Contact Us: 563-386-4003


Pool league Rules


    1. VNEA is the Valley National Eight-ball Association and is the sanctioning body. All rules enforced by Cox Music will be those of the VNEA. Cox Music may also sanction some leagues ISPA, but rules will still be VNEA.
    2. Cox Music, a leading amusement service, offers many leagues to anyone in our broad coverage area. Leagues are created for the businesses hosting the leagues as a means to offer more entertainment for their customers. Players from all over the Quad Cities and beyond join our Dart, Pool, and Silver Strike Bowling leagues. These leagues are the intellectual property of Cox Music. We administrate and present the rules of play to help players and locations, but rule enforcement and standard game play is monitored at the player level. Cox Music will, at the request of players, help mediate when necessary, but will remain neutral until our assistance is required. Our corporate headquarters can be contacted anytime during regular business hours to answer any questions.
    3. Cox Music leagues are open to all players regardless of race, sex, ethnicity, religion, or age, except to employees or representatives of firms seeking to cause the removal from locations of equipment that is the property of Cox Music or the addition of supplies, merchandise, or games other than those owned by Cox Music.
    4. Cox Music headquarters is not generally open to the public. Before visiting, please call to set up an appointment.
    5. These rules are created by Cox Music through the VNEA and should be followed at all times. Anyone purposely misusing, manipulating, or breaking these rules will face penalties up to and including removal from all current leagues or being expelled completely from any future Cox Music league.
    1. To promote sportsmanship, goodwill and unity among players.
    2. To offer rules, methods and procedures to enhance the sportsmanship of the game.
    3. To promote business and goodwill for the locations.
    1. Play begins at 7:00 pm, with a 15-minute grace period. All time is regular time not bar time. Any mutually agreed upon changes to scheduled play must be made before the scheduled match and Cox Music notified.
    2. Please remember if you don’t turn in your score sheets on time you affect the whole league!
    3. Cox Music will not call bars, find subs, or reschedule matches.
    4. Locations are not required to provide bar rounds. The sponsors have done their part by paying sponsor fees, which provide direct benefit to the players and create the financial base for all trophy awards. In many areas the providing of house rounds is considered “inducement” and thus can be a violation of state liquor laws. In addition, said house rounds can contribute to the cancellation of liquor liability insurance for the errant location. Your reward for involvement is a payback of 100% of league fees, not a free drink. PLEASE BE SURE TO SHOW YOUR APPRECIATION FOR ANY HOUSE ROUNDS YOU DO RECEIVE.
    5. Players may not change locations. The bar you signed up to play at is sponsoring your team and thus has paid fees. The captain must obtain WRITTEN permission from the owner of the current location to move to another location. If you switch locations without permission, you will face penalties up to and including paying back the sponsor fee to the owner of the bar, forfeiting matches, and/or removal from the league. Cox Music must be kept informed of the entire situation and notified immediately of any change or proposal for change. Cox Music will not contact the owner for you!!!
    1. The following will be provided at no cost to the players at the beginning of the season:
      • Triplicate carbonless score sheets (one for each home match). Single page replica score sheets are available on our website at no cost.
      • One eight-ball marker.
      • Magnetic cue ball to be returned at the end of the league season.
      • List of all location addresses and phone numbers.
      • Captain’s phone number list (by 4th week).
      • Three-week schedule ( full schedule avail bible online and on the dartboards ).
      1. Schedules are created randomly by computer at Cox Music; please do not ask us to manipulate them in any way because the software will not allow it.
      2. Schedules will be online before the 4th week of play. They may also be found on any Galaxy II dartboard within the league locations.
      3. Captains receive a three-week schedule at the captain’s meeting. Any further changes will be mailed to the bar or captain depending on where stats are typically mailed.
      4. Always follow the paper schedules given to you by a league representative. If we give you a new schedule, please discard the old one.
      5. Making Up Games, Rescheduling, or Pre-Scheduling:
        • Emergency – If you have to cancel a match because of an emergency, the captain of the team canceling should contact the opposing team captain AND Cox Music. Depending on the reason, Cox Music may request that the two teams reschedule the match.
        • Non-Emergency – Inform Cox Music at least 3 days prior to the scheduled match. They will give you the number of the opposing captain if needed. You may ask the opposing captain if they will reschedule the match, but they DO NOT have to reschedule.
