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We play real pool, with real pool tables, real players from everywhere. We are an international pool tournament that connects players through new, state of the art technology. We offer the most accurate handicapping system that verifies players and offers match verification. We are the industry leader and will stay that way. We use a digital skorbord that date and time stamps player’s matches for real time streaming verification of matches. This is a members only tournament. Click here to REGISTER AS A MEMBER to participate.

To participate in any tournament you must be a Ghost Billiards member.  If you haven’t registered yet click here.

You will need two devices to play the tournaments.  One to stream and one to score.  You can use any two devices:  tablet, laptop with a camera, iPad, cell phone etc. that is connected to the internet.
You choose your devices.

  • FROM THE DEVICE YOU WILL KEEP SCORE ON
  • Login
  • Click Join Tournament in the top menu bar.
  • Select the Event
  • Fill out the registration and pay with your debit or credit Card.
  • The Skorbord will open on that device.
  • Login to your second device you will be streaming with, select “Start Streaming”
  • Play and score your match and SAVE!
  • You’re done. it’s that easy.
  1. General Rules – Apply To All Games

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    General Rules Part 1
    General Rules Part 2
  2. 220 (10 ball)

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  3. 198 (9 ball)

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  4. 176 (8 ball)

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  5. 110 (Straight Pool)

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  6. 198 & 154 Banks

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  7. Snooker

    We're Working On It. Stay Tuned.

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  8. Honolulu

    We're Working On It. Stay Tuned.

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  9. English 176 (English 8 ball)

    We're Working On It. Stay Tuned.

    View Download PDF
  10. Chinese 176 (Chinese 8 ball)

    We're Working On It. Stay Tuned.

    View Download PDF

General Rules

Reporting Your Matches

  • All matches are reporting using the score board through ghostbilliards.com website.
  • After the break the TBB, SB, F and any additional points are input for the statistics for the break.
  • Players will input the results of the RUN in the following section of the scoreboard.
  • Final input for each game is the statistic that finished that game.
  • All statistics are used for tie breakers for each event as well as a player's summary and averages over their latest 20 matches.

Ghost –

is an imaginary opponent where you play against the 'ghost'. You win if run-out (following the game rules required for each game). Playing the 'Ghost' offers a framework for tracking player's improvement and statistics for each game.

Table Identification

  • Foot Spot
  • Head String
  • Head Spot
  • Center Spot
  • Designated Pocket


Playing the Ghost Basic Rules


Be sure to read the game rules for each specific game you will be playing. If you don't know the rules and you mark the scoreboard incorrectly, the match is void, no refunds and could be a termination of membership. Take advantage of the videos provided on the website to help you with reporting your match. We have a One and Done Policy here at Ghost Billiards. If you manipulate you score, loose the opportunity to play. Forever. You have been given fair warning.

The game consists of two turns at the table.
Turn One (1): The break
Turn Two (2): Run balls until a shot is missed of a foul is committed
Most but not all games are played this way. Read the specific videos for the game you will be playing.

Rack: Must be a legal rack according to each game rules. (See the game index below). When using a standard break rack, all balls must be pressed tightly inside the triangle with all balls frozen to each other. We allow and encourage the use of the film racks (See the website for the Tite-n-Rite film racks) for most consistent racking.


Break


To execute a legal break shot the shooter will start with ball in hand behind the headstring with the base of the cue ball behind the headstring striking the required ball if any in accordance to each game rules (See the game index).

Initiating a Shot: All shots must be initiated by contacting the tip of the cue stick when striking cue ball.

Interfering the Break: On the break stopping or changing the path of the cue ball after it passes the headstring is a foul and concludes the first shot at the table.

1st turn at the table is the break shot.

2nd turn at the table: Played by the game rules, the shooter will take "Ball in hand" after the break. The shooting player is allowed, to pick up the cue ball and place it anywhere on the table to start his/her run of pocketing balls. To win the game a player must legally pocket all the balls according to game rules during this turn at the table. A miss or foul or Runout on this shot concludes this turn at the table.

Conclusion of 2nd turn: If no ball is pocketed or a foul is committed, the player's 2nd turn is over and game is concluded.



