Post by slayrrr666 on Dec 7, 2005 14:45:53 GMT -5
Since I play pool a lot and my cousin, my dad and myself have come up with some crazy rules, I thought I'd share them with you:
Rules:
All players roll dice to determine shooting order and points for the weekly score before gaming begins. Player with highest dice role picks opening game.
For every win or finish off a rack, if game requires it, player will receive a card to keep for the final hand.
For Championship, player is solo guy if he has the highest point total on Weekly Score and beats other players in the card game. See Championship section for more details on special occasions.
Gaming Rules:
For every scratch, ½ a point is taken away from their weekly score at the end of the night. This is kept track of on the nightly score-pad.
For every successful jump-shot make, player will pick a ball from the bag.
For every game-winning combination, player will pick a ball from the bag.
For every 5-ball run, player will pick a ball from the bag.
For every ten-ball run, player will draw two balls from the bag.
9-ball:
Rack up 9-balls (1-9, or 7-15.) Roll for shooting order.
• Make the nine-ball in to win.
Game is won in these ways:
1. Player gets the nine-ball in on break.
2. Player makes all nine-balls in on table.
3. player makes successful 9-ball combination shot.
Scoring: All on weekly…
For winning the game, winner receives 5 points on the weekly score and a dice roll to determine nightly score. Players two and three are shut out.
5 Shot:
Rack up 15 balls. Roll for shooting order.
• The object of the game is to score as many points as possible in five shots. Make your shots count!
• All scoring is done on make-shots. Total earned is total of the made ball.
• 5 shots maximum for all players.
Game is won in these ways:
1. Player outscores the other two.
2. Player reaches 65 points.
Scoring: All on weekly…
For winning the game, player will receive a ball from the bag and roll dice for weekly score.
Value Ball:
Rack up 15 balls. Roll dice for break.
• The object of the game is to make as many balls as possible. No shooting limit.
• All balls made in will go in that person’s designated pockets for later scoring.
The game is won in these ways:
1. Player makes more balls than the other two players.
2. Player makes 8 balls.
Scoring:
For winning the game, player will receive a ball from the bag and a dice throw for weekly score. At this point, all balls are placed back on the table by the player’s respective pockets. Each man will draw a ball. If he draws a ball corresponding to one he shot in, he will receive that ball total on the weekly score.
If all players draw one person’s ball, the one person will receive the combined total of all three balls.
If player has only two balls shot in all game and both are picked, he we receive half of the combined totals.
If player makes no balls in, he does not draw and player with highest ball total will draw two balls.
Progressive Straight Pool:
Rack up as in 9-ball. Roll for shooting order.
• Max 3 shots per turn, including making ball(s) in on break. [1 or more balls in on break only means one regular shot.]
• 4 racks are played. Winner of rack will choose whether he wants his points now or try for the progressive payoff. NOTE: In case of tie(s), all players will have their choice to take their points or go for the progressive payoff.
• Player that makes last ball of rack will break for the start of next rack. Players 2 and 3 will roll for shooting order in each rack.
Scoring:
• If you wish to take your points for winning the game at the end of the first rack, roll one dice and you get that on the Weekly score. However, that will automatically disqualify that person from acquiring the progressive points at the end of rack 4.
• If you wait and go into the next round and you’re ahead, you get to roll three dice and collect those three combined dice as the Weekly score or go for the progressive points. However, that will automatically disqualify that person from acquiring the progressive points at the end of rack 4.
• If you go into the next round and you’re ahead, you get to roll four dice and collect those four combined dice as the Weekly score or go for the progressive points. However, that will automatically disqualify that person from acquiring the progressive points at the end of rack four.
• If at the end of the Final Rack, the person who has made the most balls combined will have won the progressive points. This means that they will draw five balls from the ball bag and collect those as the Weekly score if they have not drawn the points in the previous round(s).
• If the winner of the night has drawn before the final rack, he will draw an equivalent number of balls for the game since he drew. (If the winner drew his balls in rack two, he will draw three dice, etc.)
NOTE: Only the winner of the rack(s) has the choice of picking. Some may come up empty, and someone will come out a survivor. In the event of ties, then both have the option of picking at the end.
Pick-A-Ball Short-Rack:
Rack up balls 7-15. Roll dice for break and shooting order.
• Played as straight 9-ball.
• 2 shots max each turn.
• When the 8-ball is shot in as the last shot, the person making that shot has the option of bringing in the other remaining six balls. Only the winner has the option of doing this; the other two players have no say in the matter. This is merely an option: the other balls don’t have to be brought in if the person doesn’t feel like bringing them in.
