Yahoo Ultimate Pool Players Incorporated
Types
of Tournaments
Updated 11/27/05
Index of Tournament Types - click on the name of the tourney to go directly to those
rules.
YUPPI RULES
YUPPI TOURNEY RULES
All games are played on rated and protected tables unless specified otherwise in tournament rules. The first-named player creates table and invites opponent.
If the 8-ball is sunk on the break, it is NOT a win. Notify the TD running the tournament and re-rack.
Report wins and losses in the lobby. The TD will report the tournament match.
If your opponent is booted from a tournament game, invite the TD to your table and request a timer; do not shoot until your opponent is back. Timers will be for 10 mins unless specified otherwise in tournament rules page.
Good sportmanship is a MUST! GL and GG are required. Do not say GG before the 8-ball has been pocketed. Failure to follow this rule will result in: 1st offense - warning; 2nd offense - 5 days in the box; and 3rd offense will be cause for removal from the league.
Only legal snookering is allowed. A legal snooker is defined as: cue ball or object ball must visibly contact a rail after the shot. To "hide" the cue ball to prevent your opponent from having a clear shot, you must follow this rule. There will be NO exceptions. Breaking this rule will result in your opponent getting the win.
Not all tournaments will have the same rules. Each TD will have the rules for the tournament they are running posted in the rules section on the tournament page. Failure to read and follow these rules will result in a loss for the match. Not knowing or following the rules is not a reason for requesting a re-match.
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KILLER TOURNEY
1. First named player creates a training table, protects it and invites opponent(s).
2. If the player that breaks fails to pot a ball, he shoots again. otherwise shoot once then stand.
3. If you miss you lose a life. Number of lives will be determined by the TD.
4. The match is over when only one player has lives remaining.
5. A scratch is loss of one life and next opponent gets ball in hand. NO ball in hand at any other time.
6. SHOOT IN THE ORDER NAMED BY THE TD REGARDLESS OF # OF PLAYERS.
7. Once you have no lives remaining, you are eliminated from that match.
8. TD HAS FINAL SAY IN ALL DISPUTES!
9. All other league rules apply.
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CUT THROAT
OBJECT OF THE GAME: POCKET ALL YOUR OPPONENTS BALLS BEFORE THEY POCKET ALL YOURS.
1. This is a 3-player game.
2. All games are played on protected training tables, shoot til you miss.
3. Scratch gives opponent ball in hand. May place cue anywhere on the table.
4. You may pocket any ball, even your own, unless it's your last ball.
5. If you pocket your last ball, you're out.
6. If you scratch, each of your opponents get a ball back.
7. Balls are "spotted" in order of player roation with next player's ball in front.
8. The last person to have a ball on the table wins.
9. If there is a bye, the third set of balls are neutral. You may pocket them in order to keep shooting, but the neutral balls do not need to be pocketed in order to win the match.
10. All other league rules apply.
Note: "SPOTTED" - PLACED BACK ON THE TABLE WHERE THE YELLOW BALL WAS BEFORE THE BREAK.
BALL COLOR CODE FOR EACH PLAYER
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PARTNER'S TOURNEY
A partners tournament is just like it sounds. You play with a partner
against other teams. First thing to do is find yourself a partner.
Your partner must be a league member. After you and your partner have
decided on who will be the captain of the team and have picked a name and password for
your team, the captain goes to the tournament page and registers the team to play.
HOW TO REGISTER
The captain will first fill out the Team name, put in the team password and register
him/herself to the team by putting in his/her own league ID and password. He/she then clicks on
the box stating that he/she understands the rules and clicks the register button.
The partner goes to the same tournament page, clicks "join team," finds the team name in the pull-down
list, enters the team password, enters his/her own league id and password, clicks on the box stating
he/she understands the rules, and clicks on the register button.