Fouls On the Break


When a foul is committed on the break shot it is a deduction of one (1) point in most games off your total game score with the exception of 110 and Banks games. A foul on the break in 110 and Bank games is a deduction of two (2) points off your total game score. The following are fouls for all games:

  • The cue ball crossing the headstring without contacting the rack and driving the required amount of balls necessary to rail as described in each game.
  • Jumping the cue ball or an object ball off the table.
  • Not making contact with the designated ball for each game. Refer to game rules for a legal contact for each game.
  • Any interference by the player with any clothing, equipment or body part is a foul.
  • Scratching
  • Double Hit the Cue Ball
  • Bad Cue Ball Placement


General Fouls During Play


There is no point deduction for fouls on your second turn at the table. A foul on your second turn at the table is loss of turn and game over. If a ball is pocketed and a foul is committed during the shot, the scoreboard will deduct the point from you total game balls. Fouls for play are as follows:

  • We play All Ball Foul Rules. Moving or touching any object ball on the table with anything (clothing, equipment, hair ect.) once game has commenced it is game o
  • Not making first contact with the designated ball for each game. Refer to game rules for a legal contact for each game.
  • Driving the cue ball or an object ball off the table.
  • Scratching
  • Double hitting the cue ball
  • Push Shot
  • Any Interference by the player at any time during the game
  • Bad cue ball placement or disturbing the lay of the table when placing ball-in-hand
  • Pocketing a ball out of order without first making legal contact with a ball according to game designation.
  • Jumping the cue ball or any ball off the table.
  • No foot on floor when shooting.
  • Shooting without re-spotting balls that are required to be re-spotted.
  • No Rail after Contact
  • Touched Ball
  • Double Hit / Frozen Balls
  • Push Shot
  • Shooting While the Balls Are Still Moving
  • Bad Cue Ball Placement
  • Bad Play from Behind the Head String
  • Playing out of Turn
  • Exceed the Match Time Limit
    • Match Is Void
    • No Refunds


Fouls Committed on The Break


If a ball is pocketed and there is a foul committed on the break of any game, there is a penalty given and the ball pocketed is spotted on the foot spot and play continues according to game rules.

Playing 220 (10 ball)

(rules for semi-pro, advanced, open and intermediate divisions)

Objective


The object of 220 is to break the balls and run out each rack for 11 games according to the game rules as follows:

All general rules apply to the game of 220. Be sure to read the general rules prior to playing your match.



Racking


  • 1. Rack balls one through ten in a triangle-shaped rack. The one ball is placed at the head of the triangle and rests on the foot spot. The ten (10) ball must be at the center of the triangle.
  • 2. Players may use any type of rack the choose: wood rack, metal rack, film rack (such as the Tite-n-Rite Rack).
  • 3. Spread the remaining balls in random order to fill out the top 4 rows of a standard triangle rack. Pattern racking is allowed.
  • 4. Press the balls forward so all balls are touching.


The Break


  • 5. Take the cue ball in hand behind the headstring. Shoot the cue ball at the triangle to break up the balls. The cue ball must contact the lowest number ball on the table (which would be the one (1) ball on the break) first for the break to be legal.
  • 6. When the 10ball is pocketed on the “Break” it is re-spotted at the foot spot. If the foot spot is occupied with another ball then it is spotted on the Head Spot. If the Head Spot is occupied then it is re-spotted in the center of the table. If all three spots are occupied by another ball then the 10ball is re-spotted behind the foot spot as close to the foot spot as possible.


The Run


  • 7. For each shot the player must contact the lowest-numbered ball on the table before hitting any other ball. The order that you sink the balls do not matter, so long as the cue ball contacts the lowest numbered ball on the table first.
  • 8. When a ball is legally pocketed out of order, the ball remains down (it is not re-spotted) and the player continues to pocket balls by the game rules.
  • 9. Pocketing an early 10ball is awarded one point and re-spotted. When re-spotting the 10ball during a game other than the Break, it is to be re-spotted on the foot spot or as close to the foot spot as possible.
    • The 10 ball must be re-spotted prior to taking the next shot. If you forget to re-spot the 10 ball prior to shooting, it is a foul and it is game over.


