
GENERAL LEAGUE RULES
No force forfeiting
Timers are 7 minutes, 10 minutes in finals. Bootem timers are 3 minutes throughout the entire tourney.
IF the 8 ball is on the lip of a pocket and therefore makes it impossible for tourney to be comepleted correctly, such as in a 4 corners or last pocket or bank the 8 etc. it is a rerack.
If players feel the need to argue and do a he said she said, the game will be replayed while the TD babysits regardless of which player is right.
DOUBLE
ELIMINATION
In this type of tournament, you have
to lose two matches before you are eliminated. After you lose your first match,
your team then moves into the lower (loser's) bracket. You continue playing
matches in that lower bracket until you get your second loss, which means you
are out of the tournament. However, if you win all the matches in the lower
bracket, you then play the winner of the top (winner's) bracket. Since the
winner of the top bracket has not yet lost, the winner of the loser's bracket
must beat the winner of the winner's bracket twice in order to win the
tournament. The winner of the winner's bracket only needs to win one of the two
matches to win the tournament. If the winner of the winner's Bracket wins the
first game then there is no second game
SWISS SYSTEM
In this type of
tournament, players play in every round regardless of their match results. (A
player may withdraw from the tournament after any round if they no longer wish
to compete.) Each win counts as one (1) point, and each loss counts as zero (0)
points.
Regular Swiss
System
The tournament is
finished as soon as there is only one player remaining who is undefeated. (The
number of rounds is set before the tournament in order to specify a maximum
number of players. If the tournament is set for six (6) rounds, this does not
guarantee that there will be six rounds of play since players withdrawing from
the tournament may shorten the rounds required to reach an undefeated player. If
for some reason after the given number of rounds has been played and there is
still more than one undefeated player, the tournament will be extended in order
to determine a winner.)True
Swiss System
In True Swiss
System format, the TD presets the number of rounds before the tournament starts
and regardless of the number of registrations, the number of rounds does not
change once the tournament begins. (The TD can manually change the number of
rounds prior to the tournament.) After all the rounds are complete, the player
with the most points wins. If there is no conclusive point leader, there is no
winner of the tournament. However, as an example of a true Swiss system, suppose
there is an undefeated player after 5 rounds of play, and the tournament is set
for 8 rounds of play, the tournament does not stop, giving those players who
have already lost a chance to win the tournament.
To determine the pairings, the following method is used.
PARTNERS /
TEAMS
A partners
tournament is just like it sounds. You play with a partner against other teams.
First thing to do is find yourself a partner. Your partner must be a league
member. After you and your partner have decided on who will be the captain of
the team, and have picked a name for your team, and password, the captain then
goes to the tournament page and registers the team to play.
HOW TO
REGISTERThe captain will
first fill out the Team name. Then he will put in the team password that has
been chosen. He will then register him/herself to the team, by putting in
his/hers own name and password. Click on the box stating that you understand the
rules. And click the register button.The team, and the
team captain have been registered.Now it is time for
the partner to register. The partner will go to the same tournament page, and
find their team name in the pull down list. After finding the team name the
partner will put in the team password for the selected team you will then put in
your own yahoo id and password. And then click on the box stating you understand
the rules,Then click on the
register button.Your team should
now be checked in for the tourney. Make sure your both checked into the same
team by clicking on the TEAMS/CHECK IN at the top and look at the teams checked
in, and make sure your both in.HOW TO
PLAYThe tables must be
setup UNRATED!!!
And the game
is played like normal play.The team captain
sits first, and shoots. The captain continues to shoot untilhe/she misses,
then you stand. The partner then sits in the captains spot.The partner then
shoots at their designated balls. Until they miss, or finish the game by putting
in all the remanding team balls, And the 8 ball. The two partners continue to
trade off sitting and standing until the game is over.
At NO
time during tourney play can there be "coaching" or "telling your partner
where or what or how to play". It will result in automatic DQ.
PUB STYLE / CALL ALL SHOTS
All tables are
rated, protected tables.
Before you shoot, you must call which ball (color
and solid/stripe) and which pocket you are trying for.
If you do not make
your shot, but pocket another ball instead, you must tap cue ball, giving
opponent ball in hand. Combo shots do not have to be announced (ex:striped red
to solid blue to striped pink bottom right) just announce "Pink Bottom
Right".
