Practice drills · 3 min read

Choose a Ghost Pool Format That Fits Your Current Runout Ability

Playing the ghost means the imaginary opponent does not miss: after the declared opening procedure, you receive one offensive turn to complete the rack. That makes the exercise useful for runout planning, but it does not measure safety play or every match skill. Choose the ball count and rule set that create real decisions while still producing enough successful racks to learn from.

A ghost format ladder moving from three to nine balls with repeat, move up and move down decisions
Original Ariakon FORMAT–FIT ladder. Keep the rules fixed, then move one ball at a time from observed rack results.

Write one FORMAT–FIT card before racking

Ghost practice has many house variants. Declare the ball count, opening procedure, ball-in-hand privilege and legal-shot standard before starting. This article supplies an original placement worksheet; its score is meaningful only with that complete format attached.

Use the same rack template and legal-shot standard for all twelve racks. Do not quietly rerack an ugly spread; pattern difficulty is part of the offensive test unless your written format says otherwise.

Variables that must stay fixed during a comparison
FieldWrite it exactlyWhy it matters
Ball countStart with 3, 5, 7 or 9 ballsChanges pattern length and cluster risk
OpeningBreak or hand-spread; ball in hand or fixed startChanges the first-shot advantage
OrderRotation or any-order pocketsChanges route constraints
Rack resultWin only after a legal runout; miss or foul ends rackPrevents mid-session negotiation
ScoreRack win plus balls made before the missShows progress when wins are scarce
TableTable size, pocket condition and session dateKeeps future comparisons honest

Run the twelve-rack placement test

After each rack, write only the first decisive event: missed makeable ball, lost cue-ball route, unopened cluster, foul or successful plan. A long story after every miss hides the repeated pattern.

Use the result as placement evidence, not a permanent rating. Four or more wins in twelve racks with several unfinished racks ending late may be a workable level. Zero wins with most racks ending in the first half suggests removing one or two balls; ten or more wins suggests adding one ball or tightening one written condition.

Three four-rack blocks at one candidate level
BlockRacksRecordDo not change
Settle1–4Wins and balls before endingBall count or opening rule
Plan5–8First decision that made the rack easier or harderScoring
Transfer9–12Wins, balls and one match-like pressure cueTable or equipment

Work one honest placement example

This player is neither beating the format automatically nor failing before meaningful decisions occur. The five-ball version stays. The player isolates the repeated 3-ball route for ten attempts, then returns to the unchanged ghost card on another day.

A safety-inclusive ghost variant is a different test and needs its own written rule. Do not combine those scores with the offensive baseline.

Example from a five-ball rotation ghost
EvidenceObserved resultNext action
Rack wins5 of 12Keep five balls for the next session
Average balls before ending3.8Do not add difficulty yet
Repeated first errorTwo-rack position route from the 3Practice that route separately
Retention checkAt least 4 wins next visitThen test six balls

Sources and further reading

References support the specific factual information above. The practical checklists are Ariakon editorial guidance.