Spelled out. Not “see someone else’s book.” League night, Circuit, and dues live on League rules.
CONTENTS
1. SPIRIT AND DISPUTES
Call it when it happens. Then shoot.
Only a player in the match (or a scotch partner) may call a foul. Anyone may suggest it. A foul not called before the next shot is dead.
If you disagree, ask an observer who saw it. Their call is final for that shot.
If nobody saw it, the shooter’s version stands.
If you are still stuck after that, replay the rack. Same breaker. The unfinished rack does not count.
The house desk is the last word on the night, not a referee standing over the table.
Win the game. Not innings. Not points-for-balls. A 9 or a 10 that falls on a legal shot wins that rack. It is not worth two.
2. DIVISIONS
Same team. Different table law.
Prospects
Contenders
Champions
Pockets
Any pocket (slop), including the 8
Call the 8 (and the 10). Other balls slop if the hit is legal
Same as Contenders
Coaching timeouts
2 per match. Coach to the table
1 per match. Coach to the table
0. Talk is fine. No coach on the shot
8-ball race
to 2
to 4
to 5
9-ball race
to 3
to 7
to 9
10-ball race
to 3
to 5
to 7
Scotch race
to 2
to 4
to 5
You play your division. Scored matches stay in-track. You picked it at signup. It does not change mid-session.
Each circuit (8-ball, 9-ball, 10-ball, scotch) has its own rank. Beating a 1200 in 8-ball does not move 9-ball. You can be Champions-level in 8-ball and Prospects-shape in 9-ball — that’s four numbers, not one. Same Sunday you can play more than one circuit if you’re In and there’s a chair. $10 per circuit.
2b. ROUND ROBIN
You play everyone in your division. Same circuit.
Deal is a round robin inside the division, not a random draw. Week 1 is round 1, week 2 is round 2. If your opponent marked Out, you’re unseated — makeup or play ahead. If the division has more people than weeks, the circle repeats. Same division, same circuit — including teammates.
Example: six Contenders on 8-ball. Rail is Amy and Ben. Well is Cam and Dee. Corner is Eve and Faye. Five unique rounds, then it loops.
Week
Tables
Team points
1
Amy–Faye · Ben–Eve · Cam–Dee
Cam–Dee is Well vs Well — washes. The other two are inter-team: winner’s team gets 2 (Contenders).
2
Amy–Eve · Faye–Dee · Ben–Cam
All three are different teams. Three Contenders wins = 2 points each to the winning team.
3
Amy–Dee · Eve–Cam · Faye–Ben
All inter-team.
4
Amy–Cam · Dee–Ben · Eve–Faye
Eve–Faye is Corner vs Corner — washes. Circuit still moves.
5
Amy–Ben · Cam–Faye · Dee–Eve
Amy–Ben is Rail vs Rail — washes. Rail’s team score does not change. Amy’s and Ben’s 8-ball Circuits still move (winner up, loser down, vs each other’s week-start number).
6–10
Same as weeks 1–5
Same wash / inter-team rule.
Teammates play. If two people on the same team are in the same division, they will draw each other in the robin. That match is real for Circuit. It is nothing for the team table — intra-team washes. A Contenders win vs another team is still 2 team points. Prospects 3, Champions 1.
Amy’s 8-ball Circuit only moves from 8-ball matches. Her 9-ball night is a different robin, different opponents, different number.
3. LAG, BREAK ORDER, THE KITCHEN
Lag once. Winner of the rack breaks after that.
Lag for the first break of the match. Both shoot a ball from behind the head string to the foot rail and back. Closest to the head rail wins. It can touch the rail.
After that, winner of the rack breaks the next one.
On every break, the cue ball starts in hand behind the head string (the kitchen). The base of the cue ball must be behind that string.
The head string is the line across the table at the second diamonds from the head rail. “In” the kitchen means the base of the ball is on the head-rail side of that line. Dead-center on the string is playable as “out.”
4. A LEGAL SHOT
Hit a legal ball first. Then a ball to a rail — unless you pocket one.
On every shot after the break:
The cue tip strikes the cue ball once, cleanly.
The cue ball’s first contact with an object ball is a legal object ball for that game (see 8 / 9 / 10 below).
After that contact, either a ball is pocketed or some ball (cue or object) hits a cushion.
Fail any of those and it is a foul. Incoming player gets ball in hand anywhere on the bed of the table.
You must have at least one foot touching the floor when the tip hits the cue ball. Shooting while any ball is still moving is a foul.
5. FOULS AND BALL IN HAND
Every foul is ball in hand, anywhere.
Not “in the kitchen,” not “where it lies.” Anywhere on the cloth except glued to an object ball. You may adjust the cue ball with your hand or the ferrule until you stroke. If you use the tip and the stroke would count as a shot, it is a shot — it must be legal or it is another foul.
These are fouls:
Scratch — cue ball pocketed or leaving the playing surface.
Wrong ball first — cue ball’s first object-ball contact is not a legal object ball.
No rail — after a legal hit, no ball is pocketed and no ball hits a cushion.