Scoring Break and Run Games



Cut Game


  • 10. When a player breaks the balls and does not pocket a ball, scratches or fouls on the break but runs out is called a “Cut Game”. The game after the CUT game the player will break the balls and the player must decide whether or not to take ball in hand.
    • If the player takes ball-in-hand then the player will add the balls that were pocketed on this break to his/her previous game (CUT game). Or the player may execute the Cut Option (COE).
    • If the player takes the COE (Cut Option Executed), the player will NOT take ball-in-hand after the break and play the table as it lays after the break. The player will earn all the points for this game and will also add all the points earned to the previous CUT game (now converted to a COE because they did not take ball-in-hand). Essentially receiving 2 points per ball with the COE option.
  • 11. SNAP Game: A SNAP game is when a player pockets at least on ball on the break and legally pockets all the balls on the table.
    • Scoring the SNAP game: The player will 10 points for the break and run and then will add all the points earned in the game following to the SNAP game.
  • If the player is successful in the 11th game of running out without missing, the player is entitled to one last game, a 12th game to finish scoring the 11th game. This last game is played by the same rules as the rest of the match.
    • CUT game in game 11: If a player is playing off a cut game in game 12 then the Cut Option is in effect. The 12th game is only to finish scoring the 11th game. If a Cut game is scored in game 11 the player will have no option to take ball in hand in game 12 or it’s game over and adding the points made on the break to their total match score. All the rules of a regular game are in effect.
      • However, if the player does NOT take ball-in-hand in game 12 and successfully pockets balls, ALL the points earned in the 12th game are added to the match score.
    • SNAP game in game 11: If there is a SNAP game scored in game 11 the rules for a SNAP game apply and all the points in game 12 are added to the match total.


A Perfect 220 Game


Scoring a perfect match of 220 occurs after a legal break shot has been executed, pocketing at least one ball on the break or successfully executing the Cut Option (COE) and legally run-out without missing any of the balls on the table. You must successfully execute this in each game until you have played 12 games. To execute perfect games throughout your match (12 games) it is, considered to be a perfect match of 220 points. It is possible to score more than 220 points but scoring 220 points in the manner just described is viewed as a perfect game.

Playing 198 (9 ball)

(rules for semi-pro, advanced, open and intermediate divisions)

Objective

The object of 198 is to break the balls and run out each rack for 11 games (or the predetermined number of games) according to the game rules as follows:

All general rules apply to the game of 220. Be sure to read the general rules prior to playing your match.



Racking


  • 1. Rack balls one (1) through nine (9) in a diamond-shape using a standard triangle rack or a nine (9) ball rack. The one ball is placed at the head of the diamond and rests on the foot spot. The remaining 8 balls are placed in a diamond shaped behind the one (1) ball between the foot spot and the end rail. The nine (9) ball must be at the center of the diamond. Spread the remaining balls in random order in a diamond shape.
  • 2. Players may use any type of rack the choose: wood rack, metal rack, film rack (such as the Tite-n-Rite Rack).
  • 3. Using a standard rack, press the balls forward so all balls are touching. Or you may place the balls all touching using a film rack. We not only endorse the Tite-n-Rite racks but encourage the use of the Tite-n-Rite racks to deliver a more consistent rack for the break shot. When using the Tite-n-Rite rack all balls must be touching to the adjacent ball.


The Break


  • 4. Take the cue ball in hand behind the headstring. Shoot the cue ball at the triangle to break up the balls. The cue ball must contact the lowest number ball on the table (which would be the one (1) ball on the break) first for the break to be legal.
  • 5. When the 9ball is pocketed on the "Break" it is re-spotted at the foot spot. If the foot spot is occupied with another ball, then it is spotted on the Head Spot. If the Head Spot is occupied, then it is re-spotted in the center of the table. If all three spots are occupied by another ball, then the 10ball is re-spotted behind the foot spot as close to the foot spot as possible.


The Run

  • 6. For each shot the player must contact the lowest-numbered ball on the table before hitting any other ball. The order that you sink the balls do not matter, so long as the cue ball contacts the lowest numbered ball on the table first.
  • 7. When a ball is legally pocketed out of order, the ball remains down (it is not re-spotted) and the player continues to pocket balls by the game rules.
  • 8. Pocketing an early 10ball is awarded one point and re-spotted. When re-spotting the 10ball during a game other than the Break, it is to be re-spotted on the foot spot or as close to the foot spot as possible.
    • The 9 ball must be re-spotted prior to taking the next shot. If you forget to re-spot the 9 ball prior to shooting, it is a foul and it is game over.


Scoring Break and Run Games


Cut Game


  • 9. When a player breaks the balls and does not pocket a ball, scratches or fouls on the break, but legally pockets all the balls on the table is called a "Cut Game" and earns 9 points. After the break in the next game, the player must decide to take ball in hand.
    • If the player takes ball-in-hand, then all the balls pocketed on the break are added back to the previous game (CUT game). Or the player may execute the Cut Option (COE).
    • If the player takes the COE (Cut Option Executed), the player will NOT take ball-in-hand after the break in the game following a CUT and play the table as it lays after the break. The player earns 9 points for the CUT game plus all the points earned to the game following the CUT game (the CUT game is now converted to a COE because they did not take ball-in-hand). Essentially receiving 2 points per ball for the game following the CUT game using the COE option.


