Xtreme8Ball General Tournament Rules


PLEASE NOTE THESE TOURNAMENT RULES ARE GENERIC, AND EACH TD MAY ALTER THEM SLIGHTLY. PLEASE READ THE INDIVIDUAL TD'S RULES ON THEIR TOURNAMENT PAGE.

No re-racks unless TD approves it.
No tapping the cue in order to hide the ball.
Say GL and GG before and after each match.
Report wins/losses in the lobby by td or trny type.
Breaks do not count, unless specifically stated in the tournament rules.
All games are played on protected rated tables, unless otherwise stated in the rules.
For each match, either fresh table are required, or the person inviting must stand and allow the invitee the choice of seats.
All other Xtreme8ball rules apply where applicable. League Rules


10 Shot
  • Played on training table.
  • No BIH.
  • First person listed in pairings breaks and shoots first
  • You get 10 shots to sink as many balls as you can.
  • Break counts as first shot.
  • Ball potted during scratch does not count.
  • Balls can be shot in any order.
  • Be sure to keep score of your shots and ball count.
  • Score is to be kept on table where opponent can see.

    10 Shot - Black Ball
  • Played as per 10 shot, except the 8 ball is to be used as the cue ball.
  • Break is made by hitting the black ball into the rack toward the right side of the table.

    69er
  • TD will invite all players that joined to a training table & will announce pairs & who to sit.
  • You will have 69 seconds to shoot as many as you can in.
  • If you miss keep going.
  • No BIH.
  • If you scratch place ball anywhere on table and continue.
  • TD will say when to start and stop.
  • Object of the game is to sink more in 69 seconds than your opponent.
  • After each round, the amount of time decreases by 10 secs.

    2 vs. 2 Best of 3 68
  • Player 1 plays Player 1 on other team.
  • Player 2 plays Player 2 on the other team.
  • If one team wins both games, they advance.
  • If both teams win a game, the winning players play a 3rd and deciding match.
  • Winning team advances.

    2 vs. 2 Shoot Till You Miss
  • Play on unrated tables.
  • Shoot until you miss.
  • Then stand, so your partner can take a seat.

    2 vs. 2 Sit and Stand
  • Play on unrated tables.
  • Take one shot and stand (even if u make a ball) and your partner sits and shoots.
  • Keep rotating each shot.
  • Break counts as a shot.

    3 vs. 3, 4 vs. 4, or 5 vs. 5
  • Same as 2 vs. 2, just with more players.

    4 Corners
  • You must pocket all balls into the 4 corner pockets. In other words, you cannot use the two middle pockets!
  • If you make one in the middle, you must tap to your opponent and give them Ball In Hand.
  • If you make one in the middle while making one of yours in the corner, then you can continue shooting.
  • The break does not count.

    Twisted 4 Corners
  • Played the same as 4cs, but you must pot the 8 ball into either to top middle or bottom middle pocket.

    Alphabet
  • All games played on rated & protected tables.
  • You must sink your balls in this order, Blue, Green, Orange, Pink, Purple, Red, and Yellow. (Alphabetical order).
  • If you sink the wrong ball, give opponent ball in hand.
  • If you sink one ball in the right order and another goes in, it is still your turn. 8 ball is still to be sunk last.
  • 8 ball is still to be sunk last.

    Anger Management
  • Played like regular 8.
  • You may trash talk your opponent during the match as long as it is not offensive/abusive.
  • This is not a tournament to disregard all league rules. Remember, aimer accusations are not permitted at any time.
  • Breaking these rules will result in d/q.

    Arabian Pool
  • Played on rated / protected tables.
  • When you get to the 8 ball, your opponent will call the pocket that you have to make the 8 in.
  • This remains the designated pocket for you for the remainder of the game.

    Banks and Combos
  • Every ball you make must be made by a bank shot or a combo shot.
  • A bank shot is when you bank the ball off an opposite rail of the pocket it is going into or bank the cue ball off an opposite rail of the pocket you are making a ball.
  • A combo is when you use another ball to make a ball. Example: You hit the cue ball into the orange ball and the orange ball hits the blue ball and sinks the blue.
  • If a ball goes in without doing either of these, you must tap and give opponent BIH.
  • The break does not count.

