## On the Subject of Snooker

Who knew there was so much maths in snooker?

• The module consists of a snooker table containing between eight and ten red balls and six colours.
• To disarm the module, clear the table in exactly four breaks (a break is the score you achieve in a single visit to the table). The breaks must equal the given breaks at the bottom of the table and be performed from left to right.
• There may be more than one correct answer.
• Getting a ball into a pocket is called "potting". Click on a ball to pot it.
• After each legal pot, the referee will announce your current break.
• To end a break, press the cue (white) ball.
• Standard snooker rules apply:
• Whilst reds are available, the order of potting must alternate between a red and a colour. Colours potted immediately after a red will be replaced.
• Always start a break with the lowest scoring ball available. You may end the break at any time. Ending a break with a red pot negates the need to follow with a colour.
• After potting the final red, clear the colours in ascending point order.
• If you do not end your break after potting the final red, you MUST pot a colour BEFORE proceeding to clear the table. This colour will be replaced.
• Potting an illegal ball, ending with an incorrect break or ending your fourth break without clearing the table will result in a foul and a strike.
• Fouling will reset the table and recalculate new breaks.
• When the table has been cleared with the four correct breaks, the module will disarm.
Colour Point Value
Red 1
Yellow 2
Green 3
Brown 4
Blue 5
Pink 6
Black 7

### Snooker

Sets are numbered along the left, colors along the top and points along the bottom. For the purposes of the table, R = Red, Y = Yellow, G = Green, Br = Brown, U = Blue, P = Pink, Black, T = Total, and G = Goal.

The total row shows the total potted points for that current row.
You can reset the board using the button below the board.