        • If they choose not to reschedule you must find subs and play the match or tell them you will forfeit.
        • If they choose to reschedule, determine a date and time and both captains must contact Cox Music.
        • Weather – Cox Music will determine if matches will be cancelled en masse during inclement weather. If extenuating circumstances exist during mildly inclement weather, rescheduling must be allowed. If the entire day of matches is cancelled, Cox Music will call you – please do not call the league office.
        • Locations – Players must play all make-up, rescheduled, or pre-scheduled matches at the original location listed on the schedule. Play will not be allowed at any other location.
        • Make-Up Games – That match can be made up any time before the final two weeks of the season, but the date must be set within two weeks of the original match date. If a date cannot be determined by both teams, a date will be set by Cox Music and cannot be changed after this.
        • Forfeit rules will apply to any matches not played after being rescheduled or pre-scheduled.
        • New Team Replacing Defunct Team – The new team must be allowed to make-up match(s) with teams previously receiving a forfeit. New teams can only replace dropped teams within the first 3 weeks of league play unless voted on by all teams involved in the league. The new players will play and determine averages and handicap points after the match. Any match that may have been played by the team that dropped will stand, only forfeit matches may require make-up games.
        • VNEA or ISPA Sanctioned Tournaments – Any players that are not able to play a match due to VNEA or ISPA sanctioned state or national tournaments will be allowed to make up the match provided the following requirements are met:
        • There are 3 or more players from a team involved and not enough subs are available to play the match.
        • The team contacts the opposing team of the match that will be missed prior to the day of the match.
        • If the tournament is during the final 2 weeks of league, the match must be made up before the final week.
        • These matches may also be pre-scheduled.
      6. FEES
        1. League Fees
          • League fees must be paid every night of play. If no payment is received, the match may be a forfeit by the home time.
          • League fees each week are $5.00 per player
            1. All league fees are paid back minus the following:
              1. 50 cents per player per week for banquet food.
              2. Trophies and awards based on teams
              3. Administration Fees
  1. Sanction Fees (VNEA & ISPA)
    • All sanctions fees are due the first night of play.
    • Every player that has played even one game must be sanctioned.
    • Please keep the use of subs to a minimum to avoid unnecessary sanctioning fees.
  2. Shortages, Returns, and/or Missing Fees
    • Cox Music may contact the captain of a team missing fees of any type, but it is ultimately the responsibility of the home captain to make sure the fees are paid and turned in on time.
    • If there are any shortages, please include a note explaining the shortage. If no note is included, the home team will incur the cost.
    • League fees that are not paid will be deducted from the home team’s payout at the end of the season.
    • If a team turns in a check that is returned for insufficient funds, the team will be required to pay by money order for the remainder of that season. A fee of $25.00 will be charged to the home team for returned checks and will be deducted from that team’s payout at the end of the season or sent to a collection agency.
    • A history of nonpayment by any player may cause future teams that player plays on to repay the debt or pay a deposit before the leagues begin that covers 100% of that team’s league fees for the new season. In some cases, players may be expelled from all leagues due to repetitive nonpayment.
  3. Cox Music will not be held responsible for any lost payment or stolen fees or for any charges that may be incurred by the player resulting from the loss of any payment or fee.
  4. NO IOU’s – If you don’t pay, you don’t play!
  5. STATS
    1. Stats will be available online shortly after they are received and processed. (
    2. If not all the score sheets are turned in, the stats may take another week to catch up.
    3. If there is an error in the input of scores or feats by Cox Music, please contact us and we will check to see if we need to fix the error. If Cox Music finds a miscalculation, we will correct it.
    4. If there is a problem in scores, handicaps, or averages caused by no fault of the teams playing the match and/or caused by missing scores, the incident will be investigated to determine if a change in score is necessary.
    1. The captain is responsible for the actions of all players on the team.
    2. The captain is responsible for any unpaid fees and/or returned check fees.
    3. The captain is responsible for the team lineup and for verification of the lineup of the opposing team.
    4. The captain is responsible for settling all disputes that may arise in a civilized and contained manner.
    5. The captain is responsible for interpreting the rules and making sure all players on the team adhere to them.
    6. The captain is the only team representative that should be in contact with Cox Music when problems arise. All player questions and/or problems should be directed to the captain of the team, not Cox Music.
