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BOOT'EM (BOMB)
1 - Training/protected table. Tourney is set as 1 v 1 v1
2 - TD invites all players to one table.
3 - Timer for MIA players in boot'em is 2 minutes.
4 - Played the same as regular boot'em (miss or scratch = boot) with the exception being, you cannot touch the 8 ball.
If the 8 is touched in any way, you are eliminated.
5 - After all other 14 balls are made, the 8 can be made safely by the next person.
Boot'em - Bomb in a Nutshell:
Training: Like regular boot'em with the exception being, you cannot touch the 8 ball. If the 8 is touched in anyway, you are eliminated.
After other 14 balls are made, the 8 can be made safely by the next person.
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BOOT'EM (MOLE)
1 - Training/private table. TD invites all players and sets up table.
2 - Played same as reg bootem except with a twist.
3 - When you miss you don't get booted. You get in the hot seat.
4 - Next person that misses is also on the hot seat.
5 - Td then messages the mole (someone at the table). S/he decides who is to be booted.
6 - If the person chosen by the mole can guess who the mole is, the mole is booted instead.
7. Mole can either be same person throughout the game or can be chosen at random each time a mole is needed(TD's choice).
Boot'em Mole in a Nutshell:
Training: Like boot'em but if you miss, you get in hot seat, not booted. Next person misses also gets hotseat.
TD picks a "mole" who decides which loser gets booted. If loser guesses the mole, the mole gets booted.
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BOOT'EM (WEAKEST LINK)
1 - Played as a regular boot'em, but if you miss, you are not immediately booted, but placed in the hot seat.While in the hot seat,
you do not participate in the game.
2 - 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 - 3-minute 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.
4 - The game continues until only 4 players remain in the bootem, at which time it reverts to a normal bootem.
Boot'em - Weakest Link in a Nutshell:
Instead of being booted, player get in the hot seat. When two players are in the hot seat, other players YIM the TD to vote on who gets booted.
When only 4 players remain, it reverts to regular boot'em.
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BOOT'EM (REVERSE)
(NOTE: all kinds of Boot’em tourneys require special posts. Do not run unless you know how to post these tourneys!)
1 - Training/PRIVATE - TD invites all players after setting up table with balls spread out.
2 - No ball in hand unless player scratches, then behind the line in middle.
3 - Each player takes a turn at shooting ONE ball…ANY ball and then stands.
4 - Turns are determined reverse alphabetically as they appear at the right side of table. From the bottom going up.
5 - If you miss…TD boots U from the table (or you have 5 seconds to leave on your own). You are out of the tourney and cannot stay and watch.
6 - Play continues until one person left.
Boot'em (reverse) in a Nutshell:
Training: TD sets up table/invites all players.Play goes in reverse alphebetically from the bottom going up. One shot and stand. If you miss, you're out. Last one left wins.
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BOTTOMLESS
1 - Rated/protected tables
2 - All balls must go in to the top three pockets ONLY. (top left, top middle and top right). If you make a ball into any bottom pockets,
you must tap to your opponent. (No ball in hand on tap.)
Bottom-less in a Nutshell:
Rated: ALL balls must go in top pockets only. If ball goes in bottom, tap to opponent - no ball in hand on tap.
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BOYS AND GIRLS
1 - Played on Rated and Protected tables
2 - Play as Reg 8 ... BUT the Boys must sink their BLUE ball last, and the Girls must sink their PINK ball last.
3 - If you sink yours or your opponents Blue/Pink early YOU LOSE.
4 - no bih allowed.
Boys and girls in a Nutshell:
regular 8, twist is boys must poit the blue ball last, girls must pot the pink ball last. Pot the pink or blue early you lose.
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CALL YOUR SHOTS (aka NO SLOP)
1 - Rated/protected tables.
2 - Before each shot, you must call which ball (color and solid-stripe) and which pocket you are trying for.
(For instance, red, tr for red, top right). Please write this call in the chat area of the room.
