Practice planning · 3 min read

Build a Ten Skill Pool Baseline Before Choosing Drills

A drill is useful when it addresses a measured weakness that matters in play. This baseline samples ten skills with six attempts each, then converts the profile into one practice choice. It is shorter than a formal playing-ability exam and broader than the existing five-test dashboard, so its scores remain personal planning evidence rather than a credential.

Ten skill baseline bar profile with six attempts and up to twelve points per skill, alongside one selected practice priority
Original Ariakon ten-skill baseline. Six attempts per task create a comparable starting profile, not a universal player rating.

Freeze the conditions and scoring rule

Record table, ball set, cue, date, warm-up length and any permitted markers. Each task gets six attempts. Score 0 for a failed primary result, 1 for the primary result and 2 when the primary result plus its control target are completed. Maximum is 12 per skill and 120 total.

Do not compare totals from different table conditions without noting the change. Repeated practice of a fixed worksheet measures familiarity with those tasks as well as skill. Transfer to varied first-attempt layouts is a separate check.

Run ten six-attempt tasks

Ten-skill baseline
SkillPrimary resultControl point
1 DeliveryStraight ball pocketedCue ball stops in line
2 CutModerate cut pocketedNamed pocket third
3 SpeedCue ball reaches target zoneStops inside inner zone
4 StopObject ball pocketedCue ball within six inches
5 FollowObject ball pocketedCue ball reaches named zone
6 DrawObject ball pocketedCue ball returns to named zone
7 PositionTwo-ball pattern completedCorrect side of next ball
8 SafetyLegal contactNo full direct hit remains
9 KickLegal object-ball contactA rail is reached after contact
10 PlanningOrder named before stanceThree-ball pattern completed

Choose priority by weakness, cost and trainability

Add the three factors. The highest total is the first candidate, but pain, unsafe movement or equipment damage is always a stop. If two skills tie, choose the one that limits more downstream tasks.

Priority worksheet
Factor012
Weakness9–125–80–4
Game costRareOccasionalFrequent
Trainability nowNo safe setupPartial setupRepeatable setup

Write one drill contract

Drill contract
FieldRequired entry
SetupExact ball and target marks
DoseAttempts per block and number of blocks
ScorePrimary and control result
FeedbackOne observable cue
RetestDate and unchanged baseline task
TransferOne game-like layout

Worked example: low draw is not automatically first

A hypothetical profile scores draw 4/12, safety 5/12 and speed 3/12. Match notes show that poor speed creates most lost positions and also damages safety results. Speed receives 6 priority points; draw receives 4. The player chooses a three-zone rolling drill for two weeks instead of chasing the most dramatic weakness.

At retest, the original six speed attempts rise from 3 to 7 while conditions remain comparable. The next action depends on the full profile and match cost, not on total score alone.