    7. The captain is responsible for contacting Cox Music regarding any forfeit or protest.
    8. The captain is responsible for signing the score sheet at the conclusion of a match.
    9. The captain of the home team is responsible for turning in the white copy of the score sheet along with the required amount of money from both teams.
    10. The captain is responsible for distributing the earned payout at the end of the season.
    11. The captain is responsible for having current stats.
    1. A team will consist of 5 regulars and up to 5 substitutes, 4 regulars and 4 subs on a 4 person team. A bar owner or employee of the bar may sub at the home bar and does not count as a regular player.
    2. Cox Music will keep a running open sub list for all leagues, If you’re interested in being added to the sub list please call Cox Music so we can record your information and availability.
    3. A team may have 1 or 2 captains. Captains can be changed, but only once during a season.
    4. The captain must update the roster to make sure the correct players are listed as regulars and subs on the stats.
    5. No one person is allowed to play under a different players name and use their established average. (i.e you cannot allow a sub to pose as a regular player on a team.”)
    6. The captain should make sure all names are spelled correctly before the final week of play or the trophies will state the name listed on the stats.
    7. Full team rosters shall be turned in by the 4th week of play.
    8. Location owners or bar employees may substitute for any of their teams at any time.
    9. Players under the age of 21 are allowed, but Cox Music must be notified of prior to the beginning of the season. The team is responsible for notifying every location where they will play of the underage player and must get permission from those location owners. If a bar does not allow minors, the team must find a sub for that match.
    1. Lineup
      • The home team captain places the lineup first and the visiting team captain matches player averages as best as possible.
    2. Monday and Sunday pool on the first night of play, handicap will be applied after the match.
    3. A maximum of 3 handicap points per player will be given per game of each match.
    4. Teams must have at least 3 players present to play a match. These can consist of regulars or substitutes.
      In 4 person teams there must be at least 2 players present.
    5. A player’s average will be updated every night they play.


  1. Substitute Players
    • A substitute will play the player chosen by the opposing captain and handicap will be a 10 until that player has played 3 weeks then an average will be established. ( Thursday pool only!, please call Cox Music for current handicapping)
    • Fees will be required for substitute players.
  2. Any team short a player will receive 0 points per round per missing player. The opposing player will receive their average in points. Home captain must note person missing on stats.
  3. Players that arrive late may play in the rounds they have not missed. With the opposing captain’s permission, the missed game may be played if the next round game has not also been missed.
  4. All league play is to be played on one table. Exceptions: bad weather conditions, long distance traveling teams, late play, or any other conditions approved by Cox Music.
  5. A player may not practice on another table once the match has started.
  6. All players in a match must be the same players listed on the score sheet. If a person plays under a false name, that team will be subject to penalties up to and including forfeit of games involved in, forfeit of match, removal of players and/or team from league.
  7. Players will provide a picture ID if requested by any player or league representative. If an ID is not available at the time of the match, the player will not be allowed to play.
    1. Scoring
      • Each player receives 1 point for each of his object balls pocketed, plus 3 points when the 8-ball is pocketed.
      • The winning player is always credited 10 points.
      • The losing player cannot score more than 7 points.
      • A total of 4 round points is awarded per match – 1 point for the highest team score per round and 1 point for the highest total overall score unless otherwise noted.
      • If a round ends in a tie, each team receives one-half point.
    2. ERO (Eight-ball Run Out) – The only time a player may achieve an ERO is in the first approach, with 15 balls on the table. The player must pocket all 7 object balls and the 8-ball in one turn.
      • If the breaker runs out and wins the game from the break, it is an ERO.
      • If a breaker does not make any object balls, the opponent will have a chance for an ERO.
      • Any opponent’s object balls pocketed during an ERO will be scored to the opponent.
    3. 8BB (Eight-Ball Break) – changed (fall 2015) – the breaker may ask for a re-rack or have the 8ball spotted and continue shooting. Should the breaker pocket the 8ball and scratch, the incoming player has the option of spotting the 8ball and shooting from behind the headstring or re-racking and assuming the break. A game cannot be won or lost with an 8ball on the break, regardless of what is pocketed on the same shot.