3 - If you do not make your shot, but pocket another ball instead, you must tap cue ball, giving opponent ball in hand.
Must shoot white from where it lands. Failure to do this will be a warning the first time, and the second time DQ.
Call Your Shots in a Nutshell:
Rated: You must write in chat area which ball and which pocket you are shooting for. Tap if you miss or get wrong ball in.
Opponent will have bih, must shoot from where cue lands. Failure to call shot is warning 1st - DQ next.
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CHAOS
1 - There are 3 tournaments, each seeded differently, created to start at the same time.
2 - Must join all 3 at the same time.
3 - The object is to play all 3 tournaments without going INSANE
Chaos in a Nutshell:
Set up 3 tournaments, must play in all 3. Idea is to play all 3 without going insane.
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CLEAN 'EM UP
1 - Training/protected tables.
2 - Win by sinking the most balls in the fewest shots.
3 - Scratch counts as 2 shots.
4 - Ball in hand only after a scratch - behind default line.
Clean 'em Up in a Nutshell:
Training: Make all balls in the fewest shots possible. Scratch = 2 shots. Ball in hand only after scratch -
behind default line.
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CLOCK
1 - Rated/protected tables.
2 - Reg 8 rules (until you get to the 8).
3 - The first player to pot all their colors has to shoot the 8 into Top Left Pocket.
4 - Subsequent attemps to pot the 8 must be in a clock wise direction (Top middle, top right,
and so on until black is potted.)
This is regardless of who is shooting.
Clock in a Nutshell:
Rated: reg 8 until the 8 - 8 must be potted in top left pocket. If missed, then 8 potted into top middle;
if missed,into top right, etc.
regardless of who shoots.
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COACHING
1 - Rated/protected table. Played like regular 8.
2 - You pick any league player in the room to coach you.
3 - A person may only coach one game at a time.
4 - Coach calls ball and pocket.
5 - You must attempt to make every shot your coach calls.
6 - If you pot your object ball + another ball keep shooting.
7 - If you make any other shot, not called, tap. Ball in hand on tap. Must shoot white from where it lands
Coaching in a Nutshell:
Rated: Pick any league member to call ball and pocket for you. Make a shot not called, tap and give ball in hand.
Must shoot white from where it lands.Can only coach one person at a time.
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COMBO ALL SHOTS
1 - Rated/protected tables.
2 - Every shot must be a combo (cue ball hits one ball into another ball - must use at least 2 balls, not including the cue) until the 8 ball.
Last shot might not be combo if only one ball is available.
3 - 8 ball is regular shot.
4 - If you fail to combo on any shot, 1st time is warning. Tap cue to opponent for ball in hand. Must shoot white from where it lands.
5 - 2nd time failure is DQ.
Combo All Shots in a Nutshell:
Rated: Every shot must be a combo of two balls (not counting the cue) except perhaps the last one if no ball is available.
Eight ball is regular shot.
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CRAZY TD
1 - Normal regular 8 ball game, except ~ Each round a new rule is added on top of the previous rule.
2 - Round 1 Starts with REG 8.
3 - Round 2 onwards is the TD's choice.
4 - Example: it starts with reg 8, round 2 might be last pocket round 3 last pocket bank the 8 or cue, and so on.
5 - The TD will tell you at the start of that round what rule they have added.
Crazy td in a Nutshell:
td will tell u the game to be added at the start. Example 1st rd reg 8, 2nd rd reg 8 plus lp, 3rd rd reg 8, plus lp plus rbl. etc
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CUTTHROAT (3VS3)
1 - Training/protected.
2 - Player 1 has balls 1-5….. yellow, blue, red, purple, orange
3 - Player 2 has balls 6-10….. green, pink, black, yellow stripe, blue stripe
4 - Player 3 has balls 11-15… red stripe, purple stripe, orange stripe, green stripe, pink stripe.
5 - Players play in sequence shooting till they miss… No ball in hand.
