way up to them. Its rack is the mirror, with the 15 at the apex. |


Only the 1, the 3 and the 5 are on the table, spread down the bed on the foot, centre and head spots, and there are a hundred and one points to be had off them three ways at once: pocketing, cannons and in-offs.
| To 90 | Everything scores. A ball pocketed is worth its number, a cannon off two balls is one, and an in-off is one. |
| 91 to 100 | Cannons only. Pocketing scores nothing from here. |
| The 101st | A cannon with the 1 struck first, and nothing else will do. |
And you cannot overshoot. A stroke worth more than the phase has left scores nothing and your visit is over. The ceiling before ninety is ninety, not 101, so a player on 88 cannot simply take the 5 — they need the 1, or a cannon, or an in-off.
The balls always come back to their spots.
Three more games on the same bed, each built on refusing you one ordinary thing.
| BANK POOL | Call the ball and the pocket, and bank it in. Only
the called ball, banked into the called pocket, scores — one ball a stroke.
Anything else that drops goes back on the table, and that is not a foul, so if your
called ball went in you keep the table. The break is not called, and what it banks in
counts.
What a bank is. The ball must come off a rail that does not run into the pocket it drops in. A rail is the cushion between two pockets, jaws included, so off the far side of the table is a bank, and so is off the jaw of a different pocket. A ball that runs along one of the pocket's rails, or clips that pocket's jaw on the way in, has not been banked. First to 8, and a foul costs a ball as it does at one pocket. |
| HONOLULU | A straight-in pot scores nothing. The ball has to arrive the hard way — off a bank, off a kick (the cue ball finding a cushion before it reaches a ball), or through another ball as a combination or carom. A bank is judged as it is at bank pool: off a rail that does not run into the pocket. The one shot every other game on this table is built around is the only one this game does not have. A straight pot is not a foul: it goes back on the table, and if you scored one properly on the same stroke you keep the table. First to 8. |
| SPEED POOL | Not a frame at all. You each clear a full rack and the clock is the score — lowest time wins. There is no turn to take from anybody and nothing to defend: any ball, any pocket, as fast as you can get to the next one. Potting the cue ball is not a foul — it comes back in your hand and the clock keeps running, which costs you more than a lost turn would. |

Pool kept on a ten-pin bowling card, and the only game here besides golf that you play against a card rather than against the person opposite. Ten balls, ten frames, and a maximum of 300.
A frame is two innings to clear the rack. Clear all ten in the first and it is a strike; clear them across both and it is a spare; anything else scores the balls you potted. The break is free — nothing on it counts, everything goes back up, and a scratch costs nothing — and then you call ball and pocket on every stroke.
The scoring is a real bowling card, which means a frame cannot be totalled when you finish it. A strike is worth ten and the next two innings; a spare ten and the next one. So the box stays blank until the balls that score it have been thrown, exactly as on paper, and the tenth frame earns two extra innings for a strike and one for a spare.
The board shows the five frames you are in, marked the way a bowler marks them: X a strike, / a spare, - a miss. MENU, then SCORECARD, for all ten.
There is nothing to play safe for — you are clearing your own rack and the table changes hands when your inning ends, not before — so the machine never plays safe at it either. It takes every pot however thin and chooses between them by where the cue ball finishes, which is what clearing ten actually asks of you.
The RULES row offers CANADIAN house rules as well as the standard game. Under those you do not call anything — no ball, no pocket, pot what you can. The break is a scoring stroke: whatever goes down on it stays down and counts towards your first inning. You play the white from wherever it finishes rather than taking it in hand, unless you potted it — a scratch on the break costs you the position and nothing else. And failing to reach a cushion is still a foul, but the incoming player takes the table as it lies instead of with the ball in hand.
Try it with the TENPIN ball set: ivory pins with the two red rings round the neck, numbered one to ten as pins are, and a swirled bowling ball for the cue ball.

The numbers on the balls are worth nothing by themselves. What scores is a cribbage — two balls totalling fifteen, potted one after the other inside a single inning. There are exactly seven of them in a rack: 1+14, 2+13, 3+12, 4+11, 5+10, 6+9 and 7+8. Five cribbages takes the game, and the rack is not played out once somebody has them.
In succession is the whole game. Pot the 4 and you are on a cribbage: the next stroke must pot the 11, there is no option to leave it, and failing is a foul that spots the unpaired ball and ends your inning. Pot two openers on one stroke and you owe both — take them in whichever order you like, but keep going until the list is empty.
The 15 pairs with nothing and can start no cribbage. Potted early it is spotted and that is not a foul; once every other ball is down it becomes a cribbage by itself, and it decides a game that is level.
The board carries all seven fifteens. A pair struck through has gone, a pair lit is open, and the ball you MUST POT is named beside them — which matters, because while you owe one it is the only legal shot on the table.

Every game uses the balls it is really played with, at the official size and weight. English pool is the odd one out: its cue ball is smaller and lighter than the object balls, a convention that comes from coin-operated tables needing to tell the white apart to return it. You will feel it — a light cue ball checks back off a full contact instead of stunning dead, and it throws the object ball further when you use sidespin. Billiards golf is played on that same pub table and inherits it.
| Game | Object balls | Cue ball | Specification |
|---|---|---|---|
| Snooker, 12ft and 10-red | 52.5 mm · 142 g | 52.5 mm · 142 g | WPBSA |
| Snooker, 6-red (7ft) | 50.8 mm · 116 g | 50.8 mm · 116 g | A compact set to suit the small table. 6-red is played full-size in competition, so there is no official spec for it on a 7ft bed. |
| UK 8-ball | 50.8 mm · 116 g | 47.6 mm · 94 g | WEPF: 2.000″ ±0.005″, 116 g ±2 g, with the traditional 1⅞″ cue ball |
| US 8-ball, 9-ball and 10-ball | 57.15 mm · 170 g | 57.15 mm · 170 g | WPA: 2¼″ ±0.005″, 160–170 g |
| Chinese 8-ball | 57.15 mm · 170 g | 57.15 mm · 170 g | WPA balls on a 10ft snooker-built table |
| Straight pool | 57.15 mm · 170 g | 57.15 mm · 170 g | WPA, on the 9ft American bed |
| Billiards golf | 50.8 mm · 116 g | 47.6 mm · 94 g | The UK 7ft table's set, small white included |
| English billiards | 52.5 mm · 142 g | 52.5 mm · 142 g | Snooker balls: a red and two whites |
| Russian pyramid, 12ft | 67 mm · 255 g | 67 mm · 255 g | The federation's current tournament ball. The largest ball in the game, on the smallest pockets. |
| Russian pyramid, 7ft | 57.15 mm · 158 g | 57.15 mm · 158 g | 2¼″, the smallest pairing the federation lists |
| Sinuca Brasileira | 54 mm · 155 g | 54 mm · 155 g | The Brazilian federation's ball, all seven the same size |
| Mesinha | 50 mm · 120 g | 54 mm · 151 g | The bar table's set: a white bigger and heavier than the rest |
| Paul | 42 mm · 110 g | 42 mm · 110 g | A small home set: a full snooker set of twenty-two balls, at the size a 6 ft table comes with. The smallest balls in the game, on 54 mm pockets. |
| Bar billiards | 47.6 mm · 120 g | All eight balls are the same: one red and seven whites, and any white on the table can be struck. | |
| Carom | 61.5 mm · 210 g | 61.5 mm · 210 g | Two cue balls — one each — and a red. Four-Ball adds a second red. |
Match length is set on the main menu: one frame, or best of 3, 5, 7, 9 or 11. The break alternates between players and the score carries through the match. A player who cannot catch up will concede rather than play it out.
Two games end on something other than a score: bar billiards ends when its clock runs out, and billiards golf ends when the round does.
Two ways to play without an opponent.
Free practice gives you the table on your own with no rules and no scoring. Put the balls wherever you like and hit them.
Practice
The pause menu in practice
CHALLENGESA chalk bullseye on the cloth to play the cue ball to: a 50 in the middle, then 20 and 10 rings, 26 cm across. Tap MENU in practice or a challenge and choose Target on; it is chalked where you last left it. Move the target puts it in your free hand, the same as a ball in hand: take it anywhere on the table and pull the trigger to put it down. Target off rubs it out.
When the cue ball comes to rest inside the target, the ring it stopped in — the 50, the 20 or the 10 — lights up. It goes out as soon as the cue ball moves again or you move the target.
A challenge can have its target. In the layout editor, PUT THE TARGET ON, then pull the trigger near it to pick it up and carry it like a ball. It is saved with the challenge and chalked on the table whenever the challenge is played; your practice target comes back when the challenge ends.
Challenges set you a goal on a fixed layout: a position to play from, a ball to pot, a score to reach or a table to clear. Each one is judged over a single visit, so a miss ends the attempt and you start again.
VS → Challenge on the main menu opens them as a page of cards; in free practice they are a chip on the pause menu. Each card is a picture of the layout with its name, what it asks and your best result underneath. Point at one and pull the trigger to open it. The first two cards are always there: THE TIMED SIX, six reds against the clock, and MAKE ONE. You can keep thirty-two challenges of your own.
| Row | What it does |
|---|---|
| NAME | Opens a keyboard. Type a name and press KEEP IT; SUGGEST starts you from a description of what it asks. A challenge with no name is described that way on its card, such as POT THE 1 TO THE 4 - US 8-BALL. |
| WHAT IT ASKS | JUST THE POSITION (play on from here, nothing is judged), POT A BALL, SCORE or CLEAR THE TABLE. |
| No clock / Against the clock | Whether it is timed. |
| The target | If the challenge has a target, it can also ask the cue ball to finish inside the 50, the 20 or the 10. |
| WHICH BALLS | For POT A BALL, the balls to pot. Pick more than one and all of them have to go down in the visit. |
| SHARE | Gives a six-letter code for it. See Sharing and the gallery. |
| DELETE | Throws it away. Press it twice. |
MAKE ONE, or Workshop → Challenge, opens the layout editor with the balls as they are on the table. So the quickest way to make a challenge is to set a position up in practice, or stop at one you keep getting wrong, and press MAKE ONE. A table with no balls on it starts from a full rack.
