STUDboards

STUDboards

Billiards Board

8-ball, 9-ball, straight-pool sprints, partner rotations, and cue-control challenges for pool halls, bar tables, and rec rooms.

STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.

Open the interactive Billiards Board

24 Core Ideas / 11 STUD Sides

Pool halls, bar tables, rec rooms, and mixed-skill groups

Scene: Pool Hall. Group size: 2-6. Time: 15-45 min.

Categories

Core Ideas

Core Ideas are the main ways to play this board.

Core Idea 1

8-Ball Rack Match

Category: 8-Ball + 9-Ball

Race to 3 racks with winner-break format.

Call every pocket after the break.

Core Idea 2

9-Ball to 3

Category: 8-Ball + 9-Ball

Play a race to 3 racks with standard 9-ball order and winner breaks.

Any legal combo on the 9 in the final rack counts as an instant set closer.

Core Idea 3

10-Ball Call-Shot Race

Category: 8-Ball + 9-Ball

Race to 3 racks using 10-ball order. Every non-break pocketed ball must be called.

Each player gets one push-out per set, but the opponent chooses who shoots next.

Core Idea 4

Straight Pool 25 Sprint

Category: 8-Ball + 9-Ball

Play straight pool to 25 points. Called balls count 1 point, and misses pass the table.

A three-ball run earns one bonus point before the turn ends.

Core Idea 5

One-Pocket Short Race

Category: 8-Ball + 9-Ball

Each player owns one foot-corner pocket. First to legally score 4 balls in their pocket wins.

A ball made in the wrong pocket spots back up and ends the turn.

Core Idea 6

Bank Pool Five

Category: 8-Ball + 9-Ball

Only called bank shots score. First player to 5 legal banks wins the rack.

A clean two-rail bank counts as 2 points if it was called before the shot.

Core Idea 7

Cutthroat Three-Way

Category: Cutthroat + Teams

Each player protects one group of five balls. Last player with any assigned balls on the table wins.

A player who runs two opponent balls in one turn may bring back one of their own pocketed balls.

Core Idea 8

Scotch Doubles 8-Ball

Category: Cutthroat + Teams

Partners alternate every shot in an 8-ball rack. The team that legally pockets the 8 wins.

After a foul, the incoming team may huddle for 20 seconds before the ball-in-hand shot.

Core Idea 9

Partner 9-Ball Relay

Category: Cutthroat + Teams

Partners alternate innings, not shots, through a 9-ball race to 3 racks.

If one partner pockets the 9, the other partner must break the next rack.

Core Idea 10

Winner-Stays Rack Ladder

Category: Cutthroat + Teams

Play single-rack 8-ball. Winner stays for one defense, then must rotate out after two straight wins.

A challenger who wins on the break gets to choose the next game format.

Core Idea 11

Ring Game Rotation

Category: Cutthroat + Teams

Shoot in fixed order through a 9-ball rack. A legal 9-ball pocket wins the rack.

Each player gets one called safety per rack that passes the next shot to the following player.

Core Idea 12

Three-Ball Sprint

Category: Cutthroat + Teams

Rack any 3 balls and time each player from break to final make. Fastest clean rack wins.

A scratch adds 10 seconds, and a no-ball break restarts the attempt.

Core Idea 13

Break Box Ladder

Category: Cue Control

Break 5 racks each and score 1 point for a made ball plus 1 point for keeping the cue ball in the center box.

A scratch wipes the points from that break.

Core Idea 14

Cue Ball Zone Control

Category: Cue Control

Call a fair cue-ball finish zone before each shot. Pocket the object ball and land in the zone to score.

The next player may shrink the zone after two successful calls in a row.

Core Idea 15

Position Route Five

Category: Cue Control

Set 5 object balls in a simple route and score only balls made in order with playable next position.

A player may call one recovery shot per route to keep the run alive after poor position.

Core Idea 16

Stun Stop Ladder

Category: Cue Control

Shoot stop shots from 3 increasing distances. Score only when the cue ball stops within the agreed hand-span.

The final distance must be played with a called pocket.

Core Idea 17

Rail-to-Rail Speed Test

Category: Cue Control

Send the cue ball to a called rail and back toward a target zone. Closest legal speed control wins.

Touching a pocket point before the target zone loses that attempt.

Core Idea 18

Pattern Runout Card

Category: Cue Control

Draw 4 to 6 balls from the rack and build a playable runout pattern. Most completed patterns wins.

The group may require one planned safety if the pattern starts too easy.

Core Idea 19

Safety Battle

Category: Bank + Safety

Play a rack where a player scores only by leaving the opponent without a direct shot on the lowest legal ball.