6 - Object is to hit other two persons' balls in … and protect your 5!
7 - Last person with balls on table wins.
8 - In the event of a bye … middle person is the bye…. Players may hit in bye's balls but is not necessary to win….
9 - As soon as one player is the only one with balls on the table, not including bye's ball, s/he wins.
10 - When a player has been eliminated by one or both of the other two players… he is out of the game.
Cutthroat in a Nutshell:
Shoot your opponent's balls in before they shoot yours in! Winner is person with ballsleft on the table.
TD will run rules in lobby, IM or on tables.
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DIRTY POOL
1 - Played on Rated/protected tables.
2 - First name invites
3 - Regular 8 rules, except anything goes, you can use safties and Snookers etc.
Dirty pool in a Nutshell:
Rated tables, Regular 8 and anything goes, can use saftys and snookers etc.
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FAST AND FURIOUS
1 - Training / protected tables.
2 - Both players set a table up each. Invite opponent to table too.
3 - When everyone is ready, Td sets a timer for 60 seconds. And will say go,when time is up Td will say stop.
4 - The one with the most balls sunk wins.
5 - No ball in hand, shoot where it lies.
6 - Winner advances to the next round.
Fast and Furious in a Nutshell:
Training/protected tables. Invite opponent to table too. Td sets a clock for 60 secs, will say when to go and stop.
Players sink as many balls as possible in 60 sec. Most balls sunk wins. No bih.
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FIRE AND SMOKE
1 - Rated/protected tables.
2 - 8 on the break is an automatic re-rack, same goes for opponent's first shot after break
3 - When your opponent scratches, you may not have ball in hand. FIRE is RED ball and SMOKE is BLACK ball
4 - You have to sink the RED ball FIRST and the BLACK 8 ball LAST
5 - Break does not count, but if you sink any ball in before the RED first or BLACK last then you lose
Fire and Smoke in a Nutshell:
Rated: Red ball goes in FIRST. Black ball last. Not counting the break, if you sink ANY ball before your red goes in, you lose!
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FIRST POCKET
1 - Rated/protected tables
2 - Reg 8 ball rules
3 - 8 Ball must be pocketed into what ever pocket your first colored ball went in.
4 - This is regardless of whether your opponent sinks your first ball... must use that pocket.
5 - Must state in chat area the pocket first ball went in to.
First Pocket in a Nutshell:
Rated: 8 ball must be pocketed into which ever pocket your FIRST colored ball goes into, regardless of who sinks it.
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FLAWLESS
1 - Rated/protected tables. Normal regular 8 game .. except, if you scratch, or foul (that is, hitting opponents ball first, or not hitting any ball,
giving opponent ball in hand) then you lose.
2 - Not pocketing the target ball is ok, because it is not considered a foul. A foul is doing anything that gives opponent ball in hand on purpose.
3 - The point of this game is to win without making any fouls. To become flawless in your game. Scratching on break does not count.
First person to mess up, loses.
Flawless in a Nutshell:
If you scratch or foul - do anything to allow opponent to get ball in hand .. you lose.
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FLIP FLOP
1 - Rated/protected tables.
2 - Regular 8 rules.
3 - The twist to this one is that if you sink a ball in the top pockets, your next ball must be potted into a bottom pocket.
Continue in this way until all balls are potted.
4. If you pot a ball into the wrong pocket, you must tap the cue and give opponent ball in hand. Must shoot white from where it lands.
Flip Flop in a Nutshell:
Rated: Reg 8 rules - If you sink a ball in top pocket, next ball goes in bottom. Flip flop your shots. If you pot in wrong pocket,
tap to opponent - bih not allowed!
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FORBIDDEN POCKET
1 - Rated/protected table.
2 - Like Regular 8.
3 - Before start of tourney, TD will announce the "Forbidden Pocket"
4 - If you or opponent pockets ANY ball into this pocket, you lose. Cancel if needed.