• If this is done, then the maker of the 8-ball will break and second and third will the same.
Scoring:
On the nightly score-
• If the winner is determined in the main game without bringing in the other balls, the winner of the game will draw a card from the special deck of cards. Second place will roll one dice.
• If the winner is determined with the game drawn out with the extra balls, the winner will draw a ball from the ball bag. Second place will pick a card from the special deck, and third will roll a dice. This is only for an extended game.
On the weekly score-
• Winner recieves fifteen points and second gets two and a half points.
Value Ball Rotation:
Roll for break and shooting order.
Players will shoot only the following balls, in any order:
1. Player 1- 1, 5, 9, 12, 13
2. Player 2- 2, 6, 8, 10, 14
3. Player 3- 3, 4, 7, 11, 15
• Winner of the game is the person who gets all five of their balls in. This equals forty points.
• If the breaker gets another person’s balls in on the break, they come out so the other person can have a shot at their run. The breaker, though, continues to shoot.
Scoring:
• Winner of the game will draw 2 balls from the bag. Second will draw a card from the special deck. Third will roll a dice.
• If a player is able to run his five balls in a.) Off the break, or b.) A five-ball run during the regular rotation, he gets to draw two extra balls from the bag for a total of four.
Roll Your Own Points:
One full rack of fifteen balls. Roll for break and shooting order.
• Players will shoot one shot at a time until all balls are in.
• If a person makes a ball(s) in on the break, that counts as his one shot. It counts towards his five-ball run.
Scoring:
• The winner shall receive 2 points for every ball he makes on the Nightly score. Otherwise, scoring remains the same as the traditional scoring. Only the winner will receive these points.
Updated Fifty-Point Rotation Half-time Game:
Part A:
9-ball. Roll for break.
• No new rules. Traditional 9-ball.
Part B:
Full Rack Rotation.
• Winner of Part A breaks.
Scoring:
• Winner of this part will get 50 points on Nightly score and will draw ball for Weekly score.
• Second will receive the 25 points on the Nightly score and will pick a card for Weekly score.
Thirty Balls (Two Racks):
Roll for break and shooting order.
• Players are only allowed two shots maximum per turn.
• If more than one ball is made on the break, that only counts as one shot, but counts towards his five ball run.
Scoring:
• No scoring is done after the end of the first rack.
• Player with the most balls made during the two racks will draw 2 balls from the ball bag for Weekly score. Second will pick a card from the card deck for Weekly score. Third will roll his dice for Weekly score. Nightly score is unchanged.
• If two players tie at the end of the second rack, they shall both score for their appropriate scoring. (i.e. 2 players tie for 1st, they both pick 2 balls and 2nd picks a card, or vice versa.)
• If all players tie, they shall each pick a ball from the bag and will receive the total of all three balls combined.
Anelli’s Pool Hall
Dice roll for break. This is “Anelli” and breaks.
Rack up 15 balls.
• Anelli only has to get in one ball (The 8-ball.) The remaining two players are solids and stripes together.
• The object is for Anelli to shoot the other balls leaving Only the 8-ball, while the other two have to shoot in combinations.
Game is won in these ways:
1. Anelli successfully gets in all solids and stripes before other two can make 8-ball combination shot.
2. Other players make successful 8-ball combination shot.
3. Other players accidentally shoot in all other balls leaving the 8-ball left.
4. Anelli accidentally getting the 8-ball in at any time after the breaking shot.*
• Important game note: If time limitations limit game from being successfully played out, Anelli will be forced to make only four balls of each suit.
Scoring: All on weekly…
• If player can survive as Anelli, he will get a total of three balls from the bag.
• If other players make 8-ball combination shot, he will pick 2 balls.
Special*: If this happens, both players will pick a card instead.
The Mad Wolf
Dice roll for break. This is “The Wolf” and breaks.
Rack up 9-ball, high or low.
• The “Wolf” only has to get in one ball. (The 9(8 if using high balls)-ball.) The other players have to make the other balls.
• The object is for The Wolf to bank in the 9/8-ball.
Game is won in these ways:
1. The Wolf successfully banks in the 9/8-Ball
2. The other players make the other balls before the Wolf’s bank shot.
3. The other players hitting the 9/8-ball in on any shot, in which the Wolf wins.
Scoring: All on weekly…
• If the wolf successfully makes his bank shot, he will draw 2 balls from the bag.
