Controls

• To add power to a shot pull back on the right stick. The further you pull back, the harder your shot will be.
• To play the shot, push the right stick forward.
• Use the left stick to aim your shot. You can also raise and lower the cue by pushing the stick forward and back.
• To finely adjust your aim hold down the button while moving the left stick.
• By holding the button you can add spin to the cue ball using the left stick.
• You can view the table from a standing position by holding the button and using the left stick to adjust your position and height.
• You can move a 'ball-in-hand' using the left stick. Place the ball by pressing the button. Pick the ball up by pressing the button once more.
• While taking a shot you can adjust your view using .
Object of the Game

• One player must pocket balls of solid colours, while the other player must pocket the striped balls. The player who pockets their entire group and then legally pockets the 8-ball wins the game.


How to play

• The first player to break is chosen at random.
• The breaking player starts with 'ball-in-hand' which can be placed anywhere behind the top line.
• On the break at least 4 balls must hit the cushions otherwise it is deemed a foul and the break is passed across to the opposing player.
• The group of the first ball a player pots becomes their ball group for the rest of the game. The 2 ball groups are solids and stripes.
• If the player pots multiple balls from the break, whatever group has the most potted balls becomes the players group.
• If the same amount of balls from both groups are potted, the table remains open and the player can continue by playing a ball from either group.
• A player continues their turn at the table providing they legally pot at least 1 ball from their group each shot.
• Play passes over to the opposing player should a legal ball not be potted or a foul is committed.
• After a foul is committed, the opponent has ball-in-hand and can place it anywhere on the table.

A foul is committed if:
• The player pots a ball from their opponents group.
• The cue ball is potted.
• The player fails to hit a ball from their own group before any other ball.
• The player fails to hit any ball.
• No target balls hit a cushion unless one is potted.
• Any ball leaves the table.

The game is lost if:
• The player pots the 8-ball before potting all the balls in their group.
• The player pots the 8-ball and commits any foul in the same shot

The game is won if:
• The player pots the 8-ball without committing a foul once all of their ball group are potted.
Object of the Game

• The first player to legally pot the 9-ball is the winner.


How to play

• The first player to break is chosen at random.
• The breaking player starts with 'ball-in-hand' which can be placed anywhere behind the top line.
• On the break at least 4 balls must hit the cushions otherwise it is deemed a foul and the break is passed across to the other player.
• On each turn the cue ball must strike the lowest numbered ball first.
• As long as the lowest numbered ball is struck first, either the cue ball or any numbered ball may hit the 9-ball into a pocket to win the game.
• A player continues their turn at the table providing they pot any ball after the lowest ball is hit first (this includes the lowest ball itself).
• Play passes over to the opponent should a legal ball not be potted or a foul is committed.
• After a foul is committed the opponent has ball-in-hand and can place it anywhere on the table.
• 3 consecutive fouls lose the game.

A foul is committed if:
• The player pots a ball without the cue ball striking the lowest numbered ball first.
• The cue ball is potted.
• The player fails to hit any ball.
• No target balls hit a cushion unless one is potted.
• Any ball leaves the table.

Note: If the 9-Ball is potted illegally it is re-spotted with the incoming player having ball-in-hand.

The game is won when:
• A player pots the 9-ball legally.
Object of the Game

• One player must pocket the red balls, while the other player must pocket the yellow balls. The player who pockets their entire group and then legally pockets the black ball wins the game.


How to play

• The first player to break is chosen at random.
• The breaking player starts with 'ball-in-hand' which can be placed anywhere behind the top line.
• On the break at least 4 balls must hit the cushions otherwise it is deemed a foul and the break is passed across to the opposing player.
• The group of the first ball a player pots becomes their ball group for the rest of the game. The two ball groups are red and yellow.
• If the player pots multiple balls from the break, whatever group has the most potted balls becomes the players group.
• If the same amount of balls from both groups are potted, the table remains open and the player can continue by playing a ball from either group.
• A player continues their turn at the table providing they legally pot at least 1 ball from their group each shot.
• Play passes over to the opposing player should a legal ball not be potted or a foul is committed.
• After a foul is committed the opponent has two visits to the table (has a second visit after failing to pocket during their first visit). • After the cue ball is potted the opponent has two visits to the table and is allowed to place the ball anywhere within the baulk area of the table (behind the top line).