FROM A CODE, on the MAKE ONE card, takes a challenge somebody has shared: type the six letters and press GET THE CHALLENGE. It joins your cards and opens on its page. Or pick one in the gallery, where players put the challenges they want others to try.
Go to Home in the middle of a challenge and it waits for you. Home names it and offers CONTINUE, which puts you back at the table where you left it, and END CHALLENGE, which takes you to the challenge list. Tapping MENU goes back to the table too.
Set out a position by hand, from a classic match or one of your own, and see how you would have done. MAKE ONE, lay the balls out, then on its page choose WIN THE FRAME or WIN THE MATCH. Two chips under the goals set it up:
| Chip | What you choose |
|---|---|
| THE MATCH | The opponent, the match length and the frames each. |
| THIS FRAME | The points each (in the games that score points), who is to play, ball in hand, and at 8-ball whose balls are whose: open, 1 to 7 or 9 to 15. |
The rest is read off the balls: at snooker, a red is on while any are left, then the colours in order. MOVE THE BALLS still works. PLAY IT puts the position on the table, and it is judged at the end of the frame or the match. Share it by code like any challenge.
Or take the position from a match you are playing against the computer. Press MAKE A CHALLENGE on the pause panel, or on a match in SAVED MATCHES, and the balls, the score and the game are kept as they stand. Choose who you play and what the score is, then WIN THE FRAME or WIN THE MATCH from there.
Eight computer players. They differ in how straight they hit the ball, how much they think about where the cue ball finishes, how much risk they take, and how well they get out of trouble. The bars below are their actual settings.
Takes on everything and misses most of it. Hits the ball far too hard and has no idea where the cue ball will finish. Start here.
Will not take on a pot she does not fancy, and plays safe instead. You will not get many free chances, but she will not punish you hard either.
Plans properly and is good at breaking up awkward clusters, but he is not the straightest potter. He will build a break if you let him.
Fast and attacking. Hits everything with pace and takes on pots other players would leave alone. Streaky, and dangerous when it comes off.
Accurate, balanced and hard to fault. The first opponent who will make you work for the frame rather than wait for a mistake.
Pots nearly everything he looks at, from anywhere. He does not think much about the next shot, so his breaks tend to end by themselves.
Very straight and very controlled. She plays position on every shot, breaks clusters open when she needs to, and will punish a loose safety.
Aims perfectly and thinks about every shot for as long as it takes. It makes centuries at snooker regularly, with a best break of 134.
Records on Home keeps your results against each player and your best breaks. At pool it also counts your break-and-runs (frames won from your own break before the other player gets a shot), and at 9-ball your golden breaks. Records only count on the standard tables: see Which table.
At their shot they walk round the outside of the table to it, get down on it, and stay down a moment after the stroke. After a pot they step back with the cue held ready and carry it round to the next shot; after a miss or a safety they stand it upright again and go back to their place. In doubles, teams and Killer you see one computer player's cue at a time: the one at the table, or while you are playing, the one who plays next.
Settings → Opponents → THEIR CUES BETWEEN SHOTS turns this off: HIDDEN shows a computer player's cue only while it is down on the shot.
After a foul, PLAY AGAIN puts the player who fouled back at the table. On a Killer game, step 3 VS has a PLAYERS row instead, from 2 to 8, and a pick for each player. The order of play is drawn, and the scoreboard shows everyone's lives.
They aim for the part of the pocket a ball can really go in, and on a cut they miss on the safe side. With ball in hand they put the cue ball where they have a shot.
They know every game. At English billiards they play cannons and in-offs as well as pots. At bar billiards they play round the skittles and never risk the black one.
At snooker they break off like a snooker player: thin off the end red, round the table and back into baulk. The stronger players get it right; the weaker ones often leave you something.
The rules are enforced for you, and called out loud. You do not have to keep score or remember what is on.
The top line of the board names the game and its rules, such as UK 8-BALL · BLACKBALL or SNOOKER · MISS: PRO.
The referee knows every rule of every game: reds and colours in order at snooker, free balls and misses, your group at pool, the two shots at UK 8-ball, the push-out at 9-ball, cannons and in-offs at billiards, the skittles at bar billiards, and so on.
Most games do not let you just tap the pack. What a break has to do depends on the game:
| Game | A legal break | If you fail it |
|---|---|---|
| UK 8-ball — pub | Nothing is asked. | — |
| INTERNATIONAL | Pot a ball, or four object balls to a cushion. | Re-rack, opponent breaks. |
| ULTIMATE POOL | Three points: one a ball potted, one a ball left wholly past the middle-pocket line. | Re-rack. |
| BLACKBALL | Pot a ball, or two object balls across the line between the middle pockets. No cushion test at all. | Foul — your opponent gets a free shot. |
| US 8-ball, Chinese 8-ball | Pot a ball, or four object balls to a cushion. | Not a foul: re-rack and your opponent breaks. |
| 9-ball, 10-ball | Hit the 1 first, and pot a ball or drive four object balls to a cushion. | Foul — ball in hand. |
| Straight pool | Pot the called ball, or drive two object balls and the cue ball to a cushion. Both. | Two points off, not the usual one. |
| Rotation, Filipino, 15-ball | Pot a ball, or four object balls to a cushion. | Foul. |
| Bank pool | Pot a ball, or four object balls to a cushion. | You owe a ball. |
| One pocket | Pot a ball, or send one object ball or the cue ball to a cushion. | You owe a ball. |
Not sure why something was a foul? Press MENU and choose RULES OF THIS GAME. It shows a short rule book on the scoreboard: what you are trying to do, how you score, what a foul costs and how the frame ends. It covers only the rules you are playing (PUB, say, not all four UK 8-ball rule sets). If it runs past one page, hold the trigger on it and drag to scroll.
Hold X at any point and the board is replaced by a live photograph of the table from above, for as long as you hold it.
Some rule sets are timed. The break-off has no shot clock, and a timed frame or match starts when the break-off is struck. After that, the shot clock starts when the table becomes yours and runs while you line up; the scoreboard counts it down, it turns amber under ten seconds and red under five, and each of the last five seconds beeps. When it runs out you hear a klaxon and the board says OUT OF TIME. Online, a menu does not stop it: you cannot pause your opponent's clock from your headset. When you are given ball in hand, you get ten extra seconds on that visit to place the ball.
| Rule set | The clock | Out of time |
|---|---|---|
| UK 8-ball, ULTIMATE POOL | 30 seconds a shot, and a match clock of four minutes for each frame needed to win. | A foul: ball in hand. |
| UK 8-ball, BLACKBALL (WPA) | 60 seconds a shot. | A foul. |
| 9-ball, SHOT CLOCK | 30 seconds a shot, 60 for the first shot after the break and for a push-out and the shot after it. Once a rack each player has a 30 second extension: when your shot's time is up the clock runs on into it by itself, the board counts it down after EXT, and it says EXTENSION: 30 SECONDS with a beep. | A foul: ball in hand. |
| Snooker, SHOOTOUT | A ten-minute frame; 15 seconds a shot, 10 in the last five minutes. | A foul. |
| Snooker, THE 900 | A fifteen-minute frame; 20 seconds a shot. | A foul. |
| English billiards against the clock | 5, 10, 15 or 30 minutes, and 60 seconds a shot. | The turn passes, with no score and no foul. |
Online, only the player at the table can run out of time, and only their game calls the end of a timed frame; the other player's game takes it from theirs, so both always agree on the result.
You are asked what you want to do. You can play on from where the balls have finished, or make your opponent play the shot again. If a miss was called and the table can be put back as it was, that is offered too. The referee announces what you chose.
At snooker, failing to hit the ball on is always a foul. The referee also decides whether it was a miss: whether you made a good enough attempt. If it was a miss, your opponent can have the balls put back and make you play it again.
How strict the referee is, is set on the snooker RULES row:
| MISS: AMATEUR | A genuine try is enough — within about three ball widths, with most of the pace to get there. |
| MISS: CLUB | The default. Within a ball and a half, at nearly full pace. |
| MISS: PRO | As on television: almost every failure is called. Within about a third of a ball, and the cue ball must have had the pace to pass the ball on. |
How the referee decides. He looks at the ball on that you came nearest to, and asks two things:
| How close you came | Measured in ball widths — roughly three balls at AMATEUR, a ball and a half at CLUB, a third of a ball at PRO. |
| Whether it was a real attempt | How far the cue ball travelled against how far it had to go. A dribble that stops short is a miss however well aimed it was. |
He allows more room when you were snookered (three times as much) and on longer shots, as a real referee does. Three misses in a row lose the frame, but misses from a snooker do not count towards the three, and one good attempt starts the count again.
The same row has SHOOTOUT and THE 900. These are different, timed games with no miss rule: see The games.
To call a shot is to say, before you play it, which ball you are potting and in which pocket. Four games can ask for it, set on their RULES row.
| Straight pool | CALL THE BALL, the default, wants the ball only, and it may go down any pocket. CALL BALL AND POCKET wants both — nothing counts unless it was declared first, and that is the real game. |
| 10-ball | CALL SHOT (WPA). Every stroke is called; the break is not. |
| US 8-ball | CALL THE BLACK asks only for the last one, which is how most people play. CALL SHOT (WPA) asks for every stroke, which is how the rule book has it. |
| Chinese 8-ball | The same two, with CALL SHOT (CBSA) for the tournament reading. |
What the lamps mean. There is one behind each pocket:
| Flashing green | The game's call. It has picked this pocket for you; play the shot and it stands. |
| Solid green | A pocket you declared. |
| Red | A call is owed on this stroke, and this is not the pocket it is on. |
| Amber, filling up | The pocket you are looking at now, filling as the dwell goes on. Keep looking until it is full and it is called. |
| Grey | Nothing needs calling this stroke. |
The called ball also gets a chalk ring on the cloth. Nothing is called on the break, and the scoreboard says NO CALL NEEDED.
