[E.J. Barnes, Illustrator] [Colin Low's Kabbalah]

Kabbalistic Billiards

("Kabbilliards")

As Determined by
the Otisian Commission on Esoteric Gaming
Compiled by Saint What's-Her-Face, Acting Practical Head

Table of Contents


Introduction

By Pope Jeoffe I of the Intergalactic House of Fruitcakes

If I told you there was a simple-to-play, easy-to-learn, and, most importantly, enjoyable Game, the mastery of which would endow mystical powers and spiritual illumination, would you believe me? I doubt it. The statement seems completely absurd. Everyone knows that mystical powers are endowed by divine forces at birth, and spiritual illumination arrives only after years of dedicated study, clean living, rigorously enforced chastity, harrowing physical trials, and a prolonged vision quest, possibly two.

Well, gentle reader, as usual, what "everyone knows" is complete and utter crap. There is such a Game, and while the powers it provides are often less than awe-inspiring (I, who have played it longer than almost anyone, have only been able to levitate small fish, somewhat less than reliably), steady play does seem to benefit both spiritual health and mystical well being.

The Game is called Kabbilliards, and you hold in your hands the most complete, accurate, timely, and in-depth (which is to say quite simply the finest) guide to its play ever written. St. What’s-Her-Face (current Acting Practical Head of the OTISian Commission on Esoteric Gaming)1 has done a truly top notch job of distilling the game down to its basic elements, and rendering in plain English much of the complex and esoteric theory which informs and influences the Game and has been so instrumental in the design and construction of its rules. The Saint has done the Otisian Commission on Esoteric Gaming, and the world, a great service with the publication of this manual, which it is my pleasure to introduce.

The only element missing from the Saint’s otherwise excellent pamphlet is a short history of the O.C.E.G., an oversight I will, with your kind patience, now rectify.

The O.C.E.G. was formed in 1888, during the height of the OuijaTM board craze, which was then sweeping most of the mid-Atlantic states, Southern New England, and, inexplicably, Oslo. The Founding Brothers initially devoted their efforts to the study of occult undercurrents in "board games and Popular Sport," but after the Great Schism it was decreed acceptable to investigate the occult aspects of card games, bocce and carnival rides.2 The publication of Brother Richards’s (later Practical Head Richards’s) seminal work, Pitchers, Partners, and King Makers: Occult Significances in Baseball, Tiddlywinks, and Checkers, marked the start of the organization’s acceptance by the worldwide academic community, although it was not until the release of the more practical Lower Your Golf Handicaps by Demonic Invocation that an O.C.E.G. publication achieved widespread popularity (16 weeks on the Cleveland Plain Dealer best-seller list). The Charter of 1923 instituted the O.C.E.G.’s current organizational structure, regional lodges answering to a worldwide governing body led by four Heads, Practical, Ceremonial, Diplomatic, and Academic.

So without further ado, on to the Game itself. We of the faith like to say that Kabbilliards takes just minutes to learn, but a lifetime to master. Of course, that’s the copyrighted catch phrase for Othello TM, so we don’t use it much.

Pope Jeoffe I
Pontiff, Intergalactic House of Fruitcakes
and Ceremonial Head, OTISian Committee on Esoteric Gaming


The Fine Print

(Notes, a Warning, and Appropriate Age for Play)

WARNING: IN KEEPING WITH KABBALISTIC PRACTICES , THE ACTIONS OF THE KABBILLIARDS BALLS BOTH MIRROR AND INFLUENCE THEIR CORRESPONDING FORCES IN THE MUNDANE AND MYSTICAL WORLDS. SPECIAL CARE MUST BE EXERCISED AT ALL TIMES TO AVOID THE CREATION OF ALTERNATIVE REALITIES AND POCKET UNIVERSES, AND TO MINIMIZE POTENTIAL DAMAGE TO VULNERABLE REGIONS OF THE KNOWN COSMOS.

Suitable Ages for Play

Kabbilliards is played in smoky, dimly-lit pool halls and can permanently warp reality. It is therefore not considered suitable for children under the age of four. Children under the age of eight should play only with close adult supervision.

Rabbis

The Fourteenth Congress of the O.C.E.G. has decreed that the presence of a Practicing Rabbi is no longer required for games involving eight or more players.

The Kabbilliards Code of Conduct

  1. A Kabbilliards Player must, at all times, maintain an attitude and demeanor appropriate to the game.
  2. Otherwise irreconcilable disputes will be settled by arm wrestling or other similarly swift and decisive physical means.
  3. Kabbilliards must never be played on religious holidays which specifically prohibit it, unless a Temporary Waiver is granted by an OTISian religious figure of significance equal to or greater than the ArchBishop of Gambier.
  4. Everything forbidden is optional.
  5. A kabbilliards player must always try his hardest; failing that, he must try someone else’s hardest.
  6. It doesn’t count if nobody cares, it doesn’t count if nobody notices, and it doesn’t count if nobody can remember.
  7. Psychic manipulation of the balls or the other players, and the employment of supernatural powers during game play for competitive advantage, are strongly discouraged.
  8. Rules are for weenies.

