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No more misunderstandings

Throw-Down Standard Match Rules

These rules apply to every Throw-Down match unless you and your opponent agree to change them. If you both agree, any rule can be changed. If you haven't agreed, these are the rules.

Where a rule isn't covered here, we follow the official CueSports International (CSI) rules.

Rules for every gameRotation games8-Ball1-PocketBanksStraight PoolK-Ball3-BallRing GameScotch Doubles

Rules for every game

  1. Cue ball fouls only. Accidentally touching or moving one object ball is not a foul unless it affects the shot. Your opponent can leave it or put it back. Touching or moving the cue ball, moving two or more object balls, a moved ball hitting another ball, or a moved ball affecting the shot are all fouls.
  2. Object ball driven off the table is a foul.
  3. Rack your own.

Rotation games (9-Ball and 10-Ball)

  1. Lag for the first break. After that, the winner breaks.
  2. The Magic Rack must be used.
  3. The cue ball must hit the 1-ball first. You must pocket a ball or drive at least four numbered balls to a rail. An illegal break is a foul and your opponent gets ball in hand.
  4. Push-out on the first shot after the break. Tell your opponent first, and they must acknowledge it. After a push-out, your opponent can shoot from where the balls are, or make you shoot again.
  5. 3-foul rule: three fouls in a row loses the game.
  6. The only ball that spots on a foul is the game-winning ball.

8-Ball

  1. Lag for the first break. After that, the winner breaks.
  2. The break isn't a called shot, and the cue ball can hit any ball first. You must pocket a ball or drive at least four balls to a rail. If you don't, it's an illegal break. Your opponent chooses to re-rack and break, or make you re-rack and break again.
  3. The table is open after the break. Groups are set when someone legally pockets a ball after the break.
  4. Call your shot, including the pocket, on every shot except the break. Declare a safety before you play one.
  5. Pocketing the 8-ball on the break: if there's no foul, the shooter can have it spotted and play from where the balls are, or re-rack and break again. With a foul, the opponent chooses.
  6. You lose the game if you pocket the 8-ball early, jump it off the table, or pocket it on the same shot as your last ball.
  7. A foul gives your opponent ball in hand.
  8. There is no push-out and no 3-foul rule in 8-Ball.

1-Pocket

  1. Lag for the first break. After that, players alternate breaking.
  2. The breaker picks a corner pocket at the foot of the table. Their opponent gets the other one.
  3. You score by pocketing balls in your own pocket. First to 8 balls wins.
  4. Fouls cost you a ball. Spot one of your scored balls. If you have none, you owe one. After a foul, your opponent plays from where the balls are, or gets ball in hand behind the head string for a scratch.
  5. 3-foul rule: three fouls in a row loses the game.

Banks

  1. Lag for the first break. After that, players alternate breaking.
  2. The break must send at least four balls to a rail.
  3. Call the ball, the pocket and the number of rails. Every shot must be a bank. Kisses and caroms don't count.
  4. Fouls cost you a ball. Spot one of your scored balls. If you have none, you owe one.

Straight Pool (14.1)

Played to 100 points.

  1. Lag for the first break.
  2. Call the ball and the pocket on every shot except the break. Every ball you pocket is one point.
  3. A foul costs 1 point. Scratching on a break or hitting an illegal break costs 2 points.
  4. 3-foul rule: the third foul in a row costs 15 more points, and all 15 balls are re-racked.
  5. After the 14th ball of a rack, re-rack those 14 balls with the apex spot empty, and keep shooting.

K-Ball

Played to 100 points.

  1. The rack: all 15 balls in a regular triangle, stripes and solids alternating, with the 1-ball in front, the 2 and 3 in the rear corners and the 8-ball in the middle. No Magic Rack.
  2. The break: break hard and hit the 1-ball first. A combined total of 3 balls must be pocketed or come past the head string.
  3. After the break: if a ball is made, the shooter takes cue ball in hand anywhere on the table and plays the balls in rotation. If no ball is pocketed, the opponent gets cue ball in hand anywhere on the table. Safeties are not allowed.
  4. Call pocket and scoring: call the pocket on every shot. Kisses, banks and combinations aren't called, only the pocket. Each ball pocketed counts one point. After the last ball is pocketed, the shooter re-racks and breaks again, and play continues from rule 3.
  5. Fouls and safeties: any foul loses a point and gives your opponent cue ball in hand. This is an offense-only game, so safeties aren't allowed. If the referee decides you're playing safe, you lose 15 points and your opponent breaks a new rack.
  6. Push back: at any time, the player coming to the table can give the shot back to the shooter.

3-Ball

  1. Every player pays in at the start of the rotation.
  2. The 3 balls are racked in a triangle.
  3. Each player breaks and runs the 3 balls in as few shots as possible.
  4. The break counts as a shot. A miss counts as a shot and the shooter keeps shooting. A foul counts as a shot plus a 1-shot penalty.
  5. A scratch is ball in hand in the kitchen. If there is no ball outside the kitchen, the next player in the rotation picks which ball is spotted.
  6. The maximum score is 6.
  7. The lowest score wins.
  8. If the lowest score is tied, everyone pays in again and the rotation starts over. This repeats until one player has the lowest score alone.

Ring Game

  1. A 10-ball rack, played by 9-Ball rules.
  2. No safeties. You must play offensively.
  3. The 5-ball and 10-ball are the money balls. Each one is assigned an amount before the game, for example $5 on the 5-ball and $10 on the 10-ball. When a player pockets a money ball, every other player pays him that amount.
  4. On a foul, the incoming player chooses to shoot, or to make the fouling player shoot again.
  5. A scratch is ball in hand behind the head string.

Scotch Doubles

  1. Teams follow the rules of whichever game they're playing.
  2. Either player on a team may break. The order players shot in earlier doesn't matter.
  3. Teams can change their shooting order at the start of each game.