To call it yourself, or change the game's choice, use one of three ways, chosen on CALL A POCKET on Settings → Controls:
| LOOK + TRIGGER | Hold the trigger on your free hand, look at a ball or a pocket, and release to call it. |
| LOOK, STOOD UP | Just look at it, with no trigger. It only works while you are standing up, so looking around while you are down on the shot calls nothing. |
| POINT + TRIGGER | A laser from your free hand — or from the cue itself, if you have a real cue attached. |
The computer players call their pockets too, and you see the lamp light up as they play.
At snooker, English billiards, Sinuca Brasileira, carom and straight pool the referee calls your break as you build it: the running total after each scoring shot.
Settings → Sound → REFEREE sets a female voice, a male voice, or no voice at all. The scoreboard stays either way.
After every frame and match you get the figures, side by side as on TV: pot success, long pots, safety success, breaks of 20, 30, 50 and 100, average break, table time, fouls, and each player's best break shown as the balls they potted, in order.
In a match the break takes turns from frame to frame, except under WINNER BREAKS (9-ball and 10-ball), where the winner of each frame breaks the next.
Records
MATCH STATSEvery game can be played on more than one table, and the table changes how it plays: the size of the pockets, the speed of the cloth, the size and shape of the bed. Choose it on TABLE, the first picture on the strip along the foot of Home. Your choice is kept for each game separately.
Many games come in more than one size: 6 ft, 7 ft, 9 ft, 10 ft and 12 ft, where that game is really played on them. Only the bed changes size. The balls and pockets stay the same, so a smaller table is an easier one. The lines and spots are drawn to suit each size.
UK 8-ball also has the 6 ft and 7 ft nets tables: string nets under the pockets and a snooker-style cloth, as in the odd pub or pool club.
The standard table comes in three versions. They differ in how big the pockets are and how fast the cloth is. Each card in the picker gives its pocket sizes in millimetres, corners first, measured at the narrowest point.
| Table | PRO | TOURNAMENT | CLUB |
|---|---|---|---|
| Snooker 12 ft and 10-red, English billiards CORNER |
1.54 · 80.9 mm | 1.64 · 86.0 mm | 1.79 · 94.0 mm |
| MIDDLE | 1.65 · 86.5 mm | 1.70 · 89.5 mm | 1.90 · 100.0 mm |
| UK 8-ball 7 ft, 6-red snooker, billiards golf CORNER |
1.60 · 81.3 mm | 1.65 · 84.0 mm | 1.75 · 89.0 mm |
| MIDDLE | 1.60 · 81.3 mm | 1.69 · 86.0 mm | 1.81 · 92.0 mm |
| US 8-ball, 9-ball, 10-ball, straight pool CORNER |
1.78 · 101.6 mm | 2.00 · 114.3 mm | 2.06 · 117.5 mm |
| MIDDLE | 1.40 · 80.0 mm | 1.62 · 92.7 mm | 1.73 · 99.0 mm |
| Chinese 8-ball 10 ft CORNER |
1.50 · 85.7 mm | 1.54 · 88.0 mm | 1.61 · 92.0 mm |
| MIDDLE | 1.50 · 85.7 mm | 1.58 · 90.0 mm | 1.66 · 95.0 mm |
| Cloth | Fast | Normal | Slow, and the cushions are 2% deader with it. On the snooker and billiards tables, only a touch slower than normal |
A few games have only one table, marked ONE TABLE, AS BUILT: the two Russian pyramids (their pockets are barely wider than the ball), bar billiards, Paul and carom (no pockets at all).
After the three standard tables come four shapes: L-SHAPEDHEXAGONOCTAGONROUND. Play a real frame of snooker round a corner. Every game can use them except bar billiards, English billiards and carom. The pockets keep the game's size, so the pots are no harder; the angles are what change.
L-SHAPED
HEXAGON
OCTAGON
ROUNDBuild a table in the workshop, choose which games it is for, and press KEEP THIS TABLE. It then appears in the picker for those games, named after what it is, such as L 84MM or ROUND 112MM. You can keep twelve. FORGET IT deletes one.
Up to eight headsets share one table, on the same wi-fi or over the internet. Anyone else can watch.
Choose Online on step 3 VS. Pick how to play (below). If you host, you then choose the format and how many players, and press OPEN THE ROOM. If you join, you play the host's game.
| Format | How many of you |
|---|---|
| ONE V ONE | Two. |
| DOUBLES | Two, three or four. ALTERNATE VISITS (the default): each partner plays a whole visit, until a miss or a foul. SCOTCH: partners take a shot each. |
| TEAMS OF 3 | Four or six. |
| TEAMS OF 4 | Four, six or eight. |
| KILLER | Three to eight, or two of you in a game of six. |
| WINNER STAYS ON | Three or more, up to the most the host allows. See below. |
The computer plays every place nobody takes, and plays on for anyone who leaves. The host chooses the format and everyone in the room plays it.
| Option | Use it when |
|---|---|
| LAN (WI-FI) | You are both in the same house on the same network. One hosts, the other joins, and no code is needed. |
| HOST / JOIN | You are in different places. The host gets a code to share; the other player types it in. |
| QUICK | You want a game against whoever else is waiting. |
| PRIVATE ROOM | You want only the people you give the code to. It is not listed in Browse; a room made with HOST is. |
| BROWSE | You want to see which rooms are open and pick one. |
Everyone sees the same table, balls and score, and you see your opponent's cue as they play. After a foul, the player fouled against makes the choice.
If your connection drops during a frame, your place is kept for five minutes and the game tries to get you back in by itself. If CueVR itself closed, or the headset restarted, start it again: Home and the Online page offer REJOIN YOUR MATCH while your place is kept, and nothing else can be started until you rejoin or the place runs out. A club table's match takes you back to the same table, and a tournament match back into the tournament's room. Not back in time, and the frame is your opponent's.
If your opponent leaves, or does not come back in time, while you are at the table, you play on to the end of your visit. The frame and the match are yours when it ends, with every point and your whole break counted.
Every online frame and match is recorded when both players' games agree on it, with each player's figures and breaks; those are what the club's honours boards are made from. A frame somebody walks out of is kept too, as a win for the player who stayed, with both players' figures and every break made in it.
A room for a group. Two play a frame; the winner stays at the table and the next in the queue comes on to play them, and the challenger breaks. People come and go as they like, and the room runs until everyone has left. Only people play: there are no computer players in it.
Any game being played online can be watched. BROWSE lists rooms in two columns: those open to join, and those being played, each with WATCH. If you have a room's code, WATCH sits beside JOIN on the code screen. Every format can be watched: one against one, doubles, teams, killer and winner stays on.
A watcher sees the table, the strokes and the score as the players do, but cannot play: you hold no cue, the game, its rules and its table are locked, and there is no CONCEDE. The board says WATCHING and names the players. STOP WATCHING on the pause menu takes you home.
A snooker club online, for up to sixteen people at once. Go in from the Online page: the DOWN THE CLUB card says how many are in and who, and is lit while anyone is. When a club is full, a second one opens. While you are in the club, the card says so and cannot be chosen. Point at the card and the bar along the bottom of the panel lists everyone in the club, a line at a time, changing every few seconds.
You come in at the bar end, just inside the door, looking down the room at the tables, with no table of your own yet. Everyone else is where they really stand, in their headset with their name over it, and you hear them from there. Free tables are lit lower than tables in play, so you can see at a glance where the games are.
| The glass says | What you can do |
|---|---|
| THIS TABLE IS FREE | PRACTISE HERE takes you through the game and its rules, then PRACTISE makes it your table, in your own style, and racks a practice frame. SET UP A GAME takes you through the game, its rules and how many frames, then HOST A TABLE. BACK steps back one page at a time. |
| YOU ARE PRACTISING | SET UP A GAME, or RELEASE THE TABLE to give it back to the club. While it is yours, the glass only appears when you step back from the rail, so it is never in the way of a shot. |
| <NAME>'S TABLE | The game, its format and how many seats are taken. JOIN their game: you play on their table, in their cloth, wood, leather and balls. |
| <NAME> IS PRACTISING or a match on | Nothing to press. Stand and watch. |
What the club's tables can be: the standard rectangular tables only, at any of their sizes, with their pockets and nets. L-shaped, round and many-sided beds, and tables from the workshop, cannot be used in the club; your own choice is kept and comes back when you leave. Bar billiards and five-pin cannot be played in the club.
A hosted table is the host's: their game, their rules and their table's design appear on it for everyone in the club, so you can see what is being played before you join.
The club's records hang on its walls, in gilt on mahogany: the most frames won, the best win rate (over 20 frames or more), break-and-runs, clearances, and the highest break at straight pool, 15-red, 10-red, 6-red and 3-red snooker and English billiards. They are the top ten of all time, from online frames both players' games agreed on, with both players' Meta accounts proved, so a record is the account's and not a name anyone can type.
Below each board, on the sideboards at both ends of the room, stands that record's trophy. Each finished month's winner is engraved on its plates, from November 2026; the plates keep the twelve most recent months. When two or more players finish a month level at the top, they are joint winners: all their names go on the plate, and each of them gets the month's trophy in their cabinet. Squeeze a grip near a trophy to pick it up and read it.
The TOURNAMENT WINNERS board, by the door across from the blackboard, lists every club tournament's champion, newest first. On the pedestal in front of it stands the latest tournament's trophy, engraved with the tournament, its day and its champion.
Knockout tournaments, organised by the club and run on the night by the game itself. When one is coming up, the club's blackboard by the door has it: the name, the day and time (in your own time zone), the game and its rules, the races, and who has signed up.
The tournament's tile on the Online page sits beside DOWN THE CLUB. Before the night it says you're in and when it starts, or sign up in the club if you have not entered.
On the night
Stepping out, and dropping out
| If | Then |
|---|---|
| You leave the room between matches | Come back in from the tile whenever you like. Your next match is only called once you are both there. |
| Your match is ready and you are not in the room | You have 5 minutes to come in. After that your opponent, if they are there, goes through on a walkover. If neither of you comes in 5 minutes, the lower draw number goes through. |
| You drop out during a match | The match is paused. You have 5 minutes to come back, or your opponent goes through. If CueVR closed, start it again: the Online page has Rejoin your match while your place is held. |
| The two of you disagree about a frame | The frame is played again. |
A match is never handed to the computer: someone who does not come back loses it on a walkover.
