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The five CueCards decks explained

5 min read · Updated 19 August 2026

A CueCards drill is not one card, it is a combination. Each deck controls a different variable, and the drill you get is whatever falls out when they are dealt together.

That structure is deliberate: it produces far more distinct drills than a fixed list could, and it means you cannot quietly steer yourself toward the shots you like.

Layout — where the balls go

The Layout card sets the object ball positions on the table. It is the backbone of the drill and the only deck present in every single one.

Layouts range from a handful of open balls to congested arrangements with clusters and balls tight on cushions.

Layout card showing four red balls in two symmetric pairs on an open table
Layout
Red dots are the balls you must pot.

Cue Ball — where you start

The Cue Ball card places the white. This matters more than new players expect: the same layout played from the baulk line and from behind the black are effectively two different drills, with different angles and a different order of play.

Cue Ball card showing the bottom two rows of the table shaded
Cue Ball
Start the white anywhere in the shaded zone.

Rule — the constraint

The Rule card adds a condition: pot in a set order, only use one cushion, no side spin, and so on. Rules are what stop a layout becoming routine once you have seen it a few times.

They are also where most of the difficulty range lives — the same layout with a demanding rule can be several hundred rating points harder.

Pocket — the target

The Pocket card nominates which pockets are legal. Restricting targets forces position play that the open table would let you avoid, and it is filtered by the ball count of the layout so the combination always makes sense.

Pocket card with two diagonally opposite corner pockets live and the rest greyed out
Pocket
Grey pockets are dead; only the live ones count.

Safety — the defensive deck

Safety and escape cards ask for a defensive outcome rather than a pot: leave your opponent snookered, or escape from a specified snooker. They are the part of the game most players never practise, which is exactly why they are in the deck. See how to practise safety play and how to escape a snooker.

Safety card with the lower half of the left rail shaded as a target zone
Safety
The cue ball must finish inside the zone.
Escape card reading two cushions
Escape
Escapes set a cushion count instead.

Why the app deals rather than lets you pick

Because choosing your own drills reliably produces a diet of things you are already good at. Everyone's instinct is to practise their favourite shot, and everyone's favourite shot is one they can already play.

Dealing removes that choice, which is the same principle behind random over blocked practice — the unpredictability is the active ingredient, not a side effect.

Common questions

How many drill combinations are there?
Well over a million once the decks are combined and filtered for compatibility, which is why the same drill rarely comes up twice.
Can I practise just one deck?
You can narrow which packs are in play, which is useful if you want to concentrate on safety or on a particular layout type. Narrowing too far, though, reintroduces exactly the blocked-practice problem the deck structure exists to avoid.

Stop choosing your own drills

CueCards deals you a randomised drill at your level, tracks whether you made it, and moves your skill rating accordingly. Free to start, no ads.

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