SNAP Game


  • 10. A SNAP game is when a player pockets at least on ball on the break and legally pockets all the balls on the table according to the game rules.
    • Scoring the SNAP game: The player will 10 points for the break and run and then will add all the points earned in the game following to the SNAP game.
  • 11. If the player is successful in the 11th game of running out without missing, the player is entitled to one last game, a 12th game to finish scoring the 11th game. This last game is played by the same rules as the rest of the match.
    • CUT game in game 11: If a player is playing off a cut game in game 12 then the Cut Option is in effect. The 12th game is only to finish scoring the 11th game. If a Cut game is scored in game 11 the player will have no option to take ball in hand in game 12 or it’s game over and adding the points made on the break to their total match score. All the rules of a regular game are in effect.
      • However, if the player does NOT take ball-in-hand in game 12 and successfully pockets balls, ALL the points earned in the 12th game are added to the match score.
    • SNAP game in game 11: If there is a SNAP game scored in game 11 the rules for a SNAP game apply and all the points in game 12 are added to the match total.


A Perfect 198 Game


Scoring a perfect match of 198 occurs after a legal break shot has been executed, pocketing at least one ball on the break or successfully executing the Cut Option (COE) and legally run-out without missing any of the balls on the table. You must successfully execute this in each game until you have played 12 games. To execute perfect games throughout your match (12 games) it is, considered to be a perfect match of 198 points. It is possible to score more than 198 points but scoring 198 points in the manner just described is viewed as a perfect game.

Playing 176 (8 ball)

(rules for semi-pro, advanced, open and intermediate divisions)

Objective


The object of 176 is to break the balls, select solids or stripes (red or yellow) and legally pocket the selected suite plus the 8 ball (black ball) for 12 games according to the game rules as follows:

All general rules apply to the game of 176. Be sure to read the general rules prior to playing your match.

Note for ALL Games: The shooter must legally sink a ball on all shots until all the balls on the table are pocketed successfully. If the player is able to successfully run-out, it is a game won. If the player performs an illegal shot (i.e. contacting a ball from the non-designated category first, jumping an object ball off the table etc.), or fail to sink a ball on a shot then this would conclude that game and is a loss of game and the earned points are scored.



Racking


  • Rack balls one through fifteen (15) in a triangle-shape using a standard triangle rack or the Magic Rack. The one (1) ball must be at the head of the rack and the eight (8) ball must be at the center of the triangle. Spread the remaining balls alternating solid stripe starting at the head ball (the one (1) ball) order to fill out the diamond. The second row will be any striped balls. The third row will be any solid ball. The fourth row will be a stripped ball on the outsides and one solid and one striped placed below the eight (8) ball. The fifth row will have one stripped ball and one solid ball in each corner with one stripped, and two solid balls in the middle of the fifth row.
  • When using a standard rack, press the balls forward so all balls are touching. We not only endorse using Tite-n-Rite racks but encourage players to incorporate it into their game. Using a Tite-n-Rite rack ensures a tight rack and creates consistency in your break shot.
  • Take the cue ball in hand behind the headstring. Shoot the cue ball at the triangle to break up the balls. Any ball may be contacted on the break shot.
  • On the break shot, four object balls must hit the rail on the break.
  • If the 8-ball is pocketed on the break, one point (1 pnt) is awarded, and the 8-ball is spotted on the foot spot or as close to and in a straight line between the foot spot and the foot rail.
  • If no ball is pocketed on the break, then the player will declare a category of solid or stripe balls. The player, will then shoot and commence running-out all the balls in that category plus the eight (8) as the last ball.
  • For each shot the player must contact a declared category ball prior to the cue ball hitting any other ball. This will be either a stripe or a solid ball designated either by pocketing a ball on the break or the player declaring a category after the break. The order the shooter sinks the balls does not matter, so long as the ball pocketed is in the player's designated category.
  • Unless obvious, the shooter must call the pocket that is intended for the object to be pocketed. If the player does not call the pocket on an unobvious shot and a ball is pocketed, it is declared an unearned shot and it is game over. No points are awarded for the undeclared ball pocketed.
  • If a player calls a pocket and makes the designated ball in that pocket and simultaneously in the same shot pockets another ball of the declared suit for that game in a pocket that is not called, the ball remains down, is awarded a point and player continues shooting.
  • If a player calls a ball and pocket and misses the called ball and pocket, but pockets another ball of the declared suit, this is an illegally pocketed ball and it is game over. No points are awarded for the ball pocketed.
  • If a player pockets the eight (8) out of order it is a loss of game and ½ point is awarded for each ball pocketed in that game.
  • If a player scratches on the eight (8) ball it is a loss of game. Points awarded are one point per ball and a two (2) point deduction for scratching on the 8 ball. No point is awarded for the 8 ball.