Theory

The Kabbalah describes a system called the Tree of Life, consisting of a hierarchy of 10 emanations known as sefirot (singular sefira) (Figure 1). Read downwards, they describe the stages of Divine Creation; read upwards, they describe the stages and pathways of the Adept in his or her quest for mystical union with the Ineffable.

Although the Hebrew word sefira is apparently unrelated to the Greek word which has come down to English speakers as "sphere," the sefirot are, in Kabbalistic diagrams, invariably represented as circles or spheres. Just as the Tarot deck has been shown to correspond with Kabbalistic patterns among the sefirot and the traditional pathways between them, so are the many modern games of billiards apparently a corruption of their Kabbalistic roots. The Otisian Commission on Esoteric Gaming has endeavored to reclaim the Kabbalistic tradition within the body of billiard play.

Although the best-known of modern pocket billiard games, Eight-Ball, involves fifteen numbered and colored balls (plus the unnumbered and uncolored cue ball), other modern billiard games use various subsets of the full rack of fifteen. (The symbolic meaning of the triangular rack is beyond the scope of this document.) Along these lines, Kabbalistic Billiards (also referred to as "Kabbilliards") uses balls numbered 1—11 plus the cue ball.

Balls 1—10 correspond with the sefirot Kether through Malkuth, in traditional order, top to bottom and right to left. This ordering follows Wang.3 (It should be noted that the popular versions of the Sepher Yetzirah4 allude to the ten sefirot but do not name them. Detailed theory on each sefira and the twenty-two paths is found in other documents.5) Table 1 shows that the coloration of the modern billiard balls indicates, despite some corruption, a clear correspondence with Atziluth, the archetypal world and the realm of pure spirit.

Number Sefira Assiah Yetzirah Briah Atziluth Billiard Balls
(standard)
1 Kether White, flecked gold White brilliance White brilliance Brilliance Yellow
2 Chokmah White, flecked red, blue, yellow Blue pearl grey, like mother-of-pearl Grey Pure soft blue Blue
3 Binah Grey, flecked pink Dark brown Black Crimson Red
4 Chesed Deep azure, flecked yellow Deep purple Blue Deep violet Purple
5 Gevurah Red, flecked black Bright scarlet Scarlet red Orange Orange
6 Teferet Gold amber Rich salmon Yellow (gold) Clear pink rose Green
7 Netzach Olive, flecked gold Bright yellow-green Emerald Amber Brown
8 Hod Yellowish brown, flecked white Red-russet Orange Violet purple Black
9 Yesod Citrine, flecked azure Very dark purple Violet Indigo Yellow striped
10 Malkuth Black rayed with yellow As Queen Scale [sic], but flecked with gold Citrine, olive, russet, black Yellow Blue striped

Table 1. Chart of the colors of the sefirot, plus colors of the corresponding billiard balls. Numbering scheme and sefirot colors for the four spheres of creation after Robert Wang, Qabalistic Tarot. Of note is that the colors he uses for the sefirot in his main text come from Briah, while the colors he uses for the twenty-two paths (not included in this table) are from Atziluth (see Figure 1). The similarities between the sefirot colors under Atziluth and the colors of the modern billiard balls are too striking to be coincidence. Note that the colors for Yesod and Malkuth have been reversed. The reason for the extreme discrepancy for Teferet is unknown, although it is worth noting that the colors are apparently complementary.


Game Play

Basic play

Kabbalistic Billiards is played on an ordinary pocket billiard table with an ordinary set of billiard balls, using the customary accessories such as cue sticks, cue stick chalk, cue stick support rack for long shots, etc.

As in Eight-Ball, the players must never hit any of the numbered balls directly with the cue stick; they must hit the unnumbered and uncolored cue ball with the cue stick in such as way as to hit the numbered balls and drive them into the pockets. (This reflects how the adept, prior to achieving Unity with the One, can only perceive the Divine in mediated form.) Traditional technique for handling the cue stick is recommended, as is traditional courtesy (with exceptions noted below) when playing in groups or in public places. If a player pockets the cue ball (or sends it vaulting over the edge of the table), it is termed a scratch, as in Eight-Ball, but incurs special penalties as described below.

Arrangement of balls for the "break"

To begin play, Balls 1—10 should be arranged as shown in Figure 2. Ball #11 is omitted in this opening arrangement; its placement is discussed under First scratch, below. The topmost ball, #1, representing the sefira Kether, is placed on one of the white dots on the table. The cue ball is placed on the other dot. The bottommost ball, #10, representing the sefira Malkuth, is to be placed no closer to the cue ball than two-thirds of the way from Kether, and the other balls arranged accordingly. None of the balls are to be arranged so as to kiss (touch) one another.