5 - Scratching into Forbidden Pocket does not result in auto-loss, unless another ball follows it.
Forbidden Pocket in a Nutshell:
Rated: Like Reg. 8. Before start, TD will announce the Forbidden Pocket. If any balls go into that pocket, the shooter loses! Cancel if needed.
Scratching into Forbidden Pocket does not result in auto-loss, unless another ball follows it.
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FOUR CORNERS
1 - Rated/protected tables. Every shot must go into a corner.
If you pot a ball into a center pocket either on purpose or accident, you tap to opponent.
Must shoot white from where it lands.
2 - If you pot the 8 [black] into a center pocket, you lose.
Four Corners in a Nutshell:
Rated: All balls go in corners, including the 8. If any ball goes in center, you tap and opponent gets bih, must shoot from where white lands.
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FROZEN ARROW
1 - Rated/protected tables.
2 - Played as regular 8 rules.
3 - 8 ball will be potted only in the top center pocket where the default arrow flashes, thus, frozen arrow.
Frozen Arrow in a Nutshell:
Regular 8 game with 8 potted only in top center pocket.
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FULL POWER
1 - Rated/protected table. Played as a normal game, however, all shots are to be make with full power bar. (shoot it as hard as you can).
2 - Please hold the power bar at full power for 2-3 seconds before you let it go, so opponent sees the proof it isat full power.
3 - If you fail to shoot at full power, first time is a warning, second time, you lose.
Full Power in a Nutshell:
Rated: All shots are made with full power, holding cue stick at full power for 2-3 secs so opponent can see.
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INVITERS CHOICE
1 - Table will be set up by the inviter. First name invites.
2 - First name decides the game.
3 - What ever type of game is picked the rule for that tournament apply.
Inviter's Choice in a Nutshell:
First name invites and decides the game.
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KILLER
1 - Training/protected table.
2 - Each player starts with 3 lives.
3 - If there is nothing made on the break, you get one more shot.
4 - Take only one shot per turn.
5 - You may hit any ball or combination of balls or banks.
6 - If no ball is potted on your turn, then you lose 1 life.
7 - Then stand and allow your opponent to sit.
8 - Missing a shot is a loss of a life; a scratch is the loss of 2 lives.
9 - BIH only on scratches.
10 - Do not move the white any other time.
11 - The only player with 1 or more lives left wins and advances to next round.
Killer in a Nutshell:
Training: Each player has 3 lives. No ball potted on your turn = minus 1 life. Missing a shot is minus 1 life.
Scratch is - 2 lives! BIH on scratch. 3 lives lost, you lose.
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LAST POCKET
1 - Rated/protected tables.
2 - The game is played as any other game until the 8 ball.
3 - When on the 8 ball, the player must mark and sink the black ball in the same pocket as THEIR OWN last colored ball,
whether they or their opponent sinks it.
4 - If you fail to sink the eight in the same pocket as your last colored ball, you lose.
5 - Must type in chat area, the pocket last colored ball went into.
Last Pocket in a Nutshell:
Rated: Player sinks the 8 ball in the same pocket as his last colored ball, regardless of who sinks it.
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MUSICAL CHAIRS
1 - Unrated/protected tables.
2 - Reg 8 rules.
3. At anytime the TD can come to your table. When s/he does, you change seats (may happen several times per round!).
4. Game continues with players switching STRIPES/SOLIDS.
Musical Chairs in a Nutshell:
Unrated/protected: Reg 8 game. Each time TD comes to table, switch seats. Can happen several times during round.
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MYSTERY POCKET
1 - Rated/protected tables.
2 - The game is played as regular 8 until the 8 ball.
3 - When on the 8 ball you must ask td for a pocket to pot the 8 ball into.
4 - If you fail to sink the black in the specified pocket, you lose.
Mystery Pocket in a Nutshell:
Rated: Regular 8 until 8 ball, then ask td in lobby where to pot 8 ball.