Scoring Break and Run Games


CUT Game

  • When a player breaks the balls and does not pocket a ball, scratches, or fouls on the break, but pockets all the balls of the declared suit plus the 8 ball, it is called a “CUT Game”. On the players next turn at the table he/she breaks the balls and has a choice of how to play the table.
    • Player will declare the suit they will be shooting.
    • Player will have the option to take ball-in-hand.
      • If the player decides to take ball in hand then the player will add the balls that were pocketed on this break back the previous game (the cut game). So the CUT game will be scored as 8 points for the run and then the points made on the break following the CUT game.
      • Or the player may forego ball-in-hand and play the table as it lays after the break. This option is called a Cut Option Executed (COE) which converts their CUT game to a COE. A COE is scored: 8 points for the CUT game plus all the points earned in the game following are added back to the CUT game.
      • NOTE: The COE option is only allowed the game after a CUT game.

SNAP

A SNAP game is when a player pockets at least one ball on the break and legally pockets all the balls of the declared suit plus the 8 ball off the table.

  • Scoring the SNAP game: The player will earn 8 points for the break and run and then will add all the points earned in the game following to the SNAP game back to the SNAP game.

If the player is successful in the 11th game of running out without missing, the player is entitled to one last game, a 12th game to finish scoring the 11th game. This last game is played by the same rules as the rest of the match.

  • CUT game in game 11: If a player is playing off a cut game in game 12 then the Cut Option is in effect. The 12th game is only to finish scoring the 11th game. If a Cut game is scored in game 11 the player will have no option to take ball in hand in game 12 or it's game over and adding the points made on the break to their total match score. All the rules of a regular game are in effect.
    • However, if the player does NOT take ball-in-hand in game 12 and successfully pockets balls, ALL the points earned in the 12th game are added to the match score.
  • SNAP game in game 11: If there is a SNAP game scored in game 11 the rules for a SNAP game apply and all the points in game 12 are added to the match total.


A Perfect 176 Game


Scoring a perfect match of 176 occurs after a legal break shot has been executed, pocketing at least one ball on the break or successfully executing the Cut Option (COE) and legally run-out without missing any of the balls on the table. You must successfully execute this in each game until you have played 12 games. To execute perfect games throughout your match (12 games) it is, considered to be a perfect match of 176 points. It is possible to score more than 176 points because of the balls pocketed on the break but scoring 176 points in the manner just described is viewed as a perfect 176 match.

110 Rules (Straight Pool)

  • 1. Player must designate a pocket and ball for every shot.
  • 2. One ball legally pocketed equals one point.
  • 3. Player may shoot the balls in any order.


Start of the game.


  • 4. 14 balls are racked in a triangle with the apex (see glossary) ball on the foot spot.
  • 5. Player may place the 15th ball anywhere on the table for the break shot.
  • 6. Player takes cue ball-in-hand on the break.
  • 7. Player then shoots the balls in any order until 14 balls have been pocketed on that rack. Score the number of balls pocketed.
  • 8. If 14 balls are pocketed, without disturbing the position of the 15th ball and the cue ball, the 14 pocketed balls are racked (in the same manner as above) with the apex on the foot spot.
  • 9. The break shot for the next rack is by shooting the cue ball from where it lays and the 15th ball from where it lays from the previous rack. This is for a continuous game.
  • 10. Player continues to shoot balls until 14 balls are pocketed in each rack and then racks the balls for the next run in the same manner described previously until the shooter misses, scratches or fouls. Any of these three things will conclude a game.
  • 11. If a player misses, scratches or fouls then this is the end of that game and new game begins by the player re-racking as described in the "Start of the game" above.
  • 12. Scratch on the break (first shot of each game) is minus 2 (-2) points and the game is over. Re-rack and start next game.