Watching: anyone can watch from the tile once the room is open. Watchers are not seen, and they can hear the players talking but cannot be heard themselves.
Talk to the other players in any online room. It is off until you turn it on: Settings → Sound → YOUR MICROPHONE.
| YOUR MICROPHONE | What it does |
|---|---|
| OFF | Nothing is sent. You still hear everyone else. This is how it starts. |
| PUSH TO TALK | Hold either thumbstick in to talk. Pressing it during a replay restarts the replay instead. |
| OPEN | You are heard whenever you speak. |
Your voice goes only to the people in the room, and it is not recorded or kept. The privacy policy has the details.
A player's career on one of eight tours, from a club league to the top of the sport. Up to twelve careers are kept at once.
Career
Career
Starting a tour career
NEW CAREER
A simple career
ACHIEVEMENTS| Choice | What it does |
|---|---|
| TOUR | Snooker on a 12 ft table, UK Ultimate pool on a 7 ft table, US 9-ball or US Ultimate pool on a 9 ft table; English billiards, three-cushion, free pyramid and Brazilian bola 8, each on its game's table (see More tours). |
| START IN | The level you join at: on snooker, a club league, the county championships, the national amateur tour, the qualifying school or the pro tour. Every tour has five levels, each with a name. Win enough and you go up a level at the end of the season. |
| YOUR NAME, YOUR COUNTRY | How you appear in the draws and the rankings, with your country's flag. A new career starts in the country the sport is strongest in (Korea for three-cushion, Russia for pyramid, Brazil for bola 8); change it if you like. |
| MATCHES | BEST OF 1 for quick games, every match one frame. SHORT: best of 3 low down and best of 7 at most. FULL LENGTH: every event at its real length, up to the long matches of a world final. Three-cushion matches are one game to a points target instead, shorter or longer the same way. |
| REDS | Snooker only: 15, 10 or 6 reds. The break records follow the game, so a 6-red career counts 50+ breaks where a full-reds one counts centuries. |
Four tours are run the way their sports really run, not like the snooker tour:
| Tour | How it runs |
|---|---|
| English billiards | Every match is 150-up. From the club league and county events through the national championships and the open qualifiers to the World Billiards tour of about fifty players, its ranking events and the World Championship. Prize money is in pounds. The career counts your 100+ breaks and your highest break. |
| Three-cushion | Each match is one game to a points target. The World Cups have qualifying knockouts down to 32 players, then eight groups of four, where everyone in a group plays everyone else once. The top two in each group go into a knockout from the last 16. A group is ranked by wins, then points difference, then points scored. Prize money is in euros. The career counts your highest run and your points. |
| Free pyramid | Free pyramid, where any ball may be potted. Club tournaments, regional and national championships, then the international circuit: the European Championship, the Kremlin Cup and the World Championship. |
| Brazilian bola 8 | Bola 8 on the mesinha, from bar leagues and city events through the state circuit and its qualifiers to the LBS, a league of sixteen. Prize money is in reais. |
In three-cushion, a group round's draw shows the groups four to a page, starting with yours. Each group has its table (played, won, points difference) and that round's two matches. Once the groups are over, the two going through stay bright. Pick a player to open their page.
The career hub
After a match
An event's drawPLAY NEXT MATCH puts it on the table. SIMULATE TO MY NEXT MATCH plays every other match up to your next one. When you have a match already started, the first button says CONTINUE MATCH and takes you back to it. When you have no events left in the season, it says FINISH THE SEASON: it plays the rest of the season out and opens the review.
CONTINUE
CALENDAR
RANKINGS
HOW THEY PLAY
STATS
SEASONA club league is played in divisions of up to ten. Each player's page has DIVISIONS WON, the divisions below the top they have won, and under PAST SEASONS where they finished in the league each season, for example DIVISION 8, 1ST OF 10. Winning the top division is the league's title, and counts among the player's titles.
The league's page has THIS SEASON and LAST SEASON: last season's tables, every division, as they finished. Before the new season's league begins, the page shows last season's.
Every player on a tour has their name, nickname, country and cue, and plays at a set strength, measured by playing games in CueVR. The cue they strike with is the one on their page. You will meet the same players again season after season.
On the US tours, Europe plays the Americas each season: singles, scotch doubles and five-a-side team matches. Where your side has you in a doubles or team match, the computer plays your team-mates.
A career match cannot be ended or racked again half-way through. There is no END MATCH or RE-RACK in a career. To stop, use PAUSE MATCH or SAVE AND LEAVE (see Saving and resuming) and come back to it. Career matches count towards your records, apart from doubles and team matches.
Turn on Tour matches at the event's venue under Environment → Surroundings, and every tour and event match is played in its event's room instead of yours. The leagues are in pubs and clubs, the county and national events in clubs and television studios, the pro tour in arenas and studios, and the majors in big arenas and theatres. The same event is always in the same room.
With it off, which is how it starts, tour matches are played in whatever room you have chosen. Two things happen either way: the World final is in the Arena, and the venue's crowd is heard — see The crowd.
Any event from the tours by itself, without a career: a pub league, a ranking event, a World Championship or the Atlantic Cup.
Events
The event hub
DRAW
EVENTS RECORD
EVENTS
NEW EVENT
RESULTS| Choice | What it does |
|---|---|
| FIELD | How strong the other players are, from a club league up to the pro tour. |
| YOU START | Where you are seeded, or unseeded. |
| MATCHES | BEST OF 1, SHORT or FULL LENGTH, as in a career. |
| REDS | Snooker only: 15, 10 or 6. |
| FIELD NUMBER, REROLL | REROLL draws a new field. The same number always gives the same event. |
An event match is played to the end in the same way as a career match: no END MATCH and no RE-RACK, and PAUSE MATCH to leave it.
Every event has its trophy, the same one every season, with its winners engraved on it. Win one and it stands on the table. A career keeps its titles on shelves in the room.
The event's name is on the front plate. Down the sides and the back is a plate for each season, most recent first, with that season's winner. Your name goes on when you win it.
Win a league division below the top and you get its shield: a wooden shield on a small stand, with silver on it, the league and the division on the top plate and a plate for each season's winner below. The division just below the top has the bigger shield, the ones under it smaller. There are six designs, and a league keeps the same one. Winning the top division is the league's cup.
A simple career has a shield for each league you win, the pro leagues' bigger than the amateur ones', engraved with the seasons you won it. A simple career started before 6.7.2 has a shield for winning the amateur league and one for winning the pro league if you had, without the year.
| To | Do this |
|---|---|
| Take a trophy down | Squeeze a grip near it. Let go and it goes back on its shelf. |
| Move the shelves | MOVE THE CABINET, then push the stick to slide them across the floor. |
| Turn them | While moving them, squeeze the side trigger: the stick turns them. Squeeze again to go back to sliding. DONE keeps them there. |
Each career has its cabinet, its shields on the shelves below the cups. A simple career has one too: TROPHY CABINET on the career's page. A stand-alone event's title is celebrated on the table, but only a career's titles go in its cabinet.
Everything you have done is kept: your best breaks, every game's figures, the shots you kept from replays, your career and the club tournaments you have entered. Records is the third tile down the side of the glass.
Stats
Overall stats
Games
Replays
Career
TournamentsEvery match is saved after every shot: against the computer, in a career and in an event. Close the game and carry on from the same shot.
| Button | Where | What it does |
|---|---|---|
| SAVE AND LEAVE | Pause, at the table | Keeps the match and goes to Home. |
| PAUSE MATCH | Home, with a match on | The same, from Home. |
| CONTINUE MATCH | Home | Back on the table with the saved match: the career's or event's match when step 3 is that career or event, otherwise the one saved last. |
| CONTINUE CAREER / CONTINUE EVENT | Home | The hub, so you can look at the standings first. Its CONTINUE MATCH carries on with the match. |
| SAVED MATCHES | Home | Every match kept, up to twenty, newest first. Continue any of them, or delete one you have finished with. |
A resumed match comes back on the ball set it was played with, because sets weigh differently. A new match is racked on your own choice.
Settings → Backup keeps your settings, cues, ball sets, table styles, drills, careers, records and kept replays on the CueVR server, under your Meta account. BACK UP NOW makes one straight away, and CueVR also backs up by itself once a day. The last three are kept, listed by date and size.
To get one back, on any headset signed in to your account, choose RESTORE beside it (press it twice), then close CueVR and open it again: the backup is put in place as the game starts. If your kept replays would make a backup too big, they are left out of it, and it says so.
Every shot is recorded. Watch it again from anywhere round the table, and keep the ones worth keeping.
After a shot, press MENU and choose Replay. You see the shot again from a few seconds before it, cue and all. Online, your opponent's shots replay with their cue too.
| To | Do this |
|---|---|
| Watch from somewhere else | Move the table with the thumbsticks, as you do when playing. |
| Slow it down | Pull a trigger: the further you pull, the slower, down to a quarter speed. The other trigger halves that again. |
| Watch it again | Press A. With a real cue in your hand, press a thumbstick in. |
| Keep it | Point at KEEP THIS SHOT on the scoreboard. It tells you how many you have kept, such as SAVED 3/128. |
| See the other shots | PREVIOUS SHOT and NEXT SHOT. PLAY THE BREAK plays your whole break, one shot after another. |
| Hide the ball trails | Each ball's path is drawn on the cloth in its colour. BALL TRAILS turns them off. |
The replay also shows the shot you played: how hard, how much spin, and where the tip hit the cue ball, and how far side pushed the ball off your line.
With a real cue, SHOW THE DELIVERY shows how straight your cue went through the ball, from the back of your backswing to the end of your follow-through, magnified so that 20 mm either side of the line fills the picture. TOP DOWN shows left and right, SIDE ON up and down. Practice swings before the shot are left out. SHOW THE STROKE goes back.
Records → Replays on Home lists the shots you kept. PLAY watches one, DELETE throws it away. You can also get there from the Replay gallery chip on the pause menu. A kept shot plays back on the table it was played on, even after you change tables.