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MYSTERY TOURNEY
1 - This is where a tournament is made, but the type of it is not revealed until tournament has closed.
This is for any tournament on this approved list.
2 - Make a 1v1 tournament, but when round one is announced, say what kind it is, ie. Last Pocket, Bank the 8,Suicide, etc.
Can also be used for team tournaments. TD's may change the game for each round, or even each table, if desired.
Mystery Tourney in a Nutshell:
Tourney type will be announced after tourney has begun. Any tourney type may be for all tables or individual tables. TD's decision.
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NO ENGLISH
1 - Rated/protected table.
2 - Do not use any english for all shots including the break .
3 - If you use english by accident, you must tap and give opponet BIH. Must shoot cue from where it lands.
4 - If you use english on the 8 ball, you lose!
No English in a Nutshell:
Rated: Do not use english in the whole game. Use english as accident = tap to opponent,shoot from where it lands. Use english on 8 ball =you lose!
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OFF LIMITS
1 - Rated/protected tables
2 - Regular 8 rules. Before match starts, each player calls 2 pockets that his/her opponent may NOT use,
(this is,top right, bottom left, etc.).
3 - If you make a ball into an off limit pocket, you must tap, and your opponent gets ball in hand. #
Must shoot cue from where it lands.
4 - If you sink 2 balls at once - one being into an off limit pocket, then you keep shooting. Second ball is bonus.
Your off limits pockets are off limits to the 8 ball, as well.
Off Limits in a Nutshell:
Rated: Before match, each player calls two pockets his opponent cannot use, period.
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P-I-G
(P-I-G tourneys are posted like Boot’ems. Please do not run PIG tourneys unless you know the correct way to post them - ty)
1 - Training/protected table. TD invites. Turn order on right.
2 - Everyone at the table takes ONE shot and stands.
3 - If you miss, you get a letter.
4 - When you have spelled P - I - G, you lose. Last one remaining, wins.
5 - Please write your letter in the chat area.
P-I-G in a Nutshell:
Training: Shoot and stand. If you miss, you get a letter. Spell p-i-g and you're out. Last one remaining, wins.
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PICK POCKET
1 - Played as a Regular 8 game until the 8 ball.
2 - When shooting the 8 ball, each player calls how his/her opponent's 8 must be sunk, and announces it before the break.
Either by banking it, calling a pocket or full power, or any combination there of. Double or triple banking can not be specified.
3 - Here's the catch, you can't call the same finishing shot twice in a row. If your opponent misses at the three straight different chances,
then you go back to the first choice for the fourth, and so on.
4 - If 8 is pocketed other than how specified by opponent, then you lose.
Pick pocket in a Nutshell:
Before the break, opponents call how the 8 must be sunk by his opponent. Bank, Full Power, Call the pocket orany combo of those.
If opponent misses, next call is different.
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RACE TO THE FINISH
1 - Training/protected tables. Two tables at once. TD will invite everyone to both tables.
2 - The object of the game is to clear the table in less time than your opponent.
3 - The TD will announce who will sit. TD will then say.... (in the lobby so both tables can see at the same time)--
"click reset...pull back stick......go." Then shoot until you have pocketed all the balls on the table. You may shoot them in any order.
4 - Scratching does not end your turn. Put cue ball behind the line and continue.
5 - The person that has cleared the table first is the winner.
Race to the Finish in a Nutshell:
Training: Two tables at once. TD will invite all players to both tables. Clear your balls before your opponentdoes. Any order. First to clear wins.
Longer rules will run at table.
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RACK 'N' RUN(RnR)
1 - Training/protected tables.
2 - Break anywhere. You are not required to make a ball on break. Continue shooting. Scratch on break is re-rack, up to 3 times per round.
3 - Shoot all the balls, in order, until you miss.
4 - If you run a full rack, rerack and break anywhere. You must get at least one ball on the break to continue.
5 - When you miss, count all the balls you made, write the total in the chat area, then stand.
Do not stand until count has been made and both players agree.
