Behind The Rock Tour, LLC
BTR Game Rules & Guidelines
Where Real Players Play and Others Cry

Contents

 

 

Ghost

An imaginary opponent.  The player wins upon completing a match according to the game rules (legally pocketing all the balls required for each game). Playing the ‘Ghost’ offers a framework for tracking the player’s improvement and statistics for each game.  1.1  Part of the Table

Table Identification

  1. Foot Spot
  2. Head String
  3. Head Spot
  1. Center Spot
  2. Designated Pocket

2.Terminology

< >Run-out – when all the balls have been legally pocketed according to the game rules.

Break – The first shot of the game.

Run – the cue ball is picked up off the table and placed wherever the player chooses and according to the game rules.

Scratch – when the cue (white) ball is pocketed or knocked off the table.

Jump Stick – A cue stick that is no more than 42 inches in length used to hit the cue ball in such a way that the cue ball bounces off the table (typically over an object ball) to pocket or make legal contact with the desired object ball.

Foul – The Cue ball or any object ball is bounced off the table.

 

The cue ball does not strike the proper object ball according the game rules.

The cue ball does not strike any ball.

< >Miss – an object ball does not go in the pocket.

Call Shot – a pocket and ball must be declared prior to shooting.

Position Error – After a player pockets a ball and leaves the cue ball in a position that the player’s next shot is a low percentage shot of success.  If the player misses then this stat is used.

BIH – Ball In Hand allows the player to pick the cue ball up and place it anywhere on the table for the player’s next shot.

Stats collected for a match:
CS = Most Consecutive Snap Games in a match
S = Total Snap Games in a match
CCOE – Most Consecutive COEs in a match
COE = Total Consecutive COEs in a matchCC = Most Consecutive Cut Games in a match
C = Total Cut Games in a match
10BB or 9BB or 9BB = Number of times the game ball (if any) was pocketed on the break)

 

A10B or A9 ball = Number of time the game ball (if any and depending on game rules) were pocketed on the Run.
TBB = Total Balls on the BRK in a match
SB/F = Total # of times there was a scratch of foul made on the BRK in a match
OS = Number of Scratches made on the Run in a match
F = Number of Fouls made during the Run in a match

M = Number of Fouls made during the Run in a match

PE = Number of Position Errors made during the Run in a match

HCP = Handicap

SS = Scratch Score (with no handicap)

FS = Final Score which is the scratch score plus the handicap

Loc = The location in which the player played from

3Playing the Ghost General Rules

The following General Rules apply to all the games covered by these rules except when contradicted by specific game rules.  Modified rules are applied to specific game rules.  Most games usually consist of two turns at the table.  While in other games, the player may have additional options.  In addition, the General Rules of Behind the Rock cover aspects of the game not directly related to the game rules, such as equipment specifications and organization of events.
The games of Behind the Rock are played on a flat table covered with cloth and bounded by rubber cushions.  The player uses a stick (pool cue) to strike a cue ball which in turn strikes object balls.  The goal is to drive object balls into six pockets located at the cushion boundary.  The games vary according to  which balls are legal targets according to the game rules and the requirements to win a match.

 

3.1  Player’s Responsibility

It is the player’s responsibility to be aware of all the rules, regulations and schedules applying to competition and according to each game competition the player enters.  The ultimate responsibility rests with the player.  In addition to the game rules, equipment requirements and match schedule, every player is responsible for the validity of their own live streaming and score submission.  An online version of the rules and schedule can be found on the website.

(See https://behindtherock.org/home/rules)

(See https://behindtherock.org/home/schedule)

3.2  Player’s Use of Equipment

In general, players are not permitted to introduce  novel equipment into the game with the exception of the Tite-n-Rite (or similar) racks and/or cue extensions. 

NOTE:  JUMP CUES ARE NOT ALLOWED.

The following uses, among others are considered normal. The equipment must be used only for the purpose of in the manner that the equipment was intended.

< >Cue Stick – The player is permitted to switch between cue sticks during the match, such as a break stick and normal cues.  The player may use either a built-in extender or an add0on extender to increase the length of the stick.

Mechanical Bridges – The player may use up to two mechanical bridges to support the cue stick during the shot.  The configuration of the bridges is up to the player.  The player may use their own bridge if it is similar to standard bridges. 

A standard bridge head is no longer than 5.5” in length and a maximum of 4” in height.

Gloves – The player may use gloves to improve the grip and/or bridge hand function.

Use of powder is determined by the rules of the location in which the player’s match is being played.3.3  Technical Requirements for A Valid Match

Matches are live streamed and recorded for match verification purposes.  If there is no streamed recorded video there is no match unless an exception is granted and approved by BTR Review Committee.               

3.3.1      Players will use Behind the Rock SkorBord to record the points for a match according to game rules.

3.3.2      Players will video stream through behindtherock.org website that will store a record of their match through Behind the Rock streaming software.  This must be a live feed. 

3.3.3      All scorecards and video streaming are time and date stamped.  The times and dates must match to be considered a valid match.

3.3.4      All matches must be streamed verified through the means stated above.  Any match without a recorded stream may be voided with no refunds of entry fee.

3.3.5      Player’s photos of themselves must match the person playing the match.  If needed keep your photo in your player profile up to date.

3.3.6      Match verification codes displayed while playing a match must be entered at the time of play.  No verification code, match is void with no refunds issued.

3.3.7      Players must have a current BTR membership 

Membership Types

< >BTRT MembershipExpires 365 days

 

Registration $30/365 days

Membership #’s are auto numbered in their own table

Allows players to participate in all events they are qualified for

Player’s matches and stats are stored on the website

Allowed access to modify their profile

Players are allow access to Education Center

Player’s may purchase access to the training center for an addition $3.99/month

 

< >SBS – Scoreboard SubscriberExpires 365 days

 

Subscription $1.99/30 days auto renewal each month

SBS Subscribers are auto numbers with the prefix of “SBS” for distinction at a glance on type of membership

Players are not entered into events

Player’s matches and stats are stored on website.

