Position play · 3 min read

Choose the Next Cue Ball Position Before Addressing the Shot

Position errors often begin before the stroke: the player pockets the first ball, then discovers that no exact next target was chosen. This drill puts the decision at a visible boundary. The next pocket, position zone, route into that zone and speed band must be called while standing. Once the bridge lands, the job is delivery—not redesign.

Standing-plan worksheet separating the pocket, target zone, entry line and speed call from the eighteen-attempt score
Original Ariakon stand-to-plan protocol. Name the next pocket, target zone, entry line and speed before the bridge hand reaches the cloth.

Complete a four-part plan while standing

Choosing before address does not mean refusing new information. If the picture looks wrong from the stance, stand up. The reset preserves the planning rule; steering while down breaks it.

Say or write four facts
DecisionExample
Next ball and pocket2 ball to lower-right corner
Position targetBroad center-side rectangle
Entry lineApproach through the long axis of the zone
Speed bandSoft roll, medium or firm controlled
Reset ruleIf any fact changes while down, stand up and restart

Build a three-zone two-ball pattern

Place Ball 1 one diamond from a corner pocket on a mild cut. Put Ball 2 near table center with clear routes to two corner pockets and one side pocket. Mark three non-overlapping cue-ball zones: a broad rectangle for Pocket A, a diagonal strip for Pocket B and a smaller circle for Pocket C. Mark one cue-ball start.

Shuffle A, B and C cards before each attempt. The card determines the next pocket and therefore the correct zone. Call all four plan facts, pocket Ball 1 and leave the cue ball for Ball 2. Remove loose cards and markers from every path.

Run eighteen planned attempts

A stand-up restart keeps the first three process points available. Changing the plan while remaining down loses them even if the cue ball lands well. Record process and result separately so a lucky leave does not teach late improvisation.

Five points per attempt
PointRequirement
1Next ball and pocket called while standing
1Zone and entry line called before address
1Speed band called and retained
1Ball 1 pocketed
1Cue-ball center finishes inside the correct zone
Maximum 90Six shuffled calls for each zone

Diagnose planning before speed

First-failure map
PatternNext action
Wrong zone called for the pocketReview next-shot angle before stroking
Plan changes while downUse a verbal reset and stand up
Correct line; cue ball short or longCalibrate the named speed band
Cue ball crosses the zone's narrow sideChoose a longer entry line
Ball 1 misses while plan is completeSimplify the position request and restore shotmaking

Worked example and three-ball transfer

A hypothetical sheet scores 75/90 with all unmentioned points earned. The player calls all eighteen next pockets, but changes the plan while remaining down on four attempts, losing three process points on each, and misses the finish zone on three attempts. That is 90 minus 12 minus 3. The next action is six attempts with the speed call fixed and a mandatory stand-up reset, rather than a smaller zone.

For transfer, add Ball 3 and play six three-ball patterns. Before addressing Ball 1, call the Ball 2 pocket and its zone. Before addressing Ball 2, call the Ball 3 pocket and zone. Score whether each decision existed before the bridge landed. This turns the drill into a repeatable planning boundary inside a real pattern.