The break

If more than one player is playing at this table, the players decide by any means at their disposal (e.g. top fist on the cue stick, scissors/rock/paper, who started the last game, arm-wrestling, fisticuffs) the order of play. The first player may then make the break, i.e. the first shot, which is supposed to introduce the first intimations of Chaos to the order of the Tree of Life. If the first player fails to hit and move any of the numbered balls with the cue ball (i.e. fails to break), the next player may, at his or her discretion, place the cue ball back on the white dot, or choose to play the cue ball as it lies.

In the unlikely event that the break pockets one of the numbered balls, the first player may shoot again (see Play after the break). In the somewhat more likely (considering how the Commission members play) event that the break results in a scratch, the rules for First scratch are applied.

Play after the break

As in other pocket billiard games, each player in turn must shoot the cue ball with the object of driving the numbered balls into the side and corner pockets. If a player pockets a numbered ball, he or she may shoot again on the same turn. A shot which fails to pocket a numbered ball ends the player's turn. Play ends when all the numbered balls are pocketed, including #11 if it has been introduced into play. For determining the winner of the game, see the section on Scoring below. Caroms (ricochets of the balls off the sides of the table) are neither rewarded nor penalized. Calling shots (declaring, before the shot, which ball one intends to shoot into which pocket) confers no advantages or disadvantages in play or scoring, but may be indulged strictly for bravado.

First scratch

The first time during a game that any of the players, during his or her turn, causes the cue ball to fall into one of the pockets – or propels it off the table altogether – that is the first scratch. The #11 ball, representing the invisible sefira Daath, is introduced, being placed on the table in the position indicated in Figure 2, regardless of the position at this point in play of the other balls. If another ball is occupying that space, Daath must be placed either just above or below it along the path between Kether and Teferet, but neither on the spot traditionally occupied by Kether (the white dot) or the spot where Teferet was before the break. Daath may be placed so as to kiss (touch in stationary position) the ball that is occupying the place where Daath should be.

Daath as the Invisible Sefira

Since Daath is the invisible sefira, players shooting after the placement of the #11 ball must avoid pocketing it while there are other numbered balls on the table, just as pocketing the #8 ball is avoided in Eight-Ball. If a player pockets #11 before all other numbered balls are pocketed, he or she is disqualified from further play for the duration of the game.

Scratch after first scratch

On all scratches after the first scratch, the player who scratched loses his or her next turn.

Scratch on a shot that pockets a numbered ball

If a scratch (including a first scratch) occurs on a shot which also pockets a numbered ball, the numbered ball that was pocketed is returned to play, and the pocketing of the numbered ball is not credited to the player. As with any other scratch, the player's turn ends; if it is a first scratch, the #11 ball is introduced in its appointed place, and if it is not a first scratch, the player loses his or her next turn.

Where on the table the pocketed numbered ball is returned to play is determined by anyone other than the next player to shoot. If there are more than two players, this should also be someone other than the player who scratched. If there are more than three players, any otherwise unresolved dispute over who possesses the honor of returning the pocketed ball to play is settled by arm-wrestling, preferably on the bar rather than the pool table.

The rule of returning to play a numbered ball pocketed on a scratch includes the #11 ball. The player who scratches on a shot which pockets the #11 ball before all other numbered balls are pocketed, ends his or her current turn and loses his or her next turn, but continues in the game, because the #11 ball returns to play. The player who scratches on a shot which pockets the #11 ball as the last ball does not end the game; the player ends the current turn and loses the next, but continues in the game, and the #11 ball is returned to play.


Scoring

Keeping score during play

During play, a scoresheet, showing a diagram of the Tree of Life, is marked, identifying the player credited with pocketing each numbered ball.

During play, extra points should be noted for special kinds of shots. One point will be awarded for shots of Great Effort. Two points will be awarded for shots which are particularly disastrous. Four points (recalling that the sacred number of OTIS is four) will be awarded for shots which are downright apocalyptic.

Final tally

At the end of the game, the score is tallied to determine the winner of the game. Raw score is the total of five scores: All points from Number of balls pocketed, all points from Kinds of Shots as described above, all points from Pillar on the Tree of Life, all points from Sums of face values of balls pocketed, and all points from Pocketing of Daath as last ball. Bonus scoring results from Numerological value of raw score. The player with the highest score, including any bonus scoring, is the winner of the game. In the event of a tie, the player with the longest last name will be declared champion.

Number of balls pocketed

For each ball pocketed, each player gets three points. This includes #11, Daath, whether before or after all other balls have been pocketed. This reflects the three Mother letters of the Hebrew alphabet, Aleph (air), Mem (water), and Shin (fire).