Special Racking Situations


  • When the cue ball or fifteenth object ball interferes with racking fourteen balls for a new rack, the following special rules apply. A ball is considered to interfere with the rack if it is within or overlaps the outline of the rack.
  • If the fifteenth ball was pocketed on the shot that pocketed the fourteenth ball, all fifteen balls are re-racked.
    • If 15th ball and the cue ball interfere, all fifteen balls are re-racked and the cue ball is ball in hand behind the head string.
    • If only the object ball interferes, it is placed on the head spot or the center spot if the cue ball blocks the head spot.
  • If only the cue ball interferes, then it is placed as follows:
    • if the object ball is in front of or on the head string, the cue ball is ball in hand behind the head string
    • if the object ball is behind the head string, the cue ball is spotted on the head spot, or on the center spot if the head spot is blocked.
  • In any racking situation, there is no restriction on which object ball the shooter may play as the first shot of the new rack.


Fouls


If the shooter commits a standard foul, a point is subtracted from his score and a new game is started with a new rack.

  • Cue Ball Scratch or off the Table
  • No Foot on Floor
  • Ball Driven off the Table
  • Touched or moved Ball at any time including during a shot (All ball foul rules are in play).
  • Double Hit of the Cue Ball
  • Player Strikes the Cue Ball When Balls Are Still Moving
  • Bad Cue Ball Placement (example special racking situations and cue ball is shot from the wrong location on the table).
  • Cue Stick on the Table
  • Exceeding the Time Limit: Your match will be scored with the number of completed games and the points earned at the time of the match expiration and will not be included in the average calculation.
  • 110 time limit:
    • One player 75 minutes
    • Two players 150 minutes


Scoring


  • If a player scratches on the break it is a 2-point deduction plus a one-point deduction if a ball was pocketed on that shot. Go to Stats Pg.
  • If the player scratches on the run (without pocketing a ball in the same shot), it is game over and go to Stats Pg.
  • If the player pockets a ball & scratches on the run, a one-point deduction is taken off the game score for the ball pocketed for committing a foul.
  • A match is finished when 110 points are scored OR 11 games have been completed. Whichever comes first (See Section 9).
  • Player scores one point for each ball legally pocketed in the designated pocket.
  • A player continues to shoot each rack and as many racks afterwards as long as he/she continues to legally pocket balls until there is a miss, scratch or foul or there is one object ball left on the table or 110 points have been earned which would conclude the match.
  • Completing a rack (running a rack), does not complete a game. A game continues in points until the player misses, scratches, fouls OR scores 110 points. If 14 more balls are pocketed, then the pocketed 14 balls are re-racked and the player shoots from where the cu ball and 15th ball lays. When racking the 15th ball and the cue ball must not be disturbed, or it is a foul and that game is over.
  • Maximum number of games (not racks) is 11.
  • There is no maximum number of points, but a match is completed when the player completes the game they are shooting when the player earns 110 points. If a player is shooting and they reach 110 points they finish the current game and continue to add points.
    Once the player misses, scratches or fouls in the game where they score 110 points then the match is complete.
    Example: If a player reaches 110 points in their 6th game, they continue to shoot and score the 6th game until they miss, scratch or foul. This may be just a couple more balls or it might be a couple more racks. Since the player earned 110 points in the 6th game, the match is completed at the end of the 6th game. It's possible for the player to score more than 110 points.
  • The players are ranked in the tournament who have scored the most points in the least amount of games.


Marking the Scoreboard


  • We keep many statistics for the matches. One of the statistics that we keep is if the break shot was missed. This is referring to if the player missed the break-out for the next rack not if the player missed pocketing the 15th ball. If the player misses the 15th ball (break ball) the player will mark "Missed" for what finished the game.
    When shooting at the 15th ball the scoreboard needs to know if you hit the rack when pocketing the 15th ball.
    For clarification of using the scoreboard this is how "Missed Break Shot" is defined.
    After the player pockets the break ball (the 15th ball, the first ball of each continuous rack) and the player misses the rack for the break, the player will mark position error for what finished their game. The scoreboard will then ask the player if they "Missed Break Shot?". The player will then select Yes or No.

Playing 198 Banks (9 ball Banks)

And 154 Banks (7 ball Banks)

(rules for semi-pro, advanced, open and intermediate divisions)

198 & 154 BANK Rules


Objective


The objective to playing Breaking balls is to pocket as many balls as possible on the break and legally pocket all 9 balls by using one or more rails.

All general rules apply to the game of Breaking Banks. Be sure to read the general rules prior to playing your match with the exception of ball-in-hand after the break.

198 Banks Rules – (Modified 9 ball Banks)

198 Banks is a call shot game. Player must designate a pocket and ball for every shot.

A player must first declare the ball they are shooting and then designate the pocket by using their stick and pointing to the ball first and then the pocket.