Regular public access on website

Player’s may purchase access to the Education Center for an additional $2.99/month

Players may purchase access to the Training Center/Education Center for an additional $6.99/month

 

< >SBTU – Scoreboard Free Trial UserExpires 30 days after registration

 

Free membership

SBTU Subscribers are auto numbers with the prefix of “SBTU” for distinction at a glance on type of membership

Players are not entered into events

Player’s matches and stats are NOT stored on website

Regular public access on website

 

3.3  Multi-Player Order of Play

Order of play is determined by the order of registration for the tournament.  Whichever player is logged in to do the registration will be shown as the first player playing.

 

3.4  Spotting Balls

Balls are spotted (returned to play on the table) by placing them according to the game rules.  Typically balls are spotted on the foot spot of the table.  If more than one ball is to be spotted, balls are spotted in ascending sequential order (from the lowest numbered ball to the highest number ball )(unless otherwise noted in the game rules) as close as possible to the foot spot and between the foot spot and the foot rail, without moving any interfering ball.  If spotted ball cannot be placed on the foot spot, it should be placed in contact (if possible) with the corresponding interfering ball in line with the foot spot.  However, when the cue ball is next to the spotted ball, the spotted ball should not be placed in contact with the cue ball”  a small separation must be maintained.  If there is an interfering ball the spotted ball must be frozen to the interfering ball.  If needed the cue ball or a pocketed object ball may be used to give a gentle tap to place the ball.  If a ball marker is needed to mark ball placement, you can order them through the website.

(See https://behindtherock.org/home/store)

 

3.5   Ball-in-Hand (BIH) Rules

When Cue ball-in-Hand rule is active, the shooter may place the cue ball anywhere on the playing surface (see 1.1 Parts of the Table) and may continue to move the cue ball until he executes a legal shot.  (See definition 8.1 Legal Shot).  Players may use any part of the cue stick to move the cue ball, including the tip, but no with a forward stroke motion.  In some games and for most break shots, placement of the cue ball may be restricted to the area behind the head string depending on the rules of the game, and then 6.10 Bad Cue Ball Placement and 6.11 Bad Play from Behind the Head String may apply.

If an adjacent ball is accidently moved while the cue ball is being placed in position, it is a foul and it’s game over.

 

3.6  Call Shot Rules

In games and/or divisions in which the shooter is required to call shots, the intended ball and pocket must be indicated for each shot if the shot is not obvious.  The player must point to the pocket and the number of rails (for live streaming purposes) to identify the intended shot.  When designating the pockets and rails, the call-out must be clear to live streaming or that shot may be disqualified. Details of the shot, such as, # and which cushions will be struck, other balls to be contacted or pocketed are irrelevant in most games, with the exception, of the game of Billiards.  Some games, such as Billiards, require the distinction of the intended number of rails to be used.  Refer to game rules 7.  Only one ball may be called on each shot, if there is any confusion, e.g. with bank, combination and similar shots (the shooter must refer to the game rules and division rules for each game) the shooter will indicate the ball, the pocket and number of rails by using their cue stick and obviously pointing at the ball first and then obviously pointing to the intended rails to be used during the shot. 

 

3.7 Conclusion of Game

The game is over when a ball is not pocketed, a foul is committed or a player legally pockets all the balls.

 

3.8  All-Ball-Foul Rules

Behind the Rock plays by All-Ball-Foul Rules.  Definition of All-Ball-Foul Rules are as follows”  Any ball disrupted, moved or touched other than a “shot” during a game is a foul.  This includes things like:  clothing touching, touched by a body part, touched by the bridge, cue stick, the rack  or any foreign object are all fouls.  The table is sacred and should not be disturbed during a game by any foreign object (See Fouls 6.8).  Penalties may vary according to game or division rules.  Refer to the game rules that you will be playing.

A ball may settle slightly after it appears to have stopped, possibly due to slight imperfections in the ball or table or traveling over a film rack.  Unless this causes a ball to fall into a pocket, it is considered a normal hazard of play, and the ball will not be moved back.  If a ball falls into a pocket as a result of settling, it is restored as closely as possible to its original position.  If a settling ball falls into a pocket during or just prior to a shot, and this has an effect on the shot, the ball is then restored in the position and the shot will be replayed.  The player is not penalized for shooting while a ball is settling.  (See also 8.3 Ball Pocketed).

 

3.9 Fouls On the Break 

When a foul is committed on the break shot it is a deduction of one point off your total game.  If a ball is pocketed and there is a foul committed on the break, the ball pocketed does not get added to the score, the appropriate foul deduction is taken, the ball pocketed is spotted on the foot spot, and play continues.

The following are fouls:

< >Standard Fouls stating in General Rules.

Not making first contact with the lowest ball on the table.

The cue ball crossing the head string without contacting the one ball first and driving the 4 balls past the side pocket.

The cue ball crossing the head string and not hitting any ball.

Jumping the cue ball or an object ball off the table.

Scratching – Pocketing the cue ball on the Break.

Once the cue ball passes the head string, the game has commenced.  Even if the cue ball does not hit the rack, it is still scored as your break shot.  If you foul on the break you will receive a one point deduction (-1) and you are then entitled to your second turn for that game which means taking ball in hand.  Once you have taken ball-in-hand and no ball is pocketed that game is concluded. 3.10 General Fouls During Play

There is no point deduction for fouls on your Ball-In-Hand (second) turn of each game for a foul.  A foul on your second turn at the table is loss of turn and game over. Fouls for play are as follows:

< >Not making first contact with the lowest numbered ball on the table.

Jumping the cue ball or an object ball off the table (balls are re-spotted if this happens on the break).

Scratching.

Double hitting the cue ball.

Push Shot.

Interfering while the balls are still moving.

Bad cue ball placement or disturbing the lay of the table when placing ball-in-hand.

Moving or touching any object ball on the table once game has commenced.  This includes disturbing the balls when removing the rack if using a film rack (i.e. Magic Rack), moving a ball with clothing or any piece of equipment.  It is recommended to let the scorekeeper remove the rack for the playing player.

