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Welcome to the
Big Dogs Tourney Rules Page
Click on the name of the tourney to go directly to those rules 1 - Rated/protected tables.
2 - The object is to play best of 3 games. 3 - So the first player to win 2 games advances. Best of 3 Games in a Nutshell: Rated: First player to win 2 games wins.
1 – Played on rated/protected tables.
2 - The object is to play best of 5 games. 3 - So the first player to win 3 games advances. Best of 5 Games in a Nutshell: First player to win 3 games wins.
1 – Played on training tables/protected. First named player sits and shoots a total of 10 shots. Break from anywhere, and counts as 1 shot.
2 - Opponent must count out the shots one by one, so no one loses count. 3 - If the player scratches, they get ball in hand (shoot from anywhere behind the line), but for every time there is a scratch, one ball will be removed from the final total. Example: If someone gets a total of 10 balls in, and scratches once, their total is 9. 4 - At end of the 10 shots all balls are counted and put in chat area. All balls are fair game. 5 - After player one does his/her 10 shots, they switch, and player 2 does his/her 10 shots. This is done for 2 racks. So each player gets two chances to make balls. 6 - After all turns are over, one with the most wins. If there is a draw, go one more round until you have a winner. 10-Shots in a Nutshell: Training table: Like Rack N Run. Break anywhere, but only 10 shots per turn. Each scratch = take 1 from total score, any balls that go in count. Opponent counts in chat area # of shots. Put in chat how many you get. Two racks each.
1 – Played on training/protected tables.
2 - Balls are numbered and you must pot them in numerical order. 3 - Order: 1 - yellow solid; 2 - blue solid; 3 - red solid; 4 - purple solid; 5 - orange solid; 6 green solid; 7 -magenta solid; 8 - black solid; 9 - yellow stripe; 10 - blue stripe; 11 - red stripe; 12 - purple stripe; 13 – orange stripe; 14 - green stripe; 15 - magenta stripe. 4 - If the correct ball is potted with another ball, just carry on. 5 - If you pot a ball out of order, you must tap and to opponent (no ball in hand). 6 - Player who pots the 15 last wins. If 15 goes in earlier on accident, use the next highest ball - 14, etc. 1 2 3 in a Nutshell: Unrated: Pot balls in numerical order: 1 - yellow solid; 2 - blue solid; 3 - red solid; 4 - purple solid; 5 – orange solid; 6 green solid; 7 - magenta solid; 8 - black solid; 9 - yellow stripe; 10 - blue stripe; 11 - red stripe; 12 -purple stripe; 13 - orange stripe; 14 - green stripe; 15 - magenta stripe.
2 VS 2 SHOOT & STAND ALTERNATE SHOT
1- Played on unrated/protected table, first name said invites all 4 players to table.
2 - 1 Player from each team sits , take ONLY 1 shot then stand whether u make or miss, if u shoot out of turn must tap cue to opponent no ball in hand. 3 - If a player is gone and timed out your team loses. Partner Shoot and Stand in a Nutshell: Unrated: One partner sits, shoots once then stands. Partners alternate, with one shot each, until winner is declared.
1- played on unrated/protected table, first name said invites all 4 players to table.
2 - 1 Player from each team sits , shoot until you miss then stand and let partner have a go, if u shoot outta turn must tap cue to opponent no ball in hand. 3 - If a player is gone and timed out your team loses. Partner Shoot and Stand in a Nutshell: Unrated: One partner sits, shoots until they miss, then stands. Partners alternate, until winner is declared.
1- go in the order of 1,2,3 ect 9 ball is last to be potted 2 - You can hit the ball in next position to make the 9
9 ball in a Nutshell:
1 – Played on rated/protected.
2 - Sink your balls in this order: blue, green, orange, pink, purple, red, yellow (alphabetical order). 3 - If you sink the wrong ball, tap to opponent who must shoot white from where it lands. 4 - If you sink in one ball in the right order and another goes in, it is still your turn. Alphabet Soup in a Nutshell: Rated: Sink in order: blue, green, orange, pink, purple, red, yellow. Tap if you get wrong ball. Opponent must shoot from where it lands. If Target balls goes in as well as second ball, keep going.
1 – Played on rated/protected tables.
2 - Every shot must be banked. A Bank = hitting cue off rail, or hitting the cue into another ball that is hit off a rail. 3 - If you fail to bank on any shot, 1st time is warning. Tap and give to opponent. Must shoot white from where it lands. A second time failure to bank a shot you lose. 4 - Failure to bank on 8, you lose. Bank All Shots in a Nutshell: Rated: Every shot must be banked.