The only instance that you would have to announce "striped" or
"solid" is before the balls are called.
TIMER
A timer tourney is
the same as any other single elimination game. The only difference is that there
is a TIMER or a SHOT CLOCK set when making a table. To make a timed game you
click on create table and then set the timer to the time that the TD specifies.
This game moves fast. So stay on your toes!!
LAST POCKET RULES
This format is like normal tournament type, except that the 8 Ball must be sunk into the pocket your last solid or stripe was sunk in. If you fail to make your last pocket and the 8 ball goes anywhere else, you must forfeit the game to your opponent.
BOTTOMS UP
OBJECT OF THE
GAME
To legally pocket
your group of balls in the correct group of pockets before the opponent legally
pockets their group of balls in their pockets.
SCORING
Group balls have
no point value. The player who legally pockets the 8 ball after pocketing their
group of object balls, wins the game.
all games played on
RATED/protected/UNTIMED TABLES
After the break, each player must pocket their
designated group of balls in the following order:
POCKET GROUPING
|
STRIPES |
TOP THREE POCKETS |
|
SOLIDS |
BOTTOM THREE POCKETS |
If a player pockets a ball in the wrong pocket they must give BIH to their opponent.The 8 ball must be pocketed into the players last pocket. If a players last pocket, for any reason, ends up being one of the opponents pockets... that player shall claim last pocket in the one directly above or below the incorrect pocket. (example: If solids pockets their last ball in the top right corner, then they will have last pocket in the bottom right corner.)
TRIANGELS
Played on rated,
protected tables.
The inviter (first person
named) may only shoot at the top middle, bottom left and bottom right pockets.
The invitee (second person
named) may only shoot at the bottom middle, top left and top right pockets.
If you shoot one of yours in and a ball also goes into your opponents
pocket, keep shooting. If you shoot into your opponents pocket without potting
one of yours, BIH must be given.
/triangles.gif)
X Game
Invitor gets Top
Left and Bottom Right Pockets
Invitee gets Top Right and Bottom Left
PocketsYou may only shoot
your balls inthe designated pockets.
If you shoot one in your pocket and
another ball also goes in another pocket, keep shooting.
If you don't make
one in your pockets and one goes in another, you must give ball in hand to your
opponent.
The 8 ball MUST be shot into either of the side (center)
pockets. If it is shot into a corner, the game will be forfeited to your
opponent.
BANK THE 8
Played on
rated, protected tables.
The object is to bank the 8 ball off of a rail.
Kick-shots are not counted as banks.
If the 8 ball is played directly
into a pocket deliberately or by accident, then the game must be forfeited to
your opponent.
SUICIDE
Tables Set
Up:
Unrated
tables, Protected.
Object:
Be the first
to sink the 8 ball.
Rules:
SCOTTISH DOUBLES
This rule
variation can be any tournament type (i.e. Single/double elim, swiss)
except
it is a team game where shots alternates between team mates, not turns.
(Ex:
if bill and sue are partners and bill makes a ball, sue shoots the next shot.
If bill misses, the other team starts where they left off in the same
manner.)
GOOD VS EVIL
There are two jump
numbers for two different single elimination tournaments (double elimination can
be used).
One jump will be designated as "Good" and one jump as "Evil".
Members decide for themselves which jump to enter and which side to
represent.
Once those two tourneys are completed, the top two in each
tourney will play a regular league game to represent the final battle.
Other
games such as Battle Of The Sexes
and North vs South are played in this
same manner.
TWO vs TWO SIT AND STAND ALTERNATE SHOT
All tables are non
rated, non timed, protected tables.
All four players must be invited to the
table.
The Captain in each team take 1st seats.
Players in each team take
turns at shooting, regardless of missing or sinking a ball
Player must stand
after every shot and give seat to team mate.
So captain shoots once, stands
to let player 2 sit and shoot once.
Then player 2 stands to let player 3
shoot once.
This keeps going until one team wins and is declared the
winner.
If a player shoots out of turn they must tap the cue giving it to
other team and stand
TWO vs TWO BEST OF THREE
All tables are
rated, non timed, protected tables.
Captain plays captain and player two
plays player two.
They each play at the same time on different tables.
If
both players from the same team win their games then their team advances to next
round.
