How to play the 10 ball game of pool
What comes to your mind when you think of pool games? Clinking drinks, chill vibe, and a solid game of patience and strategy, perhaps?
Billiards or Pool games have been a club favorite across the world for generations now, so much so that several variations branched out of the parent 15 ball game and found places in international tournaments.
10-ball pool is one of the more complicated versions of the game, recognized by the World Pool-Billiard Association as an internationally acclaimed game with its own tournament called the World Ten-Ball Championship.
If you have been curious about this game and are looking for upskilling your command over pool in general, the ten-ball pool can be a good start.
What Is ten-ball Pool?
An interesting one on one rotation game, the Ten-ball pool is meant for the pros. At its core, it was developed to raise the bar of difficulty by adding the call-shot factor. That, along with a highly defined set of ten-ball pool rules, make it a sought after challenge to crack, and a favorite pool game among all formal and informal settings.
Number Of Players: 2
Ages: 18 years and above
Main Objective: Pocketing the ten-ball in a legal, called shot.
Why We Love It: Ten-ball pool is a game that deliberately makes winning more challenging and thereby more rewarding. The call-shot factor of the game makes every pocketed shot feel like a milestone.
History Of Ten-ball Pool
Ten-ball Pool is one of the more recent versions of the pool games family that historically dates back to the 15th century. Its ancestral versions were played as a part of royal recreation and leisure activities and consisted of no more than three balls.
Over the past centuries, the game shifted from outdoors to indoors, the ‘shove’ techniques transformed to ‘strikes,’ sophisticated cue sticks replaced wooden sticks, and the number of balls along with the rules of the game increased.
Ten-ball Pool originated from Eight-Ball Pool that was invented in 1900. However, unlike its primitive version, Nine-Ball Pool, it is a product of conscious modifications to increase the international standards of the game and was popularized only during the later part of the 20th century.
In 2008, the first-ever World Ten-Ball tournament was played in the Philippines and four more championship tournaments have followed since.
If this has got you wondering about what makes Ten-ball pool a tad bit more challenging and globally revered, find out all about it below!
Ten-ball Pool: Things You Need To Get Started
Now that you are introduced, let’s quickly have a look at what you need to get started with the game.
First things first, what’s a pool game without its table?
- Make sure you have a sturdy, well-dimensioned pool table.
- Dimensions technically differ as per requirements and preferences.
- Your average bar or at-home pool table would be no more than 8 ft in size.
- However, the standard regulation pool tables are generally 9 ft long (100” x 50”).
- You can either opt for a flexible and easy on the wallet table and pool set like the one by Homcom or go for a sturdy, professional pool table set like the one from Barrington Hatherly.
- You need 10 balls for the game, preferably numbered 1 to 10, besides the cue ball.
- The blue 10 ball is the final target that decides the winner.
- Despite having basic rules similar to the Nine-Ball Pool, the ten-ball game requires a rack similar to the one used with 8 balls.
- You need a triangular rack about 11-12 inches per side.
- The 10 ball is placed in the center of the rack and the apex ball at the foot spot.
The weapon in your war, a cue stick is the most important equipment in your game.
- Make sure to choose a sturdy yet light-weight cue.
- Generally, these are about 58 inches in length and the professionally preferred weight is around 19 ounces.
- Buying in packages helps save money.
- You can go for a set of four like the one offered by Billiard Depot for a complete package of quantity and quality.
Now that we have the essentials covered, what’s there to wait for? Let’s delve into the details and go about easily understanding the game.
Ten-ball Pool Rules And Guidelines: How To Play?
The basic framework of ten-ball Pool game rules is similar to the 9 balls version, except, every pocketed shot is worthless unless it’s called. Let’s break the game up to understand better.
Breaking And Starting The Game
A legal break follows the conventional rule — either an object ball is pocketed, or three balls hit the rails. If one of the two requirements is not met, the balls are reracked, and a break is reattempted.
Once an object ball is pocketed during the break, it stays down, and the game begins. However, you must also note in principle that if the 10 ball is pocketed during the break, it is spotted. The standard requirement for starting the game is hitting the lowest value ball first.
Calling And Pocketing The Shots
What sets this game apart is the rule to call the shots. For a pocketed ball to be included in your score,
- You need to have called the number as well as the pocket beforehand.
- During the same turn, any ball that accidentally gets pocketed without being called gets respotted.
Let’s say player A calls the ball 5 for the nearest pocket. If A pockets ball 6 in that pocket instead, the turn is missed, and the ball is respotted. Now, if player B calls the ball 7 for its nearest pocket and manages to score it along with accidentally pocketing ball 5 as well, both the balls are added to B’s score.
Winning The Game
The innings continues in the same way until the 10 ball is called for and pocketed. Remember, the 10 ball is an exception, and pocketing it during the break or accidentally when along with another called number gets it respotted.
How Are Scores Calculated In 10-Ball Pool?
Scoring is as simple as it can be in the game of the Ten-Ball pool. Every ball contributes to a single point, and there is no deduction of points in case of pocketing wrong balls in wrong pockets. However, three fouls can lead to a penalty in the form of the opponent getting an extra point.
Although these guidelines might suffice to get you started, clearing all doubts and queries about the game is a prerequisite for a good kickstart. Head down to have all your questions answered.
Frequently Asked Questions
How Is Ten-Ball Pool Different From Nine-Ball Pool?
There are two primary factors — the number of balls and the pocketing rule. A Ten-Ball game consists of 10 balls and requires calling the number and pocket before one makes the shot, in contrast to the nine-ball pool that only focuses on pocketing any ball.
What Are The Most Common Foul Plays In The Official ten-ball Pool Rules?
Pocketing the cue ball and double-hits are the most common fouls for beginners. Slow Play and Bad Play from behind the headstrong are fouls that even pros end up making frequently.
Why Is The Call-Shot Format Of Ten-Ball Pool Controversial Among Elite Players?
While appreciated by many for the challenge it poses upfront, the call-shot rule stands in conflict with the expert players’ strategies to hit multiple shots in a single turn and has thereby stirred up controversies and criticism.
Alternative Games That You Might Enjoy
In case this exhaustive guide to playing the Ten-Ball Pool has piqued your interest in trying out more indoor games, here are a few options that you might like exploring.
Air Hockey is for those of you who are looking for something similar to pool, but far more technologically advanced and fun. You get to pocket discs here as well. However, it is more of an instinct-driven game. If you’re looking for something more mentally stimulating and that draws on your competitive spirits, then darts might be a better option, in which case you should try out the Shanghai Darts game.
Finally, there are always games like Twister that you can have loads of fun with, without intervening rules and complications. The only thing that gets complicated in this game is your posture!
Are you pepped up already? Pick your cues and get ready to shoot!
International Billiards Association
Object Of The Game
Ten-ball (10-ball) is played with ten object balls numbered one through ten and the cue ball. The balls are played in ascending numerical order and the lowest numbered ball still on the table must be contacted by the cue ball in order to establish a legal hit. The first shooter to pocket the 10-ball on a legal shot (including the break) is considered the winner of the rack. Only one ball may be called on each shot, except on the break shot where no ball may be called.
Racking The Balls
The object balls (1-ball through 10-ball) are to be racked as tightly as possible in a triangular shape, with the 1-ball at the apex of the triangle and on the foot spot, the 10-ball in the middle of the triangle. All other balls should be placed in random order. The base of the rack should be parallel to the foot cushion.
10-Ball Rack Diagram
If, after the balls have been racked, all balls in the rack are not in contact with one another, also known as a “loose rack”, the shooter who is to break may request a re-rack, at which time the opposing shooter is to re-rack the balls so that all balls in the rack are properly contacting one another, also known as a “tight rack”
Note:The condition of the felt often makes it impossible to perfectly satisfy the rules above. In this case, accept the best rack possible. The breaker’s opponent normally racks the balls, but the opponent may designate anyone they wish to rack as long as it is not themselves.
- The breaker must break with the base of the cue ball behind the head string.
- The breaker must strike the 1-ball first and either pocket a ball or drive at least four (4) numbered balls to the cushion. If a shooter fails to meet one of these two requirements the balls are to be re-racked and the breaker gets to break again unless playing Masters, in which case it’s the incoming shooters break with cue ball in hand behind the head string.
- If the breaking shooter miscues and the cue ball does not make contact with the racked balls or the breaking shooter interferes with the cue ball at any time before making contact with the racked balls, it is a foul. The incoming shooter takes over the break with cue ball in hand behind the head string.
- If the cue ball is pocketed, driven off the table or interfered with, it is a foul. The incoming shooter has cue ball in hand anywhere on the table.
- If, on the break shot, the shooter causes an object ball to jump off the table, it is a foul and the incoming shooter has cue ball in hand anywhere on the table. The object ball is not re-spotted (exception: if the object ball is the 10-ball, it is to be placed on the spot).
- Pocketing the 10-ball on the break is a win for the breaker assuming all requirements of a legal break shot are met during the shot.
- The break must be a hard stroke. Intentional soft breaking is not allowed, even if four balls have contacted a rail. Intentional soft breaking is a violation of sportsmanship rules.
Note: In the event a shooter places the base of the cue ball over the head string the opposing shooter must call it before the break shot is made, not after. If the shooter performing the break shot, during their stroke, completely misses and makes no contact with the cue-ball (basically a “swing and a miss”), this is not considered a foul and the shooter may try the break shot again.
If the shooter performing the break shot, during their stroke, completely misses and makes no contact with the cue-ball (basically a “swing and a miss”), this is not considered a foul and the shooter may try the break shot again.
Countinuing Play & Push Out
If the breaker pockets one or more balls on a legal break, they continue to shoot in rotation until they miss, foul, or win the game. If the shooter misses or fouls, the other shooter begins their turn at the table and shoots in rotation until missing, committing a foul, or winning. The game ends when the 10-ball is pocketed on a legal shot, or the game is forfeited for an infraction of the rules.
PUSH OUT – The shooter, who shoots the shot immediately after a legal break, may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any cushion, however, all other foul rules still apply. The shooter must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except for the 10-ball. Following a legal push out, the incoming shooter is permitted to shoot from that position or return the shot to the shooter that pushed out. A push out is not considered to be a foul as long as no other rule is violated. An illegal push out is penalized according to the type of foul committed. After a shooter scratches on the break shot, the incoming shooter cannot play a push out.
Note: Should the shooter who is playing the push out pocket the 10-ball, the 10-ball is to be spotted, the cue ball remains in the current position on the table, and the incoming shooter is permitted to shoot from that position or return the shot to the shooter that pushed out.
Calling Your Pocket
Shooters are required to call their intended ball and pocket when shooting on every shot with the exception of the break. Calling a pocket is done by either verbally announcing the designated pocket to the opponent or any shooter on the opposing team or by pointing at the pocket with your hand or pool cue. The shooter does not need to call number of cushions, banks, kisses, or caroms. If the shooter pockets the 10-ball in the designated pocket, the game is a win.
Illegally Pocketed Balls:
- Pocketing a called ball in an unintended pocket (Refer to Pocket Patch – Section 1.6)
- An unintended ball pocketed while not legally pocketing the called ball
- If the 10-ball is illegally pocketed it is spotted. All other illegally pocketed balls remain pocketed
If you illegally pocket any ball, your opponent has the option to:
- Accept the table as is
Note: In the Leisure format, players have to agree to “call their pocket”. If players don’t agree to “call their pocket”, then they play “slop counts” for all balls other than the 10-ball. They must patch the pocket they intend to make the 10-ball in. (Refer to Pocket Patch – Section 1.6)
Race To Points – Game winner receives 6 points for legally pocketing the 10-ball and 1 point for each ball they pocketed and the opposing player receives one point for every ball they pocketed.
Race To Games
Round Robin – Game winner receives 6 points for legally pocketing the 10-ball and 1 point for each ball they pocketed and the opposing player receives 1 point for every ball they pocketed.
Note: Neither player has earned any points for a game until that game ends.
End of Game
The game ends at the end of a legal shot which pockets the 10-ball, or when a shooter forfeits the game as the result of a foul.
Rules and Options for 10-ball pool, playable with CSI and BCA and APA frameworks – Performance Management Company Blog
We started playing 10-ball with a local group and it was confusing because different players had played with different rules and it got pretty ugly. There
I will post the rules here in text but also include a word document that you can modify to suit your own needs, pointing out some different possibilities. Should you have a question, feel free to ask in the comments and I will try to clarify as best as I can.
I will also share Rob’s Rule Number One for the benefit of readers: “Make your shot. ”
Following the above, you will find that this speeds play and eliminates some of the controversy.
Here are the general rules and options for playing 10-ball that mesh with CSA, BCA and APA rules for the game:
Ten Ball Rules and Options
By Scott Simmerman
10-ball is a rotation game like 9-ball, where the lowest ball on the table is struck first. One key difference is that all shots are called shots. Making the 10-ball as a called shot in the called pocket wins the game.
There are any number of options as to how to structure your rules, focusing on whether unintended balls pocketed stay down or get pocketed, whether an intended ball plus the called 10-ball can both be called on a single shot, whether the 3-foul rule is utilized, or whether a player can simply allow his opponent to keep shooting in the event of making an unintended shot and even how the 2 and 3 balls are racked.
This document covers many rules of play for 10-Ball games for the average-skilled player and is meant to be an overall compendium of rules of this game with options. You can download and modify these, making your desired changes for your local rules. Please attribute the general information to me.
