if you are the best player in the room, you are in the wrong room.
Any rule amendments will always be underlined.
Object of 9-Ball
The object of 9-ball is to win by legally pocketing the 9-ball. The cue ball must strike the lowest numbered ball first for legal hit to occur. After the lowest ball is struck first, either the cue ball or any numbered ball may hit the 9-ball into any pocket for the win of the rack and the accumulation of 2 points. If the shooting player pockets the lowest numbered ball or any other numbered ball after a legal hit, the shooting player continues his and/or her play. If no ball is pocketed, either the cue ball or any numbered ball must touch a rail after the cue ball contacts the lowest numbered ball for the shot to be legal and not result in ball in hand to the opposing player.
How to Rack
Players will rack 9-Ball in a diamond pattern using either a standard rack, or a specialized diamond shaped rack. The 1-Ball will be positioned at the head of the rack with the 9-Ball in the middle of the diamond.
For the break to be legal, the player breaking must contact the head ball (1-Ball) and at least 4 numbered balls must make contact with any rail for it to be considered a legal break. If any numbered ball (Other then the 9-Ball) is pocketed then the break is legal; even if only one numbered ball hits a rail.
If the 9-Ball is pocketed on the break, the player breaking receives 2 points and breaks again. Alternatively, if the 9-Ball is pocketed on the break and a foul (Scratching or cue ball leaves table) is committed, then the player gives ball in hand to their opponent, and spots the 9-Ball at the foot of the table.
If the player hits the cue ball with the tip of their cue, but is not able to break legally, the opposing playing has the option of playing the table "As-Is" or having it Re-Racked. If after two attempts of breaking a legal break is not acquired, the player breaking gives up the table to their opponent and he/she has the opportunity for the break.
This is a winner breaks format.
Everyone has the option to have a rack your own for your match. Both players must agree to rack their own, if both players don't agree to rack their own, they must continue as usual racking for their opponent. If both players don't agree on racking their own, they do then have an option to rack for themselves and their opponent. If their opponent is agreeable to this format. If not, continue as racking for your opponent only.
Three Foul Rule
If the player commits three consecutive fouls, then the opposing player wins the rack and all remaining points on the table.
The player must inform their opponent that they are on their second foul. If they fail to inform them the next shot (Foul or not) does not count towards the three foul rule, ending the streak and the count begins again.
If a foul is committed on the break the player gives up the table to their opponent and play continues with ball in hand, then that foul is counted towards a three foul rule.
Keep in mind that higher skill levels are only allowed to do a Three Foul Rule against a lower skill level that is separated by 1 skill level. If the skill levels differ by more then 1 the higher skill level is not allowed to attempt this.
A Push can only be used on the first shot after the break, even if a ball is made on the break.
You may hit the cue ball in any direction, while disregarding any fouls that would typically be a foul (Other then a scratch). You are not required to hit any object ball or rail, you may also pocket any number ball and that numbered ball is counted as a "Dead ball", if the 9-Ball is pocketed during a Push, the cue ball stays in place and the 9-Ball is spotted at the foot of the table.
If a player is intending a Push, he/she must inform their opponent ("Push", "I'm going to Push", etc.), if they fail to inform their opponent it will result in ball in hand as a regular foul if no object ball is struck, and no rail is contacted afterwards.
Once a legal Push is achieved, the opponent has the option of taking the shot, or giving the shot back to the original player of the Push.
Ball in Hand (Fouls)
Fouls will always result in ball in hand for the opposing player, they will be able to place the cue ball anywhere on the table that they like. Even off the break.
This is a cue ball foul only, if you touch the cue ball with your hand, cue stick, etc. it will result in ball in hand for your opponent. If the player shooting already has ball in hand, they may be able to move the cue ball with the shaft and/or ferrule of the cue stick, touching the cue ball with the tip of the cue will result in ball in hand.
You are not allowed to interrupt a moving object ball, if you accidentally touch an object ball in motion it will result in ball in hand.