If one player from each team wins the two winning players will play
for the tie breaker.
Games are to be played as any other league or tourney
game
TWO vs TWO SIT AND STAND TILL MISS
All tables are non
rated, non timed, protected tables.
All four player must be invited to the
table.
The captain in each team takes 1st seats.
He/she shoots till he/she
misses, then stands to let player 2 sit.
Then player 2 shoots till he/she
misses, then stands to let player 3 sit and shoot.
If a player shoots out of
turn they must tap the cue giving it to other team and stand.
This keeps
going until one team wins the game and is declared the winner
10 SHOT
All tables are
training tables and protected.
One player sits and shoots a total of 10
shots.
BREAK COUNTS AS 1ST SHOT REGARDLESS OF WETHER A BALL GOES IN ON THE BREAK OR NOT.
The player must count out the shots one by one, so no one loses
count.
If the player scratches, they get ball in hand anywhere behind the white line.
At
the end of the 10 shots, all balls pocketed are counted.
All balls are fair
game, even the 8.
Any ball that goes in, even by accident is
counted.
BANK AND COMBO
All tables are
rated, non timed, protected tables.
Each shot must either be a combo or a
bank shot
(combo = cue ball hits one ball into another ball. Must use at
least 2 balls not including the cue)
(bank = hitting cue off rail, or hitting
the cue into another ball that is hit off a rail.
When on the 8 ball player
must bank shot.
If you fail to bank or combo on any shot, you must give BIH
to your opponent.
If you do not bank on the eight you will not be declared
the winner.
RACK AND RUN
Played on
protected, training tables.
Pot as many balls as possible without missing or
scratching.
All balls are fair play including the 8 ball. Break anywhere behind the white line unless Td allows otherwise.The break does
not count as a miss if no balls are potted. After the break, if you miss or
scratch, it is the end of that turn for you. Scratch and sinking a ball does count as a ball made.
After each turn, announce how many you potted and at the end of the game, add total of all racks together high score wins.. If you run the rack, you may continue but you MUST make a ball on the next rack to continue or that turn is over.
The player with the
most potted wins.
If you cannot possibly make enough to beat your opponent,
the game is over.
No Ball in Hand Except on the break!!!
BREAK AND RUN GOLF
Played on
protected, training tables.
Each player gets 1 rack each.
Shoot until you
clear the table.
If you scratch and also make a ball, it is counted as a
miss.
Scratch is always (including break)BIH and can be placed
anywhere.
For each miss, announce it and then keep shooting.
When you have
cleared the table, announce the total misses.
Player 2 then resets and clears
the table.
The player with the LEAST amount of MISSES wins.
If a
player "resets" the game then they must continue shooting with the current
misses added to the count.
It is in your best interest not to hit the reset
button.
CUT THROAT
OBJECT OF THE
GAME
To legally
pocket your opponents balls before the opponents legally pocket your group of
balls.
RULES
The game is
played on a practice table with 3 people.
After you invite all the players to
the table you will need to establish who is who.
Pay attention to
pairings.
The first person on the list has balls 1 - 5,
the second person
on the list has balls 6 - 10,
and the last person on the list has balls 11 -
15.
Player 1 breaks the rack and shoots until he/she misses a shot
(if
nothing was dropped on the break then Player 1 would then stand).
Player 2
would then sit and shoot until he/she missed, then he/she would stand.
Player
3 would sit and shoot until he/she missed.
Then the order starts over again
with Player 1.
Player 1 is going to try to hit in balls 6, 7, 8, 9, 10, 11,
12, 13, 14, and 15, leaving his/her balls (1 - 5) on the table.
Since
the Game is played on a practice table, Yahoo gives you the option to move the
ball after each shot, if you move the ball you are automatically disqualified
for the tourney.
BALL COLOR CODE
FOR EACH PLAYER
/Cutthroattable.gif)
DEFAULT POCKET
Tables will be
rated and protected.
Play is the same as regular 8 ball with the exception
that
the 8 ball must be made in the default pocket, which is the TOP CENTER
pocket
4 CORNERS ONLY
All tables are
protected, rated, non-timed.
Every shot must go into a corner, no shots are
allowed to be potted in the center pockets. If you make a ball in the corner AND in the side, you do continue shooting.
If you pot a ball into a center
pocket on purpose or accident, you will give your opponent BIH.