Fix a controller to a real cue and you play with the cue in your hands: your own bridge, your own stroke. First you show the game, once, where the controller sits on your cue. After that the cue on the table goes wherever your real one goes.
Once it is set up, the cue plays the ball when its tip reaches the ball, just like a real one. There is no button to press to strike.
Go to Settings → Controls and press CALIBRATE A CUE (it says CALIBRATE AGAIN once a cue is set up). The table disappears while you are on this screen, and you see your own room, so you can see your cue.
From here on you do not need to look at the big screen, or press anything except the one trigger pull in step 1. The big screen goes away and a small card appears just above the controller on your cue, where you are already looking. It names the step, says what to do, and has a bar that fills as you go.
The dotted line shows where the game thinks the middle of your cue is. When it runs down the middle of your real cue to the tip, it has found it.
The card turns orange and says why. It only does this when a step clearly did not work.
| The card says | What happened, and what to do |
|---|---|
| THE TIP MOVED - PUT IT DOWN AGAIN | The tip slid or lifted during step 2 or 3. Put it down again, on something grippy, and pull the trigger. |
| LOST THE CONTROLLER - KEEP IT IN VIEW | The headset could not see the controller for too long. Hold the cue further out in front of you, and keep your hand off the front of the controller. |
| IT LEANED - KEEP IT ON THE SAME LINE | The cue leaned about too much while you twisted it. You go back to step 2 with the tip still down: twist again, more slowly, only twisting the cue and keeping it on the same line. |
If you use more than one cue, or more than one clamp, you can keep a calibration for each and switch between them without setting up again.
A calibration is fixed to the controller and does not wear out. What does drift is the headset's tracking: over a session it can come to see the controller a few millimetres or a fraction of a degree from where it really is, and then the whole cue sits a little off. This puts that right, and you can do it whenever you like, even at the table in the middle of a frame. The side trigger is the grip button on the side of the controller, under your middle finger.
Switch it on first: Settings, Cue feel, SIDE TRIGGER NUDGE. It starts off, so that a squeeze on the side trigger never moves your cue unless you have asked for it. Switching it off again takes away any nudge you have made.
Open the set-up screen when your cue is already set up, and it opens on your calibration with two adjustments under it. Point at a − or + with your other hand and pull its trigger.
| Row | What each press does |
|---|---|
| Tip length | How far the tip is from the controller, 1 mm a press, or 1 cm a press with -1 CM and +1 CM beside it. Use it if the drawn tip ends short of your real tip, or past it. |
| Cue rotation | Turns the drawn cue round its length, a degree a press, so its points and badge face the same way as your real cue's. It only turns the picture of the cue: your aim and your tip do not move. |
Every press saves straight away.
A controller clamped to a cue is on the end of a metre and a half of timber. The game assumes you cannot reach it, so with a real cue set up, everything you need is on the hand that is free.
This only applies once a cue is calibrated and CUE is set to REAL CUE.
Your free hand has one stick, so the side trigger switches what the stick does. The panel always says which job it is on.
| Where | The stick | The side trigger |
|---|---|---|
| Placing the table (MENU → Table) |
Sets the height, and turns the table left and right. | Switches the stick to sliding the table about instead — forward, back and sideways. Squeeze it again to go back to the height. |
| The mark round your real table (the square) |
Moves it. | Steps the stick through move, size and turn. It turns both ways. |
| The scoreboard (Scoreboard on the placement screen, from Environment → Table) |
Carries it. | Steps the stick through move, turn and raise, and size. |
| At the table, during a frame | Moves the table — see the next section. | Holds the drawn cue still so you can line your real one up on it. That is all it does at the table. |
| Setting up the cue (CALIBRATE A CUE) |
Nothing: the three steps need no stick. | The fine-tune, as at the table: holds the drawn cue still, and moves it onto your real one when you let go. |
| Control | What it does |
|---|---|
| Press the thumbstick in (tap) | Shows the mark round your real table for a couple of seconds. |
| Press the thumbstick in (hold) | Takes the last shot back, in practice. Hold it until the bar on the panel fills. |
| Point with the cue | You can point at menus with the cue, as well as with either hand. |
| A on the levelling screen | Works from either hand. |
| MENU row on the scoreboard | Only the left controller has a MENU button. If your cue is on the left controller, the scoreboard shows a MENU row you can point at instead. |
How your real cue feels (smoothing, how the drawn cue turns, deflection, the tip and stroke weight) is on Settings → Cue feel.
The pen works as a cue. Its buttons do these jobs:
| On the pen | What it is |
|---|---|
| Middle pad | The trigger. |
| Pressing the tip | The grip. |
| Front cluster button | The lower button — A or X. |
| Back cluster button | The upper button — B or Y. |
| Front button, double tap | MENU. |
| Back button, double tap | Clicking the stick. |
The double taps come from the pen itself, not from the game, so they feel the same as they do everywhere else on the pen.
Your other controller stays live — it still points at menus, still bridges, still presses things. If you would rather it stood down while the pen is in play, Settings → Controls → OFF HAND has that; the row only appears once the game has actually seen a pen.
You can move the table at any time, even mid-frame, to bring a shot to you. With a real cue, one of your sticks is on the cue. TABLE MOVEMENT on Settings → Controls has three ways to work. Two are below; the third, SNAP TO THE EDGES, is for playing over a real table (see Snap to the edges).
| TWO STICKS | ONE STICK | |
|---|---|---|
| Left stick | Slides the table about the floor. | The hand that is not on the cue keeps sliding the table about the floor, exactly as it does in two-stick mode. Nothing is lost by switching. |
| Right stick | Turns the table. | |
| The cue hand's stick | — | Up and down brings the table nearer and pushes it away, along the line you are looking down. Left and right turns the table about the cue ball. |
| On each fresh push | Nothing. | The table swings round so the cue ball is straight in front of you, at the same distance. Then the stick works along that line until you let go. |
The table swings round once each time you push, not all the time, so it does not follow you round the room.
This is the first step of the table panel, and the one worth doing properly. If the cloth is drawn over a real piece of furniture you can lean on it, rest a bridge hand on its edge and walk into it safely — and the game table stands on whatever you mark, so marking it well is how the cloth ends up at the right height and the right way round.
Stand at the edge of your desk, point along it and hold the trigger: the outline comes to your hand, at your hand's height, running the way you are pointing. Let go and it stays. From there the left stick slides it, the right stick sizes it, grip with the right stick turns and raises it, and you can grip any corner and drag it onto your real corner. RESET THE OUTLINE puts it back under the table if you lose it.
Or use both hands: hold both triggers and the line between them is the near edge, so the width comes from your reach along with the angle and the height. A hand on each corner of your desk sets the whole thing in one go.
The bright edge is the side you play from; amber means you are standing at a different one and should rotate the outline round to you. Show it while you play — Never, Always, or On press — from the same panel.
Once the mark is in, the TABLE MOVEMENT row has a setting built around it: SNAP TO THE EDGES. Stand at your real table's edge and the virtual table squares itself to the edge you marked — the outer wood of the frame lands exactly on your real edge, so when you rest your bridge hand on the rail it is resting on real timber.
You can change the table, the cloth, the woodwork, the balls, the lighting and what surrounds you. None of it changes how the game plays.
| Where | What it changes |
|---|---|
| TABLE (the strip) | The bed: the pocket templates PRO, TOURNAMENT and CLUB, the shapes that are not rectangles, and anything you have built. |
| CLOTH (the strip) | The colour of the cloth. Twenty-four to choose from. |
| TIMBER (the strip) | The timber of the frame and rails — varnished or plain, sixteen colours and your own, eleven woods — and, on the chips along the top of the same card, the BODY: the build of the table itself, legs, cabinet and proportions. Seven designs, or Auto to give each game the body it is usually played on. |
| BALLS (the strip) | Which set of balls is racked. Twenty-six sets. The chips on the same card also set whether the cue ball carries measle spots — with them on you can see what the white is doing, how much it is spinning and which way. |
| CUE (the strip) | Your cue, from a rack of twenty-three or your own. |
| Environment → Lighting | The light rig over the table. |
| Environment → Surroundings | Your own room, a dark hall, an arena, a pub, a snooker club, a dining room or a library. Also chips on the pause menu, since that is the one you change mid-frame. |
| Workshop → Cue | Build a cue the way a real one is made: splice, veneers, panels, insert, plate, end cap, woods and colours. See Cues. |
| Workshop → Ball set | Start from an authored set and change the style, numbers, band width, number spokes, stripe ground, the low balls, the high balls and the black. Any colour row can step back to PER NUMBER to take its colour from the set's palette. The Finish page also has WEAR: how played-in the set is, which is a different thing from SHINE — shine is how the set was made, wear is what has happened to it since. |
Both workshops keep what you build, and both can SHARE it as a six-letter code and take one in with ENTER A CODE. The ball workshop's START FROM lists your own sets after the built-in ones. Online, your opponent sees your cue as you built it.
Seven bodies, on the BODY chips at the top of the timber card. Each one follows the shape of the bed, so an L-shaped or many-sided table gets the same design.
AUTO gives each table the body it would really have: the 7 ft pub table gets CABINET, the 9 ft American beds and straight pool get PRO, the 12 ft match table, 10-red snooker, English billiards and Paul get SNOOKER, and everything else — the Chinese 10 ft, pyramid, bar billiards, the rotation games and any many-sided or round bed — gets VICTORIAN.
A table dressed with string pockets is always built on one of the three snooker bodies — SNOOKER, ARCADE or MATCH — whichever else you pick. The bags and the collector rails hang in the shelf their overhang leaves, and on any other design they would be buried in the cabinet or left floating under it.
It works the other way too: SNOOKER is only offered on a table that has the bags. The overhang exists to leave them somewhere to hang, so on a table with drop pockets there is nothing to put in it and the body is a heavy cabinet wrapped round nothing. The TABLE row steps over it on those tables.
Two more pieces of hardware sit on the rails, and both follow the table rather than your timber.
Workshop → Table can dress a table it built with the same furniture — see Build a table.
Twenty-seven sets. The BALLS panel opens a gallery: one rack, one table, one camera, so the only difference between two cards is the set.