1. Captain of first team named creates an unrated and protected table.
2. Captain invites partner and other team members to table.
3. Each team picks which player will shoot first, this rotation stays throughout entire match.
4. First player sits first and shoots and continues to shoot until he/she misses.
5. After player misses, stand and partner sits and shoots at their designated balls when it's team turn again.
6. The two partners continue to trade off sitting and standing until the game is over.
7. No coaching your partner on how to shoot.
8. All other league rules apply.
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Clear The Table
Object of the game: Clear the table in the least number of shots
1. GAME IS PLAYED ON A PROTECTED TRAINING TABLE.
2. FIRST PLAYER CALLED CREATES TABLE AND SHOOTS FIRST.
3. SHOOT UNTIL THE TABLE IS CLEARED WHILE OPPONENT COUNTS SHOTS.
4. COUNT STARTS AFTER THE BREAK.
5. SCRATCH COUNTS AS ONE EXTRA SHOT, WHETHER BALL GOES IN OR NOT.
6. SINKING 8 EARLY COUNTS AS AN EXTRA SHOT. BALL IN HAND AFTER SCRATCH.
7. PERSON TO CLEAR TABLE IN FEWEST NUMBER OF SHOTS WINS.
8. All other league rules apply.
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Full Power
All shots must be taken using full power.
1. GAME IS PLAYED ON A RATED PROTECTED TABLE.
2. FULL POWER MEANS SHOOTING AS HARD AS YAHOO ALLOWS.
3. DRAG THE STICK BACK UNTIL THE POWERBAR IS AT THE TOP.
4. IF YOU FAIL TO USE FULL POWER ON A SHOT, YOU MUST TAP THE CUE TO END YOUR TURN, AND OPPONENT GETS BALL IN HAND.
5. SECOND OFFENSE IS A DISQUALIFICATION.
6. All other league rules apply.
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Holiday Ball
Object of the game is to pot the "holiday" colored ball(s) last
1. GAME IS PLAYED ON A RATED PROTECTED TABLE.
2. Ball or balls that must be potted last will be determined by the TD according to the current holiday.
EXAMPLES ARE:
CHRISTMAS: last 2 to be potted before 8 are red and green
VALENTINE'S DAY last 1 to be potted before 8 is red
ST PATRICK'S DAY last 1 to be potted before 8 is green
FOURTH OF JULY last 2 to be potted before 8 are blue and red
HALLOWEEN last 1 to be potted before 8 is orange
THANKSGIVING last 2 to be potted before 8 are yellow and orange
3. THIS TOURNEY TYPE CAN BE RUN AT ANY TIME, WITH THE TD SELECTING A BALL COLOR.
4. BALL COLOR(S) SELECTED MUST BE POTTED LAST, BEFORE YOU POT THE 8 BALL.
5. IF YOU INTENTIONALLY OR ACCIDENTALLY POT THE BALL COLOR(S) BEFORE ALL THE OTHER COLORS, YOU LOSE THE MATCH, SIMPLY CANCEL THE GAME AND REPORT THE LOSS TO THE TD.
6. All other league rules apply.
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No English
All shots must be taken without using any english.
1. GAME IS PLAYED ON A RATED PROTECTED TABLE.
2. IF YOU USE ENGLISH ON A SHOT, YOU MUST TAP THE CUE TO END YOUR TURN, AND YOUR OPPONENT GETS BALL IN HAND.
3. SECOND OFFENSE IS A DISQUALIFICATION.
4. All other league rules apply.
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NO SLOP
1. First called player creates a rated, protected table and invites opponent.
2. You must call every shot. For example, red - top left.
3. If you miss the ball you call and make another, you must tap the cue to end your turn.
4. If you make the ball you called and pocket another ball at same time, turn continues.
5. If you fail to call your shot, you must tap the cue to end your turn...
6. (Tap = hitting the cue ball as easily as Yahoo! allows.)
7. When a tap takes place, the other player DOES NOT get the ball in hand.
8. Scratch is ball in hand anywhere on the table.
9. If a player fails to call his shot twice, he forfeits the game.
10. All other league rules apply.
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TIMED TOURNAMENT
1. A timed tourney is played on rated, protected, timed tables (timer determined by TD).
2. The first named player creates the table with the time set by TD and invites opponent.
3. All other league rules apply.
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LAST POCKET RULES
The only exception from regular 8-ball rules is that the 8-ball must be sunk in the same pocket as your
last ball was sunk.
1. First named player creates a rated, protected table and invites opponent.
2. All other league rules apply.
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ROCK AROUND THE CLOCK
OBJECT OF THE GAME
To legally pocket your group of balls in the correct pocket order before the opponent legally pockets their balls in
the correct pocket order.
SCORING
Group balls have no point value. The player who legally pockets the 8 ball after pocketing their group of object
balls, wins the game. All games are played on rated, protected tables.