6 - Player #2 then sits, resets table, and shoots until s/he misses or scratches.
7 - TD will designate how many rounds, or if it's total ball count, or best of 3 racks. (Or however many racks.)
8 - All will have a tie-breaker of best of one rack each.
Rack 'n' Run (RnR) in a Nutshell:
Training: break anywhere. Shoot til you miss or scratch. Total balls or best of 3 racks - TD will say.
If you pot 15 balls, new rack must make a ball on the break to continue.
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RAINBOW"
1 - Rated/protected tables. The object is to hit every ball in the order of the rainbow…
pink, red, orange, yellow,green, blue, purple, black. (One person will be solids, the other stripes.)
2 - If a ball goes in that was not aimed for and you still made a ball IN ORDER,
you just keep going as long asyou hit the correct colored ball first.
3 - If you fail to shoot in the right order, you must tap cue ball, giving opponent ball in hand. Must shoot cue from where it lands
4 - First person to reach the eight ball shooting in the correct order wins.
Rainbow in a Nutshell:
Rated: Shoot in order of: pink - red - orange - yellow - green - blue - purple - black. Out of order equals tap to opponent,
giving ball in hand.Must shoot cue from where it lands
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RED BALL LAST
1. Unrated/protected tables.
2. Red ball must be the last ball to be potted before the black. Black can be potted anywhere.
3. If you make ANY red ball early, you lose.
Red Ball Last in a Nutshell:
Unrated: Red ball must be last colored ball. Black can go anywhere. If you pot any red ball before your black one, you lose.
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SCRAMBLED EGGS

1 - Training/protected tables .
2 - setup like the diagram above. If you need help with this ask the TD.
3 - Break anywhere. No BIH (ball in hand) after your break (first shot) .
4 - Object of the game: To make all the balls 1 by 1 without ever touching another ball.
5 - 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.
6 - The next player re-sets the table and has his/her turn. The player that pots the most balls, wins!
Total balls of 3 rounds or best of three rounds. TD decides.
Scrambled Eggs in a Nutshell:
Training: Break anywhere. Make all balls 1 by 1, without touching another ball.
If touched, your turn is over,count your balls for total, minus the touched ball. Total of balls or best of 3 racks. TD decides.
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SCREW YOUR NEIGHBOUR
1 - Rated/protected tables.
2 - Played as reg 8 till you are on the 8 ball.
3 - Before match begins, your opponent calls the pocket you are to sink the 8 into and you call his/hers.
Screw your neighbour in a Nutshell:
Rated: Reg 8 rules - before the match begins each player calls the pocket for the 8 ball for his/her opponent.
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SECRET POOL
1 - Training/protected tables.
2 - TD will designate each of you 1 set of color balls - 1 set consists of 1 solid, 1 stripe of the same color ..
will be given via IM or at another table.
3 - Do NOT tell anyone your designated balls! Write them down on a piece of paper.
4 - TD invites all Player and breaks Shooting in Alphabetical order.
5 - Each person Takes one shot and stands. Do not leave if you miss or scratch
6 - You only leave or are booted if both of your color are pocketed
(NO BIH, DO NOT RE-SET THE TABLE OR SHOOT OUT OF TURN)
7 - TD puts cue on the line after a scratch when there are three players left the table is Re-Set,
and Each Player get an additional color group.
8 - Play continues until one player left.
Secret Pool in a Nutshell:
TD assigns you two balls (1 solid, 1 stripe). Don't tell. Shoot all balls except YOUR two. Any order. Shoot then stand.
Leave only if your designated color is pocketed.
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SILENCE
1 - Any game can be used.
2 - Absolutely no talking on tables. No GL, no GG, no talking what so ever.
People may come into your room and talk to you, but you cannot talk back. Any talking at all at table, and you are DQ.
You may talk in lobby to anyone at TD's discretion.
Silence in a Nutshell:
Any game can be used. No talking at all at table. No GL, no GG, no nothing. Talking is automatic DQ. No second chances. No, "I didn't knows."