Pillar on the Tree of Life

A player who has pocketed all of the balls on the Pillar of Severity (#3, Binah, #5, Gevurah, and #8, Hod) gets seven points. A player who has pocketed all of the balls on the Pillar of Mercy (#2, Chokmah, #4, Chesed, and #7, Netzach) gets seven points. This reflects the seven Double letters of the Hebrew alphabet, each of which possesses hard and soft pronunciations.

A player who has pocketed all of the balls on the Middle Pillar (#1, Kether, #6, Teferet, #9, Yesod, and #10, Malkuth – note that #11, Daath, is omitted) gets twelve points. This reflects the twelve Simple letters of the Hebrew alphabet, each of which possesses only one pronunciation.

Sums of face values of balls pocketed

If any combination of balls pocketed by one player have face values adding up to 22, that player gets 10 points. 22 is not only the total number of letters in the Hebrew alphabet, but the number of paths between sefirot on the Tree of Life. The number 10 is, of course, the number of sefirot.

Pocketing of Daath as last ball

The player who pocketed ball #11, Daath, after all the other balls were pocketed, to end the game, gets eleven points. This reflects the eleven vowels6, which in traditional Hebrew are not written, and their count is not included in the number of Hebrew letters; they are, in other words, invisible, like Daath.

Bonus scoring: Numerological value of raw score

Once the raw score is totaled from the five basic scoring categories, bonus scoring is applied.

Any raw score that is divisible by 3 gets 3 bonus points, while any raw score divisible by 7 gets 7 bonus points. Any raw score divisible by 12 gets 12 bonus points, but not also the 3 bonus points for being divisible by 3. Any raw score divisible by 22 gets 22 bonus points. Thus are the letters of the Hebrew alphabet grouped and totaled in Sepher Yetzirah.7

Any raw score that is divisible by 4 gets 4 bonus points, for each of the four spheres of creation, Atziluth (Yod), Briah (Heh), Yetzirah (Vav), and Assiah (Heh). Recall that four is the sacred number of OTIS.

Any raw score that is divisible by 5 gets 5 bonus points. Note that the face value of balls #1—10 add up to 55, which is divisible both by 5 and by 11 (the value of Daath). Balls #1—11 add up to 66.


A Note on Sportsmanship

The mystical development that takes place when playing Kabbilliards is turned toward the left-hand path by cheating, whining, prolonged argument over disputed plays, and hostility (manifest or unmanifest) towards one's opponents. Therefore, the Kabbilliards player must uphold at all times the ethics of good sportsmanship and fair play. Gamesmanship8, voodoo, and telekinesis are only to be deployed to neutralize the effects of an opponent (or partner!) applying similar un-kosher methods to gain unfair advantage.

Relax. Have fun. It's only a game.

Future Projects of the Otisian Commission on Esoteric Gaming

In addition to its work with Kabbalistic Billiards, the Commission is currently considering exploring the occult undercurrents in ScrabbleTM, candlepin bowling (available only in the Northeastern US), and miniature golf. It has also come to the Commission's attention that OuijaTM boards are being manufactured by Parker Brothers, a popular board game company, and being sold in the children's game sections of department and toy stores.


Footnotes

1. Although St. What's-Her-Face is Patron Saint of Disorganization and Procrastination, the alacrity with which she composed the rules of Kabbilliards after the Commission's first game of same does not depart from her usual function. Playing billiards, even Kabbalistic Billiards, may serve as a means of procrastinating from study, meditation, and other more serious and arguably more "useful" activities. She would also like to point out that writing this pamphlet distracted her from a great deal of paying work.

2. The forgotten work of the Coney Island enclave deserves attention.

3. Wang, Robert, The Qabalistic Tarot. Samuel Weiser, Inc., York Beach, Maine, 1983.

4. Anonymous, trans. by Rev. Isidor Kalisch, Sepher Yetzirah (Book of Creation). L.H. Frank & Co, New York, NY, 1877. Chapter I, Sections 2-9.

5. What, you think I've read the entire Zohar myself? My Hebrew ain't that good. Damned if I know where this stuff comes from originally. Numerous modern secondary sources, however, tend to agree regarding the sefirot. They could, of course, all be wrong. Goyische kopf.

6. Steinberg, Samuel, Living Language Conversation Manual: Hebrew. Crown Publishers, Inc., New York, 1958. pp. 5-6. Note that other sources may disagree on the total number of vowels, such as including yod as a vowel. Moreover, more vowels may be created by combining the basic ones.

7. Seph. Yetz., Chapters II-V.

8. Potter, Stephen, The Theory and Practice of Gamesmanship, or, The Art of Winning Games Without Actually Cheating. Henry Holt & Co., New York, NY. (circa 1948).


[E.J. Barnes, Illustrator] [Colin Low's Kabbalah]