• Of the other two players, he who makes the last ball will pick a card for scoring, and third will roll a dice.
• If the wolf makes his bank but scratches, the other two players will each pick a card.
King Diamond
Dice roll for break. This is “The King” and will break.
Rack up 15 balls.
• Before breaking, “The King” will choose solids or stripes. The other two players will be what’s left. The 8-ball stays with “The King” no matter what suit is chosen.
• The object of the game is for “The King” to protect the 8-ball and make it the last ball on the table. “The King” can shoot any balls in any order he chooses, but must leave one of his balls out as well as the 8-ball.
Game is won these ways:
1. “The King” successfully leaves the 8-ball
2. The other players shoot a combination. If all balls are shot in, they can make a bank shot.
Scoring: All on weekly…
• If “The King” wins, he will draw 2 balls from the bag
• The person who wins and is not “The King” will draw a card. Third rolls a dice.
Bad Boy Bubba
Dice roll for break. This is “Bubba” and will break.
Rack up 15 balls.
• Before break, “Bubba” will choose one set of 5 balls. (1-5, 6-10 or 11-15.) The other two players are the other 10 balls.
• The object of the game is for “Bubba” to shoot his 5 balls in in any order he chooses, while the other two players have to shoot their 10 balls in numerical order
Game is won these ways:
1. “Bubba” gets his 5 balls in before other players make their shots.
2. Other players make remaining 10 balls in before “Bubba.”
3. If players are able to make a combination shot with last numerical ball (10 or 15, depending on “Bubba’s” selection.)
Scoring: All on weekly…
• If “Bubba” wins, he will draw 2 balls from the bag.
• If players win, the person making the last shot will draw a card. Third is shut out.
Rabbit’s Run
Dice roll for break. Winner is “Rabbit” and will break.
Rack up 9 balls.
• The object of the game is to be the first person to get 15 balls in.
• Rabbit has no shot limit, but the other two players have a three-shot limit. Any player can get any ball in at any time.
• The winner who makes the last ball on the rack will break the next rack.
Scoring: All on weekly…
• The first person to get 15 balls in draws 2 balls from the bag. Second will draw a card, and third will roll a dice.
Playoff Rules:
Solo guy is player who has most weekly points and beats other players on the card game.
If any of the other players are within a 45-point range of the solo guy on the nightly score, the card game will determine solo guy. If solo guy loses card game, other player will draw five balls from the bag. If they add up to 45 points or more, those two players will automatically become tied on the nightly score and play a game of 9-ball to determine solo guy. Winner is solo guy, loser is number two guy. All other rules discussed in individual games.
PLAYOFF FORMAT
Game 1: 15-ball Full Rack Rotation. Solo guy breaks, #2 and #3 roll for shooting order.
Game 2:
Part A: 8-ball. Solo vs. #2.
Part B: 8-ball. Solo vs. #3.
Part C: 8-ball. #2 vs. #3. Roll dice for break.
Game 3: 9-ball. Solo vs. #2 and #3. Solo guy breaks, #2 and #3 roll for shooting order.
Game 4: 9-ball. Solo vs. #2. Roll for break.
Game 5: 9-ball. Solo vs. #3. Roll for break.
Game 6: 9-ball. Solo vs. #2 and #3. Roll for break.
* Game 7: 8-ball. Players with two highest scores play-off. No scratch rule.
* Game 8: 9-ball. Players with two lowest scores play-off. No scratch rule.
* Game 9: 9-ball. Solo vs. #2 and #3. Solo guy breaks, #2 and #3 roll for shooting order.
* Game 10: 9-ball rotation. Solo vs. #2 and #3. Solo guy breaks, #2 and #3 roll for shooting order.
* Game 11: 5-shot game.
All other games, if necessary, TBA.
*=If necessary.
Scoring Rules:
Winner of each game will role dice to see his points. First person to 30 points and wins by 5 is crowned Champion.
NOTE: For time considerations, if winner is still undeterminable in regulation time, then two players with highest point total will play-off for one game of 8-ball for championship. There will be a scratch rule in effect: Only after both players have scratched once each. However, once that has happened, the game will then change drastically.
If this happens, the game is stopped and all balls will be left as they are. Player 3 comes in and rolls a dice. Odds are solids, evens are stripes. The other two players will play against player 3 in a rotation game using the remaining balls, no matter how many are left on the table. If player 3 is able to win, there is no champion for the week, and will lay claim to the title of “Spoiler” but is essentially the champion. If either of the two players wins, they are the champion.