After the break, each player must pocket their designated group of balls in
clockwise order starting with the upper right hand corner (1:00 position) as
follows:
POCKET ORDER
| BALL POCKETED |
POCKET
|
| 1 ST |
UPPER RIGHT |
| 2 ND |
LOWER RIGHT |
| 3 RD |
LOWER MIDDLE |
| 4 TH |
LOWER LEFT |
| 5 TH |
UPPER LEFT |
| 6 TH |
UPPER MIDDLE |
| 7 TH |
UPPER RIGHT |
| 8 BALL |
LOWER RIGHT |

At the start of each player's turn, the player will determine what their starting
pocket will be by counting the number of pocketed balls of their pocket
will be by counting the current number of pocketed balls of their group.
If, for instance, stripes have 4 balls pocket, the player will start on pocket #5
and continue clockwise.
EACH PLAYER MUST FOLLOW ROTATION ACCORDING TO THE NUMBER OF BALLS CURRENTLY
POCKETED IN THEIR GROUP REGARDLESS OF WHO POCKETED THE BALLS.
If A PLAYER POCKETS A BALL IN THE WRONG POCKET, THEY MUST TAP THE CUE AND
THE NEXT PLAYER MUST SHOOT FROM THAT LOCATION AND NOT TAKE BALL IN HAND.
THE 8 BALL MUST BE POCKETED IN THE BOTTOM RIGHT POCKET FOR BOTH PLAYERS.
ALL OTHER LEAGUE RULES APPLY.
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RAINBOW TOURNAMENT
OBJECT OF THE GAME
To legally pocket your balls in the correct color order before your opponent legally pockets their group of balls in the correct
color order.
1. First named player creates rated, protected table and invites opponent.
2. AFTER THE BREAK, EACH PLAYER MUST POCKET THEIR DESIGNATED GROUP OF BALLS IN THE
FOLLOWING ORDER:
BALL COLOR ORDER
| RED |
| ORANGE |
| YELLOW |
| GREEN |
| BLUE |
| PINK |
| PURPLE |
| BLACK |
|
|
3. IF A PLAYER POCKETS A BALL OUT OF ORDER, THEY MUST TAP THE CUE, AND THE
NEXT PLAYER MUST SHOOT FROM THAT LOCATION AND NOT TAKE BALL IN HAND.
4. ALL OTHER LEAGUE RULES APPLY.
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BOTTOMS UP
OBJECT OF THE GAME
To legally pocket your group of balls in the correct group of pockets before your opponent legally pockets their group
of balls in their pockets.
SCORING
Group balls have no point value. The player who legally pockets the 8 ball after pocketing their group of object
balls, wins the game.
1. All games played on RATED/PROTECTED TABLES
2. AFTER THE BREAK, EACH PLAYER MUST POCKET THEIR DESIGNATED GROUP OF BALLS IN THE
FOLLOWING ORDER:
POCKET GROUPING
| STRIPES |
TOP THREE POCKETS |
| SOLIDS |
BOTTOM THREE POCKETS |
3. IF A PLAYER POCKETS A BALL IN THE WRONG POCKET, THEY MUST TAP THE CUE, AND
THE NEXT PLAYER MUST SHOOT FROM THAT LOCATION AND NOT TAKE BALL IN HAND.
4. THE 8 BALL MUST BE POCKETED IN THAT PLAYER'S GROUP OF POCKETS. FOR EXAMPLE,
IF YOU HAVE STRIPES, THE 8 MUST BE POCKETED IN THE TOP 3 POCKETS.
5. ALL OTHER LEAGUE RULES APPLY.
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TOURNEY OF TOURNEYS
Tournament of Tournaments can be run in a variety of ways. Here are a few
recommendations...
1. Set up a variety of tournaments (4 tourneys recommended) using the documented
tourney types on the main page.
2. Determine who will qualify for the Touiuey of Tournaments. Will it be the
top two in each tourney or just the winner?
3. Decide who may enter each tourney. Will all tourneys be open to all or can
a person only enter a set amount of qualifying tourneys?
4. Create a Head Quarters (HQ) table were all results can be reported, since this
is such a large tourney. This will cut down on the traffic in the
lobby.
5. Announce the Jumps for all of the qualifying tourneys as well as the rules to
qualify for the Tourney of Champions. In the announcement make sure you
list the HQ table.
6. The Tourney of Champions can also use any rule scheme that the TD wants to use,
but would be best to stick to a standard game.
Ex.
