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What is Agility Snooker?

First handlers were Gambling and now they are playing billiards? Not exactly… while the agility version of Snooker was derived from the billiards game, it is actually much different - and more fun in our opinion!


Snooker game rules differ slightly between organizations, however the concept stays the same. Here are some key features about Snooker:

There are two parts to your run: The Opening and The Closing

Each course will have a set amount of time in which you need to complete the opening and the closing of your run. In the opening of Snooker, you create your own course based on the rules below. The closing sequence is a set course determined by the judge. Unlike Gamblers, the opening and the closing are not timed as two separate parts.

The Opening

There are two ‘types’ of obstacles in Snooker: Red and Coloured obstacles. Some people also call coloured obstacles ‘point’ obstacles.

The Red (1 point) obstacles are almost always jumps, however some organizations allow other obstacles to be Reds. Reds are never combinations of obstacles; a Red will be a clearly marked single jump in most cases. There are usually three or four Reds on a course.

The other coloured obstacles can be either one obstacle valued at that amount of points or a combination of obstacles labelled a-b-c. For example, you may see a combination of jump-tunnel-jump labelled 5a-5b-5c. Coloured Obstacles may be bi-directional or multi-directional, this will be determined by the judge for each course. You could see any obstacles on a Snooker course depending on the organization. The value of the Coloured Obstacles (or combinations) is determined by the judge, not by the piece of equipment.

The basic premise of the game is to create your own course following this pattern:

Red > Obstacle of choice > Different Red > Obstacle of choice > Different Red > Obstacle of Choice > {Optional Different Red > Obstacle of choice} > Closing sequence

  • You must attempt at least 3 Reds on the course
  • Each Red can only be taken once. If you fault a Red (knock a bar) you must successfully complete another Red that has not already been performed before doing a Coloured Obstacle.
  • You must go directly from Red to a Coloured Obstacle. Doing two Reds back to back will result in the judge whistling you off and you must leave the course.
  • In the opening, doing two successful Coloured Obstacles (or coloured combinations) back to back will also result in the judge whistling you off and you must leave the course.
  • You can do the same Coloured Obstacle multiple times for points. For example, you could do this: Red > 5 a-b-c > Different Red > 5 a-b-c > Different Red > 5 a-b-c
  • You will not be awarded points for coloured obstacles that are faulted. In most organizations you must successfully complete an unused Red before attempting another Coloured Obstacle.
  • Depending on the organization you are competing with and your level, refusals may or may not count as faulting
  • Completing a fourth Red on course is optional, but it will get you more points!

The Closing

  • After successful completion of the opening (at least three Red attempts) you may move to the closing.
  • The closing must be taken as labelled by the judge in this order 2 > 3 > 4 > 5 > 6 > 7
  • You may not take Reds in the closing, doing so will result in being whistled off the course
  • Faulting an obstacle in the closing will result in being whistled off.

Important points to note!

  • When you are whistled off you still maintain the points accumulated up the that point, it does not result in elimination or zero points
  • You MUST stop the time by crossing the designated finish line upon completion of the course OR being whistled off. In some organizations failing to stop the time will cause you to lose all your points.
  • Try not to get too stressed out about rules! This is a fun game - as long as you haven’t hear the whistle, keep playing!

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