    Bank a Specific Colored Ball
  • You must bank the color ball the TD specifies.
  • If your opponent makes that ball for you then u do not have to bank. Otherwise, you must bank or you lose!
  • Cue banks are not allowed on the color ball you must bank.
  • The break does not count. If the ball goes in on the break, then re-rack.

    Bank One Ball and Call It
  • You get to choose which ball you want to bank in this tourney.
  • You MUST CALL the ball and pocket before banking for it to count. Example: Red, top right.
  • You can change the ball you want to bank if you miss as many times as you want.
  • Cue banks do NOT count.
  • The break does not count.

    Bank Robbery
  • Play On Rated & Protected Tables
  • No bank shots are allowed at any time. This includes cue banks.
  • If a bank occurs, tap the cue and give your opponent ball in hand.
  • However, if you make a regular shot and an accidental bank occurs after this, play on.

    Bank 8 Only
  • Bank the 8 ball into the pocket. Failure to do so is a loss.
  • Short banks do not count (must bank off an opposite rail).

    Bank 8 or Q
  • Bank either the 8 ball into the pocket or the cue ball into the 8 (and into the pocket). Failure to do so is a loss.
  • Short banks do not count (must bank off an opposite rail).

    Bank the 8 and Last Pocket
  • Bank either the 8 ball or the cue ball into the 8 (and into the pocket) into the pocket your last ball went into.

    Black and Blue
  • Played at rated, protected tables.
  • Played as Reg 8, but the 8 ball must be pocketed into the same pocket as your blue ball.

    Black Jack
  • Played at training tables, shoot and stand format. First player to pot balls to a score of 21 wins.
  • No BIH.
  • One player breaks (balls potted on break do not count), then takes 1 shot and stands to allow their opponent a turn.
  • Keep score at the table to avoid any confusion during your match.
  • Yellow Solid = 1 point, Blue Solid = 2 points, Red Solid = 3 points, Pink Solid = 4 points, Orange Solid = 5 points, Green Solid = 6 points, Purple
  • Solid = 7 points, Black = 8 points.
  • All stripes = 3 points.
  • Bank any ball = 1 point.
  • If you go over 21 you lose.

    Bootem
  • This is played at a training table whereby the TD will invite all the players to the table.
  • The rotation goes in alphabetical order.
  • The TD breaks and then its player 1's turn.
  • They sit at table, click the cue, and shoot.
  • Shoot once then stand, if you miss you are booted.
  • Shoot out of turn, scratch, move the cue or reset the table and you will be booted.
  • Do not move the cue. If someone scratches. the TD will place cue in the center of the table.
  • The next player may shoot in any direction after a scratch.
  • 3 minutes timers for someone who was booted from the room or does not have a ping. 1 minute timers for players who are not paying attention.

    Bootem - 2v2
  • 2v2 Bootem is played in normal Bootem format. Due to the reduced timers in bootems, if your partner times out in a bootem, you will not be eliminated with them.
  • The only difference is that your standing in the trny depends on how high you or your partner gets in the end.
  • For example, if you get booted early, but your partner ends up winning, then you win as well.
  • The TD will invite your partner to watch the final shootout.

    Bootem - Bankem
  • Played like Regular Bootem. You may nominate a ball and pocket to bank (not cue bank) a ball into.
  • If you are successful, you choose a member to be booted.
  • A time limit of 60 seconds applies to nominate the player to be booted, or the person who banked the ball will be booted.
  • Reverts to Regular Bootem when only 4 players remain. All other regular bootem rules apply.

    Bootem - Baseball
  • Played like Regular Bootem but your are given 3 "strikes" before being booted.
  • A strike is a miss or a scratch.
  • Shooting out of turn, or timing out of the tournament results in being booted from the table.
  • Once you have used all 3 strikes, you will be booted from the table.