If the player is using more than one rail for their next shot, the player must first declare the ball they are intending to pocket and then show the number of rails they will be using by holding up the corresponding number of fingers and then point to the rails they will be using.


Player earns one point for every rail used when pocketing a ball.

Player may shoot the balls in any order.

Player may take one (1) ball-in-hand turn at any time during a game.

Bank combinations are allowed.

One rail kick shots are not allowed.

Two or more rail kick shots are allowed.



Racking


  • Rack balls one (1) through nine (9) in a diamond-shape using a standard triangle rack, a nine (9) ball rack or a film rack. The head ball is placed at the head of the diamond and rests on the foot spot. The remaining 8 balls are placed in a diamond shaped behind the head ball between the foot spot and the end rail.
  • Players may use any type of rack they choose: wood rack, metal rack, film rack (such as the Tite-n-Rite Rack).
  • Using a standard rack, press the balls forward so all balls are touching. Or you may place the balls all touching using a film rack. We not only endorse the Tite-n-Rite racks but encourage the use of the Tite-n-Rite racks to deliver a more consistent rack for the break shot. When using the Tite-n-Rite rack all balls must be touching to the adjacent ball. Support GB and purchase through our store.


Start of the Game


The Break


  • Take the cue ball in hand behind the headstring. Shoot the cue ball at the diamond shaped rack of balls to break the balls.
  • Once the cue ball crosses the head string, it is in play and the game has started.
  • Four (4) balls must go past the side pocket for a legal break.
  • If four (4) balls do not go past the side pocket that is a foul on the break and mark a Foul for your break in the scoreboard. Refer to the General Rules for a list of all fouls.
  • Scratch on the break all balls must spot and the SCR BRK must be marked in the scoreboard. The scoreboard will deduct one (1) point from your score.
    • Balls pocketed on a "Scratch Break" must be re-spotted prior to shooting your first shot after the break.
    • If the player fails to spot the balls pocketing on the break when scratch prior to shooting it is a foul and it is game over.
    • Mark the scoreboard statistic as a foul for your Run.
  • When a ball is pocketed on the break record how many balls were pocketed on the scoreboard.
    Once you have marked how many balls, the balls must be re-spotted prior to shooting your first shot as described below.
    If you do not re-spot the balls pocketed on the break prior to shooting it is a foul and it is game over.
    • If a ball is pocketed on the break it is re-spotted on the foot spot. If the foot spot is occupied with another ball, the ball is spotted on the Head Spot.
    • If the Head Spot is occupied, the object ball is re-spotted in the center of the table.
    • If all three spots are occupied by another ball refer to the illustration below.
    • If more than one ball is pocketed on the break then the balls will be spotted as described in the illustration Fig. a and in this order:
      • First ball pocketed is spotted on the foot spot.
      • Second ball pocketed is spotted on the head spot.
      • Third ball pocketed is spotted in the center of the table.
      • The forth ball pocketed is spotted at the foot of the table at the 1 & 1 diamond on the left of the foot spot.
      • The fifth ball pocketed is spotted at the 1 & 1 diamond to the right of the foot spot.
      • For the 6th and 7th ball repeat (iv.) and (v.) but at the head of the table.


Breaking Banks Scoring


Don't Fret! The scoreboard is user friendly and will take care of the scoring once you input the information. This section is for your information and explains how to record the results of your match.

  • Each rail the object ball makes contact with prior to being pocketed, is worth one (1) point. Example: if the object ball contacts 2 rails, the bank is worth two (2) points and you will report that to the score board.
  • Kick shot: the first rail does not count as a point. Example: a two rail kick shot is only worth one point.
  • Game Shot (GS) is are the total number of turns at the table not to exceed 9 on the Run. When the total number of GSs are recorded per game, that game is complete.
  • Rail Points (RP) are the total number of rails the object ball and/or cue ball comes in contact with while legally pocketing a ball (counting the same rail that is connected to the pocket that the object ball is pocketed in does not count as a RP) in one game. See Fig 1
  • Balls on the Break (BB) are the number of balls legally pocketed on the break. One point per ball legally pocketed on the break.
  • Minus one (-1) for scratch on the break.
  • Minus one (-1) for a foul on the break.
  • RP points added to the BB is the game score (GS).
  • "BB" points are taken into consideration to determine if the game is a CUT or SNAP game.
    SNAP and CUT game rules apply.
  • CUT game rules variation for 198 Banks
    • In a typical game, players are allowed one ball in hand at any time during a game.
    • Playing 198 Banks and a CUT game is scored, in the game following the CUT game the player can use their COE option.
    • The player must declare whether they are taking ball in hand after the break and before they take their first shot in the scoreboard.
    • If the COE option is selected the player will not receive B-I-H at any time during this game.


