| 1 VS 1 Double Elimination |
Play on protected and rated tables. No forced forfeits. 8 Ball on break is a rematch. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final. Double Elimination you are only allowed to lose twice.
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| Swiss |
Play on Protected Rated Tables. Clocks will be 8 minutes. Ask for clock in lobby stop playing until player on clock comes back or is DQ'd. Report all wins/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. Every player plays in every round regardless of their match results. Each win counts as one (1) point, and each loss counts as zero (0) pointsThe tournament is finished as soon as there is only one player remaining who is undefeated. Set rounds can be less or more depending on the amount of players. True Swiss The number of rounds is preset by the TD before the tournament starts. All rounds are played. After all the rounds are complete, the player with the most points wins. If there is no conclusive point leader, there is no winner of the tournament.
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| 2 VS 2 Sit and Stand |
Shoot till you miss then stand. Captains shoot first. (Person who made the team) No substitutes /no playing alone. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| 2 VS 2 Alternating Rules |
Shoot ONCE then stand, then your partner shoots ONCE. You do this if you sink a ball or not. Captains shoot first. (Person who made the team) No substitutes /no playing alone Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| Timer Rules |
Play on protected and rated tables, with a timer set for what the TD states it to be. Timer can be 5 sec, 8 sec, 10 secs etc. If game is played without a timer it will not count as a tourney game. No forced forfeits. 8 Ball on break is a rematch. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final. Single Elimination you are only allowed to lose once.
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| Bank the 8ball or Cueball |
Play on Protected Rated Tables. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. It is the Tds which decide if the 8 must be banked and/or cue banked to win. Bank means the ball must have a definite bounce off the rail, to bank 8 you hit the cue the 8 then a rail into a pocket. Bank the cue is cue to bank to hit 8 into pocket. The TD decision is final.
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| Bank All Shots |
Play on Protected Rated Tables. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. All balls must be banked. Bank means the ball must have a definite bounce off the rail If you bank one ball and it goes in and another goes in it is still your turn. If you sink a ball and didn't bank it pass the stick, you do this by tapping the cue ball with no power. On a pass you don't have ball in hand. The TD decision is final.
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| Call All Shots |
Break doesn't count. Must call all shots. EG. "pink in bottom right" or "pbr" If you sink in the wrong pocket you pass the stick, just tap the ball to lose your turn. If you sink in one ball in the right pocket and another goes in the wrong pocket, it is still your turn. If you forget to call your shot, pass the stick. Play on protected and rated tables. No forced forfeits. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| Last Pocket |
Play on Protected Rated Tables. . Rules are the same as 1v1 except 8 ball must be sunk in last pocket of your last ball sunk. If you sink your last ball in the same pocket as your opponents last ball you must sink the 8 in opposite pocket. Ex. Opponent bottom right, yours bottom right you sink top right. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby If there is a problem, please request assistance from the TD, in the lobby. It is the Tds Which decide if the 8 must be banked or cue banked into the rail The TD decision is final.
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| 4 Corners |
Break doesn't count. All balls must be sunk in the 4 corners, no middle pockets. If you sink in the wrong pocket you pass the stick, just tap the ball to lose your turn. . If you sink in one ball in the right pocket and another goes in the wrong, it is still your turn. Play on protected and rated tables. No forced forfeits. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final. Single Elimination you are only allowed to lose once.
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| Power Ball |
All Shots must be at full power even the break. If you forget to use full power, pass the stick by tapping the cue. When an opponent passes stick no ball in hand. Play on protected and rated tables. No forced forfeits. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the . The TD decision is final.
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| Full English |
Full English on break. Full English means the English must be on the green ring on all shots. If you do not use full English you pass the stick, just tap the ball to lose your turn. English must be put on before aiming so opponent can see it. Play on protected and rated tables. No forced forfeits. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final. Single Elimination you are only allowed to lose once.