    Bootem - Bomb
  • Played like Regular Bootem, except the 8 ball is a "bomb".
  • The 8 ball or "bomb" will be placed in the open by the td after the break
  • Hitting the 8 ball or causing the 8 ball to move during your turn, will result in you being booted.
  • If someone moves the 8 ball during a rack, the 8 ball becomes "defused" and can be played as a regular ball.
  • Each new rack, the 8 ball or "bomb" becomes active again.
  • If the 8 ball is the only remaining ball on the table, it is safe to pot without being booted

    Bootem - Hidden Pass
  • Played like Regular Passs Bootem, with each player starting with 1 pass at the beginning of the bootem.
  • The TD will select one ball each rack, and not disclose which ball.
  • The Player who pots the ball selected at the beginning of the rack will be rewarded with an additional pass to use during the bootem.

    Bootem - LifeSaver
  • Played like Regular Pass bootem, with each player having 1 pass to use during the tournament.
  • The pass may be used to pass a turn, or to save a player when they are booted.
  • When a player is booted, the TD will sit and ask the remaining players if anyone would like to use their pass to "save" the booted player. Players have 20 seconds to decide if they would like to save a player.
  • If a player is saved, they are invited back to the table, and if they still have their pass, may use it to pass a turn or save a player.

    Bootem - Magic 8
  • Same as a regular boot'em except if you pot the 8, you must nominate a player to be booted from the table.
  • A time limit of 60 seconds applies to nominate the player or the person potting the 8 will be booted.
  • 3 minutes timers for someone who was booted from the room or does not have a ping. 1 minute timers for players who are not paying attention.
  • The game continues until only 4 players remain in the bootem, at which time it reverts to a normal bootem.

    Bootem - Minefield
  • Played as a "bomb" bootem, except both the 8 ball and purple ball are "bombs

    Bootem - Mole
  • Played as a regular boot'em, but if you miss, you are not immediately booted, but placed in the hot seat. Whilst in the hot seat, you do not participate in the game.
  • Prior to the game commencing, the TD will select "the mole". Only the TD and "the mole" know who "the mole" is.
  • Once two players are in the hot seat, the TD will YIM the mole, and the mole must nominate one of the two players in the hot seat to be booted.
  • That nominated player then has 30 seconds to guess who "the mole" is. Guess incorrectly, and they are booted. Guess correctly, and "the mole" is booted.
  • The TD will from time to time, nominate a new mole. Once a player is booted, play continues and the second person in the hot seat resumes play as normal.
  • 3 minutes timers for someone who was booted from the room or does not have a ping. 1 minute timers for players who are not paying attention.
  • The game continues until only 4 players remain in the bootem, at which time it reverts to a normal bootem.

    Bootem - Pass
  • Same as a regular boot'em except each player may "pass" their turn once during the game.



    Bootem - Progressive
  • Played as a regular bootem but the number of shots potting a ball each shot increases by 1 each turn.
  • You may at any time bank or cue back, and this will complete your turn. For example, if you are in round 3 and required to pot 3 balls, at any time during that turn you can bank or que bank a ball, and your turn is then over.

    Bootem - Reverse
  • Same as a regular boot'em except the shooting order is backwards (last person alphabetically)

    Bootem - Weakest Link
  • Played as a regular boot'em, but if you miss, you are not immediately booted, but placed in the hot seat. Whilst in the hot seat, you do not participate in the game.
  • Once two players are in the hot seat, all the players except those in the hot seat will YIM the td, and nominate one of the two players in the hot seat to be booted.
  • The player with the most votes is "the weakest link" and will be booted from the game.
  • 3 minutes timers for someone who was booted from the room or does not have a ping. 1 minute timers for players who are not paying attention.
  • The game continues until only 4 players remain in the bootem, at which time it reverts to a normal bootem.

    Bottomless
  • The break does not count.
  • You may only shoot the balls in the top pockets.
  • If you pot one in the bottom pockets, tap the cue and give BIH to your opponent.

    Call a Friend
  • Played like a regular 8 tourney, until finals.
  • The 2 players must choose anyone from the league to play for them (top bracket chooses first).
  • They must report it as a league game as soon as game is over.

