About: Snooker   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Snooker was one of the Trial events that featured during the first series of Robot Wars as a robotic version of the popular cue sport. Each robot was assigned a 'pocket' into which they had to push as many balls as they could before time ran out. Robots could push the balls into any of the five pockets but they would only get points for balls pushed into their own pockets and would score points for their opponents if the balls went into the wrong pocket. The robot with the fewest balls in its pocket when time ran out would be eliminated from the competition. In the event of a tie, the least active robot would be eliminated.

AttributesValues
rdfs:label
  • Snooker
rdfs:comment
  • Snooker was one of the Trial events that featured during the first series of Robot Wars as a robotic version of the popular cue sport. Each robot was assigned a 'pocket' into which they had to push as many balls as they could before time ran out. Robots could push the balls into any of the five pockets but they would only get points for balls pushed into their own pockets and would score points for their opponents if the balls went into the wrong pocket. The robot with the fewest balls in its pocket when time ran out would be eliminated from the competition. In the event of a tie, the least active robot would be eliminated.
  • In the event of a stalemate (one of the players on your team goes stale and ever so slightly mouldy whilst pondering which card to play, thereby forfeiting all his cards to the referee), a scrum 5 is the only possible way to settle it and the match. The two leading teams pick one player, who in turn picks 7 random bystanders to help him out. All positions are specialist positions, so with the average crowd of 10, waiting for the appropriate specialists to arrive to set the scrum is what really makes a snooker match drag on and on and on and on and on. Most teams therefore bring their own specialists, but they generally hang out in the (free) bar and will have to sit out a waiting time of 3 whiskies before being allowed to enter the field. Popular and well-known snooker scrum specialists in
sameAs
dcterms:subject
dbkwik:robotwars/p...iPageUsesTemplate
dbkwik:uncyclopedi...iPageUsesTemplate
abstract
  • In the event of a stalemate (one of the players on your team goes stale and ever so slightly mouldy whilst pondering which card to play, thereby forfeiting all his cards to the referee), a scrum 5 is the only possible way to settle it and the match. The two leading teams pick one player, who in turn picks 7 random bystanders to help him out. All positions are specialist positions, so with the average crowd of 10, waiting for the appropriate specialists to arrive to set the scrum is what really makes a snooker match drag on and on and on and on and on. Most teams therefore bring their own specialists, but they generally hang out in the (free) bar and will have to sit out a waiting time of 3 whiskies before being allowed to enter the field. Popular and well-known snooker scrum specialists include Terry Griffiths (though regularly sin-binned for fowl play), Will Carling, Quinten Hann, and Stephen Lee. If the 25-hour rule of scrummaging isn't met, the matter is settled by a swift game of paper, snookerball, fly-half. The effects of each of the cards are intricate, and it takes a lot of study to learn them all, but then can be positive, negative, or mundane. For example, all face cards can be used to move the "cue ball" up to three inches by pushing it with one's ear, while the Ace of Spades can be used to cause an opposing player to be blindfolded for the rest of the match. Top teams tend to 'combo' their card moves, using techniques such as playing the Queen of Hearts on a teammate, who can then use the Earl of Lemons to remove a handful of clay from the "cue ball".
  • Snooker was one of the Trial events that featured during the first series of Robot Wars as a robotic version of the popular cue sport. Each robot was assigned a 'pocket' into which they had to push as many balls as they could before time ran out. Robots could push the balls into any of the five pockets but they would only get points for balls pushed into their own pockets and would score points for their opponents if the balls went into the wrong pocket. The robot with the fewest balls in its pocket when time ran out would be eliminated from the competition. In the event of a tie, the least active robot would be eliminated.
is trial of
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software