If you pot
the 8 ball into a center pocket, you are disqualified automatically.
LAST POCKET
All tables are
rated non timed and protected.
The game is played as any other game until the
8 ball.
When on the 8 ball, the player must mark and sink the black
in the
same pocket as THEIR OWN last ball whether they or their opponent sinks
it.
If you fail to sink the 8 in the same pocket as your last ball you will
not be declared the winner.
If you pot two balls with your last shot, the
last pocket will be where the LAST ball went in.
MYSTERY POCKET
All tables are
rated non timed and protected.
The game is played as any other game until
the 8 ball.
When on the 8 ball you must sink it into the same pocket as which
the TD has announced.
TD makes choice whether to announce in begining of
tourney OR when players get to 8 ask TD in lobby what pocket to shoot 8 in. TD
cannot be on tables to announce pocket.
If you fail to sink the black in the
specified pocket you will not be declared the winner.
MYSTERY TOURNEY
This is where a tournament is made, but the type of it is not revealed until the tournament has closed.
PICK POCKET / OPPONENTS CHOICE
Your opponent gets
to pick which pocket you must shoot the 8 ball into.
You may pick the same
pocket for your opponent if you would like to.
You must pick the pockets
before you break the rack.
Announce which pockets are chosen.
so there is
no dispute over the 8 ball being shot into the wrong pocket.
PLAYERS CHOICE
First in pairing
invites and chooses the game.
NO more than 2 choices can be made (e.g. bank 8
into the last pocket)
If the rules are NOT accepted by the second player,
that player forfeits and loses.
ROUND THE WORLD
Played on
protected , training tables.
Inviter shoots first.
Once the break is done,
then you start out by shooting any ball into the top right corner
(the
pocket at the top of table next to the big english ball).
Once you make one
in that pocket, then the next pocket is the center top pocket,
then the top
left corner, then the bottom left corner, then bottom center, then bottom right
corner.
If you dont make your shot into the correct pocket, stand and let
your opponent shoot.
When it's time for you to shoot, you shoot for the same
pocket you left off on.
You shoot until you miss a shot, then you stand and
let your opponent shoot.
If you scratch when you make a ball, the ball that
dropped does NOT count!
Do NOT use ball in hand UNLESS you got it from your
opponent scratching.
Be sure to say what pocket is your next one to shoot
into, so there is no confusion.
FIRST ONE TO MAKE IT ALL THE WAY AROUND THE
TABLE, WINS THE MATCH.
FLAWLESS
All games are
played on rated, protected tables.
Game is played as usual, however if a
player pots the white ball, he/she automatically loses.
A scratch on the
break is a rerack. If a player gives ball in hand for hitting the opponent's ball, that player loses. If the game is completed without either player potting
white ball, then the player who won the game by regular play, wins the
match.
TIMER / NEED FOR SPEED
All tables are
rated protected and set to the time which the TD has specified.
The game is
played as any other game. If your opponent is booted or idle,
DO NOT take
advantage of the ball in hand, and extended time, but call in the TD for a
timer.
FULL POWER
Played on rated,
protected tables.
Every shot must be made with full power on the cue.
You
must wait for your opponent to acknowledge that they can see the power meter at
full.
Your opponent will indicate this by typing "y" or "k".
If you
shoot before your opponent has indicated, BIH must be given.
If for some
reason you cannot pull the stick back to full power,
just move the table
window into the middle of your screen
and you will be able to make every
shot with full power.
/fullpower.gif)
WACKY TOURNEY
All games are
played on a protected Training table.
Game is played like regular 8 ball
(8-ball must be shot last and has to be called).
The only difference is that
the cueball has to be shot from behind the white line (left side) on EVERY
shot.
It is SHOOT TILL YOU MISS, which means:
if you made a successful
shot (potted one of your balls) you need to move the cueball back behind the
line.
If any of your balls are behind the line (left part of the
table)
you can shoot these ball(s) directly - no need to bank them.
You
may not use your opponents balls in ANY way (like combos or triple-combos) to
pocket your ball.
If you SCRATCH it is BIH for your opponent and cueball may
be placed ANYWHERE on table.
If you shoot from outside the line on accident
or on purpose your opponent has the right to move cueball ANYWHERE
(if this
happens frequently during trny - you will be disqualified).