1 –Played on rated/protected tables.
2 - Each shot must either be a combo (cue ball hits one ball into another ball - must use at least 2 balls, not including the cue) OR a bank shot (by hitting cue off rail, or hitting the cue into another ball that is hit off a rail). 3 - When on the 8 ball player must bank shot. 4 - If you fail to bank or combo on any shot, 1st time it is a warning and tap of cue handing it to opponent, must shoot from where it lands. 5 - 2nd time failure is disqualification. 6 - If you do not bank on the eight, you lose. Bank and Combo All Balls in a Nutshell: Rated: Every shot must be either banked or using combo of two balls (not counting the cue). Failure to do so is a warning. Second time is DQ. Eight ball must be banked.
1 – Played on rated/protected tables.
2 - No bank shots are allowed at any time, including the cue ball being banked into a ball 3 - To accidental banks, tap to opponent, must shoot from where it lands. 4 - However, if you make a regular shot and another ball falls in after hitting a rail it is allowed Bank Robbery in a Nutshell: Rated: No bank shots at any time. If one is made accidentally, tap to opponent who has ball in hand,must shoot from where it lands.
1 - Rated/protected tables.
2 - Like Regular 8, except when shooting the 8 ball, the player must hit the 8 ball off a rail(s) and into the pocket. Bank the 8 in a Nutshell: Rated: Bank the 8 off the rail into the pocket.
1 – Played on rated/protected tables.
2 - Like Regular 8, except when shooting the 8 ball, the player must hit the 8 ball off a rail(s) and into the pocket. Player may choose to hit the cue ball off the rail(s), into the 8, and the 8 goes into the pocket. Bank the 8 or Cue in a nutshell: Rated: Bank the 8 or the cue off the rail into the pocket.
1- Played on rated/protected tables.
2 - Person on the left plays top corners and bottom middle pockets. 3 - Person on the right plays bottom corners and top middle pockets. 4 - All balls must go in designated pockets - even the black. 5 - If ball is potted in the wrong pocket, tap cue to give opponent a shot (No ball in hand on tap). Bermuda Triangle in a Nutshell: Rated: Left gets top corners and bottom middle. Right gets bottom corners and top middle. 8 goes in YOUR middle pocket.
1 – Played on rated/protected tables.
2 - Reg 8 rules except 8 ball must be potted in the same pocket as the blue ball, which can be sunk in any pocket at any time. 3 - Must state the pocket where the blue ball was potted, to avoid confusion. Black and Blue in a Nutshell: Rated: Black goes in same pocket as blue. Blue can be potted at any time. Must write which pocket blue goes in to avoid confusion.
1 – Played on Training Tables.
2 - Ball Values: All stripes = 3pts, Yellow=1, Blue=2, Red=3, Purple=4, Orange=5, Green=6, Pink=7, Black=8. You can bank for 1 Point (must say you are banking for 1 at table or it will not count). 3 - The aim is to make 21 (Black Jack). Shoot and stand. If you get nothing in on break shoot again once. 4 - If you make more than 1 ball in all ball values count. Even with a scratch 5 - Must say in chat area what your score is. 5 - On a scratch Cue ball goes behind line shooting forward ONLY. 6 - If you bust (go over 21) you restart your score from 0. Black Jack in a Nutshell: Training: Ball Values: All stripes = 3pts, Yellow=1, Blue=2, Red=3, Purple=4, Orange=5, Green=6, Pink=7, Black=8. - make 21 (BJ). Shoot and stand, Count points even with a scratch and put in chat area. Go over 21 you restart your score from 0.
(NOTE: all kinds of Boot’em tourneys require special posts. Do not run unless you know how to post these tourneys!)
1 – Played on training/PRIVATE - TD invites all players after setting up table with balls spread out. 2 - No ball in hand unless player scratches, then behind the line in middle. 3 - Each player takes a turn at shooting ONE ball…ANY ball and then stands. 4 - Turns are determined alphabetically as they appear at the right side of table. 5 - If you miss…TD boots U from the table (or you have 5 seconds to leave on your own). You are out of the tourney and cannot stay and watch. 6 - Play continues until one person left. Boot'em in a Nutshell: Training: TD sets up table/invites all players. One shot and stand. If you miss, you're out. Last one left wins.
1 - Played on training/PRIVATE - TD invites all players after setting up table with balls spread out.