    Call All Shots
  • You must call all shots (red - bottom right) in order for them to count
  • If you do not call a shot or make it in wrong pocket, you must tap and give BIH to opponent.

    Call Opponents 8 Before the Break
  • Before the break, each person will call what pocket the other has to make the 8 ball into.
  • That is the pocket they must pot the 8 into.

    Call Your 8 Before the Break
  • Before the break, each person will call the pocket they will pot the 8 into.
  • That is the pocket they must pot the 8 in.

    Colored Ball First
  • Played at rated protected tables.
  • You must sink the ball chosen by the td first. Example, yellow ball first.
  • If you do not sink the chosen ball first, on purpose or by accident, you lose.
  • Breaks do not count.
  • If, while shooting the chosen ball, another ball goes in, it is okay as long as you sink the chosen ball as well. If it doesnt go in, you lose.

    Colored Ball Last
  • Played at rated protected tables.
  • Played just like regular 8 (Unless Specified Otherwise).
  • You MUST SAVE THAT colored ball until the last shot before the 8 ball.
  • Making that colored ball early (yours or your opps) results in an automatic cancellation of that game and the opponent advancing.

    Cue Control - 6 then 9
    Use this to automatically set up your table
  • Played at protected training tables.
  • No BIH.
  • The table is set up with 1 ball at each pocket and the remaining in diamond formation at usual site of the rack. (Ask the TD to the table if you need help
  • You must pot the 6 balls at each pocket first, 1 at a time, without touching another ball including the rack.
  • If you miss, or touch another ball whilst clearing the 6, game is over, count up the balls potted.
  • Once the 6 balls are potted, you then break the diamond formation (do not move the cue ball) rack and continue to pot balls until you miss.
  • Continue shooting until you miss or scratch. Winner is the player with the most balls potted.

    Default 8
  • Regular 8 except the 8 ball must be pocketed into the default Yahoo pocket. (Top middle where the arrow is by default).

    Dirty Pool - Shady Pockets
  • Played on rated tables.
  • Played like regular 8 but with a twist.
  • You must Bank 8/Q into top middle or bottom middle pockets only.
  • You cannot attempt the same pocket twice.
  • You must alternate between top and bottom pockets.

    Dynamite
  • Played on rated 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.

    Fewest Shots Possible
  • Games played on training tables.
  • No BIH.
  • Cue ball must be moved on break.
  • Make all balls in the fewest shots possible.
  • Win by sinking the most balls in the fewest shots.
  • Scratch counts as 2 shots.
  • Ball in hand only after a scratch.
  • Opponent should type the number of shots taken after each shot at table.

    Fire and Smoke
  • Played on rated tables.
  • Fire is red ball and Smoke is black ball.
  • You have to sink the red ball first and the black 8 ball last.
  • Break does not count, but if you sink any ball in before the red first or black last then you loose.
  • No BIH is allowed unless opponent scratches.
  • On a scratch, you may use BIH but ony left of the white line and you must shoot at balls that are on the right side of the line.
  • If there are no balls to the right of the line, you must bank the cue ball before it can touch a ball.

    First Pocket
  • Shoot the 8 ball into the pocket your first ball went into (whether you shot it or not).
  • Stripes/Solids do not need to be determined, so be sure u note the pocket the first ball drops into (including the break).
  • Make sure to call your pocket right after your first ball is sunk so there is clarity between you and your opponent.

    Flawless
  • Played on a rated protected table, cancel the game if needed.
  • First person to give BIH to opponet loses (by scratching or hitting their ball first).
  • The match is played like a regular 8 ball game if a flaw does not occur.
  • Breaks do not count. Re-rack if you scratch on the break.

    Forbidden Pocket
  • This game is played on rated protected Tables
  • The Object of this game is to clean the table along the Regular 8 rules
  • The difference is the TD will announce a pocket at the beginning of the tourney/round that you are not allowed to shoot at
  • If you do so - on accident or on purpose - You Lose!
  • The cue ball scratching in the forbidden pocket does not count as an auto-loss unless of course it's with the 8 ball.
  • The break does not count. If a ball is pocketed in the forbidden pocket on the break, continue with game.

