Objective
Be the first player to reach a predetermined point total (usually 100 or 150 points in professional play).
Scoring
- 1 Point: Each object ball pocketed on a legal called shot counts 1 point (including any additional balls that fall on the same legal shot).
- Call Shot: You must designate the ball and the pocket.
- Optional — Call Safety: You may call “safety.” Your inning ends after the shot; any object ball pocketed is spotted and does not score.
Fouls
- Standard foul (-1 point): Any foul deducts 1 point.
- Scratch: Cue ball enters a pocket (incoming player gets cue ball in-hand behind the head string).
- No rail after contact: After the cue ball contacts an object ball, no ball contacts a rail and no ball is pocketed.
- Balls pocketed on a foul: Do not score; any pocketed object balls are spotted.
- Other fouls (common): Cue ball off the table; illegal push shot/double hit; illegal jump (house/league dependent).
Three Consecutive Fouls
- If a player commits three fouls in a row without an intervening legal shot, apply a -15 point penalty in addition to the normal foul penalty, and the inning ends.
- Recommendation: Give a clear warning after the second foul (“on two fouls”).
Ball Placement & Interference
Opening Break: Cue ball behind the head string. You must pocket a ball or drive at least two object balls and the cue ball to a rail.
Breaking Foul (recommended): If the opening-break requirement is not met, treat it as a -2 point breaking foul. The incoming player may accept the table as-is or require a re-break.
Re-racking Rules: If the 15th ball or cue ball blocks the rack, use these placements:
- 15th Ball in Rack Area: Move 15th ball to Head Spot. Cue ball stays put.
- Cue Ball in Rack Area: Cue ball in-hand behind Head String. 15th ball stays put.
- Both in Rack Area: 15th ball to Foot Spot. Cue ball in-hand behind Head String.
- Cue Ball in Rack & 15th in Kitchen: 15th ball to Foot Spot. Cue ball in-hand behind Head String.
The Rack
Played with 15 balls. When 14 balls are pocketed, the 15th remains on the table, and the other 14 are re-racked (leaving the apex spot empty) so the run can continue.
Spotting (when required)
Spotted balls are returned to the table (typically on the foot spot; if that’s occupied, place on the long string as close as possible behind the foot spot).
Objective
Legally pocket your entire group of balls (Solids or Stripes) and then legally pocket the 8-ball to win.
The Break
- The table is "Open" after the break, regardless of which balls are pocketed.
- If the 8-ball is pocketed on the break, it is either spotted or the breaker re-breaks (house dependent).
Choosing Groups
Groups are determined when a player legally pockets a called object ball after the break.
Fouls & Scratches
- Scratch on the 8-ball: If you pocket the 8-ball and scratch, you lose the game.
- Standard Foul: The opponent gets "Ball-in-Hand" anywhere on the table.
- Pocketing the 8-ball early: Instant loss.
Objective
Be the last player with balls remaining on the table. You "cut" your opponents' throats by pocketing their balls.
Ball Groups
- Low: 1–5
- Mid: 6–10
- High: 11–15
Gameplay
- Groups are usually claimed after the first ball is pocketed.
- You continue shooting as long as you pocket an opponent's ball.
- If you pocket your own ball, it stays down (you essentially hurt yourself).
- If you are knocked out (all your balls pocketed), you can get back in the game if an opponent scratches!
Fouls & Scratches
On a scratch, every opponent gets to bring one of their pocketed balls back onto the table (spotted).
Objective
Be the first player to reach or exceed 10,000 points.
Turn Structure
- Roll all 6 dice.
- Set aside scoring dice (1s, 5s, triples, etc.).
- You may stop and "bank" your points, or continue rolling the remaining dice to score more.
- If you roll and get no score ("Zilch"), you lose all points accumulated in that turn.
- Hot Dice: If all 6 dice score, you may roll all 6 again and keep adding to your turn total.
Scoring (6 Dice — Common Rules)
Simple ladder for sets: 3 = base, 4 = double, 5 = triple, 6 = quadruple.
- Single 1: 100 points
- Single 5: 50 points
- Three of a kind (base score):
- 111: 1000
- 222–666: face value × 100 (example: 444 = 400)
- Four of a kind: double the base (example: 4444 = 800; 1111 = 2000)
- Five of a kind: triple the base (example: 44444 = 1200; 11111 = 3000)
- Six of a kind: quadruple the base (example: 444444 = 1600; 111111 = 4000)
- Straight (1–6): 1500 points
- Three pairs: 1500 points
- Two triplets: 2500 points
Entry
You must score at least 1,000 points in a single turn to "get on the board" before you can start banking lower scores.
Stealing
If the previous player stops and banks their points, leaving unused dice, the next player may choose to roll those remaining dice.
- Success: If you score with the remaining dice, you "steal" the previous player's banked points, adding them to your current turn total.
- Risk: If you roll and get no score, you lose everything for that turn (including the potential stolen points).