1.0 – Play – General Rules
1.1 – Ten-ball is a rotation game like 9-ball. A “good hit” is when the player first connects with the lowest-numbered ball on the table and drives any ball to a rail. Failure to contact the lowest-numbered ball or to contact a rail is a foul and results in ball-in-hand anywhere on the table for the opponent.
1.2 – Balls do not have to be pocketed in order since combinations and caroms off the lowest ball are legal shots, if called. A ball pocketed counts as a ball hitting a rail.
1.3 – A “bad hit” occurs when any ball not the lowest numbered is contacted first. This results in ball-in-hand for the opponent. Ball-in-hand is always “anywhere on the table.”
1.4 – When placing the cue ball in a ball-in-hand situation, contact with another ball is considered a foul and the other player gets ball-in-hand. A player can move the cue ball around until satisfied of its position, but they cannot contact the ball with the tip of their cue.
1.5 – If a player makes a legal shot, they continue play until missing, committing a foul, playing a safety or winning the game. After a miss, the incoming player must shoot from the position of the cue ball left by the opponent. A foul gives the opponent ball-in-hand from any location on the table.
1.6 – (Fouls are the standard fouls depending on local rules, which sometimes allow casual inadvertent contact with object balls on the table by clothing or hands or from side-hits from cue sticks. Generally, any bridge contact with a ball is a foul. Double-hit fouls on the cue ball can be called to league preferences.)
1.7 – Any called shot must be clearly understood as such by the opponent or a referee. It is the responsibility of the player to clarify the shot to the opponent before shooting. Obvious shots need not be called.
1. 8 – Most of the same rules apply as in 9-ball. This means that in order to establish a legal hit, the cue ball must contact the lowest numbered ball first, and at least one ball must then hit any rail or be pocketed.
1.9 – A scratch is when the cue ball is pocketed and results in ball-in-hand anywhere on the table.
1.10 – Shots have to be called, which means that the player must call a ball and the pocket in which to make the ball. It must be clear to the other player which shot is being called. You are calling only the ball and the pocket, and not the ball’s journey into that pocket; the details of that called shot are not important.
1.11 – Combinations or carom shots may be called to pocket a ball other than the lowest numbered ball.
2.0 – Breaking –
2.1 – Breaking first may be decided by a lag, coin-flip or league rules. Generally, players alternate breaks although local rules could allow for winner breaks if desired.
2. 2 – The 10 balls are racked in a triangle as in the game of 8-ball but using balls 1 through 10 as object balls, with the 1-ball positioned on the foot spot, and the 2- and 3-balls placed on the bottom corners of the triangle (non-specific). The 10-ball is positioned in the third row, middle of the rack and other balls are placed randomly.
2.3 – If the 10-ball is pocketed on the break, it is spotted and the player will continue his inning. One cannot win the game with a 10-ball made on the break. Object balls made on the break remain pocketed, even when the shooter scratches and opposing player gets ball-in-hand.
2.4 – Balls knocked off the table on the break are spotted.
2.5 – If the player pockets one or more balls on a legal break, he continues to shoot. The game ends when the 10-ball is pocketed on a called, legal shot.
2.6 – As in 9-ball, the player breaking must hit the 1-ball first (the head ball in the rack) and cannot do a second-row break or other alternative. The cue ball must be struck from anywhere behind the head-line of the table. At least 4 balls must be driven to a rail or the other player has the option of shooting from the current cue ball position or asking for a re-break by the first player.
2.7 – If a ball is driven off the table, it is spotted and the opponent now shoots from the current position of the cue ball. If the cue ball is driven off the table, it is ball-in-hand for the opponent.
2.8 – For balls that are close together, a player from another team can be asked to view or film the hit or to call potential double-hit cue stick fouls.
2.9 – Players should mutually agree that a ball is frozen to a rail when that situation arises. If an object ball is frozen, the cue ball must hit the rail in such situations or the object ball hits another rail. It is a ball-in-hand foul if either does not occur. A double-hit on the cue and object ball counts as a legal hit if the rail is struck by one of the balls.
2. 10 – If any ball hangs in a pocket, the ball is considered to be pocketed if it drops in 5 seconds or less after coming to complete rest. If a hanging ball drops in the pocket after being at rest for 5 seconds or more, the ball is returned to the original position and the incoming player may begin their inning.
3.0 – The Push Out –
3.1 – The player who shoots immediately after a legal break may “push out” to move the cue ball into a different position. The cue ball is not required to contact any object ball nor any rail but it can. The player must clearly announce the intention of playing a push out before the shot, or the shot is considered to be a normal shot requiring contact with the lowest numbered ball and a rail or it is a ball-in-hand foul.
3.2 – Any ball pocketed on a push out does not count – local rules say it could be spotted or it could remain pocketed (except the 10-ball, which is spotted).
3.3 – Following a legal push out, the incoming player is permitted to shoot from the current cue ball position or to pass the shot back to the player who pushed out. Rules can spot any made ball or leave it in the pocket.
3.4 – A push out is not considered to be a foul as long as no rule is violated. After a player scratches on a break shot, the incoming player cannot play a push out.
4.0 – Safety Shots –
4.1 – A safety shot includes a legal hit on the object ball.
4.2 – Any un-called ball made on a safety is spotted and the opponent begins play with the cue ball in its current location. A called ball on a safety causes the object ball to remain pocketed with the opponent shooting from the current location of the cue ball.
4.3 – A player can call a safety and make a called legal shot but they do not continue shooting. The ball remains pocketed and the opponent must shoot from the location of the cue ball. A safety does not have to be called but there must be a legal hit on an object ball. (You can require safeties to be called if your scoring system – as in APA rules — records each shot taken and each inning played for handicap generation purposes. )
5.0 – Options and Local Rules:
5.1 – If a player pockets only the wrong ball, or pockets the nominated ball in the wrong pocket, the ball might stay down or might be spotted on the foot spot. The player loses their turn and the opponent now shoots. (An alternative is that the opponent then has the choice of taking the shot or handing it back.)
5.2 – Pocketing a called shot and another ball results in both balls remaining pocketed. (Local rules allow for that second ball to be spotted but play is faster if both balls remain pocketed.)
5.3 – Balls inadvertently moved can be moved back to its original position or left in their new location – the choice is made by permission of the opponent. If replaced, balls should be placed back to their original position as closely as possible, as agreed by the players or referee.
5.4 – If the 10-ball is pocketed by a player’s hand or cue, it is a ball-in-hand foul and the opponent has the option of placing the 10-ball back to its original position or having it placed on the foot spot. Opponent shall continue with ball-in-hand.
5.5 – You can play “rack your own” or allow the opponent to rack.
5.6 – A player mis-cueing on the break can re-break and not forfeit the break to the opponent. (I mean, if the player miscues 3 or 4 times, get real and let the other player break! Enough is enough and breaking in 10-ball for average players is no real advantage.)
6.0 – Shots on the 10-ball:
6.1 – There are two different rules for this situation and you will need to clarify this for your local 10-ball rules. Some leagues play where only one ball may be called per shot. Thus, a player cannot call a ball and simultaneously call a 10-ball carom or combination – they can only call the intended ball or the 10-ball. In the one-called-ball scenario, missing the 10-ball while pocketing a legally-hit ball is a miss and the other player now shoots. Any ball pocketed this way is spotted and the game continues.
6.2 – A better option is that a player making a called object ball and a called 10-ball can to continue to shoot if pocketing the called ball – they should not be penalized for attempting to win the game.
6.3 – Rules should allow a player to call a shot and also call an attempt on the 10-ball in a kick, carom or combination. If the player makes the called shot but misses the 10-ball attempt, they continue shooting and the ball remains pocketed. Making a called shot on the 10-ball ends that game. Many players are experts at playing multi-way shots where they may be attempting to pocket more than one ball on a given shot, so allowing two called shots is acceptable.
6.4 – The object ball need not be made if the 10-ball is called and pocketed, since the game is over.
6.5 – Jump shots and/or Masse shots are allowable, depending on local rules. Rules about allowable jump cues should be local decisions or venue decisions.
6.6 – If a called shot is made, any additional unintended ball remains down. Should the called shot be missed, any unintended ball pocketed is spotted. Or, local rules can allow for that other ball to remain potted. Play is faster if such unintended balls remain pocketed.
6.7 – Fouls and other problems may only be called between the two players and not by team members or observers. (Or not. It depends somewhat on the skill levels of the players and the nature of the culture of the league.)
6.8 – A player attempting a shot on the 4-ball when the 3-ball is still on the table might be warned by his teammates. (Or not.)
6.9 – League etiquette should suggest that a player committing a foul calling that foul on themselves even if that was not noticed by the opponent, or warning an opponent when they are about to commit an inadvertent foul on a numbered-ball. Local rules could allow observers to make such comments.
6.10 – Breaking down the playing cue-stick or putting on a jacket or engaging in other actions (including comments or remarks) suggesting that the game is over is generally the sign of resignation or concession of the game or match. (A player should verify that resignation before continuing play.) Conceding a game is never encouraged.
6.11 – If players are highly skilled, the Three Foul Rule may be used. A player fouling three consecutive times on three successive shots without making an intervening legal shot causes that player to lose the game. The opponent must give a warning of this situation between the second and third fouls. A player’s inning begins when it is legal to take a shot and ends at the end of a shot on which he misses, fouls or wins, or when he fouls between shots.
7.0 – Coaching and Time-Outs –
7.1 – Generally, either the player or the team captain can call one time-out per game. If the player is a novice, two time-outs per game can be allowed by league rules. The goal of the time out should be to briefly discuss shooting options and a reasonable limit on time is appropriate. (Two minutes can seem like a very long time!)
7.2 – The coach cannot place the cue ball for the player but can indicate where it can be placed.
7.3 – A team captain can refuse to allow a player-called time out if they desire, with no penalty.
7.4 – A coach can “mark” the table with chalk or a coin or similar to show the shot, so long as that mark is removed prior to the player shooting.
7.5 – Coaching is a behavior that should be encouraged in league play because coaching can improve the skills and knowledge of the players. Generally, it will speed play by shortening the game or shortening games in the future. ALL of us can help improve the skill levels and understanding of the wonderful game of pool if we work to support others.
I hope that you find these rules to be of help and that they are adaptable to your league play. There are options for how the 10-ball game is played and my search for one complete set of rules was not successful.
Thanks to all the people who have posted 10-ball rules online and I trust that this compendium of possibilities is useful to everyone playing this fine game.
For the FUN of It!
Scott J. Simmerman, Ph.D. CPF CPT, from Cuenca, EcuadorScott Simmerman’s 10-Ball Rules and Options
Thanks to Brian and Diane Brown for their editing and comments about this document.
June 13, 2021
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- Incomplete matches or contested matches will be submitted regardless of status after 48 hours.
- 8-9-10 ball games and matches are all that is considered for submission.
There are many different variations of rules applied to Eight Ball descending from different sanctions, house rules or other rule sets. Salotto encourages the following rule set as it’s standard in most competitive games and matches. If a different rule set is chosen, discuss it with your opponent PREVIOUS to the start of the game. Communicate with your opponent, be respectful and understanding of different experiences in this sport. Play to win and have fun.
- THE GAME. There are 15 balls used in Eight Ball, numbered 1 through 15. 1 through 7 are solid colors and referred to “solids” or “low balls”. 9 through 15 are striped with color and referred to “stripes” or “high balls”. The 8 ball should be the final pocketed ball once a player has pocketed their group (solids or stripes) of balls. Pocketing the 8 ball previous all 7 balls in the players group results in a loss. Pocketing the 8 ball after a player has pocketed all balls in their group is a win of the game.
- CALL YOUR SHOTS. It is common that obvious shots to pocket aren’t verbally called. If the player does not call a non-obvious shot such as a bank, kick, combinations of carom shot, the opponent can ask what pocket is called previous to the shot. It is not necessary to call exact contacts with rails or other balls as long as the object ball is pocketed in the called pocket. The opening break is not considered a called shot and breaking player can only continue if one or more balls are pocketed.
- THE RACK. For Eight ball, all 15 balls are racked into a triangle at the foot of the table with the lead ball on the “spot” or exactly between the second diamonds. There is no particular order to rack the balls as long as the 8 ball is in the center of the rack and there’s one solid and one striped ball in the back corners of the rack. It is a good idea to rack the balls “tight” with all balls touching for a more efficient break.
- WHO, HOW & ORDER. Competitors “lag” before the first game to determine who breaks. If other means of determination are preferred, such as but not limited to a coin flip, this will need to be agreed to before hand. Despite who wins individual games in a match, players will alternate breaks. It is common for the breaker to also rack the balls.
- JUMP & SWERVE FOULS. When the player, players stick, or the cue ball illegally make contact with an impeding (non-legal object ball) or opposing player’s ball(s), the result is a foul and ball in hand goes to the other player. “Ball in hand” allows player to place the ball anywhere on the table. Be careful when moving the cue ball with your cue stick as making contact with the tip of your stick in moving the cue ball will be considered a foul.
- THE BREAK. Cue ball must be behind headstring. Must make contact with rack of balls and at least 4 balls must contact a cushion, or pocket a ball. If player fails to do one of these, it is a foul and the opposing player has the option of accepting the table position and shotting, or having the balls reracked and the option of breaking them again or allowing the offending player to break again.
- SCRATCH ON LEGAL BREAK. If a breaker’s cue ball is pocketed on the break it is a foul, but not a loss. The table is open for incoming player and they may take ball in hand behind the headstring. All pocketed balls are left in the pockets. Player may not shoot an object ball that is behind the headstring after receiving ball in hand as a result of the foul.