    Forbidden First Pocket
  • This game is played on rated protected Tables
  • The Object of this game is to clean the table along the Regular 8 rules
  • The difference is you may not pot any more balls into the pocket your first ball falls into (first pocket)
  • If you do so - on accident or on purpose - You Lose!
  • The cue ball scratching in the forbidden pocket does not count as an auto-loss unless of course it's with the 8 ball.
  • The break does not count. If a ball is pocketed in the forbidden pocket on the break, continue with game.

    Frozen Stick
  • Played on rated tables.
  • You cannot move the stick.
  • Leave it where yahoo puts it after every shot.
  • You can only use english and power.
  • If you move the stick, you loose and must cancel the game

    Full English
  • You must use full English on all shots.
  • English must be set at 12 o clock. At the very top.
  • Then you may shoot.
  • Failing to have correct English, will result in you giving BIH to your opponent by slightly tapping the cue.

    Full Power
  • You must use full power on all shots.
  • That is the power bar at maximum power allowed.
  • 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.

    Heaven and Hell
  • Played on rated tables.
  • One player is God, one player is Satan. This is determined by the brackets (top bracket is God lower bracket is Satan).
  • The top 3 pockets, heaven, are designated for God, and the bottom 3, hell, are for Satan.
  • If you happen to pocket any of your balls in your opponent's domain, you will need to cancel game and give your opponent the win.
  • BUT, there are sacrifices in this game.. For example, lets say you have a ball teetering over a pocket that would cause u to lose. You may then tap it in, but you must give your opponent ball in hand. ONLY if its teetering, otherwise you should try to get it out. But you must say at table whether you are going to sacrifice or try to get it out.
  • That way if it goes in, it will either be a loss or a sacrifice and the player cannot lie about it.
  • Breaks do not count.
  • If you pocket one of your opponent's balls into your domain, tap to give them ball in hand.
  • If you pocket one of your opponent's balls into their domain, you keep shooting.
  • These are the rules for every round, EXCEPT in finals. In finals, if you are God, the 8 ball must go into hell's middle pocket. If you are Satan, 8 ball must go into heaven's middle pocket.

    Inviters Choice
  • Player in the top bracket on tournament standings gets to choose the game format.
  • TD must approve if it is not a common format.

    Killer
  • Played on a protected training table. Each player starts with 3 lives.
  • No BIH.
  • If there is nothing made on the break, you get one more shot. (re-rack if scratch on the break)
  • Take only one shot per turn.
  • If you take more than 1 shot per turn, you loose 1 life.
  • You may hit any ball or combination of balls or banks.
  • If no ball is potted on your turn, then you lose 1 live.
  • Then stand and allow your opponent to sit.
  • Missing a shot is a loss of a life; a scratch is the loss of 2 lives.
  • BIH only on scratches.
  • Do not move the white any other time.
  • The only player with 1 or more lives left wins and advances to next round.

    Kill a Specific Colored Ball
  • Played on unrated protected tables.
  • Sink opponents specified color by any means possible.
  • You cannot pot any specified ball until ball type is associated, if so re-rack.
  • Sinking the specified color ball in off break is a re-rack
  • Pot your own specified ball and its automatic loss.

    Last Pocket
  • Shoot the 8 ball into the pocket your last ball went into (whether you shot it or not).
  • Make sure to call your pocket right after your last ball is sunk so there is clarity between you and your opponent.
  • If you cannot remember it or agree with your opponent on the correct pocket, the td will give you a random pocket to shoot into.

    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.

    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.

    Merry-Go-Round
  • Played at rated protected tables.
  • Starting at the top left pocket and moving in a clockwise direction around the table, ball must be potted into the nominated pocket, so if you opponent pots their first ball into top left, and then attempts top middle but misses, you must attempt your ball into top middle.
  • If you make a ball in top middle, you move onto the next pocket, top right, and so on around the table.
  • If you pot into an different pocket, bih must be given to your opponent.

    Musical Chairs
  • Played at unrated protected tables.
  • Played like regular pool.
  • At anytime the TD will come to your table and say 'Switch' and you and your opponent switch seats and continue playing.
  • The TD may show up more than once, or not at all, you never know.