#1 Rainbow Rules, Bottoms Up, Timed, and Rock Around The Clock
Ex. #2 Last Pocket, Bank The 8, 7up, Rainbow
*** SPECIAL NOTES ***
* All tournaments, jumps, head quarters, will be announced in the main lobby.
* IMPORTANT -- REPORT ALL LOSSES AT HEADQUARTERS, NOT IN THE MAIN LOBBY.
* Finals qualifiers will be notified of the Finals Jump at HQ.
7. All Other League Rules Apply
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7-UP TOURNEY
Object of the game
Score 7 points and lead your opponent by 2 or more.
Scoring
All balls remaining on the table after the 8 ball is pocketed count 1 point.
Rules
1. First named player creates a rated, protected table and invites opponent.
2. The break counts! If you pocket the 8 ball on the break you lose, so be careful.
3. If the 8 ball is illegally pocketed, your opponent counts all balls remaining on the table
(regardless of group) and scores that many points.
4. If the 8 ball is pocketed legally, the player pocketing the 8 ball scores the points for the
balls remaining on the table.
5. If neither player has 7 points and a lead of 2 or more points when the game is complete, a
new game shall be started.
6. Players will play as many games as are needed until one of them has at least 7 points and a
lead of 2 or more points.
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BANK THE 8
The only exception from regular 8-ball rules is that the 8-ball must be banked in any pocket.
1. First named player creates a rated, protected table and invites opponent.
2. Bank shot is defined as: banking (bouncing) the 8-ball or the cue ball off a rail before pocketing
the 8. The 8 ball or cue ball must visibly contact a rail to be considered a bank. Rail shots are NOT bank shots.
3. All other league rules apply.
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SUICIDE
1. THE OBJECT OF THE GAME IS TO BE THE FIRST TO POT THE 8.
2. 8 ON THE BREAK IS A RE-RACK
3. BALL SELECTION MUST OCCUR FIRST; AS SOON AS A BALL TYPE IS BESIDE YOUR NAME ON TOP OF THE TABLE, SHOOT IN THE 8
TO WIN.
4. IF YOU POT THE 8 BEFORE BALL SELECTION OCCURS YOU LOSE THE MATCH.
5. NO BALL IN HAND, EXCEPT FOR A SCRATCH!
6. FIRST NAMED PLAYER CREATES AN UNRATED PROTECTED TABLE AND INVITES OPPONENT, THEN SHOOTS FIRST.
7. ALL OTHER LEAGUE RULES APPLY.
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RACK 'N' RUN
OBJECT OF THE GAME
Score more points than your opponent.
SCORING
There are no group balls in this game (the 8 ball is like any other ball). All balls are worth one point.
RULES
1. FIRST PERSON CALLED MAKES A PROTECTED PRACTICE TABLE AND INVITES OPPONENT.
2. FIRST PERSON CALLED GOES FIRST.
3. AFTER BREAK, SHOOT UNTIL YOU MISS.
4. COUNT THE BALLS POCKETED FOR YOUR SCORE.
5. OPPONENT THEN TAKES TURN.
6. NUMBER OF RACKS PLAYED VARIES BY TD.
7. SCRATCH ON BREAK IS A RE-RACK
8. IF YOU SHOOT IN ALL 15 BALLS IN FIRST RACK, YOU MUST POT A BALL ON THE BREAK ON SECOND RACK TO CONTINUE.
9. ALL OTHER LEAGUE RULES APPLY
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ALTERNATION TOURNEY
OBJECT OF THE GAME
Pocket the 8 ball after pocketing
all other balls in alternating fashion (solid-stripe-solid..., or
stripe-solid-stripe...).
SCORING
There are no group balls in this game.
Pocket the 8 ball only after all other balls have been pocketed in alternating
order, to win the game.
RULES
1. All games played on training/protected tables.
2. Only a scratch is considered a foul. Opponent gets ball in hand.
3. All other shots must be played as they lay.
4. All balls must be pocketed in alternating order. A player who pockets any
ball out of order loses.
5. The only exception to the out of order loss is on the break.
6. The Break - The first named player breaks. If a ball is pocketed, that begins the
order that alternation starts with. If no balls are pocketed, that player stands,
and opponent re-racks and breaks again. If two or more balls are pocketed, and show
in the rack an alternating fashion, game continues, otherwise stand and opponent
resets, and breaks again. This continues until there is a successful legal break.