- OBJECT BALLS JUMPING OFF TABLE IN BREAK. It is a foul if a ball leaves the table on the break shot. Incoming player has the choice of accepting the table as is and shooting, or taking ball in hand behind the headstring and shooting. Balls that left the table during break shot are spotted (or as close as possible).
- 8 BALL POCKETED ON BREAK. Given the 8 ball goes in on the breaks shot, the breaker may ask for a rerack, or have the 8 ball spotted and continue shooting. If the breaker scratches on the break shot and the 8 ball is pocketed, the incoming player has the option of a rerack or having the 8 ball spotted and then shooting with ball in hand behind the headstring.
- OPEN TABLE. This is when the entering player after a dry break shot where no balls were pocketed has their choice of stripes or solids (also sometimes called “highs or lows”). When the table is open, it is legal to hit a solid first and combo into a stripe or vice versa. The table is ALWAYS open after a break shot even if a ball is pocketed. You cannot contact the 8 ball first to make a combo and score a ball to determine which set of balls will be yours. If this is done, the shooter loses their turn and the incoming player has an open table just as the breaker had. On an open table, any illegally pocketed balls remain pocketed. If a player illegally pockets the 8 ball on an open table it is a loss.
- CHOICE OF GROUP (ball set high or low, stripes or solids). The group chosen is not determined on the break even if balls are pocketed on the break shot. THE TABLE IS ALWAYS OPEN IMMEDIATELY AFTER THE BREAKSHOT. The ball group can only be determined when a player legally pockets a ball they called after the break shot.
- LEGAL SHOT. On all shots the shooter must hit one of their balls (in their group) first and pocket a numbered ball or cause the cue ball or object ball to contact a cushion. It is acceptable for the shooter to bank the cue ball into a rail before connecting with his object ball; however, after contact with the object ball, it either must go in a pocket or the cue ball or any other ball must connect with a cushion. If this does not happen it is a foul and the incoming player takes ball in hand anywhere on the table.
- SAFETY SHOTS. Sometimes pool feels more like a chess game, but harder and for strategic reasons a player may opt for a “safety” which must be declared prior to shooting and needs to be done in a legal fashion. If this is not done and the player’s object ball is pocketed he must shoot again. Any ball pocketed on a safety remains pocketed. For Safety Shot legality, shooter must make contact with an object ball, then any ball must contact a cushion. Balls frozen on a rail (touching) cannot be used to determine “contact” since they’re already touching the rail. Make sure your ball isn’t frozen before using it in a safety or it won’t count for the post-contact cushion portion of the shot.
- SCORING. A player is able to continue shooting until he misses a shot or pockets the 8 ball after legally pocketing every ball in his group.
- FOUL PENALTY. The opposing player gets the cue ball in hand wherever he wants. This means the player can place the cue ball anywhere on the table (only needs to be behind the headstring directly following the opening breakshot where a foul occurred). This rule prevents a player “throwing” a shot and missing on purpose to disadvantage his opponent. After placing the cue ball, any forward stroke motion contacting the cue ball will be a foul if not a legal shot.
- COMBINATION SHOTS. These are legal and accepted, but must be done legally. The 8 ball cannot be the first ball in the combo except when the table is open.
- ILLEGALLY POCKETED BALLS. If you make a ball and a foul occurs, you do not continue shooting. If you call a ball and it doesn’t go into the intended pocket, it is illegal. This is not a foul, but you don’t get to continue shooting. Illegally pocketed balls stay pocketed.
- OBJECT BALLS JUMPED OFF THE TABLE. This is a loss of turn and a foul unless it’s the 8 ball in which case it’s loss of game. Any object balls jumped off the table are spotted in numerical order.
- PLAYING THE 8 BALL. When shooting the 8 ball a scratch is not a loss, but only a foul. If the 8 ball is not pocketed or jumped off the table, if it is, it’s a loss. Incoming player has ball in hand. Combo shots can never be used to legally pocket the 8 ball.
- LOSS OF GAME. A player loses when: Fouls when pocketing the 8 ball, (except on break) pockets 8 ball on same stroke as the last of his group’s ball set. Pockets 8 ball when it is not the legal object ball. 8 ball is pocketed but not into intended pocket or isn’t the intended object ball.
- STALEMATE & FOULS. After 3 consecutive turns at the table by each player (6 turns total), the referee judges (or if no referee, both players agree) that attempting to pocket or move an object ball will result in loss of game, the balls will be reracked with the original breaker of the stalemated game to break again. The stalemate rule may only be used when there are only two object balls and the 8-ball remaining on the table. Three consecutive fouls by one player is not a loss of game.
- OBJECT OF THE GAME. Nine Ball is played with nine object balls numbered one through nine and a cue ball. On each shot the first ball the cue ball contacts must be the lowest-numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until he misses, fouls, or wins the game by pocketing the 9-ball. After a miss, the incoming player must shoot from the position left by the previous player, but after any foul the incoming player may start with the cue ball anywhere on the table. Players are not required to call any shot. a match ends when one of the players has won the required number of games.
- RACKING THE BALLS. The object balls are racked in a diamond shape, with the one ball at the top of the diamond and on the foot spot, the nine ball in the center of the diamond, and the other balls in random order, racked as tightly as possible. the game begins with cue ball in hand behind the head string.
- LEGAL BREAK SHOT. The rules governing the break shot are the same as for other shots except: a. The breaker must strike the 1-ball first and either pocket a ball or drive at least four numbered balls to the rail. b. If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and the incoming player has cue ball in hand anywhere on the table. c. If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue ball in hand anywhere on the table. The object ball is not respotted (exception: if the object ball is the 9-ball, it is respotted).
- CONTINUING PLAY. On the shot immediately following a legal break, the shooter may play a “push out.” (See Rule 5.). If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player begins his inning and shoots until he misses, fouls, or wins. the game ends when the nine ball is pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.
- PUSH OUT. The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any rail, but all other foul rules still apply. The player must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except the 9-ball. Following a legal push out, the incoming player is permitted to shoot from that position or to pass the shot back to the player who pushed out. A push out is not considered to be a foul as long as no rule (except rules 7. and 8.) is violated. An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.
- FOULS. When a player commits a foul, he must relinquish his run at the table and no balls pocketed on the foul shot are respotted (exception: if a pocketed ball is the 9-ball, it is respotted). The incoming player is awarded ball in hand; prior to his first shot he may place the cue ball anywhere on the table. If a player commits several fouls on one shot, they are counted as only one foul.
- BAD HIT. If the first object ball contacted by the cue ball is not the lowest- numbered ball on the table, the shot is foul.
- NO RAIL. If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball on is a foul.
- IN HAND. When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. He may continue to adjust the position of the cue ball until he takes a shot.
- OBJECT BALLS JUMPED OFF THE TABLE. An unpocketed ball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not respotted (exception: if the object ball is the 9-ball, it is respotted) and play continues.
- JUMP AND MASSE SHOT FOUL. If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).
- THREE CONSECUTIVE FOULS. If a player fouls three consecutive times on three successive shots without making an intervening legal shot, he loses the game. The three fouls must occur in one game. The warning must be given between the second and third fouls. A player’s inning begins when it is legal for him to take a shot and ends at the end of a shot on which he misses, fouls or wins, or when he fouls between shots.
- END OF GAME. A game starts as soon as the cue ball crosses over the head string on the opening break. The 1-ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 9-ball; or when a player forfeits the game as the result of a foul.
- OBJECT OF THE GAME. The object of 10-ball is to win by legally pocketing the 10-ball into the “Called Pocket.” The cue ball must strike the lowest numbered ball first for a legal hit to occur. After the lowest ball is struck first, either the cue ball or any numbered ball may hit the 10-ball into any pocket for the win (call shot). If the shooting player pockets the lowest numbered ball, the shooting player continues his/her inning. If no ball is pocketed, either the cue ball or any numbered ball must touch a rail after the cue ball contacts the lowest numbered ball for the shot to be legal. NOTE: If the 10-ball is pocketed illegally or without being “called,” then it is to be spotted on the foot spot (see 7.1, Cue Ball Fouls).
- LAG FOR BREAK. Before first break, a “Lag for Break” shall determine who breaks first with an alternating break format taking place thereafter. Winner of lag is the player whose ball is closer to head of the rail.
- HOW TO RACK. The balls are racked in a triangle with the 1-ball on the foot spot at the top of the triangle, the 10-ball in the center of the triangle, with the 2-ball & 3-ball placed randomly at the bottom corners, and the rest of the balls randomly dispersed throughout the rack. NOTE: tables may have flaws that do not allow for acceptable racks directly upon the foot spot. In these cases, players are allowed to rack within a dime’s radius of the direct foot spot to achieve a desired rack. NOTE: Touching or positioning of balls after the rack has been removed is never permitted. Player must re-rack if this occurs (see 8.5, Ball Tapping).
- RACK YOUR OWN. When there is no official available, each breaking player shall be responsible for providing himself/herself a legal and solid rack.
- LEGAL BREAK SHOT. For the break shot to be legal, the breaker (with the base of the cue ball placed anywhere behind the head string) must either pocket an object ball or drive at least three (3) object balls to one or more rails. If the breaker fails to make the legal break requirement, the balls will be re-racked and the opponent shall have the option of breaking, or requesting the offending player to break again. NOTE: If the cue ball is touched by the cue tip and does not meet the legal break requirement, it is considered an “illegal break.” A Legal Break with a Foul committed: If the breaker makes a legal break, however, commits a foul on the legal break the game is to continue with the opponent having ball in hand. Break fouls include the following: a) If the 1-ball was not struck first. b) If the cue ball is pocketed or driven off the table. c) If any numbered ball leaves the table or comes to rest on top of a rail. NOTE: A foul on a legal break counts toward the three fouls in the “Three Consecutive Fouls” loss of game rule (see 8.2).
- 10-BALL POCKETED ON THE BREAK. Legally pocketing the 10-ball on the break wins the game for the breaker.
- PUSH OUT. Only on the shot immediately following the break, may the shooting player elect to call a “Push.” On a “Push Out,” (roll-out) the shooter is required to hit the cue ball with the tip of the cue, but the cue ball is not required to touch another ball or a rail. Therefore, the rules “BAD HIT,” (see 7.3), and “NO RAIL,” (see 7.4) under “BALL IN HAND FOUL PENALTIES,” (see 7.0) do not apply, but all other foul rules are still in effect. The shooting player must declare their intention to push by saying “Push” or “Push Out” either to his opponent or to the referee, or the shot is considered a normal shot. Any ball pocketed on a “Push” stays down except the 10-ball, which would be spotted on the foot spot immediately following the “Push.” Following a legal “Push” shot, the incoming player has the option to take the shot from the new position(s) or to pass the shot back to the player who “Pushed Out.” No matter who shoots next, on the shot immediately following the “Push Out,” all “BALL IN HAND FOULS PENALTIES” (see 7.0) now apply, and the normal course of play continues.
- CONTINUING PLAY – CALL POCKET. On the shot immediately following a legal break and/or a Push Out (if a Push Out occurred), the shooting player must contact the lowest numbered ball on the table or it is a foul. Unlike 9-Ball, 10-Ball IS a “Call Pocket” game and the shooter is encouraged to specify all balls along with their intended pocket. However, obvious balls and their respective pockets do not have to be specified. Any bank shot (object ball to rail), kick shot (rail(s) to object ball), or combinations (2 or more balls) must be called to their designated pocket, or they are considered a miss. When a player successfully pockets the designated object balls, they continue their inning until either a miss, foul, or winoccurs. Call pocket notes: a) If the shooter pockets the called ball in an unintended pocket the opponent has the option to accept the table in the current position, or require the shooter to continue(Pass). b) If the shooter legally pockets the called ball and an unintended ball is pocketed as well, the shooter continues. c) Any ball pocketed remains pocketed (not including the 10-ball). d) It is never necessary to specify details such as the number of banks, kisses, caroms, rails,etc. e) The break shot is never considered a “called shot.” f) A ball must hit a rail, or go into a pocket after contact with the cue ball (see 7.4, No Rail).
- BALL IN HAND FOUL PENALTIES. When a player commits a ball in hand foul, he/she must relinquish his/her turn at the table. The incoming player may now place the cue ball anywhere on the table to start his/her inning. If a player commits more than one foul on one shot, only one foul will be called. A player must make sure he/she has ball in hand before touching the cue ball.
- Cue Ball Fouls Only a) Touching the cue ball: Touching or causing even the slightest movement of the cue ball (other than a normal shot), even accidentally, is a foul. However, a player may use the ferrule or shaft of his/her cue to line up his/her cue ball when a “cue ball in hand” is in play. Using the tip is a foul and ball in hand will be given to the other player. b) Touching a moving object ball: Touching a moving object ball or allowing a moving ball to hit a foreign object is a ball in hand foul. If the accidental movement of a ball(s) results in the disturbed ball(s) being struck by any moving balls in play, it results in a ball in hand foul. c) Touching a still object ball: Any still object ball moved can only be moved back to its original position with the permission of the opponent. However the opponent may exercise the option of keeping disturbed ball(s) in new position if they so choose. Only after receiving consent from the opponent, the player who has committed the error may move the disturbed object ball(s) back to original position. If the player who has committed the infraction touches any of the disturbed balls without consent of the opponent, it will result in a loss of turn with ball in hand to the opponent. NOTE: If the 10-ball was pocketed by a player’s hand or cue, it is a ball in hand foul to the opponent, and the opponent has the option of placing the 10-ball back to its original position or having it placed on the foot spot. Opponent shall continue with ball in hand.
