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Crossover is a rather unconventional 2
player game with very simple rules. It is challenging for any level of
player, and cue ball control is critical.
Players: 2 (Multi-player variations are also described.)
Skill Level: Any
Object: Be the first to touch every ball on the table in
succession with the cue ball.
Play: One player begins with the 1 ball as his/her target ball
and advances toward the 15; the other begins with the 15 and advances
toward the 1. In a turn, a player gets exactly one shot in which to
advance as many balls as possible. Players advance by touching their
target ball with the cue ball, or when their target ball is pocketed.
Even within a shot, balls must be advanced in order. Advancement occurs
at the time of contact, or at the moment the target ball is pocketed.
Cue ball collisions with non target balls do not effect advancement. All
pocketed balls remain pocketed. A player automatically advances past any
balls that are not on the table when they are reached. Shots are not
called.
The Break: One player arranges the rack as he/she chooses, but
may not put both the 1 and the 15 in the interior three positions of the
rack. The other player then chooses whether to begin with the 1 or with
the 15 and breaks. The breaker may advance balls as on any other shot,
but if no balls pass the center string (line between the side pockets)
the breaker does not advance. The cue ball may contact any rails prior
to touching the rack without penalty.
Fouls: A scratch or any other foul results in a ball in hand
anywhere on the table. Failing to make the cue ball contact an object
ball on a shot is not a foul, but failing to touch any ball in two
consecutive turns is a foul. Advancement in a turn is not negated by a
scratch.
Judgement: Judgment calls may be required in rare cases where a
player's next two balls are touched or pocketed simultaneously, since a
player who touches or pockets his/her current ball immediately advances
to the next ball while the balls are still in motion. Another player (or
a referee) should carefully judge the shot if such a shot is being
attempted. If the events are judged to be simultaneous, all advancements
are rewarded.
Handicapping: A player with a one ball handicap does not need to
touch the final ball (1 or 15), and so on.
Multi-player variations: In multi-player variations, all players
try to advance past every ball on the table in increasing numerical
order, with the 1 ball following the 15. With three players, one player
begins with the 1 ball, another with the 6, and another with the 11.
After choosing player order, the last player racks (no interior 1st
balls), the breaking player chooses a starting ball (1, 6, or 11), then
the 2nd player chooses a starting ball.
Remarks: Not only are caroming skills and cue ball control
important, but pocketing balls can be advantageous as well. It is useful
for players to pocket any ball they haven't reached that the opponent
has passed. Defense can also be a deciding factor.
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Copyright 1995 by Steven F. Hoover.
Permission is granted to copy and distribute this document provided that
it is not modified without permission from the author and this copyright
notice is retained. |