Touched ball — you move an object ball with a hand, clothing, chalk, or the cue (all-ball fouls). Incoming gets ball in hand. The moved ball stays where it came to rest unless both players agree to put it back before the next shot.
Cue ball off the table — same as a scratch.
Object ball off the table — foul. That ball is spotted (see spotting) unless the game says it stays down. Exception: jumped 8 on a shot that is not the break is loss of rack in 8-ball.
Double hit / push — tip stays on the cue ball longer than a moment, or strikes it twice. If the cue ball is frozen or within a half-inch of the object ball, you must shoot away at about 45° or more or it is a foul.
Frozen to a rail — if the legal object ball is frozen to a cushion, after contact a different ball must hit a cushion or a ball must be pocketed.
Scoop — see jumping.
No foot on the floor.
Shot while balls are moving.
Coaching without a timeout — specific shot advice from a teammate or the rail while the shooter is down on the shot, and no timeout was called.
A foul that is not a loss of rack (see 8-ball) only ends your inning and gives ball in hand. Scratching while shooting the 8, without pocketing the 8, is not loss of rack — opponent gets ball in hand.
6. JUMPING, SCOOPING, MISCUES
Jump down through the ball. Do not shovel it.
A legal jump is striking the cue ball above center, down through it, so it hops. The tip hits the cue ball, not the cloth first.
A scoop (sliding the tip under the cue ball on purpose to lift it) is a foul. Incoming ball in hand anywhere.
A miscue on a jump that still hits the cue ball is a foul if the jump was not a legal down-stroke, or if you scoop.
Jump cues are allowed unless the house posts otherwise. A house that doesn’t want jump cues on bar boxes can say so on the night card. Then jumps with a playing cue only, still down-stroke, no scoop.
If you jump and the cue ball never comes back to the bed (flies off), that is a scratch — foul, ball in hand.
If an object ball you jumped stays off the table, see spotting. It is still a foul.
Miscue on the break
A miscue is not automatically a foul. What matters is what the cue ball does next:
If the cue ball never hits the rack (whiffs, hops the rail, dies in the kitchen), it is an illegal break. Same as failing the four-rail rule.
If the cue ball hits the rack but you don’t pocket a ball and you don’t drive four object balls to a cushion, it is an illegal break.
If you miscue, hit the rack, and still meet the legal-break test, the break counts. Play on.
7. THE BREAK (ALL GAMES)
Four object balls to a rail, or one down. Cue ball from the kitchen.
Legal break (every game): cue ball in hand behind the head string. You must either pocket an object ball or drive at least four object balls to one or more cushions. Fail that, and it is an illegal break — even if you hit the rack.
Illegal break — incoming player chooses one:
Re-rack and they break.
Re-rack and you break again.
If you did not scratch, they may take the table as it lies and shoot.
No limit on how many times you re-rack until a legal break happens or a foul on a legal break gives ball in hand.
Scratch on a legal break
Your inning ends.
Incoming player gets ball in hand anywhere on the table (not the kitchen). That is Barsity, on purpose — same penalty as every other foul.
Object balls pocketed on that break stay down, except the money ball (8, 9, or 10) which follows that game’s break rule below.
The table is still open in 8-ball.
Cue ball never leaves the kitchen / frozen break
If you barely tap the rack and fail the four-rail-or-pocket test, illegal break. Opponent’s choice as above.
8. 8-BALL
Your group, then the 8. Call the 8 unless you are a Prospect.
Rack
Triangle. Apex on the foot spot. 8 in the center of the rack. One rear corner a solid, the other a stripe. The rest random. Breaker (or the house) racks. Incoming may ask for a re-rack if it is obviously loose before the stroke.
Open table
After the break the table is open until a player legally pockets a solid or a stripe on a shot that is not the break (the break never assigns groups). On an open table you may hit either group first. The first group you legally pocket on a later shot is yours. Combinations of mixed groups on an open table are legal; the ball that falls assigns you only if the first ball hit was that group or the table was open.
8 on the break
8 falls, no scratch, no other foul: you do not win the rack. Spot the 8. You keep shooting from where the cue ball lies. Table still open.
8 falls and you scratch (or foul): spot the 8. Opponent chooses: ball in hand anywhere, or re-rack and break.
After groups are set
You must hit one of your remaining balls first (or the 8, once you have none left). Pocketing an opponent’s ball on a legal shot is fine; it stays down; you keep shooting only if you also pocketed one of yours.
The 8
You may not hit the 8 first until it is your legal object ball (all of your group are gone). Combination: the 8 may not be the first ball hit unless it is your object ball.
Prospects: you do not call pockets. Any of your group that falls on a legal shot counts. When the 8 is legal, it may fall in any pocket on a legal shot. Scratch or foul while pocketing the 8 is loss of rack. Jumping the 8 off the table (not on the break) is loss of rack. Pocketing the 8 early (before your group is gone) is loss of rack.
Contenders and Champions: you must call the 8’s pocket before the stroke (a clear point or “that corner” is enough). 8 in a different pocket is loss of rack. Scratch or foul while the 8 is pocketed is loss of rack. 8 off the table (not on the break) is loss of rack. 8 early is loss of rack. Scratch or foul while shooting the 8 without pocketing it is only ball in hand — not loss of rack.