A foul is committed if:
• The player pots a ball from their opponents group.
• The cue ball is potted.
• The player fails to hit a ball from their own group before any other ball.
• The player fails to hit any ball.
• No target balls hit a cushion unless one is potted.
• Any ball leaves the table.

The game is lost if:
• The player pots the 8-ball before potting all the balls in their group.
• The player pots the 8-ball and commits any foul in the same shot

The game is won if:
• The player pots the 8-ball without committing a foul once all of their ball group are potted.
Object of the Game

• To pot a ball each turn at the table and be the last player with at least 1 life remaining.


How to play

• The first player to break is chosen at random.
• The breaking player starts with 'ball-in-hand' which can be placed anywhere behind the top line.
• On the break at least 4 balls must hit the cushions otherwise it is deemed a foul and the break is passed across to the opposing player.
• Every ball on the table is considered a legal ball to pot at any time.
• The player must pot at least 1 ball at each visit to the table.
• A player only has 1 shot per visit to the table.
• If the cue ball is potted the opponent has ball-in-hand and can place it anywhere on the table.


A life is lost if:
• The player fails to pot a ball.
• The cue ball is potted.
• Any ball leaves the table.

A life is gained if:
• The player pots the 8-Ball.
• The player pots more than 1 ball in a single visit.

The game is won when:
• 1 player loses their last life.
Object of the Game

• To have the highest point score when the game ends.


How to play

• The first player to break is chosen at random.
• The breaking player starts with 'ball-in-hand' which can be placed anywhere behind the top line.
• On the break at least 4 balls must hit the cushions otherwise it is deemed a foul and the break is passed across to the other player.
• On each turn the cue ball must strike the lowest numbered ball first.
• If the player pots the lowest numbered ball on the table they will receive the point value of the ball.
• If the player pots any ball other than the lowest, their opponent will receive the point value of the illegal ball potted.
• A player remains at the table providing they pot the lowest numbered ball each shot.
• Potting the cue ball will award the opponent ball-in-hand which can be placed anywhere on the table.
• Failing to hit the lowest numbered ball will award the opponent ball-in-hand which can be placed anywhere on the table.
• Committing a foul other than potting an illegal ball will award the opposing player 1 point.

A foul is committed if:
• The cue ball strikes a ball other than the lowest numbered on the table.
• The cue ball is potted.
• The player fails to hit any ball.
• No target balls hit a cushion unless one is potted.
• Any ball leaves the table.

The game is won:
• By the player with the highest point total at the end of the game.

Note: A game will end early should a player be more points ahead of their opponent than remain available on the table.
Object of the Game

• Introduction.


International or "English" snooker is the world’s most widely played form of the sport.

The game is played with fifteen solid red object balls (called reds) and six further object balls of other colours (called colours) and a white ball (called the cue ball).

Each colour of object ball is worth a different point score:
• Red – 1 pts
• Yellow – 2 pts
• Green – 3 pts
• Brown – 4 pts
• Blue – 5 pts
• Pink – 6 pts
• Black – 7 pts


The Rack

Play begins with the balls placed on the table in the required locations. The white line near the top of the table is called the Baulk-line and the space between that and the top cushion termed the Baulk. The white half circle at the middle of the Baulk-line denotes the area a player may place the cue ball when they have 'ball-in-hand’.


Object of the Game

To score a greater number of points than opponent.


Scoring

Points are scored in two ways:
• By legally potting reds or colours.
• By the opponent playing a foul (see Fouls section below)
A frame ends when all balls have been potted.


Ball On

In snooker and for the purposes of this tutorial, the term 'ball on’ applies to any ball which may be lawfully struck by the first impact of the cue-ball.


Opening Break

One player is chosen to break. In a match format the players alternate the break in subsequent frames. The starting player has 'ball-in-hand’ and can place it anywhere within the half circle on the Baulk-line.

The breaking player must cause the cue ball to contact a red ball. Failure to meet this requirement is a foul (see Fouls section below) If a foul is played, the incoming player has a choice of either, accepting the table and becoming the active player, or request their opponent to break again.


Rules of Play

A legally potted ball entitles the active player to continue at the table until they fail to pot a legal ball.

As long as at least one red remains on the table, the incoming player must always hit a red as his legal 'ball on’.

Any red balls potted legally are potted balls and do not get replaced on the table.

If the active player pots a red ball his next legal 'ball on’ is a colour. As long as reds remain on the table any potted colour ball is repositioned on the table on its original spot.