      • We have adopted this rule because this is what is used during championships and jr championships we want all players to be prepared if they so choose to participate in such tournaments


  1. Both captains must sign the score sheet unless there is a protest.
  2. The Last week of play all regulars must play, one sub will be allowed to play in case of emergency.
  3. Regardless of whether the lineup or handicap is wrong, games played may stand as played if the score sheet has been signed. Any miscalculation should be fixed and checked by both captains at the end of the match. The scores may not be changed after the match is posted if the captains miscalculated the scores unless agreed upon by both captains, or Cox Music deems necessary to change the scores.
  4. Home captain should collect all fees and put in envelope with white copy of score sheet. The home captain is responsible for mailing in addressed envelope provided or dropped into stat drop off box at Cox Music (located by the office door). All score sheets need to be in Cox Music’s office no later than 2 days after the match.
  5. If a player has a question about a rule during a match, that player should go to their captain. The captain should then ask the opposing captain for a rule clarification if needed.
  6. Captains should be able to resolve any dispute that arises during a match by using the rules provided.
  7. All players are expected to act like adults and decide what to do and continue the match.
  8. For questions, call 563-386-4003, state your name, location, problem, and a phone number (preferably not the bar number) where you can be reached by a member of our technical staff. They will help assist you and may contact the league coordinator or secretary to gain further knowledge, but will not make a ruling.
  9. Any conduct such as physical confrontations, profanity towards a member of our staff, or inability to do what is asked by our staff, may result in penalties up to and including removal from all leagues.
  10. If the dispute cannot be settled, complete the game but do not sign the score sheet.
  11. League officials are only available during regular office hours listed on the front of this rulebook. League officials will not be able to be contacted directly by the player after regular hours.
  12. Please remember that a night of league play is for entertainment and should never result in name calling or profanity – especially towards anyone at Cox Music.
  13. Any players that cause repetitive problems with anyone in the league or Cox Music personnel may face penalties up to and including removal from all leagues. Cox Music will make all determinations regarding this


    1. Protests should only be filed if the two captains cannot resolve the issue on their own.
    2. ONLY the team captain has the authority to file a protest.
    3. All matches must be finished – Do not stop a match for a ruling from the service personnel on duty. Any team that refuses to continue a match will forfeit that match and lose all right to protest.
    4. Complete the match, but do not sign the score sheet. A signed score sheet voids all right to protect.
    5. The captain of the team filing protest must call Cox Music and file the protest. Cox Music will contact both captains for their side of the protest. Cox Music will make any further decision within 7-10 days of receiving the protest form. During this time Cox Music may contact players on both teams as well as the bar. Do not contact Cox Music and ask if a resolution has been reached – they will contact you.
    6. Cox Music may decide to have the match replayed if no comfortable resolution is reached. The re-match will then need to be scheduled between the two captains involved . Cox Music will put the $ in the table for the rematch.

Cox Music decisions are final and may not be further contested!

    1. Teams must have at least 3 players (on a 5 person team) or 2 players (on a 4 person team) present to play a match. These can consist of regulars or substitutes.
    2. After the 15 minute grace period, the present team captain should try to call the opposing team captain for more information. The present team captain may then call a forfeit and the opposing team has the following options:
      • Accept the Forfeit – Both captains should then call Cox Music and leave a message regarding the forfeit. Calling as soon as this is determined will speed up stat processing.
      • Request A Reschedule of the Match – In the event of major emergencies involving 3 or more of the players on the team, rescheduling may be required by Cox Music and the reason will be explained to both captains.
      • Play the Match – If the captain contacts the team that is present and they agree to wait a designated amount of time – but only if the present team agrees.
    3. Scoring a Forfeit
      • The forfeiting team will receive no wins and all losses will be given to the 4 regulars and the team captain.
      • The present team will be awarded 4 or 5 rounds points (based on format of league). The players present will receive their averages.
    4. Handicap points are still awarded by the software; however, all points awarded during a forfeit game will not be factored into the players’ averages.
    5. Payment is still required if a forfeit happens.
      • The present team should list all players that were present on their score sheet and turn in their share of the league fees with the score sheet.
      • The forfeiting team should pay the league fees before the season is over or the fees will be deducted from their team’s payout at the end of the season.
    6. Continuous Forfeiting – Any team that forfeits two times or more may be removed from the league and lose all money paid into league fees. Cox Music will make decisions on this based on the case presented.




