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.
STUDboards
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
Pool halls, bar tables, rec rooms, and mixed-skill groups
Scene: Pool Hall. Group size: 2-6. Time: 15-45 min.
Core Ideas are the main ways to play this board.
Core Idea 1
Category: 8-Ball + 9-Ball
Race to 3 racks with winner-break format.
Call every pocket after the break.
Core Idea 2
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 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
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
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
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
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
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
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
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
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
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
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
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.