- Scratch Pocketing the cue ball or driving it off the table is a ball in hand foul.
- Bad Hit If the first object ball contacted by the cue ball is not the lowest numbered ball in the remaining order it is a ball in hand foul.
- No Rail If after the cue ball strikes a legal ball and neither the cue ball nor any other ball hits a rail or is pocketed, it is a ball in hand foul. A “Frozen” (touching) object ball to the rail does not meet this requirement by virtue of it not “hitting” a rail. NOTE: Players are encouraged to mutually acknowledge when the object ball is “Frozen” (touching) to the rail.
- Balls Off the Table Causing any ball to come to rest off of the pool table is a foul and any such ball(s) are pocketed. This includes any accidental movement of a ball which results in a ball falling into a pocket. The ball accidentally pocketed is not brought back into play, and the incoming player has ball in hand. If a player knocks a ball off the table and the ball returns to the playing surface after hitting a person or an object, it is a foul (the ball remains on surface). If no object or person was contacted, then normal rules of play apply once the ball returns to the playing surface. NOTE: If a player removes the 10-ball from the playing surface, it results as a foul and the 10- ball is placed on the foot spot.
- Foot on the Floor Failure to have at least one foot on the floor at the moment the cue tip strikes the cue ball is a ball in hand foul.
- Jump Shot Any miscue on a jump shot is a ball in hand foul. A legal jump shot must be executed by stroking down through the cue ball (no scooping or miscues).
- Moving Ball Shooting while any ball is moving or spinning is a foul.
- Double Hit If the cue tip strikes the cue ball twice on the same stroke, it is a ball in hand foul. In order to avoid a double hit, the cue ball must be struck at a minimum of a 45° angle whenever in contact with or riskily close (1/2 inch or closer) to the intended object ball. NOTE: Calling a referee to watch “the hit” is always preferable. The referee shall assume that a foul has been committed if the 45° rule was not utilized by the shooter.
- Head String The base of the cue ball must be inside the head string on the break or it is a ball in hand foul.
- Ball in Hand Placement To touch an object ball, in any way, while placing the cue ball is a ball in hand foul.
- Interference While the shooting player is at the table, the non-shooting player, as well as their teammates, cannot disturb, make noises, move around, cause distraction (sharking) in any way. All players must conduct themselves in a respectful manner or a manner consistent with that of a professional, or it may result in an “Official Warning” by a representative or tournament official followed by the calling of a foul (ball in hand) for interference. NOTE: During amateur play it is understood that the match is between the two players and teammates are not permitted to instruct unless called upon by the shooting player for a Rules Clarification or Time Out (see 8.6, Coaching Assistance).
- Marking the Table Marking the table in any way, which could provide a player with an advantage in executing a shot, is a foul, unless the mark is removed to the satisfaction of the opponent or referee prior to shooting.
- Playing Out of Turn If/when a player shoots out of turn and it is brought to the attention of the offending shooter, the rightful player is to return to the table and continue without any penalties/fouls. It is the responsibility of both players to assume control of the table on his/her proper inning.
Loss of Game
- Player loses when opponent legally pockets the 10-ball.
- THREE CONSECUTIVE FOULS. If a shooter commits a foul three times in a row without making an intervening legal shot, the result is a loss of game. The three consecutive fouls must occur in one game; fouls do not carry over to next game. After the 2nd foul has been committed, the opponent must verbally warn the shooter that they have committed their 2nd foul and that a 3rd foul will result in a loss of game. NOTE: If the shooter is not warned after the 2nd foul and commits a 3rd, it will not be a loss of game. Instead the opponent must again warn the shooter that the next foul committed will result in a loss of game.
- CONCEDING A GAME. Concession of a game or games in tournament play is never encouraged. The shooting player must finish his/her inning, or the result shall be a loss of game(s) for the conceding player. Any concession of game, for any reason, is considered a loss for the offending player.
- CONCESSION OF A MATCH. Unscrewing any cues during the last game (or while the shooting player is on the hill), putting on a jacket, or undertaking any other actions which would indicate that the match is over, is considered a forfeiture of the match.
- BALL TAPPING. Tapping balls is not permitted. After an “Official Warning” by a sanction representative or tournament official has been granted to the offender, the penalty for ball tapping shall be the loss of the current game. Only tournament officials may tap in balls when warranted.
- COACHING ASSISTANCE. During their inning and only once per game, only the shooting player is allotted a “Time Out” that shall last no more than a two (2) minute period. During this time the player may receive instruction from an available teammate. Otherwise a player who receives advice from respective teammates shall grant a ball in hand foul to the opponent. And on the second (2nd) infraction shall grant the current game in favor of the opponent by a forfeit. Calling a Time Out: When the shooting player calls a “Time Out” they are to select an available team member to immediately assist them without conferring with other parties.
General Pool Rules
- FORFEITS. Players are allotted fifteen (15) minutes to begin their match, or the match is considered forfeited. NOTE: Once a match is scheduled to start and a fifteen (15) minute count is desired, the opponent is to notify a tournament official or communicate with opponent.
- SHOT CLOCK. Shot Clock implementation is at the sole discretion of the organizers, host or players. When a shot clock is utilized it shall be used for both players competing and in the following manner: Each shooting player is allotted one (1) minute for each shot, or a “ball in hand” foul shall be granted to the opponent. The shot clock is to be started once all balls come to rest. The time keeper (designated by host or agreed to by players) shall call out “Ten Seconds!” once the fifty (50) second mark has been reached, unless the shooter is down on the shot in preparation to shoot. Once one minute has been reached on the shot clock, the shooter must either be stroking or have shot. If the shooter rises (gets off the shot) without execution after the one (1) minute mark has been reached, it shall result in a “ball in hand” foul to the opponent. Shot Clock implementation and time keepers are at the sole discretion of the host or organizer, its representatives or tournament officials.
- SPLIT HITS. If the cue ball strikes a legal object ball and a non-legal object ball at about the same instant, and it cannot be clearly determined which ball was hit first, the judgment will go in favor of the shooter.
- Ball Rebounds from Pocket Balls must remain in a pocket to count as pocketed. If a ball goes into a pocket and bounces back on to the playing surface, it is not considered pocketed. If it is the 10-ball, it is not a win. If it is the cue ball, it is not a scratch. Clearing pockets which are full or nearly full of balls is the responsibility of the shooting player.
- HANGING BALL. If any ball hangs in a pocket, the ball is considered to be pocketed if it drops in 5 seconds or less after coming to complete rest by the hole. If a hanging ball drops in the pocket after being at rest for 5 seconds or more, the ball is returned to the original position on the edge and the incoming player may begin his/her inning. Both players will have the opportunity to argue their case. The referee’s decision is final.
- PLAYER RESPONSIBILITY. It is the responsibility of each member to be aware of all rules, regulations, and schedules relating to his/her competition. Tournament officials will make every reasonable effort to make the information readily available to all players; however, the ultimate responsibility rests with each individual player. There is no recourse if a player does not obtain correct or complete information. NOTE: Players may always call for rules clarification during play. This is not considered a “Time Out.”
- REFEREES. The League Operator (or his/her assistants) will perform the duties of a referee in the event that referees are busy or not utilized. If the Tournament Director, his/her assistants or a referee is not to be found within a reasonable time frame, a spectator may sub as an official referee when agreed upon by both players and accordance with host or organizer rules.
- Playing Without a Referee When a referee or tournament official is not available, the players in the match will be responsible for racking balls, watching/calling fouls (including on themselves), and insuring adherence to host/organizer rules of competition. Both players may agree on an audience member (familiar with competition rules) to stand in and perform any duty of a tournament official.
- QUESTIONABLE SHOT. If there is a shot that could be a questionable hit or foul, the seated player is responsible for calling for a tournament official or agreed upon third (3rd) party to watch the hit before the opponent shoots. Once notified, the player at the table must then wait for an “official” to watch the shot. Likewise, if a player is uncertain whether some rule has been broken, he/she is responsible for seeking immediate clarification from league officials or the rulebook before play continues. After play continues, it is unlikely that a problem can be remedied. NOTE: If a tournament official or third (3rd) party was not utilized, “the call” shall be left to the shooter without further discussion.
- Scoring Players are encouraged to score their own matches to ensure accuracy, however a third (3rd) party may be permitted by the host or organizer. The scorer is charged to accurately record what actually took place on the pool table and may clarify with the shooter what the intention was whenever needed. I.E. If it is believed a player is purposely calling a pocket, however actually plays a safe, then a safety (S) shall be recorded. Likewise if a player calls a “safety” however fouls, then a foul (F) is recorded. A player always has the right to consult the Scorecard with the scorekeeper. Any disagreements shall be determined by the host or organizer.
- ADVICE VS. RULES CLARIFICATION. The referee must NEVER give advice nor offer an opinion on points of play. Only when asked by either player for clarification of a rule will the referee then explain that specific rule to the best of his/her ability. Any incorrect statement made by the referee will not protect a player from enforcement of the actual rule. When asked, the referee must tell either player the score, whether the cue ball is frozen to an object ball or rail, etc. If the referee sees that a foul is about to be committed by either player, he must say nothing until after the foul, since any warning before the foul would constitute “advice” from the referee.
- PROMPTING OFFICIAL WARNINGS. If either player has the opinion that the referee is failing to issue a mandatory “Official Warning,” he/she may remind the referee that such a warning is necessary.
- CALLING FOULS. The referee will call all fouls as soon as they occur and will inform the incoming player that he/she has ball in hand (see 10.3, Playing Without a Referee).
- PROTESTING FOULS. If a player believes that the referee has failed to call a foul, he must protest to the referee before his/her opponent takes his/her next shot. If the player fails to do so, the foul is considered not to have occurred.
- RESTORING POSITION. When it becomes necessary, the referee will restore disturbed balls to their original positions to the best of their ability. The referee may solicit information for this purpose if he/she is not sure of original positions. If the balls were disturbed by a player in the match, his/her opponent has the option of preventing restoration. If the balls were disturbed by someone else, then it is a mandatory for the referee to restore the balls. In this case, the referee may instruct the shooter to replay the shot after restoration, if the outside interference had an effect on the outcome of the shot. If not, the referee will instruct the shooter to continue play after restoration.
- VERIFICATION. The referee may use any means to gather needed information to make a decision concerning a disputed play or game situation.
- REPLAY OF GAME. A replay of game is only warranted under the following unique circumstance; Table Failure; torn cloth, balls stuck in pocket, etc.
- RESOLVING DISPUTES. Any disagreement between the two players will be resolved by the host/organizer, his/her appointed representative, or any administrative member match.
Souquet Survives Strickland and Comeback
By Keith Paradise
CSI Media Staff Writer
The matchup looked like something right out of 1999, instead of 2019.
Earl Strickland and Ralf Souquet share a lot of common ground. Both have had long, decorated careers in pool that have resulted in multiple world championships as well as induction into the Billiard Congress of America Hall of Fame.
Tuesday afternoon they shared center stage in the main arena of the Predator World 10-ball Championships in a winner’s side matchup, with Souquet taking advantage of a pair of late Strickland mistakes to wipe out a 6-4 deficit and win, 8-6, at the Rio All Suites Hotel and Casino in Las Vegas.
Both worked to overcome some rust in the early stages. Strickland built an early 2-0 lead when Souquet failed to pocket a ball on the break in the first game and then missed a 6-ball in the second rack. The German said he felt good after opening warm ups but struggled with coldness in his hands as well as the speed of the cloth when the match began.
“I couldn’t get comfortable with the whole situation,” Souquet said.
Strickland appeared poised to increase his lead in the third game but missed a table-length shot on the 9-ball. The German tied the match in the fourth game and the two competitors split the next four games until Strickland used a break and run and a Souquet scratch on the break to jump out ahead 6-4 in a standing room and very pro-Strickland audience.
Down the stretch, Souquet regained control of the match in the same way that Strickland had obtained it: maximization of opponent mistakes. The German narrowed the deficit to 6-5 when Strickland fouled in the 11th game after attempting a combination shot with the 2-ball and pocketed the wrong ball, then added a break-and-run to tie the score. Souquet took the lead when Strickland deposited the cue ball into the side pocket on the break in the 13th game.
“You have to hope for any chance that he gives you,” said Souquet. “He probably played a little better throughout the whole match. You just have to wait for a mistake. Maybe a scratch on the break or maybe he takes position for granted and you just have to go from there.”
Souquet saved his best break for last as he landed four balls – causing even Strickland to let out a “wow” from his chair. Souquet then closed out the rack and the match.
The German now advances to the final 16 on the winner’s side where he will face Alex Kazakis of Greece at 5:30 p.m. local time Wednesday.
Competition opened Tuesday with eight matches on the winner’s side of the bracket, including Chris Melling using some stellar shooting along with some breaking struggles by opponent Toru Kuribayashi to cruise to an 8-1 victory. After trading the first two racks, the Englishman used the next three racks to stifle Kuribayashi with safety play then run out after his opponent provided an opening. Meanwhile, Kuribayashi struggled with his break, failing to pocket balls three times.
“I played nearly perfect. I didn’t miss a ball,” said Melling after the match. “My only mistake was when I scratched on the break.”
Tuesday’s late afternoon and early evening was reserved for the one-loss side of the bracket, with two sets of win-or-go-home matches taking place.
One of those who survived was Raymund Faraon, who trailed throughout his match with Fan Yang except at the most important time: the end. Using a handful of tactical safeties and some clutch shot-making, the Filipino overcame a 6-3 deficit to defeat the 2015 World Chinese 8-ball champion, 8-7.