THESE TWO
SITUATIONS are the only ones in this game where you are allowed to shoot the
cueball from ANYWHERE on table.
KRAZY 8's
THIS IS FOR A
DOUBLE ELIM TOURNEY
All matches are 15 second timers1ST ROUND:
Regular
2ND ROUND: 8 ball must go into one
of the four corners for a win
3RD ROUND: Bank the 8 (No
cueball banks)
4TH ROUND: Last Pocket(8 ball must go into
the same pocket as your own last ball went into)
5TH ROUND:
Bank the 8 into the last pocket your own ball went
into
FINAL ROUND: Top bracket chooses round style from one of the above
and must be a 15 second timer
TWISTED 8
Played on rated
protected tables.
Played like regular straight 8 only the 8 ball must be
potted in the CORNER POCKET furthest from the 8's location.
If the 8 is
located in the middle of the table you then have a choice of one of the four
corners.
Each time you shoot at the 8 you have to shoot for your furthest
CORNER POCKET.
If you fail to pot the 8 in your furthest pocket you must
forfeit the game to your opponent.
SPEED BALL
The td will
announce each pairing in the room,
and the players will take turns trying to
shoot the most balls in without scratching in the specified time which is
usually 1 minute.
The td will keep track of the time and will announce when
to start and stop.
Shooting continues even if the player misses, however if
they scratch their turn ends,
and the player who makes the most in the time
limit wins the match.
ALTERNATING TOURNEY
OBJECT OF THE
GAME
Pocket the 8 ball after pocketing all other balls in alternating
fashion (solid-stripe-solid..., or stripe-solid-stripe...).
SCORING
There are no group balls in this game. Pocket the 8 ball only
after all other balls have been pocketed in alternating order.
RULES:
All games played on training/protected tables.
Only
scratches are considered fouls. All other shots must be played as they lay.
All balls must be pocketed in alternating order.
A player who pockets
any ball out of order is a loss**.
** The only exception to the out of order
loss is on the break.
The Break - The first player breaks and must pocket
balls in order.
If a player fails to pocket the balls in order on the break,
that player must stand and allow his opponent to re-rack and break.
This
continues until there is a successful legal break.
After the break the
player must continue to pocket balls in order.
When a player fails to pocket
the next appropriate ball it is his opponents turn.
The second player
continues where the first player left off in alternation.
Game is over
when.....
1. 8 ball is pocketed after all other balls are pocketed in
alternating fashion, or
2. A ball is pocketed out of alternating order
(resulting in a loss**).
ANYONE'S GAME
Table setup:
unrated, protected
*Note to hosting TD:
When setting up this game, do so under NO ladderstats...
so as not to
unfairly take the advantage from any player.
Object of Game: to
win by pocketing the 8 ball as usual
Rules: the game is played as normal,
however, when the td enters the table players switch seats.
You cannot invite
the td table, but if you need their help you have to announce the fact and speak
in lobby
BALK LINE
First, you need to
know what is meant by "balk line",
The "balk line" is the line that you see
drawn across the left hand end of the table.
The tourney works like this
>>>>
You must take every ball in hand from behind it -
(to the left of it) -
just like you are required to do when you break and
shoot 'up' the table to the right - never back to the left.
Failure to do so
results in the loss of the game.
BOOT EM
TD invites all
players to a "training" table and breaks.
Players sit, take one shot, and
stand.
Players shoot in alphabetical order as seen listed in the room.
If
you miss, scratch, or reset the table you are "BOOTED".
NO ball in hand....
you will be "BOOTED".
Last one left on table wins!
Only players in the
tourney are allowed at the table.
MAGIC BOOT EM
Same rules as regular bootem with the exception that whoever sinks the 8 gets to choose any player to boot off the table.
BREAK & RUN
RULES
Played
on a Protected, Training table.
The cue ball is ALWAYS shot from behind the
white line (NOT on the line) 8 ball MUST be sunk LAST.
You and
your opponent will play 3 games. Best 2 out of 3 is the winner.
First player
sits and breaks. You then shoot until you miss, scratch or drop the 8.
If you
clear the table you then rerack and shoot again keeping count of all the balls
you pocket.
If you pocket the 8 ball or scratch, any balls that dropped with
either do not count.