Pocketing a ball out of order without first making legal contact with lowest numbered ball first.

No foot on floor when shooting.

Shooting without re-spotting balls that are required to be re-spotted.

Hitting the cue ball more than once (double hitting).

If a player’s body or clothing should touch any ball.

Player not having at least part of one foot on the floor.

Playing or touching with the cue any ball other than the cue ball.

Striking the cue ball with any part of the cue other than the tip.

Playing out of turn (if playing multi-player).  Call the main office for help. 1 (541) 204-1929

Playing before all balls have come to rest.

Playing before any ball(s) require re-spotting.1. If a film rack is used for the break and after the break a ball remains on the rack the player may place the palm of their hand on the table, slightly lift the ball upwards to slide the film rack out of the playing area.  If you prefer you can check our store for ball markers to avoid any confrontation removing balls can make.

 

2.  If a film rack is used for the break and after the break there are more than one (1) ball sitting on the film rack, the balls must not be disturbed until one or both of the balls have been bumped off the rack.

 

 

3.12  Conclusion of Game

The game is over when a ball is not pocketed, a foul is committed or a player legally pockets all the balls according to the game rules.

3.13  Cut and Snap Game Defined

This rule applies to 176, 198, 220, banks, English 8 ball and Honolulu.

< >Cut Game 
A Cut Game is defined as:
if a player doesn’t not make a ball on the break and then runs all the balls off the table according to the game rules.  See Scoring for the value of a CUT game.

Snap Game

A COE Game is defined as:
if a player doesn’t not make a ball on the break, runs all the balls off the table according to the game rules and in the game following does not take BIH.  See Scoring for the value of a COE game.4Play 220 vs the Ghost Rules

(rules for intermediate, open, advanced & semi-pro divisions)

All the General Rules for all games apply.  Any exceptions to those rules are described in this Section 3.

Objective:  to break the balls and run out each rack for 11 games according to the game rules as follows:   Exception to the 11 game rule See Section 3.10

4.1 Racking

Rack balls one through ten in a triangle-shaped rack. The one ball is placed at the head of the triangle and rests on the foot spot. The ten (10) ball must be at the center of the triangle. Spread the remaining balls in random order to fill out the top 4 rows of a standard triangle rack. 

Exception to the 11 games equals a match rule.

 

4.1.1Press the balls forward so all balls are touching or ensure all balls are touching.  Film Racks are recommended for this game.

 

4.1.2Take the cue ball in hand behind the head string.  Shoot the cue ball at the triangle to break up the balls. The cue ball must contact the lowest number ball on the table (which would be the one (1) ball on the break) first for the break to be legal. This is your first shot of the game called your break shot.

 

4.2  Ball Contact

For each shot the player must contact the lowest-numbered ball on the table before hitting any other ball. The order that you sink the balls does not matter, so long as the cue ball contacts the lowest numbered ball on the table first. 

 

4.3  Legally Pocketing Balls Out of Order

When a ball is legally pocketed out of order and a legal hit was made (contacting the lowest number ball on the table first), the ball remains down, and one point is earned.

 

4.4 Call Shot Rules

The Call Shot Rules do not apply to the game of 220.

 

4.5  10 Ball On the Break

When the 10ball is pocketed on the “Break” it is re-spotted at the foot spot.  If the foot spot is occupied with another ball, then it is spotted on the head spot.  If the head spot is occupied, then it is re-spotted in the center of the table.  If all three spots are occupied by another ball, then the 10ball is re-spotted behind the foot spot as close to the foot spot as possible.

 

4.6  Early 10ball

Pocketing an early 10ball is awarded one point and re-spotted.  When re-spotting the 10ball at any time other than the Break, it is to be re-spotted on the foot spot or as close behind the foot spot as possible. If the foot spot is occupied by another ball it is recommended to let your score keeper spot if for the playing player.  When spotting balls and the spot is occupied, spotting the ball must be frozen when spotting.  If you move a ball when re-spotting it is a foul and it is the conclusion of the game.  It’s best to have someone spot it for you.

 

3.7  Snap Game Defined

When a player makes a legal break, pockets at least one ball on the break, and successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Snap Game”.   Player receives 10 points for that game plus will add all the points earned in the next game following

the Snap Game to the Snap game score.  See scoring examples.

 

4.8  Cut Game Defined

When a player makes a legal break and does not pocket a ball on the break, but successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Cut Game”.  On the players next turn at the table he/she breaks the balls and has a choice of how to play the table.  If the player decides to take ball in hand, that player will add the balls that were pocketed on the break in the game after the Cut game to his/her cut game score.  Or the player may execute the Cut Option.  (See Scoring Examples).

 

4.9 Cut Option Executed Defined

The game after the Cut game. The player may take ball in hand as explained in (9.) or play the table as it lays after the break with no ball in hand.  If a player takes ball-in-hand, then rules for a Cut Game apply (see item 9).  If the player decides to play the table as it lays without taking ball-in-hand, then this is a Cut Option Executed (COE).  Taking the COE will convert the scoring for a Cut game to have the same value as if it were a Snap game.  The same scoring rules apply when ball-in-hand is not taken after a Cut game as a Snap game.  (See Scoring Examples).

 

4.10  Bonus Points 11th Game

In the 11th game, if a player has a Snap Game or a Cut Game, the player is entitled to one last game.  The 12th game is not a true 12th game.  It is only played to finish scoring the 11th game.  Once the 11th game scoring is completed the match is complete.

If a player is playing off a Cut Game in game 11, the player will have the option to take BIH after the break in the 12th game.

If the player takes ball-in-hand in the 12th game, this completes the scoring for game 11 and the match is concluded.

If the player takes the COE with a Cut game in the 11th game, then the player will play a complete 12th game with all the points in game 12 being added back to the 11th game.

If a player has a Snap game in game 11 then a complete 12th game is played and added to the 11th game score. 