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SUICIDE
1 - UNrated/protected tables.
2 - In this game, you need to be the first to sink black.
3 - Scratch, foul, combo, do anything you can to sink black first .... but make sure its not on the break because thats a re-rack.
You will need to play best of three.
4 - The first person to two wins, will win the round. If you scratch on the 8 ball, that is still considered a win,
because you were still the first to hit the 8 in. NO ball in hand is allowed.
Suicide in a Nutshell:
Be first to get the 8 in anyway you can - foul, combo, scratch after the 8 . .you win.
NO bih cept on break, behind the line.
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SWISS
1 - TD calls type of game(s).
2 - You play all rounds win or lose. You get bux for each round you win.
3 - Winner is the person that is undefeated or has won the most rounds at the end!
Swiss in a Nutshell:
Every person plays every round, win or lose! You get bux for each round you win. Winner is undefeated or whohas won the most rounds.
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SWISS - TRUE
In a true Swiss, there is a set number of rounds. Everyone plays in every round (unless you asked to be removed before the next round advances.)
After all rounds are completed, the person with the best win-loss record is the winner.
True Swiss in a Nutshell:
Set number of rounds. Everyone plays every round, win or lose. After all rounds are completed,
person with the best win-loss record is the winner.
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TIMED TOURNEY
1 - Rated/protected and set to the time which the hosting TD has specified.
2 - The game is played as any other game. If your opponent is booted or idle,
DO NOT take advantage of the ball in hand, and extended time, but call in the TD for a timer.
Timed Tourney in a Nutshell:
Rated: Set timer to td's specified time
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TOAST THE HOST
1 - Played as a normal tournament.
2 - The winner of the tourney gets to pick a new screen name for the host of the tourney.
3 - Which they will use for a week
Toast the host in a Nutshell:
Regular tourney, winner of tourney gets to chnage the tds id for a week.
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TOPLESS
1 - Rated/protected tables
2 - All balls must go in to the bottom three pockets ONLY. (bottom left, bottom middle and bottom right).
If you make a ball into any top pockets, you must tap to your opponent. (No ball in hand on tap.)
Top-less in a Nutshell:
Rated: ALL balls must go in bottom pockets only. If ball goes in top, tap to opponent - no ball in hand on tap.
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TOPS AND BOTTOMS
1 - Rated/protected tables.
2 - Stripes go into top pockets. Solids go into bottom pockets.
3 - If ball is potted in the wrong pocket, tap cue to give opponent a shot (No ball in hand on tap).
4 - If you make a ball in the correct pocket and one in the wrong pocket in the same shot, keep playing.
5 - 8 ball is shot into your middle pocket.
Tops and Bottoms in a Nutshell:
Rated: Stripes go in top. Solids go in bottom. 8 ball shot into your middle pocket.
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TRAFFIC LIGHTS
1 - Unrated/protected tables.
2 - You must pot the Green, Yellow, and Red balls in that order, then pot the 8.
3 - The first to do these 4 in order will win.
4 - If wanted, you may make other balls also. If you make one of your balls out of order you lose!
5 - If an opponent makes one of those balls for you, you can skip it. (example: if opponent makes yellow, you go green, red, black).
Traffic Lights in a Nutshell:
Unrated: You must pot the Green, Yellow and Red in that order, then pot the 8 to win.
You can shoot other balls,but if you make one out of order, you lose! If opponent pots one of your balls for you,
you can skip it and get the other 3 in order.
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TRAIN WRECK
1 - Training/protected tables.
2 - Break from anywhere. NO ball in hand after break.
3 - No combos, no banks. Make each ball one by one.
4 - No other balls can be touched during your shot. One ball, one shot. If you touch another ball during your shot, turn is over.
5 - Count balls made, minus any made that were pocketed as a result of a touch.
6 - Stand. Opponent sits and resets table and starts her/his turn.