REMEMBER: Cue must be placed behind the white line
before every shot.
HE WHO POCKETS THE MOST BALLS WINS!!
ONE SHOT
This game is
played on TRAINING Tables.
The Object of this game is to clean the table
along the Straight-8 rules.
The only difference is that each player shoots
just ONE time, then stands.
Break and stand if a ball falls thats your ball
If you DONT make a ball then your opponent sits and the first pocketed ball will
make the color-decision.
If you make TWO balls on break (one striped + one
solid), it’s your choice (announce in tablechat)
The winner will be who
pockets his designated group of balls first and finished the game with the
8-shot.
!!! 8-shot _MUST_ be called!!!
FORBIDDEN POCKET
This game is
played on rated protected Tables.
The Object of this game is to clean the
table along the Straight-8 rules.
The only difference is that the TD will
announce a Pocket, which you are not allowed to shoot at.
If you do so - on
accident or on purpose - give BIH
NOTE FOR TDs - THIS GAME CAN BE ANY
TOURNAMENT STYLE (SE/DE/SWISS) - FEEL FREE TO CHANGE THE FORBIDDEN POCKET EVERY
ROUND!!!
TRIVIAL POOLSUIT
The tourney
director asks a trivia question to the two opposing players of every match in
each round.
The first person to correctly answer the question gets to choose
what game is played their match of that round.
The list of games is any (or
combination of two) tourneys approved by the league.
There is no penalty for
wrong answers.
This game is still about pool ability.
Spelling does not
count.
If a person in the tourney answers a question out of turn, they are
automatically disqualified.
Failure to comply by the rules of the chosen game
for your match will result in your disqualification.
A-B-C
All games to be
played on rated, protected tables.
Sink balls in alphabetical order
The
8-ball must be potted as very last ball.
If you sink the wrong ball, you must
give BIH.
If you sink a ball in the right order and another one goes in also,
keep playing.
YOU MUST SINK YOUR BALLS IN THIS ORDER:
|
BLUE |
|
GREEN |
|
ORANGE |
|
PINK |
|
PURPLE |
|
RED |
|
YELLOW |
TD'S CHOICE
TD will choose
different game each rd
Must follow TD's instuctions or forfeit to
opponent.
RED BALL LAST "PERIL" (or any Colored Ball)
Play like regular
8 ball except you dont shoot red (colored) ball in till right before 8
ball.
If you make either yours or opponents red (colored) ball, you stand,
quit and forfeit.
Sudden Death Rules
Play on Training
Tables
All balls are fair game EXCEPT
8 ball must be shot in
last
First player sits and shoots till miss then stands next player sits
and shoots till miss All balls must be potted before shooting at 8
ball
Player who pots 8 ball in wins
WHO DO YOU TRUST? (UNRATED
TABLES)
(Also know as
Pinch-Hitter) Regular 8 ball, until its time to sink the 8
ball, then you
MUST invite someone else to take the 8 ball shot on your
hehalf. You may
invite anyone that is in the Tourney or the TD. If the
person misses the 8
ball shot, and you get another chance, you can
use the same person or invite
someone else to take it.
So, Who Do You Trust to take your most important shot??
HIT & HOPE (5 SHOTS) (TRAINING TABLE)
Each player to:
Sit. Break and
then take 5 shots. Opponent MUST count the shots in the
text box. After you
are done, stand and count the points scored.
Scoring:
8 ball = 5pts, Reds
= 3pts, All other balls = 1pt
The player with the most points wins. If you
scratch on
break, its a re-rack, scratch at any other time and cue ball goes
on /
behind white line, shooting forwards
FOUR-PLAY (RATED TABLE)
Regular 8 ball,
except BEFORE the break, each player picks 2 pockets
that are off-limit to
their opponent. If a player shoots a ball into those
pockets (even
accidentally) then BIH to opponent. The 8 ball also
cannot be shot into
those pockets - failure to do this results in a loss,
no matter if Yahoo
registers it as a win.
NERVE RACKER (TRAINING TABLE)
Object of the game
is to run your table before your opponent does.
You each create your own
training table and invite your opponent to it
(keep both tables open &
overlap them). NO BIH, except on scratch,
then cue ball may be placed
anywhere on table and resume shooting.