A Perfect 198 Banks Game


Scoring a perfect match of 198 Banks occurs after a legal break shot has been executed, pocketing at least one ball on the break or successfully executing the Cut Option (COE) and legally run-out without missing any of the balls on the table for 12 consecutive racks. To execute perfect games throughout your match (12 games) it is, considered to be a perfect match of 198 points. It is possible to score more than 198 points but scoring 198 points in the manner just described is viewed as a perfect game.



A Perfect 154 Banks Game


Scoring a perfect match of 154 Banks occurs after a legal break shot has been executed, pocketing at least one ball on the break or successfully executing the Cut Option (COE) and legally run-out without missing any of the balls on the table for 12 consecutive racks. To execute perfect games throughout your match (12 games) it is, considered to be a perfect match of 154 points. It is possible to score more than 154 points but scoring 154 points in the manner just described is viewed as a perfect game.

This is Scoring section.

Scoring Part 1 - General Scoring
Scoring Part 2 - SNAP Game
Scoring Part 3 - CUT/SNAP Games

Games:

  • 220 (10 ball)
  • 198 (9 ball)
  • 176 (8 ball)
  • 110 (Straight Pool)

Games Coming Soon

  • Banks (played on 9 foot tables) and Banks 7 (Played on 7/8’ tables)
  • Honolulu
  • Snooker
  • English 8 ball
  • Chinese 8 ball

We offer the largest variety of formats.

  • Singles
  • Partners (Remote and/or same location)
  • Scotch Doubles (Same Location)
  • Team (3, 4 or 5 player Teams)(Remote or same location)
  • Pro-Am Teams

We keep 14 different stats on every match.  Match statistics are stored in the Player’s Statistics page so players
can track their progress and analyze their matches.

Even though we calculate match scores to /100th of a point, there may be a scoring tie.  The match statistics are
used for tie-breakers.  If there was a tie score in any tournament the match statistics are compared and a winner is identified.

How To - Tournament Registration

All events have a start date and time and a finish date and time.

On the tournament registration page it will display which events are currently running.  We run many different types of events and always run a weekly event. 

We offer the most accurate handicapping system in the industry.

Handicaps are based on your latest 20 matches, put into a formula and the result is a handicap that is calculated out to 1/100 of a point.

Most of the tournaments are handicapped, but from time to time we will run scratch events. If you do not wish to participate in the handicap events you can always play in the professional division where handicaps are not used.

Challenge matches can be set to be played handicapped or scratch.

To receive a handicap, players must play 6 matches in the scratch division. Yes, these divisions pay money. Players compete against other players with a similar skill set and no handicap for the first six matches. 5 Divisions and all divisions pay based on the number of players just like the handicapped events.

Once you play your first match the GB system will evaluate your match and based on those results will assign you to a division. Your division may change from week to week in the beginning until your skill level is determined.

Players are allowed, to challenge up in a division but are not allowed to play down in divisions. The division(s) you are qualified to play will display during tournament registration.

Support our team captains and they will support you.

During registration you will have the option to select one of our ambassadors of our sport to be your team captain.

The team captains will put up challenges from time to time and you will be able to compete from top notch prizes, maybe even a one-on-one video lesson with your captain.

Players will also have the opportunity to participate in the Pro-Am events.  The events might be a team selected by your captain or it might be a team vs team event.

Check out the Team Captains.

  

If you’ve been reading the information on this website, by now you will know the many benefits of joining and supporting Ghost Billiards.  But, what’s in it for you?

Ghost Billiards is a grooming ladder, a learning tool, a place to compete and challenge yourself and the chance to win money.  But, what you may not know is that you can earn commissions just by playing and introducing your friends.

GB cares about the players, so we believe in rewarding the players that help us grow.  Without you there would be no tournaments.

If you refer a friend, give them your member ID # and ask them to put it in the “Referring Member ID” when they register.  Why?

  

Because when your friend joins GB you will earn $0.50 every time your friend plays a match. Forever!  Doesn’t sound like much, but over time if you have a few friends playing you might get to swing at the cash for free once in a while.

If you’re building a team for the 3, 4 or 5 player team events, be sure to give them your member ID prior to them registering so you can earn more money. Why? Because you’ve earned it.

It’s our way of saying thank you for playing and supporting Ghost Billiards.