With 120,000 spectators watching online in his native China, Yang used his powerful break shot and a couple of mistakes by Faraon to build a commanding 6-3 lead in a race to eight. Faraon tacked on two games to cut the deficit to 6-5 after Yang came to the table in both games and failed to clear the racks. After the two players traded breaks-and-runs to push the score to 7-6, Yang had the break and a chance to finish the match in the 14th game. However, Yang lost a safety exchange on the 1-ball and Faraon tied the score at seven games each.
History would repeat itself in the deciding game, with Faraon breaking and failing to find an open shot on the 1-ball. The Filipino played safe, pushing the cue ball to the opposite end of the table of the 1-ball with the 3-ball blocking the path. Yang missed his attempt at a jump shot and left Faraon the opening he needed for the victory.
Russia’s Fedor Gorst also staved off elimination with a comeback of his own, capitalizing on a handful of unforced errors by opponent Matt Edwards of New Zealand to erase a 6-2 deficit and win, 8-6. Trailing 6-5, Gorst was given an opportunity to tie the score when his opponent fouled on a jump shot attempt. It appeared the young Russian’s comeback attempt might be halted in the 13th game when he pushed a 3-ball right of the corner pocket, but was given new life when Edwards missed the 8-ball. The New Zealander had an opportunity to run out and tie the score in the following game but missed the 2-ball in the corner pocket.
The third day of the Predator World 10-ball Championship begins at 10 a.m. local time on Wednesday. The live broadcast feed gets underway at 12:30 p.m. with Mario He taking on Liu Cheng Cheh. The 3 p.m. match will be determined by the winners of earlier matches and the 5:30 p.m. match will involve Chris Melling facing Jung-Lin Chang in a winner’s side matchup. The 8 p.m. broadcast pairing will also be announced later in the day.
The Predator World 10-ball Championship is a presentation of CueSports International and sponsored by Predator Group. Predator Group is an international billiard industry leader with a focus on high-performance cues and shafts as well as bringing constant innovation and game-improving equipment to billiard players worldwide. The event is being hosted by the Rio All-Suites Hotel and Casino and broadcast live on YouTube by CSI Media, a subsidiary of Cue Sports International. For more information, visit www.world10ball.com
CueSports International (CSI) is an international billiards organization which produces the United States Open 8-ball, 10-ball, one pocket, bank pool and straight pool championships. CSI, which also operates national amateur pool leagues, has three divisions: CSI leagues, CSI events and CSI media. CSI leagues manages the BCA Pool League and USA Pool League, the events division produces numerous amateur and professional events and the media department creates live video billiards content. For more information about CSI, visit www.playcsipool.com or find CueSports International on Facebook, YouTube, Instagram and Twitter.
The Predator World 10-ball Championships are sponsored by: Predator Cues, Diamond Billiard Products, Omega Billiards and Kamui Brand.
Community Manager, Predator Group
Marketing Director, CueSports International
This trick will immediately help you win more games in 9-ball and 10-ball – Playing Pool
Dieser Beitrag ist auch auf Deutsch verfügbar.
There are improvements to your game that will immediately help you without actually practicing something. “Quick wins” they call it in business. There’s a great quick win for 9-ball and 10-ball:Win more 9-ball: Play more safeties and play less risky shots. Click To Tweet
Recently, I played in our 10-ball weekly tournament against a player who I didn’t know before. When he was warming up, I noticed that he had a decent technique. We played short sets, so my first thought was: Watch out, he looks dangerous. But quickly after we started playing I relaxed when I saw: He went for every shot. Bank shots, long shots down the rail, long thin cuts, crazy positions – he tried everything and of course missed shots. I just had to wait for my chances and run out. I got at least two chances each rack.
Run out or play save
The opposite applies to one of our regulars: He always plays safe or runs out. It’s very hard to get to the table against him, and you’re a lot under pressure if you do .
If you watch pros playing you’ll recognize: They either run out or play a safety. And if they’re trying something crazy, with a low chance of success, they’re doing it because there’s no better option. Don’t get me wrong: Sometimes you have to try a difficult, offensive shot. Especially on a high level, where everybody plays kind of tight and tries to keep control over the match. But most of us are not professionals. And most of us are trying too many shots and are over-confident about our chances to make a certain shot.
Better decisions = better results
You don’t need a better technique to play more safeties right now. Sure, you can practice safeties, it will definitely help you. But the most important change takes place in your mind. It’s about making better decisions.
You didn’t get shape and now the layout is more difficult than expected? Play a safe, force your opponent to make a foul and get back to the table. This is better than missing the hard shot and letting your opponent run out on you. It’s not about playing everything perfectly and not making mistakes any more. It’s about knowing your percentages and, as a result, playing more safeties. I guarantee you: Play more safeties in 9-ball and 10-ball and you will immediately win more games.
10 best pool games and billiards games for Android
Billiards is not a new style of game. People have played it for decades and it’s a popular activity at bars and pubs. However, digital pool has only been around for a couple of decades or so. The genre has evolved quite a bit from its days as a Flash game on Candystand. There are a bunch of digital pool games now and mobile versions aren’t so bad. You can even play various types of pool, including 8-ball, Snooker, Carrom, Crokinole, and a bunch of others. Here are the best pool games and billiards games for Android!
8 Ball Pool
Price: Free to play
8 Ball Pool is one of the most popular pool games in the Play Store. It comes with a large number of table colors, an online multiplayer mode, tournaments with up to eight players, and a shallow leveling system. You unlock various places to play pool as you rank up. Players who compete earn Pool Coins. They are usable to pay your way into higher ranking tournaments. The mechanics, graphics, and game play are fairly typical as you see in most freemium games. These is definitely one for the casual players and people who enjoy playing online. The freemium grind is a little tedious in this game and some online components don’t always work as anticipated. However, it has 15 million reviews and 100 million downloads for a reason. People seem to like it.
Price: Free (with ads)
Billiards City is another popular billiards game. It’s reminiscent of the old pool flash games in both game play mechanics, look, and feel. It’s one of the few pool games on the list with a decent single player mode. In addition, the game comes with a variety of unique and interesting table shapes and configurations. The game uses a level system and it gets progressively more difficult as you go. The game is entirely free with advertising. The ads may come at a frequent clip, but it’s better than dealing with a freemium game so it’s only a minor complaint from us. We would also like to see other game types in future updates if the developer can swing it. This is one of the best free pool games with no in-app purchases.
Price: Free (with ads)
Billiards Club is one of the simplest and easiest pool games on the list. It boasts a more relaxing experience than a competitive one. It uses 8-ball rules. You simply plop the cue ball down and try to sink every ball. It boasts decent ball physics and a top-down, 2D style. The game also supports offline play so you can play it almost anywhere. There really isn’t much wrong with it. It’s a bit shallow. You don’t get things like a single player story or online multiplayer. However, there are nine other pool games on the list so that’s fine. If you just want an arcade pool game as a quick time waster, this one does the trick nicely. It’s also free with advertising and no in-app purchases.
King of Pool
Price: Free to play
Kings of Pool is an online pool game for the more competitive players out there. This one also has some really neat game mechanics. 8-ball is the name of the game in this one. It features leaderboards, decent graphics, and a trick shot engine for you daredevils out there. This one also has an AR (augmented reality) element. You can scan a flat surface and pop a pool table there with your phone’s camera sensor. That is a fun trick and one you definitely don’t see every day. Pool feels like one of those types of games that works well in AR and our experience with it was fine. The game has the occasional bug or physics issue, but nothing serious enough to really complain about.
Real Pool 3D
Price: Free to play
Real Pool 3D is another pool game with a lot going for it. It features Facebook sign-in and you can play against your friends with that function if you want to. Additionally, the game features a 2D and 3D view, online games against random players, social clubs (like a guild or a clan), and a collection of pool cues to collect. You can also play 8-ball or Snooker. It’s a decent experience once you dump a couple of dozen hours into it. The early game for this one isn’t the greatest and you have to grind it out a bit before you feel like you’re playing real, actual pool.
Pool Billiards Pro
Price: Free to play
Pool Billiards Pro is a very basic, but popular and fun billiards game. It uses a top-down perspective like the classic online Flash pool games and has a lot of the same charm. The game features 8-ball and 9-ball pool along with some challenge modes. There is also a single player mode, a multiplayer mode, and modes with and without various rules. Most people who like this game enjoy the single player aspect while the PvP admittedly needs a little work. Still, it’s not bad for a free to play mobile pool game.
Pool Break Pro
Price: Free / $0.99
Pool Break Pro is one of the older pool games on mobile. However, it’s also one of the best. You have a variety of game types to choose from. They include 3-ball, 4-ball, 6-ball, 7-ball, 8-ball, UK 8-ball, 9-ball, and 10-ball along with Carrom, Crokinole, Snooker (six and ten reds), and more. If you want a variety of game play, this is the one for you. The mechanics are simple enough and the game looks good. We even like the game physics. However, this game hasn’t had an update in almost two years at the time of this writing. We’re a little worried that the developer abandoned it. We highly recommend trying out the free version (with ads) first to make sure it’s one you want to spend a buck on. It also features online multiplayer and pass-and-play local multiplayer.
Price: Free (with ads)
Pool Mania is a super basic pool game. You don’t have a ton of game modes or super complicated mechanics. You put the cue ball down, hit it, and sink some balls. This is an excellent and simple arcade game for those who just want to goof around. There is an arcade mode with 120 levels along with a challenge mode, table customization, and more. The developer also promises more stuff in future updates. We hope those updates also come with some optimization because the ads can be a little obnoxious from time to time and it drains the battery a little faster than we’d like for how simple the game is. Otherwise, it’s completely free with advertising and no in-app purchases.
Price: Free to play
Pool Stars is another simple pool game with a lot of content. The game comes with both 2D and 3D perspectives. Thus, you can play in the most comfortable fashion for you. You also get multiplayer, a single player career mode, and leaderboards. However, the game’s most unique feature is the custom challenge mode. Players can create their own challenges and share with with other players. This one features predominately 8-ball and 9-ball as the game types. It’s a free to play game and that means it has some of those free to play problems. On the other hand, we quite liked the creativity with the challenge creation mode. This developer also makes Snooker Stars, Pool Night, and Pool Master. You can go with any of them. They all play basically the same with some minor exceptions.
Price: Free (with ads) / $1.99
Total Snooker is a great, basic Snooker game for mobile. It uses a top-down, 2D perspective for full board view. However, you don’t get the power of a 3D perspective. The game also features tournaments, online play, and you can invite friends to play with you. Otherwise, there isn’t really a lot to this game. You just play Snooker and move on with your day. We enjoy the minimalism, but some may want more content like a story mission mode or something like that. In any case, if this sounds up your alley, it’s free with ads or you can pay $1.99 to remove those ads.90,000 Ten. The rules of the Ten game.
Ten is a ball game mainly for girls and is played by near the wall.
Players take turns to “go through 10 classes”, that is
complete 10 tasks and “pass the exam”.
Tens – the player hits the wall 10 times in a row, softly beating it with your fingers, like playing volleyball.
Nines – the player hits the ball 9 times in a row against the wall, hitting on the ball with palms from below.
Eights – the player throws the ball 8 times under his right foot on the ground so that he bounced against the wall, and catches from it in his hands.
Sevens – the player repeats the previous exercise 7 times, but under the left leg.
Sixes – the player faces the wall and throws 6 times the ball from behind between the legs on the ground so that it bounces against the wall, and from her catches in hand.
Fives – this is the same as in the previous exercise, but standing with your back to the wall, repeating 5 times.
Fours – throws the ball against the wall 4 times so that it bounces from it to the ground, bouncing off the ground again hits the wall, and then catches.
Triples – with palms folded in a boat, the player strikes 3 times ball against the wall.
Twos – two fists folded together, the player kicks the ball against the wall 2 times in a row.
Units – beats the ball against the wall with a straight finger 1 time.
Exam – the player performs 1 element of each exercise and
while not talking or laughing. This ends the first end.
The second round begins with nine, the third begins with eight and etc. The winner is the one who finishes the tenth round first.
At the end of each exercise, the player must catch the ball in his hands without letting it fall to the ground.
If during the game the player drops the ball or makes a mistake, then he concedes the ball to the next the player and finish this round when his turn again comes.
90,000 Ball games of our childhood
They say that modern children do not play yard games … Do you remember how fun it was to get together with the whole crowd, young and old, to play either Cossack-robbers, or jump into the classics, until they shout from the window: “Maaasha, have lunch!”
We have collected for you some ball games from our childhood and we hope that, remembering the drive with which we played them, you will want to teach them to your little ones:
Players should go through 10 “classes” and then pass the “exam”. In each class, you need to learn how to complete a specific exercise.
“Tens”. Hit the ball against the wall ten times, hitting it with your palms and preventing it from touching the ground.
“Nines”. Hit the ball against the wall nine times, hitting it with your palms from below.
“Eights”. Throw the ball on the ground under your right foot eight times, catching it when it bounces off the ground.
“Sevens”. Perform the previous exercise seven times, but through the left leg.
“Sixes”. Throw the ball into the wall from behind between your legs six times. When the ball bounces off the wall, it must be caught.
“Fives”. Complete the previous task five times, but with your back to the wall.
“Fours”. Throw the ball into the wall four times and catch the ball after bouncing off the ground.
“Trash”. Hit the wall three times with your folded palms.
“Dvushi”. Hit the ball twice against the wall with your fists folded together.