 

4.11  A Perfect 220 Game

Winning a perfect match of 220 occurs when the player has run out every game as a Snap Game or run out upon executing the Cut Option in all 11 games and successfully run out the subsequent 12th game.  220 points is considered to be a perfect score.  It is possible to score more than 220 points, but scoring 220 points in the manner just described is viewed as a perfect game.

 

4.12  Special Racking Situations

Standard Fouls apply in this game.  If a player commits a standard foul on the break, a point is subtracted from the score, balls are spotted with the lowest numbered ball on the foot spot (or as close to the foot spot as possible in a line from the foot spot to the center diamond on the end rail) and play continues. There is no penalty (loss of point(s)) if any other fouls are committed after the break during your game.  Committing a foul conclude the current game. (See General Fouls).

4.13  Slow Play

Slow Play  is not tolerated.  There is a time limit on all matches.  Players must complete their match in the allotted time. There is a stop watch on the SkorBord as you play your match.  Keep an eye on it.  If you don’t complete your match within that allotted time your match will be void and no refunds will be issued.
                                Playing 220:    1 player is allowed 1 hour
                                                            2 players are allowed 100 minutes
                                                            3 players are allowed 160 minutes

4.14  Scoring

The following are some sample score sheets on how to mark your games and the statistics for a game of 220. Refer to the scoring videos on the website for more information.

 

 

 

 

 

5. Playing 198 (9-ball vs. the Ghost)
 (rules for intermediate, open, advanced & semi-pro divisions)

All the General Rules in Section 1 and Games Rules in Section 3 apply.  Any exceptions to those rules are described in Section 4.

Objective:  to break the balls and run out each rack for 11 games according to the game rules in Section 4 Titled 198 with the exceptions of the rules as follows:

5.1  Match Rules

< >A Match is 11 games.Exception:  If a player has a Cut Game or a Snap Game in game 11 then a 12th game is awarded until the 11th game is completed.If a player has a Snap game in the 11th game a full 12th game is allowed to be played and the points in the 12th game are added to the 11th game and concludes the match.If a player has Cut game in the 11th game then:If the player takes BIH (ball in hand) in the 12th game this will finish scoring the 11th game and the match is concluded.If the player does NOT take BIH in the 12th game then the player continues to shoot until they foul, scratch, miss or run out (run all the balls off the table).  Then the match is concluded.5.1  Table Criteria and Racking

The game is played on a rectangular 6-pocket table with the dimensions of 3.5’x7’.  The numbered balls are racked one (1) through nine (9) in a diamond-shaped rack. The one ball is placed at the head of the triangle resting on the foot spot. The nine (9) ball must be at the center of the diamond in a direct line with the one (1) ball on the foot spot in a line to the center diamond on the foot rail. Spread the remaining balls in random order or in any pattern to fill out the top 3 rows of a standard diamond shaped rack with 2 balls in row 4 and one (1) ball in row 5 with the ball in row 5 in alignment with the one (1) ball and nine (9) ball from the foot spot to the center diamond on the foot rail. 

4.1.1 Press the balls forward so all balls are touching or ensure all balls are touching and remove the rack.  Film Racks are recommended for this game.
 

4.1.2Take the cue ball in hand behind the head string.  Shoot the cue ball at the balls to spread the balls over the table. The cue ball must contact the lowest number ball on the table (which would be the one (1) ball on the break) first for the break to be legal. This is your first shot of the game called your break shot.

 

5.2  Ball Contact

For each shot the player must contact the lowest-numbered ball on the table before hitting any other ball. The order that you sink the balls does not matter, so long as the cue ball contacts the lowest numbered ball on the table first. 

 

5.3  Legally Pocketing Balls Out of Order

When a ball is legally pocketed out of order and a legal hit was made (contacting the lowest number ball on the table first), the ball remains down, and one point is earned.

 

5.4 Call Shot Rules

The Call Shot Rules do not apply to the game of 198.

 

5.5  9 Ball On the Break

When the 9ball is pocketed on the “Break” it is re-spotted at the foot spot.  If the foot spot is occupied with another ball, then it is spotted on the head spot.  If the head spot is occupied, then it is re-spotted in the center of the table.  If all three spots are occupied by another ball, then the 9ball is re-spotted behind the foot spot as close to the foot spot as possible.

 

 

5.6  Early 9ball

Pocketing an early 9ball is awarded one point and re-spotted.  When re-spotting the 10ball at any time other than the Break, it is to be re-spotted on the foot spot or as close behind the foot spot as possible. If the foot spot is occupied by another ball it is recommended to let your score keeper spot if for the playing player.  When spotting balls and the spot is occupied, spotting the ball must be frozen when spotting.  If you move a ball when re-spotting it is a foul and it is the conclusion of the game.  It’s best to have someone spot it for you.

 

5.7  Snap Game Defined

When a player makes a legal break, pockets at least one ball on the break, and successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Snap Game”.   Player receives 9 points for that game plus will add all the points earned in the next game following

the Snap Game to the Snap game score.  See scoring examples.

 

5.8  Cut Game Defined

When a player makes a legal break and does not pocket a ball on the break, but successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Cut Game”.  On the players next turn at the table he/she breaks the balls and has a choice of how to play the table.  If the player decides to take ball in hand, that player will add the balls that were pocketed on the break in the game after the Cut game to his/her cut game score.  Or the player may execute the Cut Option.  (See Scoring Examples).

 

5.9 Cut Option Executed Defined

The game after the Cut game. The player may take ball in hand as explained in (9.) or play the table as it lays after the break with no ball in hand.  If a player takes ball-in-hand, then rules for a Cut Game apply (see item 9).  If the player decides to play the table as it lays without taking ball-in-hand, then this is a Cut Option Executed (COE).  Taking the COE will convert the scoring for a Cut game to have the same value as if it were a Snap game.  The same scoring rules apply when ball-in-hand is not taken after a Cut game as a Snap game.  (See Scoring Examples).

 

5.10  Bonus Points 11th Game

In the 11th game, if a player has a Snap Game or a Cut Game, the player is entitled to one last game.  The 12th game is not a true 12th game.  It is only played to finish scoring the 11th game.  Once the 11th game scoring is completed the match is complete.