    Mystery Color
  • All games are to be played on Rated and Protected Tables.
  • The TD will announce prior to the pairings which colored ball must be potted immediately before the 8 ball.
  • If the colored ball (yours or your opponents) is potted early by either player, it is a loss. The game is cancelled.
  • The color will change for each new game played.

    Mystery Pocket
  • All games are to be played on Rated and Protected Tables.
  • Matches are played as Regular 8 or otherwise noted by the td.
  • When on the 8 ball, ask the td in the lobby for a pocket to sink the 8 ball into.
  • This remains your pocket the remainder of the game.
  • The pocket will change for each new game played.
  • Any attempt to influence the TD on the pocket will result in the player being disqualified. Request your pocket only, without comment. Once you have your pocket, feel free to comment.

    Nerve Racker
  • Played at private training tables.
  • TD will invite each opponent of a pairing to their own table.
  • Both opponents must type ready in lobby once seated, and wait for the TD to say Start.
  • Object is to clear the table as quickly as possible, and type DONE in the lobby.
  • If you scratch, you may place the cue ball anywhere on the table. NO BIH AT ANY OTHER TIME.
  • Reset the table at any time is an auto loss.
  • Winner is person who clears table first and types DONE in the lobby.
  • If a player gets booted during the match that is currently announced, that player receives a timer (other player is told to stop shooting) and the match will resume if/when player returns.

    Nerve Racker - Black Ball
  • Played the same as Nerveracker but the 8 ball is used as the cue ball.
  • Break is made by hitting the black ball into the rack toward the right rail of the table.

    No English
  • Do not use any english for all shots including the break
  • If you use it by accident, you must tap and give opponet BIH
  • If you use it on the 8 ball, you lose!

    No Corners
  • All balls must go into the Side (middle) pockets.
  • No balls allowed in corner pockets (including on break).
  • A ball made in a corner pocket (including the break) is BIH to the other player.

    Not that Pocket
  • Played as Regular 8 until you reach the 8 ball.
  • Your opponent nominates 1 pocket that you cannot pot the 8 ball into on each attempt.
  • Your opponent may not nominate the same pocket two turns in a row.
  • If you pot your 8 ball into the pocket they nominate it is a loss.

    One Shot
  • Play On Protected Training Table
  • Pocket all your group (solid or stripe) before pocketing the 8 ball
  • Top bracket person on pairing is stripes. Bottom bracket person on pairing is solids
  • Each player sits and shoots one shot, stands and allows opponent to shoot (alternating shots)
  • Break counts as a shot .

    Perfect English
    Use this to automatically set up your table
  • Invite the TD (if needed to set up table) & the opponent to a training table
  • You can place cue wherever you like to start (think of it as the break) after that NO moving anything.
  • You are to shoot in all the balls one at a time without hitting any other.
  • If you scratch or hit another ball, your turn is over.
  • Keep track of how many you have pocketed. Balls potted on a scratch do not count.
  • Winner is player with most balls potted at end of 1 or 2 racks (as determined by td).

    Pick your Poison
  • Played as regular 8, until on the 8 ball.
  • The player with stripes plays bank the 8/que.
  • The player with solids plays last pocket.

    Players Choice
  • Before the matches the two players choose what kind of match they both want to play.
  • Match has to be agreed on by both players.
  • If you have any problems invite the TD.

    Rack and Run
  • All matches are played on training tables.
  • No BIH.
  • It does not matter who goes first but if you can not decide the player with higher yahoo rating chooses who shoots first.
  • Player 1 sits and breaks as normal (random, from the left of the line).
  • Continue shooting until the player misses or scratches (EXCEPTIONS: Continue shooting after a miss on the break.
  • If a player scratches on the break, rerack with no penalty.
  • The total number of balls sunk is the players score for that turn.
  • Both players get a certain number of turns (could be 1, 2 or 3 depending on the TD's choice) and the player with the higher score advances.
  • If you clear the first rack and need another, you DO NOT have to make a ball in on the new rack

    Rack and Run - 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.

