Rated Games
(All games in this section are played on protected, rated tables.)
Regular 8 ball ONLY when you get to the 8
your opponent will choose
where you are to make it.
This will remain your pocket
for the remander of the game.
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AROUND THE CLOCK
Balls are pocketed in the order listed:
1st Ball ~ Upper right corner
2nd Ball ~ Lower right corner
3rd Ball ~ Lower middle
4th Ball ~ Lower left corner
5th Ball ~ Upper left corner
6th Ball ~ Upper middle
7th Ball ~ Upper right corner (where you started)
8 Ball ALWAYS lower right corner.
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BANK THE 8
Regular 8 ball til you get to the 8
The 8 MUST be banked before you make it.
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BANK THE 8 / CUE
Regular 8 ball til you get to the 8
The 8 OR the cue MUST be banked before you make it.
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BANK THE 8 / LAST POCKET
Regular 8 ball til you get to the 8
The 8 MUST be BANKED into the pocket that
the player's last colored ball was pocketed.
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BANK and COMBO
All shots after the break
MUST be either a bank or a combo.
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BLUE BALL LAST
Regular 8 ball except the blue
is to be sunk prior to the 8 ball.
IF you sink either blue ball, you lose.
You must stand and take the force forfeit.
IF the blue ball is sunk on break, rerack.
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BOTTOMS UP
Stripes go in top pockets
Solids go in bottom pockets
IF you pocket your ball in the wrong
pocket, tap cue giving opponent ball in hand.
8 ball is to be pocketed in the players last pocket.
IF for any reason a players
last pocket is the opponents pocket,
the player shall claim the pocket
opposite of their last pocket.
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CALL YOUR SHOTS
After the break, all shots are to be called.
IF you should miss the shot you called, but
pocket either the intended ball or another of your balls,
you must tap cue giving your opponent ball in hand.
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CORNERS
All balls are to be pocketed in the corner pockets only.
Should you shoot and make a ball in a corner and
an additional ball accidentally go into a side pocket,
this is considered fair. Continue with your turn.
If you should purposefully or accidentally make
a ball in a side pocket and none of your other
balls fall into a corner pocket, tap the cue
giving your opponent a ball in hand.
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CORNERS / CENTER POCKET
All balls are to be pocketed in
the corner pockets except for the 8 ball.
Should you shoot and make a ball in a corner and
an additional ball accidentally go into a side pocket,
this is considered fair. Continue with your turn.
If you should purposefully or accidentally make
a ball in a side pocket and none of your other
balls fall into a corner pocket, tap the cue
giving your opponent a ball in hand.
The 8 ball is to be pocketed into one of the side pockets.
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DEFAULT POCKET
Regular 8 ball except the 8 ball
is to be pocketed into original pocket the
yellow arrow starts on; upper middle.
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FORBIDDEN POCKET
Regular 8 ball except you may not pocket a ball
into the pocket the TD has announced as forbidden
IF you pocket a ball in the forbidden pocket
you must tap the cue, giving your opponent ball in hand.
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FULL POWER
Regular 8 ball except all shots
are to be made using full power.
You are to pull all the way back on the cue
and hold it til your opponent acknowledges that
they see the power meter with either a "Y" or "K"
If you shoot before your opponent acknowledges the meter,
you must tap the cue, giving them ball in hand.
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GREEN BALL LAST
Regular 8 ball except the green
is to be sunk prior to the 8 ball.
IF you sink either green ball, you lose.
You must stand and take the force forfeit.
IF the green ball is sunk on break, rerack.
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LAST POCKET
Regular 8 ball except the 8 ball
is to be pocketed into the pocket
your last colored ball was pocketed.
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MYSTERY POCKET
Regular 8 ball til you get to the 8 ball.
You are to ask the TD, in the lobby, what
pocket you are to pocket the 8 ball into.
If you miss, pocket remains the same til game is over.
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NO ENGLISH
Regular 8 ball. NO english is allowed.
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ORANGE BALL LAST
Regular 8 ball except the orange
is to be sunk prior to the 8 ball.
IF you sink either orange ball, you lose.