If a player is playing off a Cut Game in game 11, the player will have the option to take BIH after the break in the 12th game.

If the player takes ball-in-hand in the 12th game, this completes the scoring for game 11 and the match is concluded.

If the player takes the COE with a Cut game in the 11th game, then the player will play a complete 12th game with all the points in game 12 being added back to the 11th game.

If a player has a Snap game in game 11 then a complete 12th game is played and added to the 11th game score. 

 

5.11  A Perfect 198 Game

Winning a perfect match of 198 occurs when the player has run out every game as a Snap Game or run out upon executing the Cut Option in all 11 games and successfully run out the subsequent 12th game.  198 points is considered to be a perfect score.  It is possible to score more than 198 points, but scoring 198 points in the manner just described is viewed as a perfect game.

 

5.12  Special Racking Situations

Standard Fouls apply in this game.  If a player commits a standard foul on the break, a point is subtracted from the score, balls are spotted with the lowest numbered ball on the foot spot (or as close to the foot spot as possible in a line from the foot spot to the center diamond on the end rail) and play continues. There is no penalty (loss of point(s)) if any other fouls are committed after the break during your game.  Committing a foul conclude the current game. (See General Fouls).

5.13  Slow Play

Slow Play  is not tolerated.  There is a time limit on all matches.  Players must complete their match in the allotted time. There is a stop watch on the SkorBord as you play your match.  Keep an eye on it.  If you don’t complete your match within that allotted time your match will be void and no refunds will be issued.
                        Playing 198:    1 player is allowed 1 hour
                                                    2 players are allowed 100 minutes
                                                    3 players are allowed 160 minutes

5.14  Scoring

The following are some sample score sheets on how to mark your games and the statistics for a game of 198. Refer to the scoring videos on the website for more information.

5.50  Scoring

Scoring for 220 is identical to the scoring process for 198.  The exception to this is that there are 10 points awarded for a break and run instead of 9 points as described in Section 3.13.

 

6. Playing 220 (10-ball vs. the Ghost)
(rules for intermediate, open, advanced & semi-pro divisions)

All the General Rules in Section 1 and Games Rules in Section 3 apply.  Any exceptions to those rules are described in Section 4.

Objective:  to break the balls and run out each rack for 11 games according to the game rules in Section 4 Titled 220 with the exceptions of the rules as follows:

6.1  Match Rules

< >A Match is 11 games.Exception:  If a player has a Cut Game or a Snap Game in game 11 then a 12th game is awarded until the 11th game is completed.If a player has a Snap game in the 11th game a full 12th game is allowed to be played and the points in the 12th game are added to the 11th game and concludes the match.If a player has Cut game in the 11th game then:If the player takes BIH (ball in hand) in the 12th game this will finish scoring the 11th game and the match is concluded.If the player does NOT take BIH in the 12th game then the player continues to shoot until they foul, scratch, miss or run out (run all the balls off the table).  Then the match is concluded.6.2  Table Criteria and Racking

The game is played on a rectangular 6-pocket table with the dimensions of 3.5’x7’.  The numbered balls are racked one (1) through nine (9) in a diamond-shaped rack. The one ball is placed at the head of the triangle resting on the foot spot. The nine (9) ball must be at the center of the diamond in a direct line with the one (1) ball on the foot spot in a line to the center diamond on the foot rail. Spread the remaining balls in random order or in any pattern to fill out the top 3 rows of a standard diamond shaped rack with 2 balls in row 4 and one (1) ball in row 5 with the ball in row 5 in alignment with the one (1) ball and nine (9) ball from the foot spot to the center diamond on the foot rail. 

6.1.1 Press the balls forward so all balls are touching or ensure all balls are touching and remove the rack.  Film Racks are recommended for this game.
 

6.1.2Take the cue ball in hand behind the head string.  Shoot the cue ball at the balls to spread the balls over the table. The cue ball must contact the lowest number ball on the table (which would be the one (1) ball on the break) first for the break to be legal. This is your first shot of the game called your break shot.

 

6.2  Ball Contact

For each shot the player must contact the lowest-numbered ball on the table before hitting any other ball. The order that you sink the balls does not matter, so long as the cue ball contacts the lowest numbered ball on the table first. 

 

6.3  Legally Pocketing Balls Out of Order

When a ball is legally pocketed out of order and a legal hit was made (contacting the lowest number ball on the table first), the ball remains down, and one point is earned.

 

6.4 Call Shot Rules

The Call Shot Rules do not apply to the game of 198.

 

6.5  9 Ball On the Break

When the 9ball is pocketed on the “Break” it is re-spotted at the foot spot.  If the foot spot is occupied with another ball, then it is spotted on the head spot.  If the head spot is occupied, then it is re-spotted in the center of the table.  If all three spots are occupied by another ball, then the 9ball is re-spotted behind the foot spot as close to the foot spot as possible.

 

6.6  Early 9ball

Pocketing an early 9ball is awarded one point and re-spotted.  When re-spotting the 10ball at any time other than the Break, it is to be re-spotted on the foot spot or as close behind the foot spot as possible. If the foot spot is occupied by another ball it is recommended to let your score keeper spot if for the playing player.  When spotting balls and the spot is occupied, spotting the ball must be frozen when spotting.  If you move a ball when re-spotting it is a foul and it is the conclusion of the game.  It’s best to have someone spot it for you.

 

6.7  Snap Game Defined

When a player makes a legal break, pockets at least one ball on the break, and successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Snap Game”.   Player receives 9 points for that game plus will add all the points earned in the next game following

the Snap Game to the Snap game score.  See scoring examples.

 

6.8  Cut Game Defined

When a player makes a legal break and does not pocket a ball on the break, but successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Cut Game”.  On the players next turn at the table he/she breaks the balls and has a choice of how to play the table.  If the player decides to take ball in hand, that player will add the balls that were pocketed on the break in the game after the Cut game to his/her cut game score.  Or the player may execute the Cut Option.  (See Scoring Examples).