BALLS
The set
Colours
Stripes
Numbers
Ring and pips
Pattern
FinishThe TIMBER panel sets the rails and the body together, in three choices made one after another: the finish, the colour, and — for a varnished finish — the wood. The wood does not choose the colour, so varnished oak can be navy. Every tile on the card is a picture of the rail in what that tile offers, so it looks like the timber you will get.
| Choice | What it does |
|---|---|
| FINISH | VARNISHED is a real wood's grain under a clear lacquer that reflects the lamps. PLAIN is the colour alone, with no grain. |
| COLOUR | Sixteen colours, and YOUR OWN, which opens a mixer for any colour at all. |
| WOOD | Varnished only. Rosewood, birdseye, curly maple, ribbon, ebony, wenge, mahogany, oak, walnut, cherry and maple, each drawn from photographs of the real timber. |
| SHINE | On the WOOD tab. OFF, no clear coat at all; SMOOTH (the default); or WITH THE GRAIN. SHARPNESS beside it sets how the lamp sits in the coat: low is a broad soft glow, high a small bright point. It starts at 18. |
| LEATHER / METAL | Beside the finish: on a table with string pockets, the colour of the leather over each pocket; on a table with corner castings, the colour of the metal. DEFAULT in the mixer puts the table's original colour back. |
A fresh install starts on smooth varnished mahogany in TOURNAMENT. The body is drawn in the timber's colour; Settings → Graphics → BODY GRAIN draws the wood's grain on the body and legs as well, without the varnish, for a little more work on the headset.
The sixteen colours, each in smooth varnished mahogany:
















The eleven woods, each in a colour that suits it:











The cloth picker
MIX A CLOTHTwenty-four colours. Here are twelve of them:












The rest: SILVERTAUPEGOLDNUTMEGRANGER GREENOLIVESAGEPOWDER BLUENAVYLIGHT PURPLEREDORANGE
A table style is the whole look of your table kept under one name: the cloth (a colour you mixed included), the timber and its finish, the body, and the pocket leather or corner metal. STYLES, beside the title on the cloth and timber screens, opens them.
| Button | What it does |
|---|---|
| SAVE THIS STYLE | Keeps the table as it looks now. Type a name for it. |
| A card | Puts that style on the table. |
| SHARE | Gives a six-letter code for the style you picked; once it has, the button says PUT IN GALLERY. |
| ENTER A CODE | Puts somebody else's style on your table and keeps it with yours. |
| DELETE | Throws the picked style away. |
| DONE | Back to the cloth or timber screen. |
A style only changes how the table looks. The table you play on, its size and its pockets, stay as they are.




AMBIENT, on the row under LIGHTING, sets how much of the light reaches a surface from the room rather than from the fixture above the table. Turning it up lifts the balls, the cloth and the woodwork out of the dark without moving the fixture, so the shadows stay where the rig put them; turning it down deepens them. It runs DIMMER, NORMAL, LIFTED, BRIGHT, BRIGHTER, BRIGHTEST, FLAT, and it starts at NORMAL, which is every rig exactly as it was built. Use it if your headset or your room makes the table darker than it looks here.







SMOKE and TAR, on Settings → Graphics, set how thick the smoke hangs in the pub and the snooker club, and how yellow it has turned the ceiling. Every pub and club among the venues is smoky to the same levels.
Three of the rooms play music, and nothing plays until you start it. The music comes from where it is played, so it gets quieter as you walk away; its volume is MUSIC on Settings → Sound. There are seven piano pieces: Maple Leaf Rag, Clair de lune, Fantaisie-Impromptu, Canon in D, Arabesque No. 1, the Revolutionary Etude and the Impromptu in E flat.
You can lean over anything below your waist, such as the piano or a table, without the room moving away from you. Taller things still stop you.
In every room but your own and the dark hall, walls stop you, and Movement: Camera lets you walk round and look at it all. Steps take you up and down: the banks of seats in an arena or a theatre, the stairs down into a club's pit and its gallery, and the library's spiral staircase.
Environment → Venue makes a room of your own to play in, from the same rooms the tour's events are played in. Choose what kind of room it is, and it is built for you. It stands round your table in any match, on your own or online — online it is only what you see; the other players keep their rooms.
| Row | What it does |
|---|---|
| OFF / PLAY IN IT | Beside the title. On, your venue replaces the room chosen on Surroundings. Your venue on the Surroundings chips, or on the pause menu's ROOM row, turns it on too. |
| TYPE | Pub, club, arena, television studio or theatre. |
| STYLE | The kinds that type comes in. A pub can be an estate pub, a Victorian gin palace, a country inn, a sports bar or a working men's club. An arena is in a ballroom, a conference hall or a sports hall. A studio is in a warehouse, a black box or an old mill. A theatre is in the round or has the table on its stage. A club depends on the game: a snooker club, a snooker academy or a show table down in a pit for snooker; a pool hall or a pool academy for pool. |
| SIZE | Small, medium, large or biggest: how big the room is, how many other tables a club has, and how many seats an arena has. |
| NEW ROOM | Another room of the same type, style and size. Every one is different. |
| ADD TO FAVOURITES | Keeps this room, up to eight. Each one is a chip under FAVOURITES, named by its style and size; point at it to go back to that exact room. REMOVE FROM FAVOURITES takes the one you are in off the list. |
| TABLE | My own keeps your table as it is. The venue's puts out the table and balls the room would use. Online you always play on your own. |
The venue is dressed for the game you are playing: a club's other tables are the same game as yours, and the room changes with it if you rack a different game.
Online, Host's room on the pause menu's ROOM row puts you in whatever room the host is playing in: one of the rooms, or their venue. If the host changes room, you change with them. It stays chosen for your next online games until you pick another room. If the host is in Your room (the headset's camera), you see your own.







The venues have people in their seats, and you hear them. In your own rooms you hear the people who would be there — friends, diners or drinkers — if CROWD is set to ALL GAMES.


| Setting | Where | What it does |
|---|---|---|
| VENUE CROWD | Environment → Surroundings | How the people look: People, Silhouettes, or Off for empty seats. |
| CROWD HEADSETS | Environment → Surroundings | On puts a Quest 3 on every face in the crowd, either look. |
| ADVERTISING BOARDS | Environment → Surroundings | The sponsors' names on the venues' boards, or plain boards. |
| CROWD | Settings → Sound | OFF; EVENTS (the venues only, and how it starts); or ALL GAMES, every game, with each room's people. |
| CUSHION | Settings → Sound | How loud the balls are on the cushions and jaws. |
What you hear. The room talks quietly as you walk in and between frames, and settles as you get down to break. While you play it is quiet, and it answers what happens the moment it happens:
You hear the crowd from where it sits, so the stand on your left is on your left. Every room claps differently.
Workshop → Table on the main menu is a real table designer: the bed, the pockets, the jaws and the game. The table in front of you changes as you turn the knobs, and anything that would make it unplayable is refused with the reason.
Pages run down the side, as in the ball and cue workshops. The fittings page has BALL RETURN: a tray under each pocket, nets, or nets feeding a collector.
| To do this | Do that |
|---|---|
| Choose a row | Point at it. |
| Nudge it one step | Pull the trigger on the chevron at either end of the row — left third down, right third up. |
| Run it a long way | Pull the trigger in the middle of the row and hold it. How far left or right of the middle you are pointing sets the speed; a full push crosses the whole range in about two seconds. The table is rebuilt once, when you let go. |
| Change page | The PAGE row at the bottom. |
| Move the table itself | The sticks still work: left slides, right turns. Height is not available on this screen. |
| Leave | The BACK row. No button leaves this screen. |
Named rows — START FROM, BED SHAPE, JAW STYLE, RULES and both SOFTNESS rows — step one press at a time however hard you push.
Table
Bed
Pockets
Jaws
Game
Fittings| Row | What it does | Range |
|---|---|---|
| BED LENGTH | The length of the playing surface. On any shape but a rectangle the row is called SIZE, because there is only one dimension. | 800–4000 mm, 50 mm a press |
| BED WIDTH | The width. The row disappears on every shape except RECTANGLE. | 400–4000 mm, 50 mm a press |
| BED SHAPE | Ten shapes — see below. | — |
| BALL SIZE | The object balls, across. | 20–160 mm, 1 mm a press |
| CUE BALL SIZE | A separate white, as English pool has. Wind it right down and it reads SAME AS THE SET. | 22–160 mm, or SAME AS THE SET |
These rows set the hole: the circle a ball is caught by. They do not set the opening — that comes out of the finished table, and is shown to you at the bottom of the panel.
| Row | What it does | Range |
|---|---|---|
| CORNER POCKET / MIDDLE POCKET | The hole, across. | 40–300 mm, 2 mm a press |
| CORNER DEPTH / MIDDLE DEPTH | How much deeper than the hole the catching circle sits. | 0–100 mm |
| CORNER CATCH / MIDDLE CATCH | Taken off the catching circle. It is signed: positive shrinks the catch, and negative makes the catch wider than the mouth — which is how a Russian table works. | −60 to +60 mm |
| RAIL WIDTH | The width of the rail timber. | 20–200 mm, 2 mm a press |
| Row | What it does | Range |
|---|---|---|
| JAW STYLE | ROUNDED (ENGLISH) or MITRED (AMERICAN). One press. | two values |
| CORNER ANGLE | Rounded: degrees off the pocket's axis. Mitred: degrees off the rail. | 15–75°, or 20–89° mitred |
| MIDDLE ANGLE | Rounded: signed, degrees off square — the ready-made tables use +10°. Mitred: degrees off the rail. | −40 to +40°, or 20–89° mitred |
| CORNER SOFTNESS | Where the jaw curve starts along the straight rail. | 30–200 mm, 2 mm a press |
| MIDDLE SOFTNESS | The same, for the middles. Reads AS CORNER if it has never been set. | 30–200 mm, 2 mm a press |
| KNUCKLE RADIUS | How rounded the knuckle tips are. On a mitred table this is the arc the two straight faces run into, so it shapes the tip a ball rebounds from, where the softness rows below do nothing at all. | 0–50 mm |
| CORNER SET-IN / MIDDLE SET-IN | How far the pocket centre sits out past the boundary. | 0–120 mm |
| Row | What it does | Range |
|---|---|---|
| USE FOR | Which games this table will appear on, as a set rather than a single choice — tick as many as you like. Each one you add brings its furniture to the preview: add snooker and you see the red count, the six spots and a D; add a pool game and the reds and the D go and the baulk line becomes a head string. A game whose rack will not fit your bed is refused with the reason straight away. | any of the games |
| BAULK LINE | Where the baulk or head line sits. | −2000 to +2000 mm, 10 mm a press |
| THE D | Its radius, or NONE. | 0–600 mm, 10 mm a press |
| CUSHION BOUNCE | How lively the rails are at a crawl. | 20–99% |
| BOUNCE FALLOFF | How fast that liveliness drops away as the ball arrives faster. A real cushion gives less back off a hard shot than a soft one. | 0–500 |
| CUSHION HEIGHT | The nose height above the cloth. | 10–60 mm, 1 mm a press |
Cloth colour, rail timber and the body design are not workshop settings — they come from APPEARANCE and are stamped onto whatever table you are playing on.