You must stand and take the force forfeit.
IF the orange ball is sunk on break, rerack.
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PICK OPPONENTS POCKET
Regular 8 ball except each player
is to announce at table the pocket for
their opponent to pocket 8 ball before break.
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PINK BALL LAST
Regular 8 ball except the pink
is to be sunk prior to the 8 ball.
IF you sink either pink ball, you lose.
You must stand and take the force forfeit.
IF the pink ball is sunk on break, rerack.
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PLAYER'S CHOICE
The first name in the pairings gets to pick the game.
This pick must be announced in lobby before
table is made. No more than 2 games may be combined.
If the second player doesnt accept the
game, they force forfeit the game and loses.
ALL GAMES MUST BE RATED!
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PURPLE BALL LAST
Regular 8 ball except the purple
is to be sunk prior to the 8 ball.
IF you sink either purple ball, you lose.
You must stand and take the force forfeit.
IF the purple ball is sunk on break, rerack.
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RED BALL LAST
Regular 8 ball except the red
is to be sunk prior to the 8 ball.
IF you sink either red ball, you lose.
You must stand and take the force forfeit.
IF the red ball is sunk on break, rerack.
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REGULAR 8 BALL
Regular 8 ball.
No special rules for this tour.
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REGULAR 8 BALL 10 SECOND TIMER
Regular 8 ball
Table should be made with a 10 second timer.
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REGULAR 8 BALL 15 SECOND TIMER
Regular 8 ball
Table should be made with a 15 second timer.
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REGULAR 8 BALL 20 SECOND TIMER
Regular 8 ball
Table should be made with a 20 second timer.
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REGULAR 8 BALL 30 SECOND TIMER
Regular 8 ball
Table should be made with a 30 second timer.
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TRIANGLES
Regular 8 ball except
first person listed (invitor) may only shoot at:
top middle, bottom left and bottom right pockets
second person listed (invitee) may only shoot at:
bottom middle, top left and top right pockets.
If you make one of your balls into
your opponents it is fair, continue
playing. If you do so and do not make
one into your pocket, you must tap
cue giving ball in hand.
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TWISTED 8
Regular 8 ball except the 8 ball
must be pocketed into the corner pocket
furthest away from where it is at each time.
If the 8 ball is in the center of the table
you may have your choice of corner pockets.
Failure to pocket the 8 ball in the furthest
will result a force forfeit of the game to your opponent.
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YELLOW BALL LAST
Regular 8 ball except the yellow
is to be sunk prior to the 8 ball.
IF you sink either yellow ball, you lose.
You must stand and take the force forfeit.
IF the yellow ball is sunk on break, rerack.
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COLORS LAST
(swiss style)
The TD will announce a different color each round.
Regular 8 ball except the color TD announced
is to be sunk only after all other balls are
pocketed and prior to the 8 ball.
IF you sink either ball of the announced color, you lose.
You must stand and take the force forfeit.
IF the ball of the announced color is sunk on break, rerack.
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UnRated Games
(All games in this section are played on protected, UNrated tables.)
2 v 2 (Best of 3)
1st players of each team play.
2nd players of each team play.
IF one team wins both games, they advance.
IF both teams win a game, the winning
players play a 3rd and deciding match.
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2 v 2 (Shoot til you miss)
Shoot til you miss
Then stand and let your partner shoot.
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2 v 2 (Sit and Stand)
Take one shot then stand (even if you make a ball)
and let your partner shoot. Keep rotating shots
The break counts as a shot.
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EARLY 8 / SUICIDE
First to pocket the 8 ball after
solids/stripes is determinded wins.
NO BALL IN HAND ALLOWED
If you scratch when you pocket the 8 it's a loss.
If you pocket the 8 on the break it's a rerack.
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MUSICAL CHAIRS
Regular 8 ball except at any time
the TD will come to your table and say "Switch".
You and your opponent switch seats and continue playing.
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WHO DO YOU TRUST?
Regular 8 ball except you choose
anyone that is in the tourney to pocket the 8 ball for you.
If they miss, they stay seated until game is over.
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Training Table Games
(All games in this section are played on protected, training tables.)