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| Tops and Tails |
You MUST shoot solids in any of the top Pockets, Stripes in any of the bottom pockets. Break doesn't count, if you sink in the wrong pocket you still shoot. The 8 ball must be sunk in your set of pockets, if you are solids then top set, stripes bottom set. If you sink in wrong pocket you pass the stick, just tap the ball to lose your turn. If you sink in one ball in the right pocket and another in wrong pocket it is still your turn. Play on protected and rated tables. No forced forfeits. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| Opposites Attract |
Break Counts. The first pocket you sink a ball in is your pocket and the opposite pocket EG. If you sink bottom right then you have bottom right and top left. If you sink two balls first, if they are stripe and a solid then you pick which one you want and you get that pocket. If you sink two solids or 2 stripes. Then you get both those pockets and both the opposite pockets. All balls must go in only your assigned pockets. If you sink wrong pass stick, by tapping with no power. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| Alphabet |
You must sink your balls in this order, blue, green, orange, pink, purple, red, yellow... If you sink the wrong ball you pass the stick, just tap the ball to lose your turn. If you sink in one ball in the right order and another goes in, it is still your turn. Play on protected and rated tables. No forced forfeits. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, pleaserequest assistance from the TD, in the lobby. The TD decision is final.
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| Killer Pool |
Play on Training Tables. Player who is announced first on round breaks. If no ball is potted off of break the person who broke, shoots again, and if missed, a life is lost. Shoot any balls once, including the 8. 3 lives per round If you miss a shot u lose a life. Stand as soon as you make a ball in. "Ball in hand" is only awarded if cue fails to touch any balls or is sunk. Game is over when only one person has lives left. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| Straight Pool |
First name listed on rounds breaks. Break counts When you miss you stand up and let other player sit. One ball down one point. After every ball put the score down in chat. EG. 0-0, 1-0 Etc. If you scratch and make a ball the opponent gets ball in hand and you don't get any points. If u scratch or don't hit any ball, opponent gets get ball in hand. You can shoot ANY ball. First one to get to 15 points win's the game.
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| 1 VS 1 VS 1 |
Play on training tables. Three people per table One shot each, sink a ball you are ok, miss you lose a life. You have 3 lives. If u don't sink a ball on break you shoot again and don't lose a life. Scratch you lose a life. Scratch and sink a ball next player has ball in hand. Scratch on break you lose a life but shoot again. Winner is person who has a life left. Timers are 8 minutes. Ask for Timer in lobby and stop playing until player comes back or is timed out. Report all win/ losses to the TD in the lobby. If there is a problem, please request assistance from the TD, in the lobby. The TD decision is final.
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| Rack and Run |
Played on training tables. First name invites and plays first. First person sits, breaks, and shoots till he misses. After there is a miss, count up all balls. Regular balls are 1 point each, 8 ball is worth 2. Announce score in table after each rack. Stand and let the other person shoot. You each go 3 racks (alternating) highest added score at the end wins Any problems or timers invite TD. Timers are 8 minutes.
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| Round the Clock |
Must go in clockwise on holes from the first ball you make in goes for both players. Rated tables always. Absolutely no ball in hands even if they scratched. If you shoot in wrong hole tap ball but opponent cannot have bih. Everyone enjoy and have fun please respect the td. Any problems or timers invite TD. Timers are 8 minutes.
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| Countdown |
Shoot your set of colours in counting down from 7-1, or 15-9 and then hit the 8. So this is the order in which to hit your colour. Pink, green, orange/brown, purple/dark blue, red, blue, yellow, then the 8ball. If you hit it out of turn, then tap the ball to give opponent bih. Same goes if opponent hits it out of turn. If you hit the target ball and a diff ball goes in, continue as if a stripe/solid is hit in. Inv TD for any problems.
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| Middles Only |
No corner pockets All shots must be shot into middle pockets. If ball is hit in wrong pocket, tap and give opponent Ball In Hand. If one goes in middle and one in side continue your turn as if Stripe/Solid had been hit in. Inv TD for any problems.
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| Mystry Ball |
T.D. calls a color for each game, that color of a ball must be the last one potted BEFORE 8. If you pot your color of ball early, you are dq'd, cancel game. If your opponent pots your color color, s/he is dq'd, cancel game. All games to be played on protected and rated tables. Once per player/game, a rerack is allowed if you pot the color early, if opponent agrees to it. If potted on break, rerack. Invite T.D. to table for problems.
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| Dog Eat Dog |
Based off of the Game Show. Each match will be Simple single. Report as normal tourney. At the end of each round, participants will vote for a member in the tourney. That person will play the host in a different type of game, stated before the vote occurs. If s/he loses, s/he is removed from the game, but however if s/he defeats the host, s/he gets to chose one person who voted for him/her and they are removed from tourney. Continue this for each round until there are two left. The final two will play bank the 8 or cue for the tourney win. Remember, voting should be based on who would be the biggest competition in the tourney, but not too big as to be able to beat the host, and perhaps send you off into the Dog Pound.