2 - No ball in hand unless player scratches, then behind the line in middle. 3 - Each player takes a turn at shooting ONE ball…ANY ball, and then stands. 4 - If player shoots in the 8 ball. Then that player chooses any one player to be booted from the room (or leave quietly). 5 - Turns are determined alphabetically as they appear at the right side of table. 6 - If you miss…TD boots U from the table (or you have 5 seconds to leave on your own). You are out of the tourney and cannot stay and watch. 7- Play continues until one person left. Boot'em - Magic 8 in a Nutshell: Training: TD sets up table/invites all players. One shot and stand. If you miss, you're out. Shoot in 8 and you choose someone to leave. Last one left wins.
1 – Played on training/protected table. Tourney is set as 1 v 1 v1.
2 - TD invites all players to one table. 3 - Timer for MIA players in boot'em is 2 minutes. 4 - Played the same as regular boot'em (miss or scratch = boot) with the exception being, you cannot touch the 8 ball. If the 8 is touched in any way, you are eliminated. 5 - After all other 14 balls are made, the 8 can be made safely by the next person. Boot'em - Bomb in a Nutshell: Training: Like regular boot'em with the exception being, you cannot touch the 8 ball. If the 8 is touched in anyway, you are eliminated. After other 14 balls are made, the 8 can be made safely by the next person.
1 – Played on training/private table. TD invites all players and sets up table.
2 - Played same as boot’em except with a twist. 3 - When you miss you don't get booted. You get in the hot seat. 4 - Next person that misses is also on the hot seat. 5 - Td then messages the mole (someone at the table). S/he decides who is to be booted. 6 - If the person chosen by the mole can guess who the mole is, the mole is booted instead. 7. Mole can either be same person throughout the game or can be chosen at random each time a mole is needed(TD's choice). Boot'em Mole in a Nutshell: Training: Like boot'em but if you miss, you get in hot seat, not booted. Next person misses also gets hot seat. TD picks a "mole" who decides which loser gets booted. If loser guesses the mole, the mole gets booted.
1 - Played as a regular boot'em, but if you miss, you are not immediately booted, but placed in the hot seat. While in the hot seat, you do not participate in the game.
2 - Once two players are in the hot seat, all the players except those in the hot seat will YIM the td, and nominate one of the two players in the hot seat to be booted. The player with the most votes is "the weakest link" and will be booted from the game. 3 - 3-minute timers for someone who was booted from the room or does not have a ping. 1-minute timers for players who are not paying attention. 4 - The game continues until only 4 players remain in the boot’em, at which time it reverts to a normal boot’em. Boot'em - Weakest Link in a Nutshell: Instead of being booted the player gets in the hot seat. When two players are in the hot seat, other players YIM the TD to vote on who gets booted. When only 4 players remain, it reverts to regular boot'em.
(NOTE: all kinds of Boot’em tourneys require special posts. Do not run unless you know how to post these tourneys!)
1 – Played on training/PRIVATE - TD invites all players after setting up table with balls spread out. 2 - No ball in hand unless player scratches, then behind the line in middle. 3 - Each player takes a turn at shooting ONE ball…ANY ball and then stands. 4 - Turns are determined reverse alphabetically as they appear at the right side of table. From the bottom going up. 5 - If you miss…TD boots U from the table (or you have 5 seconds to leave on your own). You are out of the tourney and cannot stay and watch. 6 - Play continues until one person left. Boot'em (reverse) in a Nutshell: Training: TD sets up table/invites all players. Play goes in reverse alphabetically from the bottom going up. One shot and stand. If you miss, you're out. Last one left wins.
1 – Played on rated/protected tables
2 - All balls must go in to the top three pockets ONLY. (top left, top middle and top right). If you make a ball into any bottom pockets, you must tap to your opponent. (No ball in hand on tap.) Bottom-less in a Nutshell: Rated: ALL balls must go in top pockets only. If ball goes in bottom, tap to opponent - no ball in hand on tap.
1 - Played on Rated and Protected tables
Boys and girls in a Nutshell:
1 – Played on rated/protected tables.
2 - Before each shot, you must call which ball (color and solid-stripe) and which pocket you are trying for. (For instance, red, tr for red, top right). Please write this call in the chat area of the room. 3 - If you do not make your shot, but pocket another ball instead, you must tap cue ball, giving opponent ball in hand. Must shoot white from where it lands. Failure to do this will be a warning the first time, and the second time DQ. Call Your Shots in a Nutshell: Rated: You must write in chat area which ball and which pocket you are shooting for. Tap if you miss or get wrong ball in. Opponent will have bih, must shoot from where cue lands. Failure to call shot is warning 1st - DQ next.
