Speed and spin

Choose the hit and the route first. Then choose the stroke: the speed the route needs, and a tip position that helps it. A good stroke is a quiet one.

Speed: enough, not more

Speed has to get the cue ball around three cushions and into the second ball. Beyond that, every extra bit of pace costs you:

Some routes need power: long ones, or those around four or five cushions. But no route should need more than a strong, comfortable stroke. The Carombo engine is limited to a strong human stroke, and finds fewer shots that need it than you might expect.

A thin hit wants less speed

On a thin hit the cue ball keeps most of its speed after contact; on a fuller hit it gives much of it to the object ball. So the same route needs a softer stroke when the hit is thin, and a firmer one when it's thick. Get this wrong and the route comes up long or short.

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Sidespin (english)

English is mostly about the cushions. Running english widens and steadies the rebounds; reverse narrows them and kills speed. Use running english on routes around the table and moderate amounts: maximum side is hard to strike cleanly and changes the speed. See Running and reverse english.

Follow, draw and stun

In the trainer: the tip-and-power card on the table shows where the engine strikes the cue ball and how hard, from soft green to a strong red.