    1. If a team drops out of a double round-robin league before the second round, all scores will be deleted and money returned to the affected teams at the end of the season. (This may affect team and player standings but cannot be disputed.)
    2. If a team drops out of a double round-robin league during the second round, all scores from the second round will be deleted and money returned to the affected teams at the end of the season.
    3. If a team drops out of a single round-robin league, all scores will be deleted and money returned to the affected teams at the end of the season.
    4. The bar has the right to replace a defunct team, but only during the first three weeks of play. Make-up games will be allowed on any missed matches, but must be done before the final two weeks of play.
    5. If a team drops out after the third week of play and a “Bye” is created, Cox Music may fill the Bye. But the team that takes the defunct team’s place will assume all scores (wins/losses, round wins, etc.) accumulated. There will be no make-up games for any of the matches that have already been recorded (whether played or forfeited).
    1. Payout is calculated by the total round wins per team. A financial breakdown of all league fees will be given to the captains at the banquet.
    2. Only players having played 80% of the season will qualify for certain awards.
    3. Most Valuable Player – A trophy for MVP is awarded to the player with the most points in the season.
    4. Certificates are awarded for several feats.
    5. Trophies are typically awarded to the teams placing 1st, 2nd, and 3rd unless otherwise stated. Each winning team will receive a sponsor trophy and individual trophies for the regular players on the team (maximum of 5 regular players). NOTE: Extra trophies can be purchased for subs or additional players, at the team’s expense.
    6. Please verify that all player names are spelled correctly as soon as possible. Trophies will have names on them exactly as they appear on the stat sheet as of the final night of play – corrections to names must be made over the phone or email.
    7. In the event of a two-way tie for:
      • 1st Place tie breaker will be points won, then games won if necessary, 2nd team from tiebreaker will get 2nd place and 1- 3rd
      • 2nd Place – one 1st place trophy set, tie breaker will be points won and if necessary games won , 2nd team from tiebreaker will get 3rd
      • 3rd Place – one 1st place trophy set, one 2nd place trophy set, tiebreaker will be points won and if necessary games won.
      • 1st & 2nd Place –tiebreakers will be as above.
      • All other ties will be decided on a case-by-case basis.
    8. The end of season banquet will be held two weeks after the final night of play unless otherwise noted. And this season all banquets start at 6:30 p.m.
    9. The location of the banquet is chosen by random. Every league location meeting the following criteria will receive one entry per team in the drawing:
      • The location must be a full Cox Music location.
      • The location must have enough room to host the event.
      • The location cannot have hosted the previous season.
    10. If a team that was supposed to host the banquet drops, the banquet will be moved to an alternate location. If the alternate location is no longer playing, the winning team will host the banquet. If the banquet cannot be held at any of these locations, Cox Music will decide on a location and inform the league.
    11. *An employee of Cox Music will be there to distribute the payout money, certificates, and trophies. After the payouts have been distributed it will then be the responsibility of the captains to run a tournament. Bracket sheets and tournament supplies will be provided by Cox Music and it will be up to the captains to return any unused tournament supplies to the Cox Music office within a week of the banquet night.


    1. The game is played with one cue ball and 15 numbered object balls.
    2. The balls are racked in a triangle at the foot of the table with the 8-ball in the center of the triangle, the first ball of the rack on the foot spot, a stripe ball in one corner of the rack and a solid ball in the other corner.
    3. The object of the game is to make one group of numbered balls, either stripes or solids, and then legally pocket the 8-ball, which then wins the game.
    1. The home team breaks the first game and alternates thereafter.
    2. If the breaker hits the racked balls with the cue ball driving four or more numbered balls to a cushion, or pocketing one or more object balls, the game is considered started. If the player fails to make a legal break, it is not a foul. However, the opponent has the option of :
  3. Accepting the table in position and shooting, or
  4. Have the balls re-racked and shooting the break himself or have the original breaker re-break.
    1. Stopping or deflecting the cue ball prior to hitting the racked balls is considered a foul and loss of turn. The opponent will receive cue ball in hand behind the head string.
    2. When positioning the cue ball for the break shot, the base of the cue ball must be behind the head string.
    3. The opposing player must inform the breaker of improper positioning of the cue ball before the shot is made. If the opposing player does not inform the breaking player before the shot is made, the break is considered legal. If the shooting player is informed of improper positioning, he must then re-position the cue ball.