 

6.9 Cut Option Executed Defined

The game after the Cut game. The player may take ball in hand as explained in (9.) or play the table as it lays after the break with no ball in hand.  If a player takes ball-in-hand, then rules for a Cut Game apply (see item 9).  If the player decides to play the table as it lays without taking ball-in-hand, then this is a Cut Option Executed (COE).  Taking the COE will convert the scoring for a Cut game to have the same value as if it were a Snap game.  The same scoring rules apply when ball-in-hand is not taken after a Cut game as a Snap game.  (See Scoring Examples).

 

6.10  Bonus Points 11th Game

In the 11th game, if a player has a Snap Game or a Cut Game, the player is entitled to one last game.  The 12th game is not a true 12th game.  It is only played to finish scoring the 11th game.  Once the 11th game scoring is completed the match is complete.

If a player is playing off a Cut Game in game 11, the player will have the option to take BIH after the break in the 12th game.

If the player takes ball-in-hand in the 12th game, this completes the scoring for game 11 and the match is concluded.

If the player takes the COE with a Cut game in the 11th game, then the player will play a complete 12th game with all the points in game 12 being added back to the 11th game.

If a player has a Snap game in game 11 then a complete 12th game is played and added to the 11th game score. 

 

6.11  A Perfect 198 Game

Winning a perfect match of 198 occurs when the player has run out every game as a Snap Game or run out upon executing the Cut Option in all 11 games and successfully run out the subsequent 12th game.  198 points is considered to be a perfect score.  It is possible to score more than 198 points, but scoring 198 points in the manner just described is viewed as a perfect game.

 

6.12  Special Racking Situations

Standard Fouls apply in this game.  If a player commits a standard foul on the break, a point is subtracted from the score, balls are spotted with the lowest numbered ball on the foot spot (or as close to the foot spot as possible in a line from the foot spot to the center diamond on the end rail) and play continues. There is no penalty (loss of point(s)) if any other fouls are committed after the break during your game.  Committing a foul conclude the current game. (See General Fouls).

6.13  Slow Play

Slow Play  is not tolerated.  There is a time limit on all matches.  Players must complete their match in the allotted time. There is a stop watch on the SkorBord as you play your match.  Keep an eye on it.  If you don’t complete your match within that allotted time your match will be void and no refunds will be issued.
                        Playing 198:    1 player is allowed 1 hour
                                                    2 players are allowed 100 minutes
                                                    3 players are allowed 160 minutes

6.14  Scoring

The following are some sample score sheets on how to mark your games and the statistics for a game of 198. Refer to the scoring videos on the website for more information.

6.50  Scoring

Scoring for 198 is identical to the scoring process for 220.  The exception to this is that there are only 9 points awarded for a break and run instead of 10 points as described in Section 3.13.

 

7. Playing 176 (8-ball vs. the Ghost)
 (rules for intermediate, open, advanced & semi-pro divisions)
All the General Rules in Section 1 and Games Rules in Section 3 apply.  Any exceptions to those rules are described in Section 5.

Objective:  to break the balls and run out each rack for 11 games according to the game rules in Section 5 Titled 176 with the exceptions of the rules as follows:

7.1  Requirements of the Game

The game is played on a rectangular 6-pocket table with the dimension label of 3.5’x7’ or 4’x8’ table with 15 balls and a cue ball.  Balls are colored two different ways.  Numbered groups, 1-7 which are solid colored balls, 9-15 are striped colored balls, the 8 ball is a solid color of black. Alternatively, the numerical groups 1-7 and 9-15 may be represented by two different sets of 7 colored balls. Usually red replaces stripes (9-15), yellow replace solid (1-7).  Balls in the two groups are known as object balls.

The player or team pocketing all their group of object balls in any order and then legally pockets the 8 ball concludes a game.  A match consists of 11 games (See Exception rule 4.1) is a completed match.

 

7.2 Racking

Rack all fifteen (15) balls in a triangle-shaped rack. The head ball rests on the foot spot.  Spread the remaining balls in random order to fill out the entire rack of five (5) rows of a standard triangle rack.  The head ball of the triangle is placed on the foot spot in a line to the center diamond on the foot rail. Spread the remaining balls in random order or in any pattern to fill out all 5 rows of a standard triangle rack with four (4) balls in row 4 and five (5) balls in row 5.

 

7.2.1Press the balls forward so all balls are touching or ensure all balls are touching.  Film Racks are recommended for this game.

 

7.3 The Break

Take the cue ball in hand behind the head string.  Shoot the cue ball at the triangle to spread the balls on the table. The cue ball may contact any ball on the table. This is your first shot of the game called your break shot.

 

7.4  The Break Continued

After the break shot, the player will enter the # of balls they pocketed on the break into the Skorbord earning one point per ball.  At this time the player will decide and mark on the Skorbord which suit they will be taking.  A suit in American 8 ball will either be solids or stripes.

 

7.5  Ball Contact

For each shot the player must contact their suited ball first before hitting any other ball or it is a foul. It does not matter which order the balls are pocketed so long as the cue ball contacts the proper suited ball first. 

 

7.6  Illegally Pocketing Balls

When a ball is illegally pocketed (defined by not designating a ball and a pocket or making a legal hit) then the game is concluded.  The illegally pocketed ball will be claimed in the ball count and the player will claim that they made a foul and 1 point will be deducted from the game score.

 

7.7  8ball Is Not Neutral

At anytime during the game the 8 ball is not neutral.  You may not use is at the first ball in a combination, billiard or carrom on any shot.

 

7.8 Call Shot Rules

The Call Shot Rules do apply to the game of 176.  Any unobvious ball and pocket must be designated with action pointing at the ball and the intended pocket prior to shooting.  If the ball is not called, then the shot could be found as a foul and the call will NOT go to the shooter.  Be advised on this rule as it could cost you.

 

7.9  8 Ball On the Break

When the 8ball is pocketed on the “Break” an extra point is given and the 8 ball is re-spotted at the foot spot.  If the foot spot is occupied with another ball, then it is spotted on the head spot.  If the head spot is occupied, then it is re-spotted in the center of the table.  If all three spots are occupied by another ball, then the 8ball is re-spotted behind the foot spot as close to the foot spot as possible.