“Odnushi”. Hit the wall once with your straight finger.
“Exam”. Perform the exercise from each “class” once. At the same time, you cannot talk and laugh.
Participants take turns passing the ball after making a mistake. Each player resumes his exercises in the “class” where he made a mistake. The winner is the one who passes the “exam” first.
All players stand in a circle and toss the ball to each other. You cannot hold it in your hands for a long time (the “potatoes” are hot!). Anyone who does not catch the ball, he squats in the center of the circle (“cauldron”).The game continues.
Any player can help out the “guilty” at will. To do this, you need to hit the ball on those sitting in the center of the circle.
Those sitting inside the circle are trying to catch a ball flying by. At the same time, you cannot get up from your squatting position at full height, you can only try to jump. If one of the players succeeded, then all return from the “cauldron” to the game, and the player who threw the ball takes their place.
3. Onlooker (Shtander)
A circle is drawn, on the line of which the participants stand.The driver with the ball is in the middle.
He tosses the ball up while shouting the name of one of the players. Everyone, except for the one named, scatter to the sides, and the one whose name the driver shouted out, tries to catch the ball.
If the ball is caught before it touches the ground, the player throws it up and, like the previous driver, shouts out someone’s name. If the ball is lifted off the ground, the player yells “Stop!”. Everyone stops, and the driver, standing where he picked up the ball, throws it at any of the players.The player who hit the ball becomes the new leader. Otherwise, the leader remains the same.
The game starts over on the circle.
Players in which the ball is flying can dodge it without leaving their seats. And if a player manages to catch the ball, he can throw it at any other.
Players, except for the driver, sit in a semicircle. The driver sits in front of them at a short distance. The driver rolls the ball towards one of the players, while simultaneously pronouncing a word meaning an object.If it is something edible, the player catches the ball, if it is inedible, he throws it back.
Excerpts of the article from the site http://yarmalysh.ru/.
Ball games for children 10-12 years old outdoors in summer
All children love to run, jump and play. During games, children learn to communicate with each other, develop attention, dexterity, coordination. And when the ball is in the hands, the game becomes even more interesting. In addition, ball games promote gross motor development, which in turn facilitates the development of fine motor skills.
Let’s remember the best, fun and developing children’s ball games.
- Outdoor ball games
- Indoor ball games
- Neuropsychological ball games
Outdoor ball games
The game uses a tennis ball or volleyball.
Children sit in a circle, the leader is in the center.He throws a “potato” to one of the players and immediately closes his eyes.
Children throw it to each other, wanting to get rid of it as soon as possible (as if it were a natural hot potato).
Suddenly the host commands: “Hot potatoes!”
The one who currently has a “hot potato” in his hands is eliminated from the game.
When only one person remains in the circle, the game is over and that player is considered the winner.
Bouncers get out of line and throw the ball towards each other, trying to hit the players.The ball that flew past the players is caught by the second bouncer, and the players turn around and hastily run back. It’s the second bouncer’s turn to throw.
The goal of the bouncers is to hit the players with the ball. The players’ task is to dodge. Anyone hit by the ball is considered out and leaves the playing field. When the last player remains on the field, his task is to dodge the ball as many times as he is full years old. If he succeeds, the game is considered won, all eliminated players return and everything starts over.If the last player is knocked out, then the first eliminated become bouncers and the game continues.
All children stand in a circle, and the driver stands in the center of the circle and throws the ball up with the words: “Candle!” While the ball is in the air, all children scatter, trying to run as far from the center of the circle as possible. The driver catches the ball and shouts: “Stop!” Children should stop, and the driver tries to hit the player nearest to him with the ball. If he succeeds, then this player becomes the driver.Rules:
- The driver must make a “candle”, throwing the ball as high as possible.
- The driver can catch the ball not only in the air, but also from one bounce off the ground.
The players stand in a circle about one step away from the driver with the ball. He tosses the ball up and shouts out someone’s name. Everyone scatters, and the one who was named must run out to the center and catch the ball. If a player catches the ball in flight, he becomes the driver – and all actions are repeated, he can immediately shout the name of another player.But if the ball manages to touch the ground, he picks it up with a shout: “Shtander!” or just “Stop”. At this moment, all those running away should stop and freeze. The one with the ball is trying to hit someone. Hit – now he is the driver, and the one who hit is out of the game. Didn’t hit – everyone scatters again. In this case, the players have no right to leave the place where they stopped (only dodging is allowed), and the driver has no right to leave the center of the circle for a throw.
Participants of the game stand in a circle.The selected driver enters the circle. The players pass the ball to each other so that the driver does not reach it. The player, through whose fault the ball is caught, becomes the next driver. Rules:
- You cannot hold the ball in your hands for a long time.
- You can pass the ball in different ways: throw it in the air, roll it on the ground, hit it off the ground. You can agree in advance and choose only one method of passing the ball.
- Players are allowed to make deceiving moves, false passes, throws, turns, etc.p.
- Any player, including the driver, can intercept the ball that has flown out of the circle.
If desired, the game can be somewhat complicated. For example, agree that during the game everyone moves in a circle to the right or left, or everyone who missed the ball joins the driver and also tries to get hold of the ball.
This is an old and beloved Russian game. She needs a large playground, a ball and a roundel (bat or board). Two lines are drawn on the site.Behind one of them is the “house”, after the other – the “city”, and between them – the “field”.
Players are divided into two teams. The teams disperse: one goes to the “field”, and the other goes beyond the “city” line. One player from the “city” team hits the ball with a roundel, runs to the “house” and runs back to his place.
Selected players of the “field” try to intercept the ball and shower the runner with it. If the player of the “city” realizes that he will not have time to reach the “home” unremoved, he can stop and then run to the “city” together with the next player of his team.If the player managed to run over to the “home” and return to the “city” unmoved, the team scores a point. If the ball is caught by a field player on the fly, or if the city player was hit while running, the city team receives a penalty point.
The game takes place in two stages, 20 minutes each. At the end of each period, the teams change places. Then the points are counted, and the winner is determined by their number.
Of course the list of outdoor ball games goes on. If there are special playgrounds, then children can play basketball, football, volleyball, tennis, etc.
Indoor ball games
I know five
The player takes the ball, hits it on the ground and catches it. Before the first blow, he says the words: I know five names of girls – (blow) Masha, (blow) Luda and so on. If the player has forgotten, does not know, cannot remember the next name for a long time, if he repeated the name, the game stops and the ball is passed to another participant. Instead of names, you can list the names of animals, the name of the flowers, the breed of animals, the names of rivers, cities, and so on.The choice is huge.
The ball can be thrown up and caught instead of hitting the ground. The game continues until you get bored. The winner is the one who named the most tasks.
Edible and inedible
To play, you need to stand in a circle and throw a ball to each other, calling any object. You can also choose a leader, the rest of the players sit opposite him. If the named word means something edible, the player who was thrown the ball must catch it. If the object is inedible, then the ball must be pushed away.The one who made a mistake and caught the ball becomes the driver.
The players form a circle, and the driver stands in the middle with the ball in his hands. The driver says one of the three words EARTH, WATER, AIR – and throws a ball to someone. Catching the ball, returns it to the presenter, naming a bird, fish or animal in accordance with the given word. You can also name items related to this element. For example: AIR is an airplane.
In this game there is a rule of three seconds, that is, the leader counts up to three, during which the player must give an answer.
Cat and mouse
Children stand in a circle. They take two balls: one ball is a cat, the other is a mouse. The task of the players is to quickly pass the ball to each other in a circle so that the cat does not catch up with the mouse.
The most attentive
The players stand in a circle. In the center, the presenter stands with the ball in his hands and throws it to any player. He must catch the ball and return it to the presenter, and the players standing to the left and right of him must raise the hands closest to him. The game continues for the specified time (5-10 minutes).Penalty points are awarded to those players who did not catch the ball, raised their hand incorrectly or late. The winners are those players who have never made a mistake or scored the fewest penalty points.
Children stand in a circle, alternately throw a ball to each other. The first child to throw the ball will say a word, such as “stick”. The one who catches responds with a rhyming word (for example, “jackdaw”) and throws it to the third, etc. If the child did not manage to find the word, he is out of the game.
The fourth extra
This game perfectly trains the child’s attention and logic. The presenter needs to name 4 words in which one can be excluded for some reason and throw the ball to the child. The child catches the ball and returns it without delay, calling an extra word. For example, the presenter throws the ball with the words hare, squirrel, lion, mouse , and the child returns the ball, calling the word lion . If you wish, you can explain why this word is superfluous.
Examples of word strings:
- guitar, grand piano, musician, drum;
- table, chair, sofa, radio;
- horse, cat, dog, pike;
- spruce, birch, oak, strawberries;
- cucumber, turnip, carrot, goat;
- album, newspaper, notebook, briefcase;
- orange, watermelon, apple, ball;
- wolf, fox, bear, dog;
- doll, car, rope, book;
- steam locomotive, airplane, scooter, steamer;
- skis, skates, boat, sledges;
- lamb, calf, goat, piglet;
- snow, frost, heat, ice;
- bus, tram, plane, trolleybus;
- snake, snail, butterfly, turtle;
- brushes, paints, teapot, album;
- house, roof, door, window;
- milk, tea, lemonade, bread;
- leg, arm, head, boot.
Neuropsychological ball games
Unfortunately, many games are becoming a thing of the past, and the games familiar to many adults become “special” ones, called “neuropsychological” ones, and children play them in specialists’ offices.
Why not play with your child in these simple and exciting games that will help you avoid many problems in the future.
Ball games proposed by the famous neuropsychologist A. Semenovich:
1.A child and an adult throw a large ball to each other from different distances and catch with both hands. First, it is better to throw it into your hands, then a little to the right, to the left, higher, lower. Children should be able to throw the ball by hitting it with both hands from below, from above, through the air or hitting the floor. We must try not to press the ball to ourselves, but to catch it only with our hands.
2. The child throws a large ball against the wall in two ways:
1) throws it and immediately catches it;
2) throws, lets him hit the floor once and only after that catches.
3. An adult and a child sit on the floor at a distance of 2-3 m from each other and take a large ball. They spread their legs and begin to roll the ball across the floor. First, they push him away from themselves with both hands, after a minute or two the child removes his left hand behind his back and rolls the ball only with his right hand, and after 3 minutes – only with his left. The ball should roll smoothly and straight into the arms of your partner.
4. A child and an adult perform all the previous exercises with a medium-sized ball.
5. A child and an adult throw a tennis ball to each other and catch with both hands.
6. A child and an adult roll balls to each other on the floor, at the same time directing a big ball and tennis balls towards each other.
7. The child throws a large ball against the wall, but with a clap (threw – clapped his hands – caught).
8. The child throws a tennis ball from the right hand to the left hand.
9. The child throws different balls at the vertical target. The target can be a circle of paper attached to the wall or a hoop in the hand of an adult.
10.A child throws the ball backward without turning, and an adult or another child catches the ball from behind. Players swap places one by one.
11. An adult and a child throw to a friend and catch a tennis ball with one hand.
12. An adult throws the ball and names the month, and the child catches the ball and says what time of year this month belongs to.
13. The child throws a tennis ball against the wall and catches it with one hand.
14. The child throws the ball against the wall and, when the ball bounces off the wall, jumps over it.
15. An adult places a target in front of the child to be knocked down. For example, two objects are placed on a stool, several more objects are placed side by side on the floor. The child moves 8-10 steps away from the stool and tries to knock them down with a ball (large, medium, tennis).
16. An adult puts a horizontal target (basket, bucket, basin) in front of the child. The child’s task is to hit this target with a ball (large, medium, tennis).
17. The child should lean forward and, pushing the ball alternately with the fingers of the right and left hands, roll it around the feet (describing the figure eight – to the right, to the left).
18. The child throws a tennis ball against the wall and catches it alternately with his right and left hands.
19. A strip is drawn on the floor (or a rope is placed). The child stands at the beginning of this strip and moves forward, striking the ball on the floor to the right of the line, then to the left of it.
Ball games can relieve stress, develop a child’s coordination of movements, thinking, quick reaction, attention, accuracy and endurance.
Best regards, Olga Naumova
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Outdoor games with a ball – an article from the series “Children’s rest”
How to unite a company of unfamiliar children or organize a whole band of fidgets? Arrange outdoor ball games ! We offer you a selection of the most, in our opinion, exciting entertainment for any age.After all, even adults, going to the beach or a picnic, will gladly adopt some of these ideas.
Active ball games are both fun and healthy. They perfectly develop dexterity of hands, feet and general coordination of the body. Target throws train accuracy, catching the ball – quick reaction and concentration, and running and jumping add endurance.
In addition, every game has rules, which means that the child learns to accept and follow them. He develops the right attitude towards rivalry, the ability to win with dignity, to lose, and also to work in a team.Agree, absolutely all of the listed qualities are necessary for any person – both small and adult.
Outdoor ball games for children are best, but some are easy to organize indoors.
For your convenience, we have divided all the games by age: first, entertainments for the little ones are described, then for the older ones.
Outdoor games with a ball for preschoolers 3-5 years old
1. Ball school
You also need to learn how to play ball, so that you can show the class to all your peers later!
Goal: Master the basic ball handling techniques.
Number of players: 1 or more (+ adult).
Inventory: standard size kids ball.
8 actions are performed in the indicated order of increasing difficulty. First, it is necessary to achieve clean performance of the first “levels” and only then move on to the next. This will keep your child interested and confident in the game.
1) The child tosses the ball and catches it with both hands.
