Rules & Glossary

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.

Game Rules

Rules based on WPA and BCA standards. House rules may vary.

Objective

Pocket all of your assigned group (solids 1–7 or stripes 9–15), then legally pocket the 8-ball.

Rack

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.

Objective

Legally pocket the 9-ball at any point during the game. Balls must be contacted in numerical order (lowest first).

Rack

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.

Objective

Legally pocket the 10-ball in a called pocket. Like 9-ball but with call-shot, making it a more skilled game.

Rack

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.

Objective

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.

Rack

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.

Objective

Pocket 8 balls in your designated pocket (one of the two foot-rail corner pockets) before your opponent does the same in theirs.

Rack

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.

Objective

Score more points than your opponent by potting reds and colours in sequence on a 6×12-foot table.

Rack

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.

Objective

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.

Rack

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).

Glossary

A
Action
Gambling on pool games, or a venue known for high-stakes play.
Angle of Incidence
The angle at which the cue ball approaches a cushion, measured from a line perpendicular to the rail.
B
Ball-in-Hand
A rule allowing a player to place the cue ball anywhere on the table (or behind the head string) after the opponent commits a foul.
Bank Shot
A shot where the object ball is driven into one or more cushions before being pocketed.
Break
The opening shot of a game where the cue ball is driven into the racked balls to scatter them.
Bridge
The hand position used to guide and support the cue shaft during a stroke. Also refers to a mechanical bridge (rake) for hard-to-reach shots.
Bumper Pool
A variation played on a smaller table with obstacles (bumpers) placed around the surface and two pockets, one at each end.
Butt
The thicker, heavier end of the cue that the player grips.
C
Call Shot
A rule requiring the player to announce the intended ball and pocket before each shot. Standard in most professional formats.
Carom
When the cue ball strikes one object ball and then deflects into another. Also refers to an entire family of billiard games played on a pocketless table.
Center Spot
The exact center of the table, sometimes marked for certain game formats.
Chalk
A dry, abrasive compound applied to the cue tip to increase friction and prevent miscues.
Cluster
A group of object balls that are touching or very close together, often requiring strategic play to break apart.
Combination (Combo)
A shot where the cue ball hits one object ball, which then strikes another object ball into a pocket.
Cross-Corner
A bank shot where the object ball travels diagonally from one end of the table to a pocket at the opposite end.
Cross-Side
A bank shot where the object ball banks across the table into a side pocket.
Cue Ball
The white ball struck by the cue stick. The only ball a player is allowed to hit directly.
Cut Shot
A shot where the cue ball contacts the object ball at an angle, sending it on a different path than the cue ball's original line of travel.
D
Dead Ball
A shot hit with no spin, causing the cue ball to stop or drift minimally after contact. Also describes a ball that is sitting directly in front of a pocket.
Deflection (Squirt)
The sideways movement of the cue ball off the intended aim line caused by applying side spin (english).
Diamond
The inlaid markers along the rails of a table, used as reference points for aiming bank shots and position play.
Draw (Backspin)
Striking the cue ball below center to make it spin backward. After contacting the object ball, the cue ball reverses direction.
E
English (Side Spin)
Spin applied to the cue ball by striking it left or right of center. Affects the cue ball's path after cushion contact and can alter throw on object balls.
F
Fargo Rating
A numerical skill rating system used in pool, where a higher number indicates a stronger player. Based on statistical analysis of match results.
Ferrule
The small, light-colored piece (usually plastic or carbon fiber) at the end of the cue shaft that holds the tip in place.
Follow (Top Spin)
Striking the cue ball above center to make it roll forward after contacting the object ball.
Foot Spot
The point on the table where the apex ball of the rack is placed, located at the intersection of the center and second-diamond lines at the foot end.
Foot String
An imaginary line running across the width of the table through the foot spot.
Foul
Any illegal action during play — such as a scratch, hitting the wrong ball first, or failing to drive a ball to a rail — that results in a penalty.
Frozen
When a ball is touching a cushion or another ball. A frozen ball on a rail is considered to have already contacted that rail.
G
Ghost Ball
An aiming method where you imagine the cue ball sitting against the object ball at the point needed to send it toward the pocket.
H
Head String
The imaginary line across the table behind which the cue ball must be placed for the opening break or after certain fouls.
House Rules
Informal rules used in casual play at bars or homes that may differ from official BCA/WPA rules — e.g., "slop counts" or "last pocket."
Hustle
To deliberately play below one's skill level to lure opponents into betting, then play at full ability once stakes are raised.
I
Illegal Break
A break shot that fails to meet the minimum requirements (usually driving a certain number of balls to a cushion or pocketing a ball).