 

7.10  Early 8ball

Pocketing an early 8ball is a foul and the game is over.  There is a two point deduction (-2) added to the score.

 

7.11  Snap Game Defined

When a player makes a legal break, pockets at least one ball on the break, and successfully pockets all the balls in their suit according to game rules (i.e. runs out), it is called a “Snap Game”.   Player receives 8 points for that game plus will add all the points earned in the next game following the Snap Game to the Snap game score.  See scoring examples.

 

7.12  Cut Game Defined

When a player makes a legal break and does not pocket a ball on the break, but successfully pockets all the balls according to game rules (i.e. runs out), it is called a “Cut Game”.  On the players next turn at the table he/she breaks the balls and has a choice of how to play the table.  If the player decides to take ball in hand, that player will add the balls that were pocketed on the break in the game after the Cut game to his/her cut game score.  Or the player may execute the Cut Option.  (See Scoring Examples).

 

7.13 Cut Option Executed Defined

The game after the Cut game. The player may take ball in hand as explained in (9.) or play the table as it lays after the break with no ball in hand.  If a player takes ball-in-hand, then rules for a Cut Game apply (see item 9).  If the player decides to play the table as it lays without taking ball-in-hand, then this is a Cut Option Executed (COE).  Taking the COE will convert the scoring for a Cut game to have the same value as if it were a Snap game.  The same scoring rules apply when ball-in-hand is not taken after a Cut game as a Snap game.  (See Scoring Examples).

 

7.14  Bonus Points 11th Game

In the 11th game, if a player has a Snap Game or a Cut Game, the player is entitled to one last game.  The 12th game is not a true 12th game.  It is only played to finish scoring the 11th game.  Once the 11th game scoring is completed the match is complete.

If a player is playing off a Cut Game in game 11, the player will have the option to take BIH after the break in the 12th game.

If the player takes ball-in-hand in the 12th game, this completes the scoring for game 11 and the match is concluded.

If the player takes the COE with a Cut game in the 11th game, then the player will play a complete 12th game with all the points in game 12 being added back to the 11th game.

If a player has a Snap game in game 11 then a complete 12th game is played and added to the 11th game score. 

 

7.15  A Perfect 220 Game

Winning a perfect match of 198 occurs when the player has run out every game as a Snap Game or run out upon executing the Cut Option in all 11 games and successfully run out the subsequent 12th game.  198 points is considered to be a perfect score.  It is possible to score more than 198 points, but scoring 198 points in the manner just described is viewed as a perfect game.

 

7.16  Special Racking Situations

Standard Fouls apply in this game.  If a player commits a standard foul on the break, a point is subtracted from the score, balls are spotted with the lowest numbered ball on the foot spot (or as close to the foot spot as possible in a line from the foot spot to the center diamond on the end rail) and play continues. There is no penalty (loss of point(s)) if any other fouls are committed after the break during your game.  Committing a foul conclude the current game. (See General Fouls).

7.17  Slow Play

Slow Play  is not tolerated.  There is a time limit on all matches.  Players must complete their match in the allotted time. There is a stop watch on the SkorBord as you play your match.  Keep an eye on it.  If you don’t complete your match within that allotted time your match will be void and no refunds will be issued.
                        Playing 198:    1 player is allowed 1 hour
                                                    2 players are allowed 100 minutes
                                                    3 players are allowed 160 minutes

7.18  Scoring

Scoring for 176 is identical to the scoring process for 220 & 198.  The exception to this is that there are only 8 points awarded for a break and run instead of 10 or 9 points as described in Section 3.13.

 

8.  English 176 (8 ball) Rules  (6.1 Coming Soon)

 

 

8.1   Requirements of the Game

The game is played on a rectangular 6 pocket table with the dimensions of 3’x6’ with 15 balls and a cue ball.  Balls are comprised of two numbered groups, 1-7 which are solid colored balls, 9-15 are striped colored balls and the balls is a solid color black.  The numerical groups 1-7 and 9-15 may be represented by two different sets of 7 colored balls.  Usually red replaces stripes (9-15) and yellow would replace solid (1-7).  B

 

8.2  Objective of the Game and Match

A game is complete when the player or team pockets all their suited object balls in any order and then legally pockets the 8 ball last.  11 games (See Exception rule 4.1) is a completed match.

 

8.3  The Rack

Rack all fifteen (15) balls in a triangle shaped rack with the 8 ball in the middle of the third row.  The 8 ball is racked on the foot spot.  Spread the remaining balls in random order to fill out the entire rack of five (5) rows of a standard triangle rack.  The head ball of the triangle is placed on the foot spot in a line to the center diamond on the foot rail.  Spread the remaining balls in random order or in any pattern to fill out all 5 rows of a standard triangle rack with four (4) balls in row 4 and five (5) balls in row 5.

 

8.3.1  Press all the balls forward as tightly as you can so that all the balls are touching.

 

8.4  Commencement of the Game

The game starts with a break shot.  Any ball may be struck on the break shot shooting at the triangle shaped racked balls spreading the balls on the table.  Record the number of balls made on the break on the Skorbord.  Player will then take BIH pocketing balls by the game rules of “anything but straight in” shots. 

 

Once the player fouls, scratches, misses or runs-out by the game rules, then that game is completed.  Player then re-racks the balls to start game 2.

8.5  Break and Run Games

All Rules for a Snap, Cut and COE apply to the game of Honolulu.  (Refer to section 3.13)

 

8.4  Fouls

Standards Fouls apply (See Sections 3.8, 3.9, 3.10)

 

8.5 Fouls on the Break

Fouls on the break are minus one (-1) point and any ball(s) pocketed on the break are spotted in sequential order on the foot spot or as close as possible to the foot spot in alignment with the center diamond on the foot rail.

