Some sticks seem stunning because of what you do with them. The truth is, that’s you, not the stick. You know what you’re doing and could take the table shooting with a chalked-up broom handle.

But lay a Character Cue on the felt while you’re racking and the shooter who’s won the last fifteen games is going to fear the next.

That’s the stick. That ain’t you.

A stick with game always speaks English.

A stick with game always has a seven-rail solution brewing.

A stick with game quivers in the bag like a sleeping wolf, dreaming of the kill.

Live or die, a game stick is a fighter.

It doesn’t quit.

It says, I like your bruises and bad mood. I’m in one too. Let’s kick ass.

Get yourself a game stick.

Get a Character Cue.

Frank Buzzard is a virtuous man but a rotten father.

Linc is a bright kid with more and more dings on his record.

When Frank takes discipline too far, Linc arrives at his moment of rebellion.

It’s war.

Until later that snowy night, when an explosive confrontation between nine strangers forces Linc to decide in a heartbeat:

Will he watch the destruction of his father, and everything he holds dear? Or save the man who believes him a liar, thief, and punching bag?

 


 

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