Pool Rush Game Rules

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Object of Pool Rush

Pool Rush is a billiard-style game of skill with very simple rules. A player needs to score as many points as possible by dropping balls into pockets. The faster the table gets cleared of balls, the more points the player earns.

Playing the Game
Pool Rush features 2 rounds or levels. There are nine numbered balls (1-9) in the first round and fifteen balls in the second round. With each shot the cue ball must first contact the lowest ball on the table or it is a foul. The round continues until the player legally pockets the last ball. The object balls directly along the line of the strike are shown with white or red hilite. The object balls with white hilite represent the legal bals to strike. The legal object ball is also indicated by its initial blinking. Sinking a ball into randomly assigned Bonus Pocket doubles the points.

Points and Scoring Everyone receives 250 points at the start of the game.

Sinking a single ball+35 points
Sinking more than one ball in a row+35 points for each ball
Sinking a ball into bonus pocketdoubles the points
A single foul (see fouls)-30 points
Note: The game does not have to be completed -- you can press 'Finish' button any time. There is a time bonus for finishing the game early.

Moving the Cue and Shooting
The cue can be moved and rotated via the left mouse button or arrow keys. To strike the cue ball (the all-white ball), the cue must be pulled back with right mouse button or with the power slide control accessible with the left mouse button. Once you satisfied with the direction and power of the cue, you are ready to strike the ball.
There are several ways to strike the ball:
  • If you used the right mouse button for pulling back the cue, the easiest way to hit will be by releasing this right mouse button
  • If you used the power slider control, to strike the ball use double click on the slider or press and hold the space bar
The power of the strike depends on how far the cue is pulled back -- the farther, the greater the power. When the cue is ready to strike the cue ball, the object balls directly along the line of the strike are shown with white or red hilite. Object balls with white hilite represent the legal balls to strike. The direction of the hilite corresponds to the initial direction the object balls (if they do not hit any obstacles along the way).
The circular Cue Control (also known as English Control) to the left of the table has a cross target in the middle. It can be used to change the direction the cue ball is hit. For example, the cross target can be moved from the center (default) to the side of the cue control such that the cue would strike the cue ball with a spin.

If a player fouls, 30 points are deducted and any pocketed balls are placed in random positions on the table.
The following errors are considered to be fouls:
  • If the first ball contacted by the cue ball is not the lowest ball on the table, this is a foul.
  • If no balls are pocketed and no balls are driven to the rail, this is a foul.

    End of the Game/Round
    The first round ends when a player legally sinks the 9-ball.
    The second round ends when a player legally sinks the 15-ball.
    The game ends when the time for the game expires.

    Synchronization & Verification of Shots
    To assure that pool cannot be manipulated by any individual player, every pool movement/shot (as well as all moves in other GC games) are verified not only on the individual players' computers but on the central securely firewalled server as well.

    In the rare instance when the graphical calculations of ball movements on individual players' computers mismatch server calculations, the position from the trusted secure server replaces the individual position. When this happens, there can be a visual effect showing a slight correction of ball positions on the table.

    The end result, however, assures full synchronization with a trusted source, as opposed to occasionally 'untrustworthy' or quirky individual players' computers.

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