Inning
A player's turn at the table, beginning when the opponent misses or fouls and ending when the player misses, fouls, or wins the game.
J
Joint
The connection point where the butt and shaft of a two-piece cue screw together. Common types include 5/16×18, Uni-Loc, and Radial.
Jump Shot
A legal shot where the cue is elevated and the cue ball is struck downward, causing it to bounce over an obstructing ball.
K
Kick Shot
A shot where the cue ball is banked off one or more cushions before contacting the object ball.
Kitchen
The area of the table behind the head string. After a scratch in some game formats, the cue ball must be placed in the kitchen.
L
Lag
A method of determining who breaks first. Both players simultaneously shoot a ball from behind the head string to the foot rail and back. The ball stopping closest to the head rail wins the lag.
Leave
The position of the cue ball after a shot. Good players plan their leave to set up the next shot.
M
Massé
An extreme curve shot achieved by elevating the cue to near-vertical and striking the cue ball with heavy spin, causing it to curve dramatically.
Mechanical Bridge
A stick with a grooved end piece used to support the cue for shots that are too far to reach with a hand bridge.
Miscue
When the cue tip slides off the cue ball due to poor tip contact, usually from striking too far from center without adequate chalk.
N
Natural
A shot where the angle and speed allow the cue ball to naturally roll into position for the next shot without needing spin.
Nit
A player who is overly cautious with money or unwilling to gamble despite advertising interest. Opposite of an action player.
O
Object Ball
Any ball on the table other than the cue ball. The ball a player intends to pocket or contact.
On the Hill
When a player needs only one more game to win a match.
Open Table
In 8-ball, the state after the break where neither player has been assigned solids or stripes yet. Any ball except the 8 may be hit first.
P
Pattern Play
Planning a sequence of shots in advance — choosing which balls to pocket in which order to maintain cue ball position throughout the run.
Position Play
Controlling where the cue ball ends up after a shot to set up the next shot. The hallmark of skilled play.
Push Out
In 9-ball and 10-ball, an option available only on the shot immediately after the break. The player may shoot the cue ball to any position. The opponent then decides to shoot or pass.
R
Race
The format of a match — e.g., a race to 7 means the first player to win 7 games wins the match.
Rack
The triangular or diamond frame used to arrange the balls before the break. Also used as a verb: "to rack" the balls.
Rail
The cushioned edge of the table. A standard table has four rails (two long, two short).
Run Out
Clearing all remaining balls (and the game-winning ball) in a single turn at the table without missing.
S
Safety
A defensive shot where the player legally contacts the required ball but intentionally leaves the cue ball in a position that is difficult for the opponent.
Scratch
When the cue ball is pocketed or driven off the table. Always a foul.
Shaft
The thinner, tapered end of the cue stick where the tip is. Modern shafts are often made of maple, carbon fiber, or composite materials.
Shape
Synonym for position — getting "good shape" means leaving the cue ball in an ideal spot for the next shot.
Sharking
Unsportsmanlike behavior intended to distract or rattle an opponent, such as standing in their line of sight or making noise during their shot.
Slop
A ball that is pocketed unintentionally or in a pocket other than the one intended. In call-shot games, slop does not count.
Snooker (verb)
To place the cue ball behind an obstructing ball so the opponent has no direct path to a legal object ball.
Speed
A player's skill level. "He's got a lot of speed" means the player is very good. Not to be confused with how hard a ball is hit.
Spot
To return a ball to its designated position on the table (foot spot, head spot, etc.) after it was illegally pocketed or jumped off the table.
Squirt
See Deflection. The sideways deviation of the cue ball from its expected path when english (side spin) is applied.
Stance
The body position a player adopts when addressing the cue ball, including foot placement, body angle, and head position.
Stop Shot
A shot where the cue ball stops completely upon contacting the object ball. Achieved by hitting with no follow or draw at the correct speed.
Stun
A shot where the cue ball slides (without topspin or backspin) into the object ball, typically causing a predictable tangent-line deflection.
T
Table Scratch
In some informal rulesets, a foul where the cue ball stays on the table (as opposed to being pocketed). Penalties vary by house rules.
Tangent Line
The line perpendicular to the contact line between the cue ball and object ball. A stun shot sends the cue ball along this line.
Throw
The phenomenon where friction between the cue ball and object ball at contact causes the object ball to deviate slightly from the expected path.
Tip
The leather or layered pad at the very end of the cue that contacts the cue ball. Available in various hardnesses that affect feel, spin, and miscue resistance.
W
Warp
A bend in a cue shaft caused by humidity, heat, or improper storage. Can significantly affect accuracy.
Weight
The total mass of a cue, typically 18–21 ounces for pool cues. Also refers to the finesse of speed control on a shot.
Wrap
The material covering the butt end of a cue where the player grips it. Common wraps include Irish linen, leather, rubber, and no-wrap (bare wood).

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