A clean kick escape steals the point and keeps the table.

Core Idea 20

Kick Escape Race

Category: Bank + Safety

Set a blocked cue-ball look and score legal rail-first escapes. Most clean hits in 10 attempts wins.

A kicked-in object ball counts double only if the cue ball stays on the table.

Core Idea 21

Bank Shot Ladder

Category: Bank + Safety

Call and shoot banks from 5 marked positions. Highest made-bank total wins.

The final bank must use at least two rails to count.

Core Idea 22

Two-Rail Callout

Category: Bank + Safety

Call a two-rail path and pocket before shooting. Legal makes score 2 points.

A miss that still leaves a legal safety scores 1 consolation point.

Core Idea 23

Lock-Up Leave

Category: Bank + Safety

Use a legal shot to hide the cue ball behind a blocker. Best confirmed lock-up over 5 turns wins.

If the opponent escapes and pockets a ball, they steal the lock-up point.

Core Idea 24

Jump-Free Escape

Category: Bank + Safety

Escape hooked positions without jumping. Legal rail contact plus a safe leave scores.

A pocketed ball on the escape scores double if no foul occurs.

STUD Sides

STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.

STUD Side 1

Scratch Tax

Category: 8-Ball + 9-Ball

A scratch adds 1 side point against the shooter. A clean next rack can erase it.

Any cue-ball scratch adds 1 side point against the shooter. If that shooter wins their next rack without scratching, erase 1 side point against them before the final side-point settle.

STUD Side 2

Dry Break Toll

Category: 8-Ball + 9-Ball

A dry break adds 1 side point against the breaker. A made-ball next break erases it.

If the breaker makes no ball on a legal break, add 1 side point against that breaker. If their next legal break pockets at least one object ball without a scratch, erase 1 side point against them.

STUD Side 3

Called Bank Bonus

Category: Bank + Safety

Call a bank and make it to earn 1 side point. Scratch on the attempt adds 1 side point against you.

Before shooting, call the object ball, bank path, and pocket. Make it legally to earn 1 side point. Scratch or miss the object ball on the attempt and add 1 side point against yourself.

STUD Side 4

Safety Lock

Category: Bank + Safety

Call safety and leave no direct shot to earn 1 side point. Sell out a make and it counts against you.

Call safety before the shot. If the leave gives the opponent no direct legal shot, earn 1 side point. If the opponent pockets a legal ball on the next shot, add 1 side point against the safety caller instead.

STUD Side 5

Cue Ball Zone Call

Category: Cue Control

Call a finish zone. Make the ball and land there to earn 1 side point.

Before shooting, call a fair cue-ball finish zone. Pocket the object ball and finish in the zone to earn 1 side point. Make the ball but miss the zone by a full hand-span and add 1 side point against yourself.

STUD Side 6

9-Ball Combo Call

Category: 8-Ball + 9-Ball

Call a legal combo into the 9 to earn 2 side points. Miss badly and 1 side point goes against you.

In 9-ball, call the legal lowest-ball contact and the 9-ball pocket before the shot. Make the combo to earn 2 side points. Scratch or leave the 9 hanging in the called pocket and add 1 side point against yourself.

STUD Side 7

Break-and-Run Bounty

Category: 8-Ball + 9-Ball

Run the rack from the break to earn 2 side points. A scratch on the break counts against you.

If a player legally breaks and runs the rack without giving up the table, they earn 2 side points. A scratch on the break adds 1 side point against the breaker for that rack.

STUD Side 8

Rail-First Escape

Category: Bank + Safety

Escape a hook rail-first and leave safe to earn 1 side point. Foul and it goes against you.

When hooked, call a rail-first escape before shooting. A legal hit plus a leave with no easy direct make earns 1 side point. A foul adds 1 side point against the shooter.

STUD Side 9

Final Ball Nerve

Category: Bank + Safety

Pocket your final group ball and leave clean shape to earn 1 side point.

In 8-ball, pocket your final group ball and leave a clear legal look at the 8 to earn 1 side point. Pocket the final group ball and hook yourself or scratch, then add 1 side point against yourself.

STUD Side 10

Team Save

Category: Bank + Safety

In doubles, rescue a tough partner leave to earn 1 side point for the team.

In doubles, if a partner leaves a tough shot, the next shooter can call team save. A legal make or legal safety earns 1 side point for the team. A foul adds 1 side point against the team.

STUD Side 11

Shape Call

Category: Cue Control

Sink a ball and leave the cue ball in the called zone to earn 1 side point.

Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.