7. After the break, the player must continue to pocket balls in alternating order.
8. When a player fails to pocket the next appropriate ball, it is his opponents turn.
9. The second player continues where the first player left off in alternation.
10. Game is over when: 8 ball is pocketed after all other balls are pocketed in alternating
fashion or a ball is pocketed out of alternating order, or if the 8 is pocketed before
all the other balls, (resulting in a loss).
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ROTATION
TOURNEY
"SHOOT BALLS IN ORDER, 1 - 15"
OBJECT
OF THE GAME
Pocket the 15 ball after pocketing
all other balls in ascending order, from 1 - 15
RULES:
- First named player
creates a training, protected table and invites opponent.
- Fouls
result in "ball-in-hand". All other shots must be played as
they lay.
- Fouls Include:
- 1. Failure to contact your object ball first during any shot.
- 2. Failure to drive a ball to a rail.
- 3. Cueball is pocketed.
-
After the break players must contact the lowest numbered ball on
the table first.
- A player may continue to shoot as long as they hit the lowest numbered ball
first, and results in pocketing any ball.
- A players turn ends when:
- 1. The 15 ball is pocketed, resulting in a win or
- 2. Player fails to pocket a ball after contacting their object ball
resulting in next players turn.
- 3. Player fouls - next players turn with ball in hand
- The next player then shoots at the lowest numbered ball.
This means defense should play a big role in every shot
consideration. Remember, only legal snookering is allowed.
- A legal snooker is defined as: The cue ball or object ball must
contact a rail after the shot. No safties allowed.
- Play continues with each turn starting with the lowest numbered ball
for that turn until someone pockets the 15 ball.
- Players may pocket balls working from 1 to 15 or may combination
any ball including the 15 with a legal shot to win, as long as they
contact the lowest numbered ball first.
- See ball chart below for number and color relationship.
- A foul while pocketing the 15 ball results in a loss for that player.
| BALL NUMBER |
COLOR
|
| 1 |
Yellow Solid |
| 2 |
Blue Solid |
| 3 |
Red Solid |
| 4 |
Purple Solid |
| 5 |
Orange Solid |
| 6 |
Green Solid |
| 7 |
Pink Solid |
| 8 |
Black |
| 9 |
Yellow Stripe |
| 10 |
Blue Stripe |
| 11 |
Red Stripe |
| 12 |
Purple Stripe |
| 13 |
Orange Stripe |
| 14 |
Green Stripe |
| 15 |
Pink Stripe |
Object Ball = Lowest ball on the table.
Legal Shot = Any shot that does not result in a foul.
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BASEBALL
TOURNEY
OBJECT OF
THE GAME
HAVE THE HIGHEST SCORE AT THE END OF 9 INNINGS
SCORING
THERE ARE NO GROUP BALLS IN THIS GAME
(THE 8 BALL IS LIKE ANY OTHER BALL). ALL BALLS ARE WORTH ONE POINT.
RULES:
- all
games played on tRAINING/protected TABLES.
- ALL
OTHER SHOTS MUST BE PLAYED AS THEY LAY.
- iN
THE RESULT OF A SCRATCH IT IS THE NEXT PLAYERS TURN.
-
- oN
EACH PLAYERS TURN THE PLAYER CAN SHOOT TO POCKET ANY OF THE BALLS. As
LONG AS ANY BALL FALLS (ACCEPT THE CUE) IN ANY POCKET THAT PLAYER
CONTINUES TO SHOOT. (YES, THIS IS A GAME OF SLOP) tHE bREAK DOES
COUNT. iF YOU DO NOT MAKE A BALL ON THE BREAK IT IS CONSIDERED A
"THIRD STRIKE OUT" AND THAT PLAYERS INNING IS OVER. WHEN A
PLAYER DOES NOT SUCCESSFULLY POCKET A BALL, THE PLAYER COUNTS THE BALLS THAT
HAVE BEEN POCKETED AND ADDS IT TO THEIR PREVIOUS SCORE. tHE PLAYER
THEN ANNOUNCES THE INNING #, THEIR SCORE, & THEIR OPPONENTS SCORE.
iT IS NOW THE NEXT PLAYERS TURN. tHE NEXT PLAYER SHOULD VERIFY
THE SCORE BEFORE STARTING THEIR TURN. yOU ACCEPT YOUR OPPONENTS
SCORING BY RESETTING. mAKE ANY ARGUEMENTS TO THE SCORE BEFORE YOU
RESET THE TABLE SO IT CAN BE VERIFIED.