As long as reds remain on the table, the active player must alternate his play between reds and colours.

When on a colour, prior to taking their shot, the active player must designate which 'ball on’ they aim to hit. On taking the shot, the cue ball's first contact must be with the chosen colour. If the active player fails to meet these requirements, it is a foul (See Fouls section below).

If the active player is on a red and pots a colour, it is a foul.

If the active player is on a colour and pots a red, it is a foul.

When no reds remain on the table, the 'ball on’ become the colours, in ascending numerical order (2,3,4,5,6,7). At this point the colours are not re-spotted after being potted.

Only colours that are illegally potted are returned to the table, reds remain off the table.

Jump shots are illegal in International Snooker. It is a foul if the active player intentionally causes the cue ball to jump (rise from the bed of the table) by any means, if the jump is an effort to clear an obstructing ball.

Any ball knocked off the table is considered a foul by the active player. Colours that are illegally hit off the table are returned, reds remain off the table.

Re-spotted colours are placed on their original spots. If a colour’s spot is occupied (to mean that to spot it would make it touch another ball), it is placed on the spot of the highest value colour that is unoccupied. If all spots are occupied, the colour is spotted as close to its original spot as possible.

If the cue ball is either potted or knocked off the table the incoming player has ball-in-hand within the half circle.

The cue ball is snookered when a direct shot to any part of every ball on is obstructed by any other, illegal balls. If in-hand within the half circle, the cue ball is snookered only if obstructed from all positions on or within the half circle.

After any foul, if the incoming player is snookered (prevented from directly hitting any 'ball on’) they may take the option of a 'Free Ball’ and hit and pot any ball legally. Potting a free ball will score the value of the ball-on. So for example, in the case of potting a coloured ball when reds are the 'ball on’ it will score as one point and will be re-spotted.

On each visit to the table the active player must always attempt to hit any 'ball on’. If it is considered that the player made no attempt to hit a 'ball on’ a “foul and a miss" will be called. In this case the incoming player may:
• Play the balls as they lie.
• Request that the balls be returned to their positions before the previous shot and force the opposing player take the shot again.
• Force the opposing player to take their shot again with the balls in their current positions.


Fouls

The player committing the foul incurs the penalty prescribed (which is added to the opponent's score), and has to play again if requested by the next player.

Should more than one foul be committed in the same stroke the highest value penalty shall be incurred.


Penalties for Fouls

When a foul is made, the non-fouling player will receive penalty points equal to the value of the ball on, or the value of any of the foul balls, or 4 points, whichever is highest. When multiple fouls are made in one shot, only the most highly valued foul is counted. Penalty points are therefore at least 4 points and at most 7.
Speed Pot

• Clear the table of balls in the fastest time possible.
• The player will receive a 5-second penalty for every foul they make.


Checkpoint

• Pot as many balls as possible before the time runs out.
• A 7-second time bonus will be awarded for every ball potted.


Perfect Potter

• Pot as many consecutive balls without missing.
• The challenge will end if the player makes any foul.


Royal Rumble

• Clear the table of balls in the fastest time possible.
• A ball will be added to the table every 20 seconds.
• The player will receive a 5-second penalty for every foul they make.
• The challenge will end if more than 15 balls are on the table.


Colours

• Pot the 6 colours in the correct order as quickly as possible.
• The player will receive a 5-second penalty for every foul they make.


Breakpoint

• Score as many points as possible before time runs out.
• Normal Snooker rules apply. The player must pot a red ball before potting a colour.
• Only colours award points. Potting a red ball awards the player a 15 second time bonus.
• The player will receive a 5-second penalty for every foul they make.
Each time you play Pure Pool™ we capture some of your gaming DNA. Don’t worry, this is not as medical as it sounds. Basically we learn how you play Pure Pool™. We learn if you tend to hit the cue ball hard or soft. We learn if you use lots of spin or not much at all. We even learn if you lean towards potting the easy balls first or instead leave them to cover the pockets. By collecting this data we can create a DNA player who plays Pure Pool™ in a similar way to you. It only takes a few games to create, but the more you play, the more your DNA player will play like you!