If an object ball that is not in motion (I.E. Still object ball) and it is accidentally moved, the shooting player must ask their opponent if they want it moved back into position, or have it stay where it was moved to. It will not result in ball in hand.
If the cue ball is pocketed, or if it flies off the table during play, it will result in ball in hand for the opposing player.
You must shoot at the lowest numbered ball first, if you fail to make contact with the lowest numbered ball first then it will result in ball in hand. Unless your next shot is on the 9-Ball.
You must drive any ball to any rail after you make legal contact with your object ball for it to be considered a good hit. If you make a ball then the rail rule is irrelevant. If you fail to contact with any rail (Cue ball included) then it will result in ball in hand for your opponent.
If any object ball flies off the table for any reason it will result in ball in hand, and the object ball that left the playing surface will be considered a dead ball and stay pocketed.
While playing all players must have at least one foot contacting the floor at all times.
Players are not allowed to continue shooting while any ball (Including the cue ball) is moving or spinning. All balls must come to a complete stop before shooting continues.
Double hits with the cue tip are not allowed, in the case of a double hit it will result in ball in hand for the opponent. Please see the video below for a more detailed explanation (Also in slow motion) of a double hit.
You are allowed to mark the table with a piece of chalk on the rail, not on the felt, and you are not allowed to mark the felt of the table with chalk at any time. If you are marking the table for a shot, you are only allowed to use a piece of chalk that is sitting on the wood of the rail, it is not allowed to touch the felt at all.
You are not allowed to measure any shots with another object ball (Or cue ball) for any shot.
All players that are skill levels 5 and higher are allowed 1 time-out per rack of play, and player/s who are skill levels 4 and lower are allowed 2 time-outs per rack. You are only allowed to call for a coach from your own team unless otherwise agreed upon by the opposing team.
This decision will be left up to the shooter if the cue ball strikes an object ball and a non-object ball at the same time, only if it is not clear that it was a good hit or not.
Ball/s Bounces from Pocket
Any ball (Cue ball, 9-Ball, object ball) must stay in the pocket to be counted. If any ball bounces out of the pocket and back onto the table it is not considered in the pocket. The ball stays where it is on the table and play goes to opposing player.
If an object ball is resting on the edge of a pocket and falls in within 5 seconds of it hanging it will be counted towards the players score and they continue to shoot, if it falls in after 5 seconds then it must be placed as close to where it was before falling and play continues for the opposing player.
Jumps shots are allowed, but must be performed with a legal jump cue, or a legal jump with a standard size cue. Players are not allowed to scoop the ball to perform their jump shot.
Players Playing Twice
If your team is short players, any player on your team that is present for the night is allowed to shoot another match. Players are only allowed a maximum of playing twice in a single night for their own team. You are not allowed to play more then that. If you choose to do so, the points that you accumulate for your team, and your individual points will not be scored.
This is going out as a notice to all the Captains, and teams, for all of our upcoming sessions. We have noticed that claiming an MVP title has been difficult for some people if your skill level jumps from the low skill bracket to the high skill bracket, and vice versa, in the middle of the session. Because of this we are now putting into effect a new rule concerning this problem. If you enter into the session in the low skill bracket, this is where you will stay for the remainder of the session. If your skill level rises high enough to be moved over to the high skill tier. You will not be moved until the session ends. Meaning, you will start the next session in that tier if you are still that skill level. This will eliminate the problem of people being moved over to the tier before the session ends taking away the possibility of the person in said tier taking MVP. The same rule will apply if you are a high skill player and you drop low enough to be bumped into the low skill tier.
To qualify for MVP (Or Undefeated titles) you must play in half of the session total. So if you have a 18 week session, you will have to play at least 9 matches to qualify. If you play in a 10 week session you will have to play 5 matches to qualify. If it is an uneven session number such as 15, it will be rounded up so you will have to play in 8 matches to qualify.
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