- ANY
BALLS THAT ARE POCKETED AFTER A CUE BALL ON A SCRATCH DO NOT COUNT.
BALLS POCKETED AHEAD OF THE CUE BALL COUNT. (IE... IF A BALL IS
TO THE LEFT OF THE CUE IN THE TRAY IT DOESN'T COUNT. oNLY BALLS ON THE
RIGHT OF CUE COUNT)
- nOTE:
IF A PLAYER POCKETS ALL 15 BALLS ON A SINGLE TURN THEY MUST REPORT THE
SCORE, RE-RACK, AND CONTINUE SHOOTING.
- eACH
pLAYER HAS 9 TURNS (INNINGS). tHE PLAYER WITH THE HIGHEST SCORE AT THE
END 9 INNINGS WINS. iF THERE IS A TIE THE GAME CONTINUES TO EXTRA
INNINGS UNlIL THE TIE IS BROKEN AT THE END ANY GIVEN INNING.
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DUCKS
TOURNEY
 |
|
POINT
VALUES AND PENALTIES:
Each duck pocketed is worth 6 points.
Each shot taken is minus 1 point.
Disturbing triangle before all ducks are pocketed is minus 2 points
(this is a one time penalty, not for each occurrence).
Triangle balls have no value.
A scratch is minus 5 points. |
|
"DUCKS"
(THE ORIGINAL VERSION SETUP)
The "ducks are the balls placed adjacent to each pocket!!
|
|
|
THE
OBJECT:
To pocket the "ducks" in the fewest number of shots without disturbing
the triangle balls. Once "ducks" are in continue by pocketing the rest
of the balls. Remember, fewest number of shots and penalties accumulates the
highest score.
THE PLAY:
The first shot must be taken from the spot. Go ahead, shoot the
"ducks". Take care not to disturb the triangle. "Ducks" must
all be shot in before any of the triangle balls. The cue may be tapped to gain
better position when blocked by the triangle but this cost you 1 point for a
shot taken, plus - 5 points for the scratch. Early pocketed triangle balls are
placed back on the table (anywhere). Ball in hand may only be used after a
scratch. Combo using any ball may be used to sink a "duck".
After all ducks are pocketed continue by pocketing the rest of the balls. Game
is done when only cue ball remains on table.
CALCULATING YOUR SCORE
(sample): 6 "ducks" pocketed in 6 shots: 6 points per duck x 6 = 36
minus 6 shots taken = 30. Remaining balls pocketed in 10 shots. 30 - 10 = 20. No
penalties 20 - 0 = 20 net score.
(sample2): 6 "ducks" pocketed in 8 shots. 6pts. per duck x 6 = 36
minus 8 shots taken = 28. Remaining balls pocketed in 8 shots 28 - 8 = 20.
Triangle was disturbed. 20 minus 2 pt. penalty = 18. Two scratches occurred 18
minus 10 pt. penalty (2x5=10) = 8 net score.
HOW TO RATE YOURSELF:
This game may seem easy but:
10 to 15 is a GOOD SCORE.
15 to 20 is VERY GOOD.
Over 20 is EXCELLENT (YOU'RE READY TO PLAY "DUCKS" FOR BUX) !!!
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GOOD
VS EVIL
There
are two jump numbers for 2 different single elimination tournaments (double
elimination can be used). One jump will be designated as "Good"
and one jump as "Evil". Members decide for themselves which jump
to enter and which side to represent. Once those two tourneys are
completed, the top two in each tourney will join a 3rd single elimination
tournament to represent the final battle.
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PICK
POCKET
Your opponent gets to pick which pocket you must
shoot the 8 ball into. The pockets are numbered 1 2 3 across the top and 4 5 6
across the bottom, or tl= top left, tc= top center, etc. You may pick the same pocket for your opponent if you would like
to. You must pick the pockets before you even break the rack. It may also be
helpful to write down which pockets are chosen so there is no disputes over the 8
ball being shot into the wrong pocket.
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CRAZY
SWISS
Crazy Swiss is a Swiss Style tournament either regular or
true. Each round consists of
different rules. Each player will
play all rounds win or lose. Rules
will vary depending on TD. Rules
can be found on the rules page of the TD who is running the Tourney.