 

9.  Honolulu (Anything Goes) Rules

 

Honolulu, also known as banks, kisses and combinations, and as indirect, is a call­shot pocket billiards game in which players must pocket all shots in an indirect fashion.  Anything, but straight in or same rail kick shots.

9.1  Rules

The object of the game is to score 9 points by pocketing balls earning one point per ball legally pocketed.  Legal shots are limited to:

1) Banks

2) Combinations

3) Caroms/kisses

4). Billiard

5) Kick shots

6) Combination of any of the above.

 

9.2  Making a Legal Shot

Players are not allowed to shoot a ball straight into the pocket without hitting a rail (does not include same rail shots See Illustration 8.1), another ball and or by being knocked in by the cue ball (indirectly meaning using a rail or another ball to deflect and pocketing a ball).  Shots must be combinations, banks, caroms, billiards, kicks, or a combination of these shots.

 

Kick shots cannot be made by "short­rail kicks." or “same rail kicks.  This means that for a legal kick shot, the cue ball is NOT allowed to be first banked off a rail connected with the target pocket.  A legal kick the cue ball must be first banked off any unconnected rail with the target pocket.    is not necessary to call every detail of a shot, not even whether a shot will be a bank, kiss, combination or kick – player must designate the ball and target pocket to the stream by pointing to the ball first and then the pocket.  A player may elect to call more than one ball on a single shot, but all balls called must be pocketed in the pocket(s) designated or none count.

 

9.3 Racking

Rack all fifteen (15) balls in a triangle-shaped rack. The head ball rests on the foot spot.  Spread the remaining balls in random order to fill out the entire rack of five (5) rows of a standard triangle rack.  The head ball of the triangle is placed on the foot spot in a line to the center diamond on the foot rail. Spread the remaining balls in random order or in any pattern to fill out all 5 rows of a standard triangle rack with four (4) balls in row 4 and five (5) balls in row 5.

 

9.2.1Press the balls forward so all balls are touching or ensure all balls are touching.  Film Racks are recommended for this game.

 

9.4 The Break

Take the cue ball in hand behind the head string.  The game starts with a break shot.  Shoot the cue ball at the triangle to spread the balls on the table.  Any ball may be struck on the break shot shooting at the triangle shaped racked balls.  This is your first shot of the game called your break shot.

 

9.4.1  On the opening break shot, the player must either call a ball out of the rack and an intended pocket or cause two object balls and the cue ball to strike a rail. The failure to do so is a foul.

 

9.5  Commencement of the Game

Record the number of balls made on the break on the Skorbord.  Player will then take BIH pocketing balls by the game rules of “anything but straight in” shots. 

 

9.6  The Run

After the break shot, the player will enter the # of balls they pocketed on the break into the Skorbord earning one point per ball.  The player will take BIH anywhere on the table to start the Run.

 

9.6.1  Players are allowed to shoot any ball in any order (See Legal Shots section 9.2).  The goal is to pocket nine balls to be considered a Break and Run game.

 

Note:  For now, we will count 1 point per ball pocketed.  Once CV is up and running, we will see if we can award different points for different types of shots according to difficulty.  Remove this note before posting rules on the website.

 

9.6.2  Once the player fouls, scratches, misses or runs-out by the game rules, then that game is completed.  Player then re-racks the balls to start game 2.

 

9.7  Break and Run Games

All Rules for a Snap, Cut and COE apply to the game of Honolulu.  (Refer to section 3.13)

 

 

9.7  Scoring Fouls

The penalty for all fouls in Honolulu is the loss of a point.  For a foul on the break, any pocketed ball must be returned to the table's surface and the Skorbord will make a one-point deduction (-1).  Such spotted balls are placed on the table's long string as close as possible to the foot spot, and frozen or as close as possible to frozen to any balls already occupying that space in the direction of the foot rail. However, if the occupying ball is the cue ball, remove the cue ball and then spot the balls in any order.

 

10.  Banks
(rules for intermediate, open, advanced & semi-pro divisions)

6.1 Currently not launched.

 

11.  3 Cushion (3 Cushion vs. the Ghost)
(rules for intermediate, open, advanced & semi-pro divisions)

11.1 Currently not launched.

 

11.2  3 Cushion Billiard Defined

A 3 cushion billiard is made when the cue ball contacts three or more rails either before or contact is made with the object balls by one of the following sequences of hits:

 

< >The cue ball contacts three or more cushions and makes contact with both object balls.The cue ball contacts three or more cushions, then makes contact with the first object ball, then contacts one or more cushions before striking the second object ball.The cue ball contacts a cushion, makes contact with the first object ball, and then contacts two or more cushions before making contact with the second object ball.The cue ball makes contact with the first object ball and then makes contact with three or more cushions before making contact with the second object ball.The cue ball makes contact with two cushions, then makes contact with the first object ball and then contacts one or more cushions before making contact with the second object ball.A point is earned when three cushions are contacted along with two (2) object balls in a shot.  The cushions do not have to be on three different cushions.  

 

11.3 The Break

12.2.1On the Break, the player must make contact with the red ball first.

12.2.2The player must Break consecutively, 7 times from the right and then consecutively 7 times from the left.

Anytime after the break you can take ball in hand

If you make the break then the follow points will be worth 3 points each, until you take ball in hand, after you take ball in hand then 1 points

If you break and make thebreak, and take ball in hand, the break is worth 2 then the following points would be 1 point.

If you miss the break and take ball in hand then all points are worth 1 point

If you miss the break and miss your ball in hand then it’s a minus 1

 

11.4.  Scoring

9.3.1      Players will use Behind the Rock SkorBord to record the points for a match.

9.3.2      Players will video record their match through Behind the Rock streaming software.

< >A point is earned when three cushions are contacted along with two (2) object balls in a shot.  The cushions do not have to be on three different cushions. 12. Playing Snooker (Snooker vs. the Ghost)
(rules for intermediate, open, advanced & semi-pro divisions)

12.1 Currently not launched.

 

12. Playing Chinese 8ball (Chinese 8ball vs. the Ghost)
(rules for intermediate, open, advanced & semi-pro divisions)

12.1 Currently not launched.