    Rack and Run - 1v1v1 format
  • Same as RNR but in 1v1v1 format.. so 3 players each pairing.

    Regular 8
  • Normal game of pool, as per Cases.

    Regular Swiss
  • All in the tourney will play all rounds win or lose until there is one person undefeated.
  • The number of rounds played will be determined by how many people are in the tournament and how many rounds it takes to have only one undefeated player.
  • If you have to leave or want to be removed before a swiss is over, you must notify the TD to take you out before they advance to the next round.
  • This way you will not lose your next round games.

    Revenge
  • First off if your a complainer, we don't recommend joining this tourney.
  • In this tourney the TD decides who does what (ie. in 1 match 1 person could be told by the TD to bank all shots and their opponent to use full power on all shots and bank 8) so basically anything the TD says for you to do in the match you play you MUST do or you will lose!
  • NO whining, complaining etc. about what game u are assigned to play.

    Rodeo
  • You must pot your balls by rotating the pockets clockwise.
  • For example, you pot your first ball in the top right pocket; you must pot your second ball in the bottom right pocket, third ball in bottom middle pocket and so on until you have made all of your balls and the 8 ball in a clockwise pattern.
  • Failure to advance to the next pocket clockwise will result in giving BIH to your opponent.
  • Play continues until winner pots 8-ball in the correct rotated pocket.

    Save a Specific Colored Ball for Last
  • Played at rated protected tables.
  • Played just like regular 8 (Unless Specified Otherwise).
  • Sinking the colored ball on the break is an automatic re-rack.
  • You MUST SAVE THAT colored ball until the last shot before the 8 ball.
  • Making that colored ball early, whether it is your own or your opponents, results in an automatic cancellation of that game and the opponent advancing.

    Scrambled Eggs
    Use this to automatically set up your table (Perfect English)
  • Tables are to be set as Training Tables and Protected
  • The cue ball can be placed anywhere on the table to start (including to the right of the line)
  • No BIH (ball in hand) after your break (first shot)
  • Object of the game: To Make all the balls 1 by 1 without ever touching another ball.
  • If another ball is touched at anytime during your shot, your turn is over. Count the amount of balls you sunk MINUS the one you made when another ball was touched
  • The next player re-sets the table and has their turn. The player that pots the most balls, wins!
  • This can be 1, 2 or 3 rounds (determined by TD).

    Scratchless
  • This is just like regular 8 ball except if you scratch you automatically lose.
  • A Scratch is when the cue (white) ball goes into a pocket.
  • Break does not count. Re-rack if scratch on a break.
  • Cancel the game if a scratch occurs.

    Screw Your Opponent
  • Played as regular 8 ball game until shooting on 8 ball.
  • Opponant calls where you are to sink 8.
  • Opponent may not call same pocket twice in a row.

    Shady Pockets
  • Played on rated tables.
  • Played like regular 8 but with a twist.
  • You must Bank 8/Q into top middle or bottom middle pockets only.
  • You cannot attempt the same pocket twice.
  • You must alternate between top and bottom pockets.

    Silence
  • You cannot say GL or GG at the table.
  • The game must be played in complete silence by the opponents.
  • After the game is over, leave the table in silence and report win/loss in the lobby.

    Speed Ball
  • All games are to be played on a training table that the TD hosts.
  • No BIH.
  • When given to the ok to start, clear your rack as fast as possible.
  • You have 60 seconds to make as many balls as possible.
  • After a scratch, the cue must then be shot from the left of the line and towards the right side of the table.
  • The player who pots the most balls in 60 seconds wins.
  • In the event of a tie, both players will replay, with either 60 or 30 second on timer, at td's discretion.

    Speed Pool
  • All games are to be played on a training table that the TD hosts.
  • No BIH.
  • When given to the ok to start, clear your rack as fast as possible.
  • All scratches are a 5 second penalty, including a scratch from the break.
  • After a scratch, the cue must then be shot from the left of the line and towards the right side of the table.
  • The faster time of a pairing advances.