Loss of rack (8-ball)
You lose the rack if you: pocket the 8 early; pocket the 8 in the wrong pocket (Contenders/Champions); scratch or foul on the same shot that pockets the 8; jump the 8 off the table on any shot but the break; pocket the 8 and the last ball of your group on the same shot.
9. 9-BALL
Lowest first. The 9 wins the rack. No called pockets.
Rack
Diamond. 1 on the foot spot (apex). 9 in the middle. The rest random.
Break
Cue ball must hit the 1 first. Then four object balls to a rail or a ball pocketed, or it is a foul (incoming ball in hand anywhere). Pocketed balls stay down except the 9, which is spotted if you fouled.
9 on the break, no foul: you win the rack.
9 on the break and you scratch or foul: spot the 9. Incoming ball in hand anywhere. They shoot the lowest numbered ball left.
Play
Always hit the lowest numbered ball on the table first. Combinations, banks, and kisses are legal. You do not call pockets in 9-ball — if the 9 falls on a shot that hit the lowest ball first and was otherwise legal, you win the rack. If you foul and the 9 falls, spot the 9; incoming ball in hand.
Jumped balls other than the 9 stay down (off the table, not spotted). If the 9 is jumped, it is spotted and it is a foul.
10. 10-BALL
Lowest first. Call the 10. The 10 on the break is not a win.
Rack
Triangle of 10. 1 on the foot spot. 10 in the middle of the rack. The rest random.
Break
Cue ball must hit the 1 first. Four object balls to a rail or a ball pocketed, or it is a foul (incoming ball in hand anywhere). The break is not a called shot.
10 on the break, no foul: you do not win. Spot the 10. Continue from where the cue ball lies.
10 on the break and you scratch or foul: spot the 10. Incoming ball in hand anywhere.
Play
Always hit the lowest numbered ball first. Combinations are legal.
Prospects: no called pockets. If the 10 falls on a legal shot (lowest first), you win the rack.
Contenders and Champions: you must call the 10’s pocket when the 10 is pocketed to win. Other balls may slop. 10 in the wrong pocket is spotted; incoming ball in hand if you fouled, otherwise your inning ends and the 10 is spotted if it fell illegally. Scratch while pocketing the 10: spot the 10, incoming ball in hand — not loss of match, just the rack continues.
If you foul and the 10 falls, spot the 10. Incoming ball in hand. Jumped 10 is spotted; it is a foul. Other jumped balls stay off the table.
11. SCOTCH DOUBLES
Own league. Own Circuit. Partners alternate shots.
Scotch is not the closer on an 8-ball night. It is its own Circuit. 8-ball table law (rack, groups, the 8) with these extras:
Two players per side. They alternate shots, not innings. Miss or foul, the other pair shoots. The partner who would have been next on your side is still next when you return.
Race is the same as 8-ball for that division: Prospects to 2, Contenders to 4, Champions to 5.
You may not shoot twice in a row unless the partner is gone from the building and the house allows a solo (then it is no longer scotch — house call).
A foul by either partner is a foul for the pair. Incoming pair gets ball in hand anywhere.
Coaching timeouts: Prospects 2 for the pair, Contenders 1, Champions 0. Partners may talk. They may not give shot advice except on a timeout.
Both partners’ Circuits move. Team points use each winner’s track (3 / 2 / 1).
Lag: one player from each pair lags. Winner’s pair breaks.
12. COACHING TIMEOUTS
The table is not silent. Shot advice needs a timeout.
You can talk. You cannot stand over the shot and tell them the pocket, the pattern, or the safety — unless a timeout is on.
The shooter (or a scotch partner) calls a timeout before the stroke. Mark it on the sheet. Clock starts.
The coach may come to the table for that timeout. Specific advice is allowed until the clock hits zero. Then the coach leaves the table and you shoot.
A timeout is 45 seconds.
Prospects: 2 timeouts per player per match. Contenders: 1. Champions: 0 — they can talk; they don’t get a coach to the table.
Scotch: the pair shares that cap.
Calling a timeout you don’t have, or coaching the shot without one, is a foul. Incoming ball in hand.
13. SPOTTING BALLS
Money ball to the foot spot. Others in a line behind it.
When a ball must be spotted (8 after a break pocket, 9 or 10 after a foul pocket, jumped money ball):
Place it on the foot spot.
If that is occupied, as close as possible behind it on the long center line, toward the foot rail, then toward the head rail if that is blocked.
Spotted balls are frozen to the occupying ball if there is no gap.
Object balls jumped off the table that are not the 8, 9, or 10 stay off (they do not return) except on a re-rack.
WHAT THIS IS NOT
We did not photocopy another league.
Ball in hand is anywhere after every foul, including a scratch on the 8-ball break — not “in the kitchen.” The 8 on the break is not an automatic win. The 9 on the break is a win if you don’t foul. The 10 on the break is not a win. Jumping is legal if you stroke down; scooping is not. Prospects slop; Contenders and Champions call the 8 and the 10. Scotch is its own league. Innings are not a thing.