Ten of them, on one row: RECTANGLEL-SHAPED (RIGHT)L-SHAPED (LEFT)TRIANGLESQUAREPENTAGONHEXAGONHEPTAGONOCTAGONROUND
At the bottom of the panel is the OPENING, given for the corners and the middles separately, in ball widths. It is the one figure you cannot set directly: it follows from pocket size, depth, jaw angle and softness together, and it is worked out against the widest ball on the table, cue ball included.
An edit that would leave a table that cannot work is undone, and you are told why: "the corner pocket is narrower than the ball", "the bed is too narrow for the balls on it", "the reds do not fit behind the pink", "the rack does not fit on this bed".
Thirty cues, each made the way a real one is. Your choice is saved, and in an online match your opponent sees the cue in your hands exactly as you built it.






























The butt of every cue, from the splice to the end. Every one is built the same way: the points are spliced into the butt with their veneers, panels are let in round it, and a plate or insert sits in the flat at the end.






























Workshop → Cue has a rail of pages down the side and the cue in front of you, with the table and the chalk out of the way so you can walk round it and look closely. Every change shows on it straight away. It holds still: a page sets which face is towards you, and pressing either thumbstick turns it an eighth of a turn.
Cue
Shaft
Splice
Veneers
Butt
Panel
Panel wood
Insert
Plate
Extras
End cap
Decoration| Page | What it sets |
|---|---|
| Cue | The name, and which cue you start from: any rack cue, or one of your own. |
| Shaft | The timber (ash, maple, carbon or graphite), its colour and lightness, the ring spacing, contrast and arrows of the grain, whether an ash shaft's grain lines are dark or brown, the ferrule (silver, brass, ivory, black, red-brown fibre or a short white one), the tip, the varnish and the cue's length. GRAIN ROTATION turns an ash or maple shaft's grain round the cue, so its arrows come up where you want them; the points and the butt stay where they are. |
| Splice | How many points (none, 4, 6 or 8), by hand or by machine, how long they are, where the splice sits, how round the tips are and how long the veneers' crescents run. |
| Veneers | Up to eight veneers under the points and round the panel, each with its colour and thickness. The points and the panel are set separately. |
| Butt | The butt timber, its figure and lightness, and the collar: brass, silver, black, ivory, ivory with a brass ring each side, or ivory striped black; its width and where it sits. NONE makes a one-piece cue, with no joint and so no collar. |
| Panel | No panel, one on the front, or four round the butt; whether they sit INSIDE the points, a spear in each (the usual way), or BETWEEN them; how long and wide they are, how they spread into the butt, an inner panel set back inside, and a cross band and stripe let in across them. |
| Panel wood | What the panel is made of, a timber with its figure or mother of pearl, and its lightness. |
| Insert | A block of another material at the end of the panel: its length and the shape of its top, and the flat on the butt that the plate sits in. |
| Plate | The maker's plate: its shape, what it is made of (ivory, enamel, brass, silver, black and gold, or boxwood), the screws or pins, a border, the emblem (a lion among them) and the lettering, in serif, the game's lettering, sans or gothic. Lettering can be all capitals, or fill the plate's width. |
| Extras | For a pool cue: a linen wrap, a butt sleeve, rings and inlays. |
| End cap | A capped butt with rings, and on its end a country's flag, a pattern (a cross, a saltire, bands and so on) or a plain disc. |
On the End cap page, ON THE END → COUNTRY lets any of the game's flags into the end of the cap. The flag shows beside PICK; press it for the others, shown as the flags themselves, with each country's name on the help line as you point. TURN sets which way up it sits and SIZE how big: at 100% it fills the end from top to bottom and the circle trims its sides, smaller shows the whole flag with the cap round it. Where the butt is planed flat for the plate, the flag is cut straight along the flat. Some of the tour players' cues carry their country's flag there.
Point at any colour swatch to open the picker. Choose any colour from the square, or one of the named woods and colours beside it: EBONY, ROSEWOOD, MAPLE, BRASS and so on.
A case of cues, each with its feel, and the right one in your hands for each game. Turn it on with CUE CASE in Settings → Cue feel; it is off until you do. Fill it on the workshop's Cue case page, which Home's cue button opens while the case is on.
| On the page | What it does |
|---|---|
| YOUR CUES, ADD A CUE | The cues in your case. Add any of the cues you have built or saved. |
| THIS CUE | The picked cue's Tip, Deflection and Power. Power goes on top of STROKE WEIGHT in Settings, which stays one setting for your arm and your room. REMOVE FROM THE CASE takes it out. |
| WHICH CUE EACH GAME USES | A cue for each kind of game (snooker, UK pool, American pool, Chinese 8-ball, pyramid and carom), and a Break cue and a Jump cue, or NONE. A game starts with its cue in your hands. |
Where the case is kept:
Changing cue: reach for a cue and grip to take it. You can take one at any time, even during the other player's turn or while the balls are rolling. The break and jump cues are for one shot: once that shot is played and the balls have stopped, the cue you had before is back in your hand. Any other cue stays in your hand until you change again or the game ends. The break cue only comes out in games that break a pack, never in snooker or carom.
Four things you make can be given to anyone as a six-letter code, and put in a gallery for everybody to find.
| What | Share it from | Take a code in with |
|---|---|---|
| A cue | Workshop → Cue, SHARE | ENTER A CODE in the cue workshop |
| A ball set | Workshop → Ball set, SHARE | ENTER A CODE in the ball workshop |
| A challenge | Its page, SHARE | FROM A CODE on the MAKE ONE card |
| A table style | STYLES, SHARE | ENTER A CODE on the same panel |
A code looks like 47Z-BPX. Sharing the same thing twice gives the same code. What you take in is a copy: it joins your own, and nothing you change on it reaches the player who made it.
GALLERY, beside the title in the Workshop, opens it. The same button is on the cue, ball set, challenge, cloth and timber pickers, and opens on the tab for what you were choosing.
CUES
The gallery's ball sets
The gallery's challenges
The gallery's table stylesNothing goes in the gallery unless you put it there. SHARE gives you a code and nothing more; the code is yours to give to whoever you like. Once it has been shared, the same button says PUT IN GALLERY. Press it and your cue, set, challenge or style appears in the gallery under its name, with its picture.
There is a block of chalk on the rail. You can pick it up and chalk your tip, or leave it to the game: unless you change it, your tip is always chalked.
To change how you hold the block, squeeze the side trigger while holding it. The block stays still while your hand moves, so you can turn it the way you like, then let go. It stays held that way. Two quick squeezes put it back.
With chalking on MANUAL, a bare tip can slide off the ball instead of gripping it. The ball goes off line, by up to thirty degrees, with almost no spin. Slip under it and it hops; slip over the top and it hardly moves. It is not random: the same hit always gives the same miscue. A tip that has only just run out of chalk throws the ball a little; a bare one, a lot.
Chalk lands on the cloth when you play, as it does on a real table: a speck from a gentle shot, a cloud from a break. To clean it, lay your free hand on the cloth with the trigger held and sweep. Do the same over the cue ball to clean it. A new table always starts clean.
Online you see your opponent's block, its colour and the chalk on their tip. Turning CHALK MARKS off hides everyone's marks.
The pocket you can see cut into the cloth is exactly the pocket that catches the ball. Every table's pockets are built to that table's published specification, and a snooker corner and an American one are nothing like each other.
The number that matters is the opening: the narrowest passage across the pocket, which is what a ball has to fit through. Millimetres alone will not tell you much, because the balls are different sizes too, so it is quoted in ball widths. A pocket 1.6 balls across leaves you half a ball of margin either side of a straight pot; one at 1.07 leaves you two and a half millimetres.
| Table | PRO | TOURNAMENT | CLUB |
|---|---|---|---|
| Snooker 12 ft and 10-red, English billiards CORNER |
1.54 balls · 80.9 mm | 1.64 · 86.0 mm | 1.79 · 94.0 mm |
| MIDDLE | 1.65 balls · 86.5 mm | 1.70 · 89.5 mm | 1.90 · 100.0 mm |
| UK 8-ball 7 ft, 6-red snooker, billiards golf CORNER |
1.60 balls · 81.3 mm | 1.65 · 84.0 mm | 1.75 · 89.0 mm |
| MIDDLE | 1.60 balls · 81.3 mm | 1.69 · 86.0 mm | 1.81 · 92.0 mm |
| US 8-ball, 9-ball, 10-ball, straight pool CORNER |
1.78 balls · 101.6 mm | 2.00 · 114.3 mm | 2.06 · 117.5 mm |
| MIDDLE | 1.40 balls · 80.0 mm | 1.62 · 92.7 mm | 1.73 · 99.0 mm |
| Chinese 8-ball 10 ft CORNER |
1.50 balls · 85.7 mm | 1.54 · 88.0 mm | 1.61 · 92.0 mm |
| MIDDLE | 1.50 balls · 85.7 mm | 1.58 · 90.0 mm | 1.66 · 95.0 mm |
| Russian pyramid 12 ft CORNER |
1.07 balls · 71.7 mm — one table, as built | ||
| MIDDLE | 1.28 balls · 85.7 mm | ||
| Russian pyramid 7 ft CORNER |
1.08 balls · 62.0 mm — one table, as built | ||
| MIDDLE | 1.34 balls · 76.5 mm | ||
| Paul, 6 ft CORNER |
1.29 balls · 54.0 mm — one table, as built | ||
| MIDDLE | 1.29 balls · 54.0 mm | ||
An English pocket's facings are a four-point curve. It leaves the straight cushion nose 70 mm out from the pocket and arrives where the hole in the timber meets the frame's inner face, on a tangent set by the pocket's centre line. A corner arrives at 45°, a middle at 10° off square. Where the curve meets the straight rail it is blended rather than cornered.