Examples of
Crazy Rounds
- Bank
the 8
- Rainbow
- Rack 'n' Run
- No
Slop Call all Shots
- Bottoms
Up
- Timed
Tourney
- Suicide
- Last
Pocket
- Rock
Around the Clock
- Rotation
- Alternation
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Anyone's Game
Table setup: unrated, protected
Object of Game: To win by pocketing the
8 ball as usual
Rules: The game is played as normal,
however, when the td enters the table players switch seats. you cannot invite
the td table, but if you need their help you have to announce the fact and speak in
lobby
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Black
Jack Tourney
1. FIRST PERSON CALLED MAKES A PROTECTED PRACTICE TABLE.
2. FIRST PERSON CALLED GOES FIRST.
3. STAND AFTER EACH SHOT.
4. SHOOT UNTIL YOU GET 21 USING POINT VALUES LISTED BELOW.
5. IF YOU CANNOT MAKE A SHOT WITHOUT GOING OVER, BANK ANY BALL FOR 1 POINT.
6. POINT VALUES ARE AS FOLLOWS: YELLOW = 1; BLUE = 2; RED = 3; PURPLE = 4; ORANGE = 5; GREEN = 6; PINK = 7; BLACK = 8; ALL STRIPES = 3.
7. SCRATCH IS BIH ANYWHERE, NO BIH ANY OTHER TIME.
8. FIRST TO 21 WINS.
9. ALL OTHER LEAGUE RULES APPLY.
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Vectra
1. First named player creates training protected table and invites opponent.
2. Line balls up in 5 rows of 3 balls each, see picture below.
3. Ball in Hand for first shot, no BIH after that.
4. You may pocket any ball at any time, but the cue ball nor any other ball may not touch any other ball, either before or after the shot.
5. Turn is over when you miss the pocket or cue strikes another ball.
6. Scratch on any shot and your turn is over.
7. Each ball pocketed counts as 1 point.
8. Player with most balls down wins the match.
9. If you clear the table reset the balls and continue.
10. All other league rules apply.

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69
Second Tourney
1. All matches are played on a training table, hosted by the TD.
2. The TD will run a 69 second timer, you sit and shoot as many balls in as you can from the time the TD types "start" until the TD types "stop."
3. Any balls pocketed after the TD types "stop" will not be counted.
4. Scratch is ball in hand, anywhere.
5. The player that pots the most balls advances.
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Default Pocket
1. All matches are played on rated, protected table.
2. 8-Ball MUST be pocketed in default (top center) pocket. Arrow cannot be moved.
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Four Corners
1. All matches are played on a rated, protected table.
2. Balls may only be pocketed in corner pockets.
3. If you intentionally aim for a center pocket, you lose the match.
4. If a ball is accidentally pocketed into a side pocket, you must tap the cue to end your turn.
5. If a player must tap, the opponent does not get ball in hand.
6. All other league rules apply.
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Flawless
1. All games are played on protected, rated tables.
2. The game is played normally, however if you scratch or foul (i.e. hitting opponents ball first or do not hit any ball, resulting in your opponent having ball in hand) then your opponent will be declared the winner.
3. Not pocketing the target ball is ok, because it is not considered a foul.
4. A foul is defined as anything that gives your opponent ball in hand.
5. The point of this game is to win without making any fouls.
6. Scratching on break does not count.
7. First person to mess up, loses.
8. If and when someone fouls, please cancel the game and report win or lose to the td in charge.
9. ALL OTHER LEAGUE RULES APPLY
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Survivor
1. ALL games are to be played at the TD's protected, rated table.
2. You will be invited by the TD. Each match is played with a 20 second timer normal 1v1 style.
3. ALL players are split into 2 teams. Team breakdown according to the tournament standings. TEAM A: Player 1 from each match TEAM B: Player 2 from each match.
4. Game play: player 1 from team A vs player 2 from team B.
5. The winner remains seated and then plays player 2 from the losing team. Play continues in this fashion until one of the teams has gone thru all their players.
6. Round Advances: winning team gets a win whether they as an individual won or lost.
7. Round 2:The winning team from round 1 is now split into 2 teams as above and according to the standings. Game play is the same.
8. Round advances are the same for all rounds until eventually it will come down to 2 members that face off for the title of survivor.
9. In the event that a team member is disqualified or timed out. The next player on that team will step into the game already in progress and continue as their own turn.