    4. If a player scratches on a legal break shot, all balls remain pocketed (exception, the 8-ball), it is a foul and the table is open. Note: Incoming player has cue ball in hand behind the head string and may not shoot an object ball whose base is not outside the head string, unless the player shoots the cue ball past the head string and causes the ball to come back behind the head string and hit the object ball. If a player positions the cue ball completely and obviously outside the kitchen and shoots the cue ball, it is a foul, if called by the opponent.
    5. If the 8-ball is made the breaker may ask for a re-rack or have the 8ball spotted and continue shooting. Should the breaker pocket the 8ball and scratch, the incoming player has the option of spotting the 8ball and shooting from behind the headstring or re-racking and assuming the break.
    6. If the player legally breaks the racked balls and does not make any balls, the table is open and his opponent then shoots.
    7. If a player jumps an object ball off the table on the break shot, it is a foul and the incoming player has the option of (1) accepting the table in position and shooting or (2) taking cue ball in hand behind the head string and shooting. Any jumped balls are spotted in numerical order.
    1. The table is “open” when the choice of groups (stripes or solids) has not yet been determined.
    2. When the table is open, it is legal to hit any solid or stripe ball or the 8-ball first in the process of pocketing the called stripe or solid ball.
    3. On an open table, all pocketed balls remain pocketed.
    4. The choice of group is not determined on the break even if balls are made from only one or both groups.
    5. The choice of group is determined only when a player legally pockets a called object ball after the break shot.
    6. Note: the table is always open immediately after the break shot.
  6. GAME
    1. In “Call Pocket” obvious balls and pockets do not have to be indicated. The opponent has the right to ask which ball and pocket if he is unsure of the shot. Banks and combinations are not considered obvious and both the object ball and the pocket must be called or it is a loss of turn. When calling the shot, it is NEVER necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. Any balls pocketed on a foul remain pocketed, regardless of whether they belong to the shooter or the opponent.
    2. The opening break is not a “called pocket.” Any player performing a break shot may continue to shoot the next shot so long as he has legally pocketed any object ball on the break.
    3. When a player has pocketed all the balls in his group, he then shoots at the 8-ball, physically designating the pocket with a pocket marker. The marker is to be placed on the table completely within the first two diamonds on either side of the pocket, the entire area between the diamonds included. You do not have to touch or move the marker if it is already at the intended pocket.
  7. PLAY
    1. If a shooter inadvertently pockets his opponent’s ball, it remains down. However, if the shooter does not legally pocket one of his our group, he loses his turn.
    2. Each player continues to shoot so long as he legally pockets any of his object balls. (Exception: calling a safety). If a player fails to pocket his designated group ball he will lose his turn.
    3. If a player fails to hit the 8-ball while shooting at it, it is a foul and the game continues. When the 8-ball is the legal object ball, a scratch or foul is not a loss of game if the 8-ball is not pocketed or jumped off the table. (The opponent has cue ball in hand.)
    4. In the event the cue ball or an object ball stops on the edge of a pocket then falls in the pocket because of vibrations, fans, or stamping of feet, it shall be replaced on the edge of the pocket as near as possible to its position before interference.
    5. If any object ball is jumped off the table, it is a foul and loss of turn, unless it is the 8-ball which is a loss of game. Any jumped balls are spotted in numerical order.
    6. Cue sticks may be broken down and used in part or whole for shots where there is not enough room to shoot. The correct end of the cue stick must still be used. (Cox Music League Rule)
    7. If a player brakes down his shooting cue prior to the conclusion of the match, it shall be considered unsportsmanlike conduct and a foul may be called (Cox Music League Rule).
    8. Slow Play Rule – Exaggerated slow play in tournament play will be penalized. (But cannot be enforced during Cox Music League play when there is no referee present.)
    9. Stalemated Game – If in 3 consecutive turns at the table by each player (6 turns total), they purposely foul or scratch and both players agree that attempting to pocket or move an object ball will result in immediate loss of game, the game will be considered a stalemate. The balls will be re-racked and the breaker of the stalemated game will break again. Note: Three consecutive fouls by one or more players is not loss of game.