2) Toss the ball, clap his hands and catch it.
3) Strikes the ball on the ground and catches with both hands.
4) Hits the ball on the ground, claps and catches it.
5) Hits the ball against the wall and catches with both hands.
6) Hits the ball against the wall, claps and catches it.
7) Hits the ball against the wall and catches with both hands from the bounce off the ground.
8) Hits the ball against the wall, claps and catches the ball with both hands after it bounces off the ground.
2. Catch and Throw
Goal: learn to catch the ball without pressing it to yourself, and throw it to another player, develop coordination, dexterity, reaction, voluntary attention.
Number of players: 1 or more (+ adult), the game is also suitable for a very large group of children.
Inventory: standard size kids ball.
Children form a large circle, inside which an adult leading with a ball gets up.He takes turns throwing a ball to the kids, and they throw it back. Actions are performed rhythmically, in accordance with the text:
“Catch!” (leading throw)
“Throw it!” (child’s throw)
“Don’t let me fall!” (the leader goes to the next player)
The throw distance is gradually increased: 1, 2 meters and further, if the size of the court allows. You can also complicate the task in another way: divide the players into pairs or make one of them the new leader.
It is recommended to do this outdoor ball game as a warm-up in kindergarten for 30 seconds.
3. Rent and catch up
Goal: learn how to push the ball in a straight line and follow it with your eyes; develop the ability to navigate in space and general mobility.
Number of players: 1 (+ adult).
Inventory: Standard size kids ball that rolls well.
Draw a mark on the ground where the game starts.The kid stands at the designated place with the ball in his hands and performs actions in accordance with the verse lines:
Our cheerful, ringing ball (push the ball forward with both hands)
We’ll ride far, (follow where he went)
And now we’ll catch up with him. (to catch up with the “escaped” ball)
It’s easy for us to do this! (raise the ball over your head with outstretched arms and say loudly “Caught it!”)
It is recommended to repeat the game from beginning to end 3-4 times. You can make it a little more difficult: to do this, invite your child to push the ball with one hand, alternating between right and left.
4. We throw balls
Goal: Learn how to throw the ball forward, as well as determine the colors and sizes of objects.
Number of players: 1 or more (+ adult).
Inventory: Balls of different sizes and colors.
Before starting the game, introduce your baby to the names of sizes and colors. Demonstrate to him how to throw different balls: large and medium – with two hands, small – with one (alternating the right and left hand).Once you are sure that the child can distinguish between the balls, you can start the game itself. Now your task is to name the balls, and the child is to choose them from a variety of proposed ones and throw them forward.
To complicate the game , agree with your child to throw each ball differently (for example, using the exercises from the previous game, Ball School).
Outdoor games with a ball for children from 5 years old and schoolchildren
Goal: An outdoor ball game for younger students will quickly re-introduce even a large company: when throwing the ball, the participants call each other by their first names.In addition, during the game, children practice catching the ball with one hand and deftly filling it.
Number of participants: more than 3 and the more, the more fun.
Inventory: standard size ball that jumps well.
Children form a circle, in the center of which the presenter stands with the ball. He says the name of one of the players and throws the ball to him with a bounce on the ground. The named player catches the ball with one hand (slaps it with his palm) and immediately begins to fill it.If he managed to make the agreed number of strokes (how many, the players agree in advance), then he throws the ball back to the leader. But if the player missed the ball, then he himself becomes the leader.
When a lot of people participate in the game, you can play it with several balls (and, accordingly, with several leaders).
2. Flying Ball
Goal: The game perfectly develops dexterity, quick reaction, as well as leadership qualities – it teaches each child to be in the center of attention.Note to counselors: Try this mobile ball game in camp when you need to re-acquaint the squad.
Number of participants: 10-12 and more.
Children form a circle, in the center of which the leader comes out. The players begin to throw the ball to each other (in order to catch it, they are allowed to play outside the circle), and the presenter tries to catch or at least shower the ball with his hand.If the leader succeeds, then he joins the rest of the players, and the new leader becomes the one to whom the “loser” ball was thrown.
How does play introduce children? The bottom line is that before each throw, the player names the one to whom the ball is passed. Names are remembered in no time!
Additional rules can be entered:
– As soon as the ball hits the ground, everyone, except for the leader, scatters, and the latter picks up the ball as quickly as possible and shouts “Stop!” After this signal, the players stop, and the presenter tries to shower the nearest of them with the ball (standing at the very place where he lifted the ball).In the case of a hit, the player touched by the ball goes to drive, and in the case of a miss, everyone again stands in a circle and continues the game.
– The leader in the circle does not intercept the ball, but, on the contrary, dodges it (this version of the game is called “Bunny”).
– If there are too many participants in the game, then it is better to divide them into several circles and choose your leader for each circle.
3. Ball Race
Purpose: The game develops coordination of movements, dexterity, attention and good reaction.
Number of players: 8-10 and the more, the more fun.
Inventory: two volleyballs (it is better that they are bright and different colors).
All players stand in one circle, but immediately settle for the first or second and form two teams. It turns out that members of one team stand across one, and on both sides each of them has rivals.
Both teams choose leaders who must stand in a circle opposite each other.Each presenter receives the ball and, on command, begins to throw it in a circle to the members of his team. And so that in the process the teams do not mix up their balls, one leader begins to throw clockwise, in the second – against.
If someone drops the ball, they pick it up and play continues. The other team does not stop playing. Explain to the children that they do not need to stand still; they can step to the side or jump to catch the ball.
The first team to return the ball to the host wins.
Players with different numbers, standing next to each other, become the leaders. They take on the ball, run around the circle in different directions (necessarily on the outside), fall into place again and only after that they throw the balls to the next members of their teams.
The game continues until all members of one of the teams have run. This team wins!
4. Knock out the ball
Purpose: The game trains the eye and dexterity, teaches to calculate the force and direction of the blow.
Number of participants: 4 and more.
Inventory: an even number of balls or balls of two colors. For example, dry pool balls made of hard, smooth plastic are great.
What does this large-scale street fun resemble? Bowling, curling, chess? It is somewhat similar to all three sports! The game involves two teams, at least 2 players each.
The task of the players is to roll their balls and knock out as many enemy balls as possible outside the outlined cells with them.
On the site, cells 50×50 cm in size are drawn in one line at a distance of 30 cm from each other. The number of cells corresponds to the number of participants. On both sides, 2 m from these cells, horse lines are drawn. 3-4 balls are placed in each cell in the same way, alternating the cells of the first and second teams (that is why their balls must differ in color).
Teams line up at their lines of knight, players stand in front of the opponent’s squares. Each player holds a ball of his own color in his hands (the same size as in the cages, or larger if light plastic balls are used in the game).
All players of one of the teams roll their balls at the same time, then their opponents do the same. The team that managed to knock out more balls is declared the winner (one round or the whole game, choose yourself)!
The game can be played until all balls of one of the teams have been knocked out or started anew after each rolling of balls.
6. Old lock
A game with such a fabulous name just can’t be boring! Children of all ages play it with enthusiasm, imagining themselves as magical knights, beautiful princesses and mighty dragons.
Purpose: The game trains reaction, attention, accuracy of the throw, and also helps to relate and unite a large company.
Number of participants: 8-10 and the more, the more exciting the game.
Inventory: volleyball, 5 pins.
A circle is drawn on the playground, inside of which a “castle” is built (children’s pins are used as building materials). The presenter – the defender of the castle – goes to the center.All other players stand around him and start tossing the ball to each other, waiting for the moment when the presenter gags and it will be possible to destroy the castle with a well-aimed blow.
The leader tries to be constantly on the alert and defend the building, hitting the ball by any means. But if the castle was still crushed, then the player throwing the ball becomes the new leader.
7. Catch – don’t catch!
Target: Very active game of attention and reaction.Who will correctly execute all the commands of the leader and will be able to call himself the most agile?
Number of participants: 8-10.
Children form a circle, in the center of which the presenter with the ball goes. The host randomly throws the ball to the players and gives them commands:
“Catch!” – so the ball needs to be caught.
“Don’t catch!” – dodge a flying ball.
“Throw it!” – hit the ball back to the host.
If the player makes a mistake or just gape and did not follow the command, then he is out of the game. Victory goes to the one who was left behind.
Choose any outdoor ball games and develop your kids with joy!
10 best games for football fans
Do you like to play ball? Who’s stopping to arrange a family football championship right in the living room or pour out a cheerful friendly crowd on the lawn? To do this, it is not necessary to equip yourself like Messi, and to know by name the main squad of Juventus, mother’s permission, good mood and simple props are enough.Age and special skills do not really matter, because among the proposed games there are probably some that even kids can cope with.
1. Sharp footballer
Number of players: 2 or more.
Venue: outdoors or in a spacious room.
Props: ball, blindfold to blindfold.
Preparation: the competitor blindfolded, walked away from the ball at a distance of about 10 meters.
Rules of the game: on signal it is necessary to scatter and hit the ball. The winner is the one who manages to do it. You can give each player a certain number of attempts and choose a winner based on the overall result.
2. Barefoot Footballer
Number of players: 2 or more.
Location: in a spacious room, preferably on a smooth floor.
Preparation: participants set up an improvised gate.
The rules of the game: are the same as in regular football, only a coin is used instead of a ball. Players’ feet must be bare!
3. The nimble goalkeeper
Number of players: 6 or more.
Venue: outdoors or in a spacious room.
Props: 2 balls.
Preparation: draw (or mark in some other way) a circle.
Rules of the game: players stand in a circle and start passing balls to each other (only with their feet!).In the center of the circle there are 1-3 drivers (depending on the total number of players) and try to intercept the ball. If the driver touches the ball, he leaves the circle and changes places with the one who just lost the ball. This game is great goalkeeper training!
Number of players: as many participants as possible, can be carried out with the auditorium.
Venue: outdoors or in a spacious room.
Preparation: split into 2 teams.
Rules of the game: The leader stands facing the players. If he waves his right hand – 1 team shouts in chorus: “Goal!” The presenter can wave his right hand several times in a row, then it should turn out: “Goal! Goal! Goal!”. When the presenter sees that the audience has roughly learned the rules, he begins to confuse them. For example, 1 team waves with his left hand. If someone squeaks in a weak voice: “Goal” (and there are, believe me, there will be more than one), a penalty point is awarded to the team: the score is 0: 1.Thus, the game is played up to a certain (agreed in advance) number of victory points.
5. Fight for the ball
Number of players: 10 or more.
Venue: outdoors or in a spacious room.
Preparation: split into 2 teams, choose captains.
Rules of the game: team captains stand in the middle of the court, all other players in pairs (from different teams) are freely placed within it.The host tosses the ball and the captains try to catch it or bounce off one of their players. Having taken possession of the ball, the player seeks to pass it on to one of his “friends”. The task of the players is to make 10 passes in a row between their players. The team that succeeds wins the point and the game starts again from the middle of the court. The players of the other team bounce, intercept the ball from the opponents and pass it to their players. If the ball is intercepted by the opponents, the pass count starts again. It is forbidden to snatch the ball from the hands of opponents (you can only intercept it).If the ball goes out of bounds, then the opposing team throws it in at the intersection of the line. If two players grab the ball at the same time, a held ball is played between them. If the opponent is rude (snatched the ball, pushed, etc.), the game stops and the ball is passed to the opposing team.
The team with the most points wins.
6. Soccer Ball Tennis
Number of players: 2 or more.
Venue: outdoors or in a spacious room. When playing 1×1, the playground should not exceed 10×5 meters. When playing 4 × 4 – 20×10 meters.
Props: ball, rope
Preparation: split into 2 teams. Divide the playground into two parts: pull the rope at a height of approximately 1–1.5 meters.
Rules of the Game: Each team seeks to move the ball to the opponent’s side so that the opponent cannot hit it. It is considered an error if the ball flies under the rope or touches it while serving; if the ball touches the ground outside the court.Each mistake counts as a lost point. The serve is done by raising the leg from the back line. The game continues until 20 points. If one team has 20 lost points and the other has 19, then the game continues until one of the teams reaches a 2 point advantage.
Options: You can play with any part of the body and make no more than three touches of the ball, sending the ball through the rope with the third hit. One (two, three) touches of the ball on the ground are allowed, depending on the level of preparedness of the players.
7. Football Relay
Number of players: 6 or more.
Venue: outdoors or in a spacious room.
Props: gate , ball.
Preparation: split into 2 teams, line up in a column one by one behind the middle line facing the enemy’s goal. The ball is at the first numbers.
Laws of the game: On a signal, the first numbers begin to dribble the ball to the opponent’s goal with their feet, shoot from outside the penalty area, pick up the ball and return to their team.Having reached their column, they pass it on to the second numbers, and they themselves stand at the end of the formation. The first team to finish the relay wins. You cannot start running before receiving the ball from your partner – this is considered a gross violation. If the ball does not enter the goal, you should pick it up behind the endline and start dribbling towards your team from there.
8. Top scorer
Number of players: 2 or more.
Venue: outdoors or in a spacious room.
Props: gate , ball.
Preparation: Determine the order: someone stands at the gate, someone hits.
Rules of the Game: The first player takes a series of five strokes. The goal of the goalkeeper is not to concede a goal. The goals scored and conceded are counted. For example, 1 scored, you “+1” point, the goalkeeper, respectively, “-1”. The next player plays his streak. The game goes on until everyone is in the role of a goalkeeper and a player. Points are added up. The winner is the one with the most points at the end of the game.If the points are equal, additional hits are made.