This game and rules are only used if winner of the night cannot be determined during regulation time.
So, what do you guys think about this?
Rules:
All players roll dice to determine shooting order and points for the weekly score before gaming begins. Player with highest dice role picks opening game.
For every win or finish off a rack, if game requires it, player will receive a card to keep for the final hand.
For Championship, player is solo guy if he has the highest point total on Weekly Score and beats other players in the card game. See Championship section for more details on special occasions.
Gaming Rules:
For every scratch, ½ a point is taken away from their weekly score at the end of the night. This is kept track of on the nightly score-pad.
For every successful jump-shot make, player will pick a ball from the bag.
For every game-winning combination, player will pick a ball from the bag.
For every 5-ball run, player will pick a ball from the bag.
For every ten-ball run, player will draw two balls from the bag.
9-ball:
Rack up 9-balls (1-9, or 7-15.) Roll for shooting order.
• Make the nine-ball in to win.
Game is won in these ways:
1. Player gets the nine-ball in on break.
2. Player makes all nine-balls in on table.
3. player makes successful 9-ball combination shot.
Scoring: All on weekly…
For winning the game, winner receives 5 points on the weekly score and a dice roll to determine nightly score. Players two and three are shut out.
5 Shot:
Rack up 15 balls. Roll for shooting order.
• The object of the game is to score as many points as possible in five shots. Make your shots count!
• All scoring is done on make-shots. Total earned is total of the made ball.
• 5 shots maximum for all players.
Game is won in these ways:
1. Player outscores the other two.
2. Player reaches 65 points.
Scoring: All on weekly…
For winning the game, player will receive a ball from the bag and roll dice for weekly score.
Value Ball:
Rack up 15 balls. Roll dice for break.
• The object of the game is to make as many balls as possible. No shooting limit.
• All balls made in will go in that person’s designated pockets for later scoring.
The game is won in these ways:
1. Player makes more balls than the other two players.
2. Player makes 8 balls.
Scoring:
For winning the game, player will receive a ball from the bag and a dice throw for weekly score. At this point, all balls are placed back on the table by the player’s respective pockets. Each man will draw a ball. If he draws a ball corresponding to one he shot in, he will receive that ball total on the weekly score.
If all players draw one person’s ball, the one person will receive the combined total of all three balls.
If player has only two balls shot in all game and both are picked, he we receive half of the combined totals.
If player makes no balls in, he does not draw and player with highest ball total will draw two balls.
Progressive Straight Pool:
Rack up as in 9-ball. Roll for shooting order.
• Max 3 shots per turn, including making ball(s) in on break. [1 or more balls in on break only means one regular shot.]
• 4 racks are played. Winner of rack will choose whether he wants his points now or try for the progressive payoff. NOTE: In case of tie(s), all players will have their choice to take their points or go for the progressive payoff.
• Player that makes last ball of rack will break for the start of next rack. Players 2 and 3 will roll for shooting order in each rack.
Scoring:
• If you wish to take your points for winning the game at the end of the first rack, roll one dice and you get that on the Weekly score. However, that will automatically disqualify that person from acquiring the progressive points at the end of rack 4.
• If you wait and go into the next round and you’re ahead, you get to roll three dice and collect those three combined dice as the Weekly score or go for the progressive points. However, that will automatically disqualify that person from acquiring the progressive points at the end of rack 4.
• If you go into the next round and you’re ahead, you get to roll four dice and collect those four combined dice as the Weekly score or go for the progressive points. However, that will automatically disqualify that person from acquiring the progressive points at the end of rack four.
• If at the end of the Final Rack, the person who has made the most balls combined will have won the progressive points. This means that they will draw five balls from the ball bag and collect those as the Weekly score if they have not drawn the points in the previous round(s).
• If the winner of the night has drawn before the final rack, he will draw an equivalent number of balls for the game since he drew. (If the winner drew his balls in rack two, he will draw three dice, etc.)
NOTE: Only the winner of the rack(s) has the choice of picking. Some may come up empty, and someone will come out a survivor. In the event of ties, then both have the option of picking at the end.
Pick-A-Ball Short-Rack:
Rack up balls 7-15. Roll dice for break and shooting order.
• Played as straight 9-ball.
• 2 shots max each turn.
• When the 8-ball is shot in as the last shot, the person making that shot has the option of bringing in the other remaining six balls. Only the winner has the option of doing this; the other two players have no say in the matter. This is merely an option: the other balls don’t have to be brought in if the person doesn’t feel like bringing them in.