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| Weakest Link |
1vs1 regular rules. Rounds are TBD by the people in tourney, no more than 8. After each round, 1 member is voted off, by the other particpants, Final round consists of two participants. If someone wants out of tourney at the end of the round for any particular reason then they would be taken out and no vote would occur.
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| 1 Pocket TD's Choice |
Played on rated tables. Td calls Pocket for all balls to be potted during the tournament. If a ball is hit into the correct pocket but another ball goes into a different pocket, this means u give your opponent Ball in Hand. or if you pot a ball into a wrong pocket you give opponent ball in hand. If you scratch or miss a ball, your opponent gets ball in hand.
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| Red Ball Last |
Played on rated tables. Pot all balls but leave the red ball untill just before the black ball. If you pot the red ball earlier then u cancel the game and it is counted as a loss. red in on the break is a rerack
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| Cueball 8Ball Twister - by Cue |
Played on rated tables. Play till you reach the 8 ball. Your opponent then says Whether you should bank the cueball or the 8ball to win... Then he/she is the winner if they bank properly.
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| Traffic Lights |
Played on unrated tables. Must sink Green, Yellow, Red, then the 8 ball. Others balls may be sank at any time in any order but the object of the game is get to those four in in that sequence. Sink the 8-ball ASAP after the Red is potted. No BIH except on break.
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| Clear the Table |
Played on TRAINING TABLES. Clear the table in as few shots as possible, your opponent will count the shots at bottom of the screen. BIH only on BREAK. BREAK counts as a shot and each scratch is an extra shot. If you scratch, place cue ball behind the line in middle. If you scratch, place cue ball behind the line in middle. The player with the fewer shots wins.
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| 10 shots |
Played on protected training table. You get 10 shots to get in as many balls as you can in any order (BREAK DOES NOT COUNT AS A SHOT). 8-ball is worth 20 points and both red stripe and solid balls are worth 5 points, all others are worth 1 point each. If you scratch it counts as 2 shots. Your opponent will count the shots at bottom of screen..so pay attention. No BIH (ball in hand) after break.
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| Mystery Pocket |
Rated tables played like reg8 but when you get to 8 ball you have to ask td in lobby for the pocket you have to pot the 8 ball in to
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| Opposite Sex |
For the player shooting solids to win by using BT8/Q rules; and the player shooting stripes to win by LP rules.
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| Bank Robbery |
No bank shots are allowed at any time including the cue ball being banked into a ball. Accidental banks do not count as banks and you have to tap and give Ball in Hand to your opponent if this occurs. However, if you make a regular shot and another ball falls in after hitting a rail, it is allowed.
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| Center Pocket Smash |
To pocket the entire set and eight ball into either the top or bottom center pockets. 2. If a ball goes into a corner pocket, then tap the cue for a bih. 3. Three mistakes and its a DQ and your opponent wins. 4. If a player sinks (his/her or opponent\'s) three balls in the corners, OR sinks the eight in a corner, then immediately cancel the game because it\'s over. 5. Played with Reg8 rules.
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| BlackJack |
Played on training table. All balls have a value. You miss and your turn is over. You can choose to stop whenever you want. Closest to 21 wins. 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.
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| BARMUDA TRIANGLE |
1. Rated Tables. 2.The person on left plays the top corners and center bottom pocket. 3.The person on right plays bottom corners and top center pocket. 4.All balls must go in designated pockets - even the 8 ball. 5.If a ball is pocketed in wrong pocket - give opponent BIH by tapping the cueball.6.BIH may NOT be taken in this instance. 7.You must shoot from where it lands. 8. All standard MP rules apply. 9. Good luck everyone and have fun playing.
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| Four Poster Bed |
1. Played on Rated Tables 2. It is played the same as regular 8 ball, 3. However, the 8 ball must be made into a corner pocket to win! 4. All standard MP rules apply. 5. Good luck everyone and have fun playing.
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| Suicide |
RULES FOR SUICIDE: UNRATED TABLES. 1ST PERSON TO SINK 8 BALL AFTER BALLS ARE DETERMINED IS WINNER. NO BIH ALLOWED. IT\'S THAT SIMPLE.