7 - Person with most balls made wins match.
Train Wreck in a Nutshell:
Training: Break anywhere. No bih after break. No combos, no banks. One ball, one shot. If you touch another ball during your shot, turn is over.
Count balls made, minus any made as result of a touch. Most balls made winsmatch. TD decides on # rounds.
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TRIVIA
1 - 4 rounds of true swiss, every game regular 8.
2 - While your playing questions will be asked by another td.
3 - There are 10 questions per round.
4 - For each question answered correctly firts before the others, will recieve 10 bux.
5 - You do not need to take part in answeriong questions if you wish to just play.
6 - Please remember the answers the td has may not be 100% acurate as most questions come from trivia sites.
7 - Please be patient and respect the tds hosting, as they may not see every single answer given
if too much non related chat is going on while tourney is being run.
8 - The tds will try to keep up with who answers correctly first.
9 - With all that said, good luck and hope you have fun.
Trivia in a Nutshell:
4 round true swiss. All rounds regular 8, During the matches questions will be asked in lobby. 10 bux per question answered correctly first.
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UNDER YER ASS
1 - Rated/protected table.
2 - Played like Reg 8, up until the 8 ball.
3 - 8 ball is potted in top pocket of which ever side of table you are sitting on.
4 - There is no bih
Under Yer Ass in a Nutshell:
Regular 8 except Whichever side you sit on, top pocket is where your 8 ball goes.
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WATCH THOSE SOLIDS
1 - Training/protected table.
2 - ONLY shoot striped balls.
3 - Shoot once and stand.
4 - If you miss a shot, the opponent gets bih. (Must shoot cue ball from where it lands.)
5 - If a solid is shot in, opponent gets bih . (Must shoot cue ball from where it lands).
6 - The player who gets the 8 in after all stripes are potted, wins.
7 - Breaks are always behind the line.
Watch Those Solids in a Nutshell:
Training: ONLY shoot stripes. Shoot once and stand. If you miss, opponent gets BIH and can move cue ball. If a solid is shot in,
opponent gets BIH and can move the cue ball. The player who gets the 8 in after ALL stripes are potted, wins! Break behind line.
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WEAKEST LINK
1 - True Swiss Tournament. Td will announce type of table.
2 - At the end of each round, the winners are given a list of losers.
3 - They cast a vote. One loser is eliminated each round.
Weakest Link in a Nutshell:
True Swiss: End of each round, winners cast a vote to eliminate one loser.
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WHO DO YOU TRUST (aka Pinch Hitter)
1 - Unrated/Protected tables.
2 - Played as Reg. 8 until last shot.
3 - You must invite someone from the league to make the 8-shot for you.(including the TD)
Who Do You Trust in a Nutshell:
Unrated: You must invite someone from the league to make the 8-shot for you.(including the TD)
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YO-YO
1 - Rated/protected tables.
2 - Tap ball if sunk in wrong pocket. No ball in hand on tap.
3 - Balls must be sunk in this order: Top right, bottom right, top middle, bottom middle, top left, and bottom left.
4 - Each opponent to follow his own order. Please write in chat area the pocket you are aiming for.
Yo-Yo in a Nutshell:
Rated: Balls must be sunk in this order: Top right, bottom right, top middle, bottom middle, top left, and bottom left.
Tap if wrong pocket - No bih.
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ZIG ZAG
1 - Rated/protected tables.
2 - Balls go in as listed: Top left, bottom left, top middle, bottom middle, top right, bottom right, then starts over with top left ...etc.
3 - If target ball goes in right pocket + another ball, keep going. If target ball misses, tap to opponent. No ball in hand on tap.
4. Please write in chat area what pocket you are about to shoot into, as each shooter will be different as you get balls in.
Zig Zag in a Nutshell:
Rated: Balls go in as listed: Top left, bottom left, top middle, bottom middle, top right, bottom right, then startsover with top left ...etc.
If miss, tap to opponent. No bih on tap.
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