1 - There are 3 tournaments, each seeded differently, created to start at the same time.
2 - Must join all 3 at the same time. 3 - The object is to play all 3 tournaments without going INSANE. Chaos in a Nutshell: Set up 3 tournaments, must play in all 3. Idea is to play all 3 without going insane.
1 – Played on training/protected tables.
2 - Win by sinking the most balls in the fewest shots. 3 - Scratch counts as 2 shots. 4 - Ball in hand only after a scratch - behind default line. Clean 'em Up in a Nutshell: Training: Make all balls in the fewest shots possible. Scratch = 2 shots. Ball in hand only after scratch - behind default line.
1 – Played on rated/protected tables.
2 - Regular 8 rules (until you get to the 8). 3 - The first player to pot all their colors has to shoot the 8 into Top Left Pocket. 4 - Subsequent attempts to pot the 8 must be in a clock wise direction (Top middle, top right, and so on until black is potted.) This is regardless of who is shooting. Clock in a Nutshell: Rated: regular 8 until the 8 - 8 must be potted in top left pocket. If missed, then 8 potted into top middle; if missed, into top right, etc. regardless of who shoots.
1 – Played on rated/protected table. Played like regular 8.
2 - You pick any league player in the room to coach you. 3 - A person may only coach one game at a time. 4 - Coach calls ball and pocket. 5 - You must attempt to make every shot your coach calls. 6 - If you pot your object ball + another ball keep shooting. 7 - If you make any other shot, not called, tap. No ball in hand on tap. Coaching in a Nutshell: Rated: Pick any league member to call ball and pocket for you. Make a shot not called, tap and give ball in hand. Must shoot white from where it lands. Can only coach one person at a time.
1 – Played on rated/protected tables.
2 - Every shot must be a combo (cue ball hits one ball into another ball - must use at least 2 balls, not including the cue) until the 8 ball. 3 – The 8 ball is a regular shot. As it cannot be combo if only one ball is available 4 - If you fail to combo on any shot, 1st time is warning. Tap cue, there is no ball in hand. 2nd time failure is DQ. Combo All Shots in a Nutshell: Rated: Every shot must be a combo of two balls (not counting the cue) except perhaps the last one if no ball is available. Eight ball is regular shot.
1 – Played as a normal regular 8 ball game, except ~ each round a new rule is added on top of the previous rule.
2 - Round 1 Starts with REG 8. 3 - Round 2 onwards is the TD's choice. 4 - Example: it starts with reg 8, round 2 might be last pocket round 3 last pocket bank the 8 or cue, and so on. 5 - The TD will tell you at the start of that round what rule they have added. Crazy Td in a Nutshell: Td will tell u the game to be added at the start of each round. Example 1st rd reg 8, 2nd rd reg 8 plus lp, 3rd rd reg 8, plus lp plus rbl. etc
1 – Played on training/protected.
2 - Player 1 has balls 1-5….. yellow, blue, red, purple, orange 3 - Player 2 has balls 6-10….. green, pink, black, yellow stripe, blue stripe 4 - Player 3 has balls 11-15… red stripe, purple stripe, orange stripe, green stripe, pink stripe. 5 - Players play in sequence shooting till they miss… There is no ball in hand. 6 - Object is to hit other two persons' balls in … and protect your 5! 7 - Last person with balls on table wins. 8 - In the event of a bye … middle person is the bye…. Players may hit in bye's balls but is not necessary to win…. 9 - As soon as one player is the only one with balls on the table, not including bye's ball, s/he wins. 10 - When a player has been eliminated by one or both of the other two players… he is out of the game. Cutthroat in a Nutshell: Shoot your opponent's balls in before they shoot yours in! Winner is person with balls left on the table. TD will run rules in lobby, IM or on tables.
1 – Played on training / protected tables. 2 - Both players set a table up each. Invite opponent to table too.
3 - When everyone is ready, Td sets a timer for 60 seconds. And will say go, when time is up Td will say stop. 4 - The one with the most balls sunk wins. 5 - No ball in hand, shoot where it lies. 6 - Winner advances to the next round. Fast and Furious in a Nutshell: Training/protected tables. Invite opponent to table too. Td sets a clock for 60 secs, will say when to go and stop. Players sink as many balls as possible in 60 sec. Most balls sunk wins. No bih.
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