Make sure you are ready when the TD
yells GO in lobby and make sure
you can see the lobby. After you have
cleared your table go to your
opponents table and type in DONE at his / her
table. If you are first to
type it in, you are the winner.
If players are going to argue over which person typed it first, both will be dq'd as to the fact the td cant sit at every players table to see who typed done first where.
THREE-STRIKES (TRAINING TABLE)
First player in
spam to break. If you make a ball, you stand, otherwise
shoot once more.
Then each player takes 1 shot and stands - whether
you make a ball or not.
DO NOT reset the table. If you scratch,
opponent gets BIH from behind white
line, shooting forwards. First
player to miss 3 shots, loses.
FAST AND FURIOUS (TRAINING TABLE)
All games are
played on the same table - TD will invite. TD will tell you
whose turn it
is. Then you sit, and break when the TD says "Go". You
keep shooting until
you have cleared the table - TD will be timing you.
No BIH in this tourney,
except on scratch - if you scratch you may place
the cue ball anywhere on
the table and start playing again, but a 5sec
penalty will be added to your
time for each scratch (including break).
After you cleared the table the TD
will give you your time. The winner is
the person to clear the table in the
fastest time.
LOTTERY (TRAINING TABLE)
All players are assigned a ball by the TD.
Play takes place on the training table with each person shooting once in alphabetical order
If your ball is sunk, you are out
Last one remaining wins
tIf there is a scratch, the cue is placed in the middle of the white line.
SPOOKS CRAZY 8 (RATED TABLE)
Played at rated protected tables.
Game is played as Regular 8.
You must use FULL POWER and FULL ENGLISH on every shot.
Full english is english all the way to whatever side you are choosing..
Dynamite
After a player pockets all of their assigned object balls, the player's opponent chooses a pocket into which the player must pocket the 8-ball.
Once a player's opponent chooses a pocket, this remains the last pocket for the player for the duration of the match.
Game is otherwise played as Regular 8-ball.e.
Last Pocket - Reverse
Played at rated protected tables.
You play as you would for a regular last pocket game.
When it gets down to your last pocket, it is reversed.
Bottom left = Top right, Top Left = Bottom Right, Top Middle = Bottom Middle and vice versa.
Rack Runners - Prison
Same as regular RR except you can only pot stripes!
Break does not count as a shot
If you dont make a stripe, your turn is over
Once you make all 7 stripes and the 8, you may start a new rack.
Low Power
You must use 4 bars or less (yellow or less) power on all shots.
Please make sure your opponent sees your power bar before shooting.
If you forget, you must tap and give opponent BIH.
Invite TD for problems.
Bank 1 Ball only
Played on rated, protected tables.
You get to choose which ball you want to bank in this tourney.
You can change the ball you want to bank if you miss as many times as you want.
Cue banks do NOT count.
If no ball banked when you come to the black ball then you must bank the black.
Bank out Bootem
Same rules as regular bootem with the exception that whoever banks any ball gets to choose any player to boot off the table.
First Pocket
All tables are rated non timed and protected.
The game is played as any other game until the 8 ball.
When on the 8 ball, the player must mark and sink the black
in the same pocket as THEIR OWN first ball whether they or their opponent sinks it.
If you fail to sink the 8 in the same pocket as your first ball you will not be declared the winner.
If you pot two balls with your last shot, the first pocket will be where the FIRST ball went in..
Fuck thy Neighbour
All games are played on rated protected tables.
This is played the same as Reg 8 until black.
Your opponent gets to pick which pocket you must shoot the 8 ball into, when you reach the black.
This pocket can be changed each shot by your opponent.
You may pick the same pocket for your opponent if you would like to
Scratchless
Played at rated protected tables.
Game is played as Regular 8.
If you scratch (pot the white ball) you lose, please give opponent Yahoo win.
Scratch on break is a re-rack.
Under your Ass
All games to be played on rated, protected tables.
This is played like Reg 8 untill you reach the black.
When on the black the person sitting on the left will shoot the ball into Top Left.
The person on the right will shoot the black into Top Right.
Wake N Bake
All games to be played on rated, protected tables.
Play like regular 8 ball except you have to shoot your green ball first and your red ball last right before 8 ball.
If you make either your green or red out of turn you lose, please give your opponent the Yahoo win.
If you make your opponents green or red then THEY shoot as normal for the remainder of the game.