10 SHOT
First person listed in parings breaks and shoots first.
You get 10 shots to pocket 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.
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3 BALL
All balls will be removed from table except
yellow (1), blue(2) and red(3) balls. The yellow ball is in
default position of the rack with the blue and red behind it.
(see picture below)

Pocket all 3 balls in as few shots as possible.
The break counts as a shot. Shots are to be counted at the table.
A tie is to be broken with an additional rack.
Any ball pocketed on a scratch stays pocketed.
Ball in hand only allowed after a scratch.
NOTE: In order to remove balls you will need to do a soft break
move the 3 balls you want to use into position and then pocket each
of the other balls. It isnt necessary to use the cue to pocket them.
You can shoot each ball individually.
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7 UP
Player to pocket the most balls in 7 shots wins.
The break counts as a shot. A tie is decided with 1 game.
Each ball counts as 1 point but each scratch is -1 point.
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A-B-C
Balls must be pocketed in alphabetical order before the 8 ball.
BLUE
GREEN
ORANGE
PINK
PURPLE
BLUE
RED
YELLOW
If you pocket one ball in the correct
order but another falls in this is
considered fair and your turn continues.
If you pocket the wrong ball you must
tap cue giving opponent ball in hand.
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BASEBALL
Pocket more balls before 3 strikes are made.
Every shot will be ball in hand from behind the line (home plate).
Any ball that is completely behind the line (home plate)
are in foul territory and cannot be pocketed.
Break is counted as a shot and if no ball pocketed is a strike.
A scratch is a strike and is -1 off the end score.
Any ball pocketed from foul territory (left two pockets)
or scratched will not be counted.
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BOOTEM
TD will invite all players to training 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.
Do not move the cue unless someone scratches then you
place cue to the left of the line and shoot to the right.
After a scratch, the next players shot must have the cue
go to to the right side of the line before sinking a ball.
If the only ball(s) left were to the left of the line,
you would have to bank off a rail first to get the cue
to the right of the line before making a ball!
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BOOTEM MAGIC 8
TD will invite all players to training 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.
Who ever pockets the 8 ball gets to pick a player to be booted.
Do not move the cue unless someone scratches then you
place cue to the left of the line and shoot to the right.
After a scratch, the next players shot must have the cue
go to to the right side of the line before sinking a ball.
If the only ball(s) left were to the left of the line,
you would have to bank off a rail first to get the cue
to the right of the line before making a ball!
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BLACK JACK
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.
Scratch without making a ball at any point results in loss of turn.
Scratch and make a ball is considered fair. Count ball's value and continue.
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BREAK AND RUN GOLF
Shoot til table is cleared, typing out each miss
in the text area on the table. A scratch is counted
as a miss. Ball in hand allowed only on a scratch.
Then stand and your opponent does the same. The
one with fewer misses wins. Each player is allowed
1 rack. If the game results in a tie then play
another game to determine the winner.
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NERVE RACKER
Each player creates their own "training" table and
invites their opponent. (Tables will be overlapped.)
Make sure you are ready when the TD yells GO from the lobby.
No ball in hand except on a scratch.
After you have cleared your table, go to your opponents table
and type DONE. First to type it in is the winner.
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RACK n RUN 'EM
Make as many balls without missing or scratching.
Scratching or missing on the break does not count.
Count the balls made then your opponent takes their turn.
TD will decide the number of racks that will be played.
If you happen to clear the rack completely,
stand and let your opponent take their turn.
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REVERSE BOOTEM
TD will invite all players to training table.
The rotation goes in reversed alphabetical order.
(from the bottom to top, instead of from top to bottom)
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.
Do not move the cue unless someone scratches then you
place cue to the left of the line and shoot to the right.
After a scratch, the next players shot must have the cue
go to to the right side of the line before sinking a ball.
If the only ball(s) left were to the left of the line,
you would have to bank off a rail first to get the cue
to the right of the line before making a ball!
MAKE PROTECTED, TRAINING TABLE
REPORT WIN/LOSS TO TD IN LOBBY
NOTE TO TD: No ladderstats for this tour
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