10. In the event that the team with the DQ'd or timed out player is advanced, that player may NOT continue to compete.
11. It will be up to the other teammates to win the round.
12. If again that team is advanced, the same thing applies, the dq'd player may NOT compete.
13. This is a TEAM style tourney. Please be ready to accept your wins and losses as a team as well as cheer/support each other.
14. NO finger-pointing nor name calling or coaching will be tolerated. 8 ball on the break is a rerack.
15. ALL OTHER LEAGUE RULES APPLY
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One Shot
1. All games to be played on protected training tables, but is played like regular 8 ball.
2. Each Player has only ONE shot (break included- top person in bracket is host, therefore breaks).
3. Make a ball or not, Shoot only ONE time each.
4. The first ball to fall when either player shoots, stripe or solids, those will b gtheirs for the game.
5. NO ball in hand, Except for break and a scratch. On scratch ball may be placed anywhe>
ĪntA6. For the 8 ball shot. you MUST Call shot or its a DQ. YOU MAY NOT COMBO 8 BALL IN (ie. using opponents ball to hit in 8) you must hit it directly or its a loss, just like regular 8 ball.
7. 8 ball in on break is a re-rack.
8. ALL OTHER LEAGUE RULES APPLY
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Take-out for Two
1. All games to be played on rated, protected tables.
2. Before the start of the match. Each player calls 2 pockets that their opponents may NOT use, like(top right, bottom left).
3. Game is played as normal 8 ball with the exception that u may not use the pockets your opponent called.
4. If you ACCIDENTALLY "slop" a ball into an off limit pocket, you must tap and your opponent gets ball in hand.
5. If by chance you hit in 2 balls at once (one going in target pocket and other is "slopped" into off limit pocket), then you continue with your turn there is no ball in hand, second ball is bonus.
6. If you directly aim at and make it in your off-limit pocket. its an automatic DQ.
7. 8 ball in on break is a re-rack.
8. ALL OTHER LEAGUE RULES APPLY
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10-Shot
1. All games are played on protected training tables.
2. One player sits and shoots a total of 10 shots, break does not count as a shot.
3. The other player must count out the shots one by one, so no one loses count.
4. If the player scratches, they get ball in hand (which must be shot from behind the line), but for every time there is a scratch, one ball will be removed from the final total.
5. So if someone gets a total of 10 balls in, and scratches once, their total is 9.
6. At the end of the 10 shots, all balls pocketed are counted.
7. All balls are fair game, even the 8.
8. Any ball that goes in, even by accident is counted.
9. After player one does their 10 shots, they switch, and player 2 does their 10 shots (after having reset the rack).
10. This is done 2 times. Each player gets two chances to shoot balls.
11. After all 20 shots are counted, the player with the most balls made will advance.
12. ALL OTHER LEAGUE RULES APPLY
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Inviter's Choice
1. This tourney is combination of a number of tourneys.
2. The member in the top bracket (the one who should be doing the invites), will pick the kind of game to be played.
3. The choice made is to be typed out in the room and the opponent must acknowledge the type for the game may begin.
4. You may pick from 1 of the following tourney types.
5. Suicide, 4-Corners, Bank the 8, RNR, Killer, Last pocket, Regular, & Scratchless.
6. What ever type of game is picked the rules for that tourney type will apply for that game, including DQ's.
7. The final match will be played at TD's table with top bracket picking tourney type.
8. ALL OTHER LEAGUE RULES APPLY
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1st Ball In
1. All games are played on protected, rated tables.
2. This game is shot with normal league rules, however all balls must be pocketed into the same pocket as the first colored ball goes into.
3. It does not matter if it was you or your opponent who pockets the first ball, that is the pocket that both players must use.
4. Making a ball into another pocket by accident will be overlooked.
5. However, you can not directly aim to pocket a ball in another pocket.
6. The 8 ball must be pocketed into your first pocket as well.
7. If you fail to aim for your designated pocket, you will be dq'd.
8. If you do not pocket the 8 ball in your pocket, you will not be declared the winner.
9. ALL OTHER LEAGUE RULES APPLY
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One Sided
1. All games to be played on rated, protected tables.
2. The only pockets that CAN be used are the top left, top middle, and top right... or the bottom left, bottom middle, and bottom left.
3. The TD will tell you at closing which row to use.
4. The opposite side may not be used, however, in the case of "slop" shots, players will not be penalized.
5. Eight ball in on break is a rerack.
6. If you aim for the other side and make it, it is an automatic DQ.
7. ALL OTHER LEAGUE RULES APPLY
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