An American pocket is not curved at all: the facings are a straight mitre, cut at an angle to the rail. A Russian pyramid pocket is mitred as well, and so are the hexagon, octagon, round and L-shaped beds whenever the table asks for a mitre.
Where the two straight faces meet they do not meet in a point. Each one stops short and runs tangent into a small circle — 4 mm on the American tables, 5 mm at the corners and 11 mm at the middles of the Russian pyramid tables, or whatever KNUCKLE RADIUS is set to on a table you build — and the arc between the two tangent points is the knuckle. The circle is the whole of the tip, so a ball rebounds from the arc you can see, at the place you can see it.
You can hear how hard you caught it. A jaw tip has its sound and it is scaled by the pace of the contact, a shade under a rail struck at the same speed — brushing one on the way past is a tick, rattling one at speed is a crack.
The rim is the flat, rounded cloth around the hole before the timber begins, and it is most of what gives a snooker pocket its look. On the snooker and English billiards tables it reaches 61.4 mm out from the centre at a corner and 67.4 mm at a middle; on the Chinese table 59.8 and 61.9 mm. The ball never has to fit through it: the opening is cushion and the rim is cloth, so a bigger rim does not make a pocket easier.
A snooker table does not swallow a ball. It catches it in a bag and hands it back to you, and the whole run is built: a leather plate round the back of the pocket, a knotted string bag hanging from the plate, a brass ring at the bottom of the bag, and under the ring a wire collector running along the side of the table. The collector slopes.
3-red, 6-red, 10-red and Chinese 8-ball are all built the same way. The other tables have a lined drop instead, which is why they sound the same whatever hits them.
If you want to see what a different pocket plays like, you can build one — see the next section.
Nothing in CueVR is scripted. Every pot, safety, swerve and rattle comes out of a simulation of real balls on real cloth, so the things you know from a real table work here, and the things you have to allow for on a real table you have to allow for here too.
There is no spin control. What the cue ball does after it hits another ball is decided by two things only: where on the ball your tip lands, and how hard you hit it. (Players call these topspin "follow", backspin "screw" or "draw", and sidespin "side" or "english".)
There is a limit to how far off centre you can hit, and the game applies it: past about 0.55 of the ball's radius a real tip slips off the ball — the miscue limit — so that is as much spin as anybody can put on. Aiming further out simply gives you the maximum rather than something impossible.
Hit away from the middle of the ball and it does not set off down the line of the cue. It is pushed the opposite way to the sidespin you put on — right-hand sidespin sends it slightly left — and the harder you hit, the more it goes. This happens with a real cue too, and you have to aim off to allow for it. If you keep missing to one side when using sidespin, this is why.
Lift the back of the cue and some of the hit goes downwards into the cloth instead of along the table. With sidespin on, the ball sets off on one line and then bends away from it while the spin grips the cloth. A small lift gives a gentle curve you can use to get round a ball in the way; a big lift gives an obvious hook.
You cannot always hold the cue flat. When your ball is tight against a cushion the back of the cue has to come up to clear it, and the game does that for you rather than letting the cue pass through the cushion. A raised cue puts some of the hit downwards into the cloth, so expect less length and more curve than the same shot played flat.
Raise the cue far enough and the cue ball leaves the bed. It comes down, bounces two or three times — cloth over slate gives very little back — and settles into a normal roll. Snooker has its rules about when a jump is allowed and when it is a foul, and the referee applies them.
When two balls meet they grip each other for the instant they are touching, and that grip pushes the ball you hit slightly off the line. Two things cause it:
Both are small. On a short pot you will not notice; on a long one it is the difference between the middle of the pocket and the jaw.
A cushion is rubber, not a wall, and it does three things you can use:
The cushion nose sits above the middle of the ball, as it does on a real table, so a ball is pressed down into the cloth as it goes in and lifted slightly as it comes out.
The American and Russian pyramid tables have K55 cushions, the profile those tables use: a lower, pointed nose, with the top of the cushion sloping down to it at 7 degrees.
The cue meets the table as it is drawn. The cushions, their slope, the wooden rail and the rail round the back of every pocket are solid to the cue at exactly the height you see them; the pocket holes are open down to their floor.
How much spin a tip off the middle gives. A rigid ball struck off centre takes spin in proportion to the offset, 2.5 times it as a ratio of spin to speed, and CueVR takes a share of that ideal for each kind of spin. Screw and top get 0.65 of it from a level cue, where the full figure made the draw shot come back further than players expected, rising to the whole of it as the butt comes up: from 15 degrees, reaching it at 45, so a steep massé or jump stroke gets all its screw. Side, and the swerve and massé a raised cue gives, keep the whole of it: turning those down with the screw made the big swerves and massé shots impossible, and on a real table they are not weaker than the rigid ideal says.
The cushions grip the ball with 1.25 times the friction they had before 6.5, so side and spin take a little more off a rail.
Jump shots. Raise the butt and strike down firmly and the ball leaves the bed. A ball struck near its middle jumps best; a massé with heavy side or screw jumps less, because more of the cue's push goes into spin, so it stays on the cloth and starts curving sooner.
The pocket you see cut into the cloth is exactly the pocket that catches the ball. The jaws take the pace off a firm pot instead of spitting it out, but a ball hit hard into a rounded snooker or Chinese pocket can rattle between the jaws and stay out. Speed is not free. Every table's pocket is built to its published specification, and they are very different from each other — see Pockets.
The drop is gravity. A ball that has cleared the jaws rolls over the cloth, turns over the pocket edge and falls off it. The lip is a real surface with the ball's weight acting along it, so the further round the edge the ball goes the faster it goes, as anything on a slope does. Whether a ball goes down at all is decided by the jaws and the cloth cut, not by how long it takes to disappear.
Bar billiards is the exception, because its nine holes are bored through the bed rather than cut into a rail. A ball goes down one by free fall across the hole, so it has to be rolled in: gently and it drops, hard and the far lip is still under its equator when it gets there and it skips across and carries on up the table.
Every ball is a rigid sphere with a position, a velocity and an angular velocity, stepped at a fixed 2000 Hz. Snooker balls are 52.5 mm across and 142 g; pool balls are 57.15 mm and 170 g. Gravity is 9.806 m/s². For a uniform sphere:
The ball touches the cloth at one point beneath its centre, rc = (0, −R, 0). The velocity of that point is how much the ball is slipping rather than rolling:
While it slips, kinetic friction acts against the slip. For a uniform sphere the linear and angular effects combine so the slip itself decays at
The same force acts on the centre of mass, and through τ = rc × F on the spin — which is how backspin and topspin turn into a change of direction. Once the slip reaches zero the ball rolls, the spin is tied to the velocity, and only rolling resistance remains:
Side is about the vertical axis and is tied to nothing, so it decays by itself:
An impulse along the line of centres, with a reduced mass of m/2 for equal balls:
and a tangential impulse limited by friction between the surfaces (μ = 0.06). That second impulse is the throw described above, and it also transfers spin between the balls.
The nose is set by the WPA specification at 63.5% of a ball's diameter:
so contact is above the equator. The rebound follows the impact model of Mathavan, Jackson and Parkin: the contact is integrated over accumulated normal impulse rather than resolved in one step, using energetic restitution. Restitution falls linearly with approach speed and is clamped at a floor:
| Table | e₀ (at a crawl) | k (per m/s) |
|---|---|---|
| Snooker | 0.970 | 0.050 |
| UK 8-ball | 0.965 | 0.052 |
| Chinese 8-ball | 0.968 | 0.050 |
| US pool | 0.985 | 0.046 |
Those come from published measurements of real cushions: the low-speed gradient from Mathavan's work on a Riley Renaissance table, the 0.55 floor from Marlow. Rail friction is μ = 0.12 along the cushion, of which 30% couples into the vertical spin axis.
A ball off the cloth is under gravity, bounces with a restitution of 0.40, and settles once a hop would be under about a millimetre.
Each pocket is a hole bored through the timber, with the cushion facings arriving on it and the cloth cut to meet it. An English facing is a four-point Bézier from the cushion face to the point where the bore meets the frame, on tangents fixed by the rail at one end and the pocket's centre line at the other; an American or Russian one is a straight mitre. A ball is potted when its centre crosses into the drop circle — the circle you can see on the cloth. The lip is a quarter-circle roll, so a ball slower than
stays in contact and is steered down by it, while anything faster leaves the edge and flies.
One impulse along the cue's direction, applied where the tip touches. The offset is capped at 0.55 R, the miscue limit reported by Alciatore rather than the textbook half-ball. It puts the maximum spin at
With the tip offset by (s, t) in units of the ball's radius:
Deflection is applied to the cue ball's direction as a function of the side used, and cue elevation tilts the impulse downwards, which is where swerve and jumps come from.
The full paper. Everything above is the short version. The Physics of CueVR is the long one: a review of the published work on cue-sports physics — Coriolis onward, with the derivations rather than just the results — and then this engine described model by model, with the equations, the constants and where each came from. It also says plainly what the engine does not use.