9. One Touch
Number of players: 3 or more.
Venue: outdoors or in a spacious room.
Props: gate , ball.
Preparation: Determine who is the first at the goal and to what score the game is going.
Laws of the Game: The goalkeeper throws the ball into play. The rest of the players can make no more than one touch at a time.If a player makes two touches in a row or misses the goal (the ball leaves him behind the endline), he takes the place of the goalkeeper. If the goalkeeper catches the ball flying through the air, the player who made this kick goes into the goal. Or, according to another version, the goalkeeper can “shoot” (hit him with the ball) any player. In this case, the goalkeeper has no right to leave the penalty area. The “shot” man takes his place at the goal. The first player to concede a predetermined number of goals loses.
Number of players: 4 or more.
Venue: outdoors or in a spacious room.
Props: gate , ball.
Preparation: split into 2 teams.
Rules of the game: players of one team all go into the goal. Opponents take turns hitting the goal. The goal of the goalkeepers is to fix the ball in their hands. After the kick, if the ball was not fixed and there was no goal, “football” begins.It is forbidden to play with your hands outside the penalty area.
The team scores points for each goal. For a goal with a touch of the goalkeeper – 50 points; for a clean goal – 100 points; for a goal from the bar – 150 points; for a goal from the crossbar – 200 points; from the cross – 250 points. Beams, rods and crosses can be added together. The main goal is to earn 1000 points in total. The team that does it first wins.
Outdoor ball games are a great alternative to computer soccer matches.There is excitement, movement and drive! Let every family have a round talisman that brings health.
Dear readers! If you are familiar with other ball games, share them in the comments.90,000 5 of the most popular outdoor ball games we played as children
Let’s remember together what we did in the courtyards as children, between homework, music school and good night kids.
It is clear that there were bicycles, badminton and football and other fun. No one will surprise anyone with this now.
Avot forgotten courtyard fun is worth a separate discussion, especially those that were not particularly approved by their parents and caused curses from neighbors.
Didn’t have a football team? Do you have only one gate? No problem! We bring you five of the most popular backyard soccer ball games played in every yard in the 90s.
What you need to play: soccer ball, chalk or paint, the ability to draw a square on asphalt or ground, four players.
This soccer ball game was hugely popular in the 90s. True, the rules were different everywhere.
Ball game for 4 players. For the game, you need a level playground on which a simple scheme is drawn (in our yard it was even painted with paint, because we played a lot of games and often, sometimes even “queuing on the site” was formed).
First, it was agreed how many points are played (usually it was 20). Each player stood in his own quarter of a square. At first, the ball was simply thrown into the center (a small square or diamond in the middle).On which side the ball rolled from the center – that’s the one to start. The leading thrower is diagonal so that it hits “his” quarter of the square and bounces off the “alien” one. The player had to hit the ball after one touch on the ground in its quarter (principle – a la “tennis”). You need to hit the ball with your feet, knee, head – you can’t touch it with your hands.
If the ball misses the opponent’s quarter, the server is awarded 1 point (“out”). If the ball hits the opponent’s quarter more than 1 time, a point is awarded to the receiver.If the ball after hitting it fell out of bounds, the batter was counted “out”.
It was possible not just to hit the ball right away, but to kick it with a knee any number of times. Moreover, if the ball in this case went out of bounds, but did not touch the ground, the game continued for as long as you like.
After at least one player had 5 points (10 and 15 points), the players swapped quarters of the Square so that no one got used to their “place”. The game is considered over when at least one player has scored 20 points.The one who scored the least of all points at that moment is considered the winner.
What is required for the game: any wall of any house (preferably without a basement room to knock out windows), a ball and at least two players, a soccer ball.
A “gate” is drawn on the wall (or we simply agree on conditional lines – “we’ve been out so far”).
The first player kicks the ball and sends it to the “goal”. The second player must hit the bounced ball and also hit the “goal”.It was necessary to hit the ball with one touch , without stopping it or throwing it up. A kick off the goal was punished by assigning one letter to the player from the word K-O-Z-E-L. Who was the first to “collect” the word – he lost and was eliminated from the game. They play until the last “unnamed” who becomes the winner.
It is clear that the task of each player is not only to hit the ball and get into the “goal”, but also try to “annoy” the next player as much as possible, ie so that the ball bounces off as uncomfortable as possible.
In this game, so as not to break the windows, it was played often near the transformer booths, and sometimes it happened that the ball flew off the roof, to the chagrin of its owner, it was practically impossible to get it out of there.
What is required for the game: a soccer ball, at least two players
“Boy’s Game”, a kind of football training – hitting the ball with his head, legs, knee, whoever hits the most times is the winner.
Tribanana (Three Bena, Three Banks)
Required for the game: one goal, soccer ball, at least 3 players.
One gate is played. First, the player who will be the first to enter the goal was determined by lot.
A goal can only be scored after the ball has been passed three times between players without hitting the ground. From a corner, as a rule, it was possible to ferry the ball into the goal at once. The person who scored from the ground or after not hitting enough would become the goalkeeper.
Some versions of the rules were punishable by hitting the penalty area with the exception of heading.
It made it possible to drive into the gates of some center-forward and throw him a number of cans in record time in the most perverse way (with scissors for a point, for example).
Three Hundred (or American)
Required for the game: one goal, soccer ball, 6-8 players.
Participants are divided into teams. It is chosen by drawing which team to defend and which to attack. The defending team defends the gate and the attacker attacks it.
The goal of defenders is to prevent the ball from crossing the goal line, the goalkeeper must catch the ball in his hands, and the entire defending team is at the goal and during the game each defender has the right to play with his hands in the penalty area, that is, he is the goalkeeper (as an option, the goalkeeper is left with one predetermined player).
The ball is played as follows: the player of the attacking team kicks a penalty, and all the defending players are on the goal, the attackers stand outside the penalty area (usually no more than 2-3 meters from the goal), sometimes in front of the goal, interfering with the defenders and getting punches for this. After the ball is captured by the goalkeeper or a goal is scored, the striker is changed from the attacking team (sometimes a goal scored gives the right to hit the player who took the penalty, or the “prize money” is added up for the scoring player and is shot when his turn comes).
In the event that the ball after a penalty kicks bounces into the playing area, football begins with one goal, in which the defenders must take it, and the attackers must not fail and score more points. When all the attackers hit their shot, the teams change places. In the end, those who miss n points lose.
Typical cost of different variations, which are slightly more often than always different even in neighboring yards (the relative difference is important (between different options):
Cross (or rebound from the cross with subsequent beating) – 300 points
Goal from crossbars s (or rebound with finishing) – 100 points
Barbell – 50
From the corner – 25
“Clean goal” (the goalkeeper did not touch the ball) – 10
International – by agreement
» goals (the ball ricocheted from the goalkeeper or defender) – 5 points in total90,000 15 best outdoor games for children from our childhood
“Time is running fast” – this phrase seemed like an abstraction when we were children, but became frighteningly true when we unnoticed for ourselves turned into adults.But only recently, it seems, there was a long, never ending summer: meetings outside the garages, “and Vovka will come out?” all over the yard, shelling with ranets, half-erased Classics on the asphalt at the entrance, the knock of a ball on the ground, a skipping rope forgotten on the bench … Sea or river, hiking in the woods, secret conspiracies and alliances, catch-up, hide and seek, construction of the century in a sandbox, creak of a swing from morning to night.
It was also winter: snow battles, snowmen, hard ice sleds under the bottom, mittens soaked with snow and cheeks red with happiness.To swallow soup, hurrying, because they are waiting in the yard, there is a snow fortress, a hill, snowdrifts, and all this will never end.
All this is remembered so vividly, as if it were literally yesterday. But look around – and here we are: adults and serious. Fortunately, there is still an opportunity for adults to come back, a secret path leading to miracles. These are our children.
Each era has its own specifics, but still the fact that the socialization of our children takes place in a computer chair is wrong. In live communication between two people, there are a huge number of nuances that the LCD display is not able to convey.When we slap our palms on the shoulder in pursuit, throw a ball or write with crumbling chalk on the asphalt, the brain uses such neural connections that the most sophisticated gaming mouse never dreamed of. And this is not to mention the obvious benefits of active games in nature: fresh air, training dexterity and endurance, fixing a healthy mind in a healthy body, and so on.
Let’s remember what we ourselves played in childhood, and teach these games to our children. Mosigra recommends!
Outdoor games for children in summer
In our store you can buy sets with descriptions of summer outdoor games for children – Games of our yard and Outdoor games.
We have described some games from the sets in more detail below.
Age : from 5 to 15 years
Number of players : from 6
Perhaps the most ancient city quest or live action role-playing game that were popular back in tsarist Russia. The players are divided by lot into teams of Cossacks and robbers: the robbers guess a password among themselves and scatter (the Cossacks do not peep), marking their way with chalk arrows on the asphalt, walls, and so on.While the robbers are hiding, the Cossacks, in the best traditions of law enforcement agencies, will equip a dungeon for robbers. And then the hunt begins, beating off their own people and imprisonment.
Age : from 5 to 15 years
Number of players : from 3
Everything is very simple: someone drives, everyone else runs away (it is advisable to discuss the territory in advance so that there are some reasonable boundaries ). If the water catches up with someone, then he slaps his palm on him, and the salted man becomes the driver.The game lasts as long as most of the participants can run. Salks have many varieties: Sorcerers, Tea-tea-help out, Zhmurki.
Age : from 5 to 15 years
Number of players : from 5
There are two drivers, they stand at different ends of the court and throw the ball to each other, and all the others run between them. The task of the drivers is to knock out (remember about safety!) With the ball all the runners, the task of the victims is to dodge. There are quite a few variations of the rules: sometimes the knocked out one immediately changes places with the bouncer, sometimes he just drops out of the game, and sometimes he can return, or even gets an extra life if, say, he catches the ball in flight.
There are a lot of games with the ball: Edible-inedible, Hot potatoes, Shtander .
Age : from 7 years
Number of players : from 2 to 10
Russian folk game in which you compose small town figures (there are 15 of them in total), move away to the agreed distance – from 6.5 to 13 meters – and throw the bat so as to break the piece. The fewer shots you need, the better. In Soviet times, the chocks were very simple, but today they are decorated with special soft attachments for ease of use, and are collected together with a bat in a stylish case.
Age : from 5 to 10 years
Number of players : from 1
An iconic game, traces of which can still be found on any street in any city: they say that even at the Roman Forum archaeologists found it characteristic way lined field. A conditional labyrinth is drawn on the ground or asphalt – and all its cells, they are also classes, are numbered in succession or at random. Players take turns jumping around the classes on one foot, sometimes pushing a bat in front of them – a pebble, a box of matches – or just like that.The goal is to jump from the first class to the last without ever stepping on the second leg.
Do you remember you still played Rezinochka ? And the boys were always ashamed to ask to play with the girls.
Age : from 3 to 10 years
Number of players : from 3
Everyone sits in a row and folds their palms in a boat, and the leader, holding a ring (or any small object) between his palms, walks along the row and places his palms in the palms of the players so that a small object can be discreetly transferred to one of them.After finishing the round, the presenter says: “Ring-ring, go out on the porch!” At this moment, the owner of the ring, in the best Tolkien traditions, should rush to run – and the rest should have time to catch themselves and catch him.
Age : from 12 years
Number of players : from 4 to 8
A fun game about information distortion. Everyone is divided into two teams, stand in two rows, and the presenter says in the ear of the extreme people from each row the phrase, for example, “Mom washed the frame.”Then the funniest thing: you need to whisper this phrase into the ear of your neighbor in the same way, so that he will pass it on. Ideally, of course, clear articulation is needed to win, but everyone tries to whisper and mutter as indistinctly as possible for the sake of laughter – so that at the exit, when the last player in the chain voices what he heard, it turns out some delightful nonsense like “Mumu Sawmill”.
Age : from 6 years
Number of players : from 3 to 16
The most famous game about associations: you need to explain the word that dropped out to you with a pantomime.Now there are many Crocodile options: for kids and adults, home or on the road. And before, words were invented just on the go, and whispered in the ear of the showing.
Age : from 7 years
Number of players : from 2 to 4
Balda is a game about how to compose words based on existing ones: in the USSR it was played simply on paper in a cage , and today there is an opportunity to buy a set. Erudite Balda is a hybrid of two games: field and scoring, like in Erudite, and the principle of filling the field (without empty cells) – like in Balda.
Games in the courtyard in winter
Age : from 6 years
Number of players : from 2 to 16
Winter games are collected in a special set. Among them there are Penguins – this is a speed game with a ball clamped between the legs. And then there is the Snow Battle and Who’s on whom.
Age : from 8 years
Number of players : from 1
All snow games become dramatically better if you use snow blasters, devices for high-speed molding of snowballs and ice.And if children miss winter in summer, you can give them some snow that does not melt.
Modern outdoor outdoor games
Age : from 6 years
Number of players : from 2 to 6
An excellent outdoor game for flexibility, agility and incredible patience: only this will help you when, in order to put his left foot on the green circle, your opponent crawls under your back with his right hand, and practically puts his left foot on your head.
Radio controlled toys
Age : 5+
Number of players : 1
UFO-like quadcopter, helicopter, racing car or boat that can be truly launched into the water? Welcome to the world of all kinds of radio controlled toys that are guaranteed to captivate young and adult boys alike. If you see that when choosing a gift for your son, dad’s eyes shine too brightly – take two models at once so that everyone in the family will have enough.
For other children’s games in nature or in the yard, see the category “For the street”.