    1. Pocketing the 8-ball when it is not the legal object ball except on an opening break.
    2. Pocketing the 8-ball on the same stroke as the last of his group of balls.
    3. Jumping or knocking the 8-ball off the table at any time.
    4. Pocketing the 8-ball in a pocket other than the one designated.
    5. Fouling while pocketing the 8-ball in the designated pocket.
    6. Third infraction of the slow play rule (Referee matches only).
    7. Pocketing the 8-ball and the cue ball on the break stroke.
    8. Not correctly marking the pocket while pocketing the 8-ball.
    9. NOTE: All infractions above must be called before the next shot is taken and only by the players involved.
    1. On all shots (except the break and when the table is open), the shooter must hit one of his group of balls first and (1) pocket any group ball or (2) cause the cue ball or any other ball to contact a rail.
    2. It is permissible for the shooter to bank the cue ball off a rail before contacting his object ball; however, after contact with his object ball, any group ball must be pocketed or the cue ball or any other ball must contact a rail.
    3. Safety Shot – For tactical reasons a player may choose to pocket an obvious object ball and also discontinue his turn at the table by declaring “safety” in advance. A safety shot is defined as a legal shot. If the shooting player intends to play safe by pocketing an obvious ball, then prior to the shot he must declare a “safety” to his opponent. If this is NOT done and one of the shooters object balls is pocket, the shooter will be required to shoot again. Any ball pocketed on a safety shot remains pocketed.
    1. All fouls must be called and acknowledged before the next shot is taken (except scratching).
    2. Only the players involved in the game being played may call a foul.
    3. Failure to make a legal shot as noted above is a foul.
    4. Shooting the cue ball into a pocket or off the table is a foul.
    5. When a player scratches on the break or deflects the cue ball prior to hitting the racked balls, it is a foul. The incoming player receives cue ball in hand behind the head string.
    6. Coaching is a foul. Any member of a team called for coaching will result in a foul on the team member shooting.
    7. When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul if not a legal shot.
    8. Shooting without at least one foot touching the floor is a foul.
    9. Object Ball Frozen to Cushion or Cue Ball – This applies to any shot where the cue ball’s first contact with a ball is with one that is frozen to a cushion or to the cue ball itself. After the cue ball makes contact with the frozen ball, the shot must result in either
      • A ball being pocketed, or
      • The cue ball contacting a cushion, or
      • The frozen ball being caused to contact a cushion attached to a separate rail, or
      • Another object ball being caused to contact a cushion with which it was not already in contact.

Failure to satisfy one of those four requirements is a foul. A ball which is touching a cushion at the start of a shot and then is forced into a cushion attached to the same rail is not considered to have been driven to that cushion unless it leaves the cushion, contacts another ball, and then contacts the cushion again. An object ball is not considered frozen to a cushion unless it is examined and announced as such by one of the players prior to that object ball being involved in a shot.

  1. Accidentally moving or touching any ball is not a foul unless (1) the moved ball is the cue ball or (2) a moved ball makes contact with the cue ball or (3) a moved ball that is jumped off the table or pocketed or causes any ball to be jumped off the table or pocketed (exception: if the 8-ball is jumped off the table or pocketed it is loss of game if called by the opponent before the next shot is taken).
    • Only the opponent may replace the ball moved, as closely as possible, or leave it where it rests.
    • If the shooter replaces the moved ball, it will be considered a foul.
  2. Picking up or shooting the cue ball while any balls are still in motion is a foul.
  3. Push shots and/or double hits will be considered fouls.
  4. With the cue ball in hand, touching any object ball with the cue ball is a foul or touching any object ball with your hand while touching the cue ball is a foul.
  5. Jumping object balls off the table is a foul.
  6. After a scratch on a legal break, if a player positions the cue ball completely and obviously outside the kitchen and shoots it is a foul.
  7. If your opponent commits a foul and you do not receive his/her acknowledgement of such foul prior to touching the cue ball, you have committed a foul (exception: scratching).
  8. Illegal jumping of the ball is a foul. This includes hitting below the center of the ball with the intention of scooping.
    1. Only the players involved may call a foul. In the event of a foul call, the opposing player receives cue ball in hand and can place the cue ball anywhere on the table (the cue ball does not have to be behind the head string except on the opening break or immediately after a foul on the break.)
    2. A player must stop shooting when a foul is called. If a player refuses to yield to a foul call, the opposing captain may protest.