Now here’s the clever bit. If at any time you want to play a friend who isn’t currently online, no problem, by choosing to play their DNA player you’ll be competing against an opponent who plays with all the traits and abilities of your offline friend. It works the same the other way round as well. You may be offline but your friends can still play against your DNA player created by your very own DNA data. Clever, eh?
• Consider where the cue ball will come to rest. Use spin to make your next shot as easy as possible
• Power is not always king. The harder you hit a ball, the more likely it is to miss or bounce out of the pocket.
• If your opponent fouls use your ball-in-hand wisely. It's often a good idea to pot balls that may cause problems later in the game.
• Use your ability to view the tables from different angles to see the exact lie of the balls.
• Aim lines aren’t so helpful the further away the cue ball is to the target ball. This is also the case for very fine cuts.
In the unlikely event of a problem with your product, please contact Ripstone by emailing us at info@ripstone.com
Pure Pool
Developed by VooFoo Studios
Produced by Ripstone

VooFoo Studios


Technology Director
Mark Williams

Creative Producer
Shaun Read

Programmers
Matthew Golder
Chris Gilkes
Tim Round

Artists
Sam Faulkner
Chung Wong
Liam Shalloo

Community Manager
Emily Crees

Ripstone

Executive Producers
Will Clarke
Leo Cubbin
Phil Gaskell
Paul Higgins

Senior Producer
Stephen Griffiths

Producer
Mark Pittam

Assistant Producers
Shaun Bond
Rachael Gregg-Smythe

Head of PR and Marketing
Michelle Turner

PR & Marketing Manager
Ami Langton

Social Media & Sales Assistant
Helen Johnson

Publishing Assistant
Jack Knight

Head of Bones
Mr. Alfred 'Alfie' Bojangles

Localisation performed by
Localize Direct

QA performed by
Testology Ltd

Managing Director
Andrew Robson

Project Managers
Harrison Baker
Jamie Pendleton

QA Lead
Tom Watson

QA Testers
Matthew Spencer
John Lamplugh
Luke Frampton
James Turner
Thom Cottrell

Additional QA performed by
VMC Games

Test Manager
Adam Rush

Senior Test Lead
Dejan Zahirovic

Test Lead
Craig Ritchie

QA Testers
Maeva Douillard
Kevin Hull
Bradley Kane
Kevin Rughoo
Stephen Smith

Music Composed by
Etch

All Music recorded and mixed
with Trev at Circle Studios, Birmingham.

Performers

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch
Track Credits

Happy As Larry

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Highway

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley

In Motion

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Moonlight

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

No Sweat

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Reflections

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Sarah's Hat

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Seventy Four

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley

Slide

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Sunrise

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley

Voce e Bonito

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Winter Time

Drums - Dan Hayward
Piano/Keys - Adam Sanders
Bass - Stephen Mark
Guitars - Steve Wiley
Programming - Etch

Candle and Firelight

Tim Garland
Published by Audio Network

Smooth Talk

Barrie Gledden / Ed Collins / Peter Shand
Published by Audio Network

Silk

Igor Dvorkin / Duncan Pittock
Published by Audio Network

Soulville-2

Paul Mottram
Published by Audio Network

Smooth And Easy

Adam Drake / Neil Williams
Published by Audio Network

Side Walk

Adam Drake / Neil Williams
Published by Audio Network

Lipstick Martini

Christopher Ashmore /
Benjamin Marks
Published by Audio Network

Lazing

Tom Quick / Martyn Bentley / Josh Weller
Published by Audio Network

These Eyes

Barrie Gledden / Tim Reilly /
Kes Loy
Published by Audio Network

Sassy Gals

Little Violet / Bob Bradley
Published by Audio Network

VooFoo Special Thanks

The Shoulder of Mutton
Kat, Gabriel & Rafferty
Claire & Josh
Lucille, Richard & baby brother Jack
David & Cynthia Priest
Innovation Birmingham Campus
QuietlyWrong
homerjnick
Jordan Whyte

Ripstone Special Thanks

Standfast Interactive
Amy Bryan
Dan Tubbs
Elevator Studios
Jamie Smith
Michael Souto
Ivan Davies, Gareth Betts, Tony Buckley
Kerry, Ethan, Luke, Jon, Fleet
Jane, Lewis. Olivia, Dylan
Julie, Hannah, Holly, Luke, Lucy
Alexia
Glen, Denise, Megan


Pure Pool Copyright 2014 Ripstone Ltd.
Developed by VooFoo Studios Ltd.
"Pure Pool" is a trademark of Ripstone Ltd.
All rights reserved.