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| Fire an Smoke |
Unrated Table:FIRE is the red ball and SMOKE is the black ball. Played like reg 8 with RED ball FIRST and the BLACK 8 ball LAST. Break does not count but if you sink any ball in before the RED first or BLACK last then you lose. No Ball in Hand is allowed unless opponent scratches.
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| Rodeo |
1. Rated Table 2. Pocket your stripes or solids like normal, all rules are regular until he 8 ball. First attempt on the 8 ball for both players is a top left corner. If missed, the next attempt is the top middle. This goes in rotation until it is made top Left, Top Middle, Top Right, Bottom Right, bottom Middle, Bottom Left. 3. Please note that you each must shoot at that pocket before you shoot at the next. It is possible someone, for example, is on their third attempt and is on the top right and you are making your first attempt at the top left pocket 4. All standard MP rules apply. 5. Good luck everyone and have fun playing.
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| Lady an Gents |
Rated Table \"LADIES PUT 8 IN ANY CORNER MEN MUST BANK THE 8 IN CORNER\"
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| Pick your Pocket |
Rated Table You pick the pocket at the beginning of the game where you are to hit the 8 ball at the end of the game. Both players MAY choose the same pocket.
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| Twisted |
1) TD chooses a different type of game style every round. 2) TD will spam each rule before announcing the round. 3) Also after that round you must stay in the lobby till next round and rules are announced.
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| Off Limits |
1. Played on Rated. 2. Before the start of each game the TD will call TWO pockets that are off limits. 3. Neither of you may sink ANY balls into these pockets . 4. If you accidently sink a ball in one of these pockets then tap and your opponent gets BIH.5. Intentionally sinking into the off limit pockets will result in DQ. 6. Balls sunk into these pockets on the break do not count. 7. All standard MP rules apply. 8. Good luck everyone and have fun playing.
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| Black and Blue |
Rated Table Played like Regular 8 Ball. 8 ball must be sunk in the same pocket as your blue ball. Please state the pocket when your blue is sunk to avoid confusion. The blue ball may be sunk any time during the game.
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| P.O.O.L |
training table Sit and stand rule applies. Object is like Bootem, each opponent will shoot once (top bracket ID begins match). If you do not sink or you scratch a ball, you get a letter P. Continue on until an opponent spells P-O-O-L. Whomever spells P-O-O-L first loses the match. Breaks do not count.
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| Bank and Combos |
Rated Table For every shot done in this tourney, it must include a bank shot or a combo shot to be accepted. If ANY shots are not at least a bank or a combo that drop in, you MUST tap ball back to opponent and lose that turn.
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| Bar Pool |
If scratch, opponent must only have BIH behind the line and shoot up table. BIH on table anywhere else is NOT ALLOWED. If you pot 8 off the break its an automatic win.
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| Bootem Magic 8 |
Played the same as Boot’em. Except one flaw, any opponent who sinks the 8 ball may choose any of the remaining opponents to be booted from the tourney.
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| Bomb Bootem Black Ball Last |
Played the same as Bootem. Except one flaw. The 8 ball (black) acts as a bomb and is placed just below the top center pocket. the \"bomb\" must remain untouched.
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| Bootem |
This is played at a training table whereby the TD will invite all the players to the table. The rotation goes in alphabetical order. The TD breaks and then its player 1’s turn. They sit at the table, click the cue, and shoot. Shoot once and stand. If you miss, you are booted. Do not move the cue unless someone scratches then you place the cue to the left of the line and shoot to the right. After a scratch, the next player’s shot must have the cue to go 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 have to bank off the rail first to get the cue to the right of the line before making a ball.
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| Four Play |
Tourney is based on Regular 8 Rules. Before the break, each person must pick 2 pockets where their opponent \"cannot\" sink any balls into. If an opponent accidentally sinks into 1 or both the designated pockets where they are not allowed, then the player must tap cue ball and give the opponent BIH.
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| Battleship |
The Objective is to pot 5 of your opponents balls using your ball to combo. First to 5 wins! and You sunk their battleship!
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| Nerve Racker |
Both opponents will make a training table and invite eachother. Place one table over the other so that you can see opponents table as well as your own. When both are ready.. annouce in lobby.. TD will count down from 3 to GO! No ball in hand to be used apart from break. If you scratch place cue ball behind the line and continue shooting. First to clear the table wins, When you have finished go to opponents table and type in DONE!.
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| Submit a Tournament thats not in the list. |
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