Official game rules for the most popular formats, plus a comprehensive glossary of billiards terms. Your go-to reference for settling arguments and leveling up your knowledge.
Rules based on WPA and BCA standards. House rules may vary.
Pocket all of your assigned group (solids 1–7 or stripes 9–15), then legally pocket the 8-ball.
Triangle rack, 15 balls. 8-ball in center, one solid and one stripe on the back corners. All others random.
The cue ball must be played from behind the head string. At least four object balls must be driven to a cushion or a ball must be pocketed. If the 8-ball is pocketed on the break, the breaker may re-rack or spot the 8 and continue shooting.
The table is open after the break until a player legally pockets a called ball. During an open table, any ball except the 8 may be hit first.
All shots must be called — ball and pocket. Obvious shots do not need to be indicated. Bank shots and combination shots are not considered obvious and must be called. A legally pocketed called ball entitles the shooter to continue.
Cue ball scratch, hitting opponent's ball first, no rail after contact, shooting while balls are still moving, or a jumped cue ball off the table. Penalty: ball-in-hand anywhere on the table for the incoming player.
A player wins by pocketing all of their group followed by legally pocketing the 8-ball in a called pocket.
A player loses by pocketing the 8-ball before clearing their group, pocketing the 8 in an uncalled pocket, knocking the 8 off the table, or pocketing the 8 on the same stroke as the last group ball.
Legally pocket the 9-ball at any point during the game. Balls must be contacted in numerical order (lowest first).
Diamond rack, 9 balls. 1-ball at the apex on the foot spot, 9-ball in the center. All others random.
The 1-ball must be struck first. At least four balls must be driven to a cushion or a ball pocketed. If the 9-ball is made on the break, the breaker wins the game.
Immediately after the break, the player at the table may call a "push out." The cue ball can be shot to any position without regard to the lowest-numbered ball. The opponent then chooses to shoot or pass the turn back.
The cue ball must contact the lowest-numbered ball on the table first. After contact, any ball pocketed counts (including the 9-ball via combo or carom). A rail must be contacted after the hit unless a ball is pocketed.
Failing to hit the lowest ball first, no rail after contact, cue ball scratch, or ball off the table. Penalty: ball-in-hand anywhere on the table for the incoming player.
If a player commits three consecutive fouls (across three successive turns at the table), the game is lost. The opponent must warn the player that they are on two fouls before the third turn.
The game is won by legally pocketing the 9-ball at any time — on the break, via combination, or as the last ball.
Legally pocket the 10-ball in a called pocket. Like 9-ball but with call-shot, making it a more skilled game.
Triangle rack (tight), 10 balls. 1-ball at the apex, 10-ball in the center of the third row. All others random.
The 1-ball must be contacted first. At least three object balls must reach a cushion or a ball pocketed. The 10-ball pocketed on the break is spotted; play continues.
All shots are called — ball and pocket. Incidental contact and caroms are allowed as long as the called ball reaches the called pocket. Balls pocketed other than the called ball stay down (except the 10-ball, which is spotted if pocketed illegally).
The cue ball must contact the lowest-numbered ball on the table first. After contact, a rail must be reached by any ball unless a ball is pocketed.
Same as 9-ball: wrong ball first, no rail, scratch, or ball off table. Penalty: ball-in-hand anywhere on the table. The three-foul rule applies — three consecutive fouls loses the game.
The game is won by legally pocketing the 10-ball in a called pocket after all lower-numbered balls have been cleared, or via a legal called combination at any time.
Be the first to reach an agreed-upon point total (typically 100 or 150). Any ball may be pocketed in any order — every legally pocketed ball scores one point.
Triangle rack, 15 balls. Racked tightly on the foot spot. After the opening break, re-rack when 14 balls are pocketed (the 15th stays on the table).
On the first break, the cue ball must contact the rack and either pocket a ball or drive at least two object balls plus the cue ball to a rail. The break shot must be called. Failure results in a 2-point penalty.
Every shot is called — ball and pocket. Each legally pocketed ball scores one point. Multiple balls pocketed on one shot only score if the called ball goes in the called pocket.
When 14 balls have been pocketed, they are re-racked with the apex spot left vacant. The 15th ball and cue ball remain in position. The shooter then continues, typically breaking the fresh rack open with the next shot.
Standard fouls (scratch, no rail, etc.) result in a 1-point penalty. Three consecutive fouls result in a 15-point penalty (1 + 1 + 1 + 15 = 18 total deducted across the three fouls). The foul count resets after any legal shot.
A player may call a safety instead of a shot. The cue ball must contact an object ball, and a rail must be reached after contact. The turn ends and any pocketed ball is spotted. Safeties are a core strategic element.
Pocket 8 balls in your designated pocket (one of the two foot-rail corner pockets) before your opponent does the same in theirs.
Standard triangle rack, 15 balls. Racked on the foot spot.
The breaking player chooses one of the two foot corner pockets. The opponent gets the other. Only balls pocketed in your assigned pocket count toward your score.
Any ball may be played at any time. The cue ball must contact an object ball and then either a ball must be pocketed or a rail reached. Balls pocketed in neutral pockets (sides or head corners) are spotted.
Only balls sinking into your assigned pocket count as points. Accidentally pocketing a ball in your opponent's pocket gives them the point. First to 8 wins.
Standard fouls result in a 1-ball penalty — one ball from your count (or owed) is spotted. Scratch and failure to contact a ball or reach a rail are fouls. Three consecutive fouls is loss of game.
Widely considered the most strategic pool game. Offense and defense are deeply intertwined. Players routinely play safe, bank balls cross-table, and manipulate clusters to control the table.
Score more points than your opponent by potting reds and colours in sequence on a 6×12-foot table.
15 reds in a triangle below the pink, 6 colours on their spots. Played on a 12-foot table with smaller balls and tighter pockets.
A player must pot a red (1 point), then a colour (2–7 points). Colours are re-spotted after each pot until all reds are cleared. After the final red and its colour, colours are potted in ascending value order and stay down.
Yellow = 2, Green = 3, Brown = 4, Blue = 5, Pink = 6, Black = 7. Maximum break (clearing all balls in one visit) is 147.
Minimum 4-point penalty for: failing to hit the "on" ball, potting the wrong ball, cue ball scratch, or hitting a ball off the table. The penalty is the higher of 4 or the value of the ball "on" or the ball illegally contacted.
Laying a snooker means placing the cue ball so the opponent has no direct line to a legal "on" ball. If a player is snookered after a foul, a "free ball" is awarded — any ball can be nominated as the "on" ball.
The frame ends when all balls are potted or a player concedes. The player with more points wins the frame. Matches are played as a race to an agreed number of frames.
Be the first to bank 5 balls (in a race to 5). Every scoring shot must be a clean bank — the object ball must contact at least one cushion before entering the pocket.
Standard triangle rack, 15 balls. Racked on the foot spot.
The object ball must contact one or more cushions before entering the called pocket. Kick shots (cue ball banks) do not count — the object ball itself must bank. Combination-banks are allowed if called.
All bank shots must be called — ball and pocket. The number of rails does not need to be specified, but the ball must reach the called pocket via at least one rail. Obvious banks still must be called.
Standard fouls apply (scratch, no contact, no rail). Penalty: ball-in-hand behind the head string. Any balls pocketed on a foul are spotted.
First player to legally bank 5 balls wins. In some variations the race is to 8 (using all 15 balls).
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