• If this is done, then the maker of the 8-ball will break and second and third will the same.
Scoring:
On the nightly score-
• If the winner is determined in the main game without bringing in the other balls, the winner of the game will draw a card from the special deck of cards. Second place will roll one dice.
• If the winner is determined with the game drawn out with the extra balls, the winner will draw a ball from the ball bag. Second place will pick a card from the special deck, and third will roll a dice. This is only for an extended game.
On the weekly score-
• Winner recieves fifteen points and second gets two and a half points.
Value Ball Rotation:
Roll for break and shooting order.
Players will shoot only the following balls, in any order:
1. Player 1- 1, 5, 9, 12, 13
2. Player 2- 2, 6, 8, 10, 14
3. Player 3- 3, 4, 7, 11, 15
• Winner of the game is the person who gets all five of their balls in. This equals forty points.
• If the breaker gets another person’s balls in on the break, they come out so the other person can have a shot at their run. The breaker, though, continues to shoot.
Scoring:
• Winner of the game will draw 2 balls from the bag. Second will draw a card from the special deck. Third will roll a dice.
• If a player is able to run his five balls in a.) Off the break, or b.) A five-ball run during the regular rotation, he gets to draw two extra balls from the bag for a total of four.
Roll Your Own Points:
One full rack of fifteen balls. Roll for break and shooting order.
• Players will shoot one shot at a time until all balls are in.
• If a person makes a ball(s) in on the break, that counts as his one shot. It counts towards his five-ball run.
Scoring:
• The winner shall receive 2 points for every ball he makes on the Nightly score. Otherwise, scoring remains the same as the traditional scoring. Only the winner will receive these points.
Updated Fifty-Point Rotation Half-time Game:
Part A:
9-ball. Roll for break.
• No new rules. Traditional 9-ball.
Part B:
Full Rack Rotation.
• Winner of Part A breaks.
Scoring:
• Winner of this part will get 50 points on Nightly score and will draw ball for Weekly score.
• Second will receive the 25 points on the Nightly score and will pick a card for Weekly score.
Thirty Balls (Two Racks):
Roll for break and shooting order.
• Players are only allowed two shots maximum per turn.
• If more than one ball is made on the break, that only counts as one shot, but counts towards his five ball run.
Scoring:
• No scoring is done after the end of the first rack.
• Player with the most balls made during the two racks will draw 2 balls from the ball bag for Weekly score. Second will pick a card from the card deck for Weekly score. Third will roll his dice for Weekly score. Nightly score is unchanged.
• If two players tie at the end of the second rack, they shall both score for their appropriate scoring. (i.e. 2 players tie for 1st, they both pick 2 balls and 2nd picks a card, or vice versa.)
• If all players tie, they shall each pick a ball from the bag and will receive the total of all three balls combined.
Anelli’s Pool Hall
Dice roll for break. This is “Anelli” and breaks.
Rack up 15 balls.
• Anelli only has to get in one ball (The 8-ball.) The remaining two players are solids and stripes together.
• The object is for Anelli to shoot the other balls leaving Only the 8-ball, while the other two have to shoot in combinations.
Game is won in these ways:
1. Anelli successfully gets in all solids and stripes before other two can make 8-ball combination shot.
2. Other players make successful 8-ball combination shot.
3. Other players accidentally shoot in all other balls leaving the 8-ball left.
4. Anelli accidentally getting the 8-ball in at any time after the breaking shot.*
• Important game note: If time limitations limit game from being successfully played out, Anelli will be forced to make only four balls of each suit.
Scoring: All on weekly…
• If player can survive as Anelli, he will get a total of three balls from the bag.
• If other players make 8-ball combination shot, he will pick 2 balls.
Special*: If this happens, both players will pick a card instead.
The Mad Wolf
Dice roll for break. This is “The Wolf” and breaks.
Rack up 9-ball, high or low.
• The “Wolf” only has to get in one ball. (The 9(8 if using high balls)-ball.) The other players have to make the other balls.
• The object is for The Wolf to bank in the 9/8-ball.
Game is won in these ways:
1. The Wolf successfully banks in the 9/8-Ball
2. The other players make the other balls before the Wolf’s bank shot.
3. The other players hitting the 9/8-ball in on any shot, in which the Wolf wins.
Scoring: All on weekly…
• If the wolf successfully makes his bank shot, he will draw 2 balls from the bag.
• Of the other two players, he who makes the last ball will pick a card for scoring, and third will roll a dice.
