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.

  • Players are put into a list from top to bottom in order of skill ratings. (All players on a list have the same number of points. For the first round, since all players have 0 points, there is only one list.) The list is divided into two groups, the top half and the bottom half. (Obviously all lists must have an even number of players in them. If they don't, players are moved to another list in order to make all lists even.)
  • The first player in the top half is paired against the first player in the bottom half, second player from top half against second player in bottom half, and so on.
  • Players are put into a list from top to bottom in order of skill ratings. (All players on a list have the same number of points. For the first round, since all players have 0 points, there is only one list.) The list is divided into two groups, the top half and the bottom half. (Obviously all lists must have an even number of players in them. If they don't, players are moved to another list in order to make all lists even.)
  • The first player in the top half is paired against the first player in the bottom half, second player from top half against second player in bottom half, and so on.
  • 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.

    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

    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.

    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.