    Suicide
  • All games played on UNRATED PROTECTED tables.
  • The FIRST player to pot the 8 ball wins, after stripes and solids have been determined.
  • No Ball in Hand PERIOD. If you use BIH, you loose the game.
  • If you SCRATCH when you sink the 8 it is a LOSS.
  • You should play this like a normal game to strategically place the balls for a shot on the eight, to WIN the game.
  • If you sink the 8ball on the break it is a rerack.

    Topless
  • You may only pocket the balls in the bottom pockets.
  • If you pot one in the top pockets, tap the cue and give BIH to your opponent.
  • The break does not count.

    Timer
  • All games are to be played on protected table with a set timer.
  • Consult the TD for the correct amount of time.

    Tops and Tails
  • All stripe balls must be potted in the top pockets.
  • All solid balls must be potted in the bottom pockets.
  • If you are stripes, the 8 goes top also and if you are solids the 8 goes in the bottom also.
  • If you pot a ball in the wrong pocket, please tap to your opponent and they get Ball In Hand.
  • If you make one in the wrong pocket on the same shot that you pot one in the right pocket, you keep going with your shooting.

    Traffic Lights
  • All games played on UNRATED PROTECTED tables.
  • You must pot the Green, Yellow, and Red balls in that order then pot the 8. The first to do these 4 in order will win.
  • If wanted, you may make other balls also.
  • If you make one of your balls out of order you lose!
  • If an opponent makes one of those balls for you, you can skip it. (example: if opponent makes yellow, you go green, red, black).

    True Swiss
  • There are a set number of rounds and all players play all those rounds win or lose.
  • If it is set for five rounds, you play 5 rounds even if there is only person undefeated after 4 rounds.

    Twister
  • Play like regular 8 ball.
  • When it gets down to the 8 you must try to pot it in the top left corner.
  • If you miss the next shot you pot it in the top middle pocket.
  • If you miss then you go clockwise until you pot the ball.

    Under Your Seat
  • Play like regular 8 ball, or whatever the TD designates.
  • When it is time to shoot your 8, you must pot the ball in the pocket under the seat you are occupying. (Top left or Top right)
  • If you don't for any reason, it is an automatic loss.

    Under Your Feet
  • Play like regular 8 ball, or whatever the TD designates.
  • When it is time to shoot your 8, you must pot the ball in the bottom corner pocket under the seat you are occupying. (Top left or Top right)
  • If you don't for any reason, it is an automatic loss.

    Under Your Opponents Seat
  • Play like regular 8 ball, or whatever the TD designates.
  • When it is time to shoot your 8, you must pot the ball in the pocket under the seat your opponent is occupying. (Top left or Top right)
  • If you don't for any reason, it is an automatic loss.

    V Shape
  • Played at rated protected tables
  • You may only make balls in the Top Left, Bottom Middle and Top Right pockets ( V Shape)
  • If a ball goes into a wrong pocket (without one going in the V also), you must tap and give opponet BIH.

    Watch Those Stripes
  • Play on training table.
  • No BIH.
  • You are to only shoot in solid balls.
  • You are to rotate with your opponent after every shot.
  • If you miss or pot a striped ball, your opponent gets bih.
  • The player who gets the 8 in after all solids are potted wins.

    Watch Those Solids
  • Play on training table.
  • No BIH.
  • You are to only shoot in striped balls.
  • You are to rotate with your opponent after every shot.
  • If you miss or pot a solid ball, your opponent gets bih.
  • The player who gets the 8 in after all stripes are potted wins.

    Who Do You Trust?
  • The game is played as regular 8ball until shooting the 8 ball.
  • When shooting the 8 ball, the player must invite any other league member to the table to shoot their 8ball in for them.
  • You may only choose another current league member.
  • Once you have pocketed your last colored ball, invite, or tell host who to invite as your choice to shoot for you.
  • Once that person arrives, stand and let them sit in your place.
  • They remain there until they pocket the 8ball for you, or your opponent wins. (If they leave or get booted and do not return, you may then choose another member to shoot for you)
  • You may not ask the TD to shoot for you.
  • If you fail to to have someone else shoot your 8ball in for you, you will not be declared the winner.