• If the wolf makes his bank but scratches, the other two players will each pick a card.
King Diamond
Dice roll for break. This is “The King” and will break.
Rack up 15 balls.
• Before breaking, “The King” will choose solids or stripes. The other two players will be what’s left. The 8-ball stays with “The King” no matter what suit is chosen.
• The object of the game is for “The King” to protect the 8-ball and make it the last ball on the table. “The King” can shoot any balls in any order he chooses, but must leave one of his balls out as well as the 8-ball.
Game is won these ways:
1. “The King” successfully leaves the 8-ball
2. The other players shoot a combination. If all balls are shot in, they can make a bank shot.
Scoring: All on weekly…
• If “The King” wins, he will draw 2 balls from the bag
• The person who wins and is not “The King” will draw a card. Third rolls a dice.
Bad Boy Bubba
Dice roll for break. This is “Bubba” and will break.
Rack up 15 balls.
• Before break, “Bubba” will choose one set of 5 balls. (1-5, 6-10 or 11-15.) The other two players are the other 10 balls.
• The object of the game is for “Bubba” to shoot his 5 balls in in any order he chooses, while the other two players have to shoot their 10 balls in numerical order
Game is won these ways:
1. “Bubba” gets his 5 balls in before other players make their shots.
2. Other players make remaining 10 balls in before “Bubba.”
3. If players are able to make a combination shot with last numerical ball (10 or 15, depending on “Bubba’s” selection.)
Scoring: All on weekly…
• If “Bubba” wins, he will draw 2 balls from the bag.
• If players win, the person making the last shot will draw a card. Third is shut out.
Rabbit’s Run
Dice roll for break. Winner is “Rabbit” and will break.
Rack up 9 balls.
• The object of the game is to be the first person to get 15 balls in.
• Rabbit has no shot limit, but the other two players have a three-shot limit. Any player can get any ball in at any time.
• The winner who makes the last ball on the rack will break the next rack.
Scoring: All on weekly…
• The first person to get 15 balls in draws 2 balls from the bag. Second will draw a card, and third will roll a dice.
Playoff Rules:
Solo guy is player who has most weekly points and beats other players on the card game.
If any of the other players are within a 45-point range of the solo guy on the nightly score, the card game will determine solo guy. If solo guy loses card game, other player will draw five balls from the bag. If they add up to 45 points or more, those two players will automatically become tied on the nightly score and play a game of 9-ball to determine solo guy. Winner is solo guy, loser is number two guy. All other rules discussed in individual games.
PLAYOFF FORMAT
Game 1: 15-ball Full Rack Rotation. Solo guy breaks, #2 and #3 roll for shooting order.
Game 2:
Part A: 8-ball. Solo vs. #2.
Part B: 8-ball. Solo vs. #3.
Part C: 8-ball. #2 vs. #3. Roll dice for break.
Game 3: 9-ball. Solo vs. #2 and #3. Solo guy breaks, #2 and #3 roll for shooting order.
Game 4: 9-ball. Solo vs. #2. Roll for break.
Game 5: 9-ball. Solo vs. #3. Roll for break.
Game 6: 9-ball. Solo vs. #2 and #3. Roll for break.
* Game 7: 8-ball. Players with two highest scores play-off. No scratch rule.
* Game 8: 9-ball. Players with two lowest scores play-off. No scratch rule.
* Game 9: 9-ball. Solo vs. #2 and #3. Solo guy breaks, #2 and #3 roll for shooting order.
* Game 10: 9-ball rotation. Solo vs. #2 and #3. Solo guy breaks, #2 and #3 roll for shooting order.
* Game 11: 5-shot game.
All other games, if necessary, TBA.
*=If necessary.
Scoring Rules:
Winner of each game will role dice to see his points. First person to 30 points and wins by 5 is crowned Champion.
NOTE: For time considerations, if winner is still undeterminable in regulation time, then two players with highest point total will play-off for one game of 8-ball for championship. There will be a scratch rule in effect: Only after both players have scratched once each. However, once that has happened, the game will then change drastically.
If this happens, the game is stopped and all balls will be left as they are. Player 3 comes in and rolls a dice. Odds are solids, evens are stripes. The other two players will play against player 3 in a rotation game using the remaining balls, no matter how many are left on the table. If player 3 is able to win, there is no champion for the week, and will lay claim to the title of “Spoiler” but is essentially the champion. If either of the two players wins, they are the champion.
This game and rules are only used if winner of the night cannot be determined during regulation time.
So, what do you guys think about this?