American Snooker. 1965.
Official Rule Book for All Pocket and Carom Billiard Games. Revised, 1965
The Game: Snooker is played with twenty-one object balls and a white cue ball on a 5-by-10 or a 6-by-12 foot table. The game is also played on 4-by-8 and 4-l/2-by-9 foot tables. A snooker table has pockets at each corner and at the center of the side rails (See snooker specifications, page 4.)
Fifteen of the object balls are red. Each red ball has a scoring value of one.
The other six object balls are:
Yellow, with a value of 2.
Green, with a value of 3.
Brown, with a value of 4.
Blue, with a value of 5.
Pink, with a value of 6.
Black, with a value of 7.
The game may be played by individuals or sides. Highest score al the termination of the game determines the winner, the game ending, when all the balls are off the table. The winning score is indeterminate, since points and forfeits enter into the final accounting.
Placement of Balls for Start of Game: The bails are placed for the opening of the game as indicated in Diagram No. 18.
(6×12 Ft. Table)
Diagram No. 18
Start of Play: Start of play may be determined by lag or lol. Original rotation of play prevails throughout the game.
Starting player has cue ball in hand, which in snooker means that he may put it in play from any point of his choosing within the “D”. (See Diagram No. 18 for 6×12 ft. table. See Diagram No. 19 for 5×10 ft. table.)
(5×10 Ft. Table)
Diagram No. 19
On the opening stroke, starting player must contact a red ball first. He is entitled to any and all red balls made on the opening stroke (break shot).
Subsequent Play: If the starting player pockets a red ball on the break shot, he is entitled to that ball and is credited with one point.
After scoring the red ball, his next object is a numbered ball. He must, however, call the numbered ball which is “on” – that is, he must announce which numbered ball he intends to score. He does not have to call the pocket. If the player scores the called object ball, he is credited with that ball and gets points according to the scoring value of that ball.
As he continues play, he makes a red ball and a numbered ball his objects alternately. He does not have to call his shot on the red balls. He must, however, call the ball (not the pocket) when playing on a numbered ball.
Cue ball remains in play where it came to rest after preceding stroke, unless a player has fouled. (See below.) Incoming player accepts balls in position, making a red ball his first object.
Spotting Balls: Red balls are never spotted, even if they arc pocketed illegally or driven off the table.
Numbered balls scored, while reds remain on the table, are spotted on their original spots.
If a player pockets a numbered ball, he must spot that ball before he plays his next shot.
If, however, the ball’s original spot is occupied by another ball, ball to be spotted is placed on the next lowest spot. For example, if the black ball is pocketed and its spot is occupied, the black ball is placed on the pink spot. If the pink spot is occupied, it is placed on the blue spot, and so on. If the yellow ball is pocketed and its spot is occupied, the yellow ball is placed on the black spot, or the pink spot, or the blue spot, in that order.
If all spots are occupied, numbered ball to be spotted is placed as close as possible to its spot, between that spot and the foot cushion.
Scoring: At the conclusion of each inning, player records points scored on the score string or on a score board. Player gets one point for every red ball scored and is credited with points according to the value of the numbered balls he scores.
Reds Off Table: When all the red balls are off the table, players proceed to pocket the numbered balls in rotation, according to their numerical value. When the reds are off the table numbered balls remain in pockets after having been lawfully scored. However, numbered balls pocketed by a foul stroke are not deemed to have been lawfully pocketed, and shall be re-spotted.
Jumped Balls: If the cue ball jumps the table, it is a foul. Incoming player has cue ball in hand. Numbered balls scored on a foul stroke are spotted. Fouling player cannot score on the foul stroke. If the red ball is pocketed by the cue ball which jumps the table or as the result of combinations on the same stroke, the red ball remains in the pocket. Player is not credited with points for pocketed red balls on a foul stroke.
If a numbered ball is forced off the table, it is respotted. If player scored on a red ball and then as the result of the same stroke caused a numbered ball to jump the table, the numbered ball is spotted, player continues play and is credited with red ball scored.
If a player scored the called numbered ball and then as the result of the same stroke causes another numbered ball to jump the table, both numbered balls are spotted, player is credited with score for called numbered ball and continues play.
If player forces object ball off the table, without having scored, he loses his inning. No penalty applies.
If player scores a red ball and then as a result of the same stroke causes another red ball to jump the table, player continues, he gets credit for scored red ball and the red ball forced off the table remains off the table.
If lighting fixtures are directly above the table and ball forced off table strikes fixture and returns to the table, it remains in play when it comes to rest on the table.
Ball on Edge of Pocket: If a ball stops on the edge of a pocket and then falls into the pocket because of vibration, it shall be replaced on the edge of the pocket. However, if it balances momentarily on the edge and falls in, it shall stay in the pocket, full credit going to the striker for the ball pocketed. If the ball drops in the pocket while the striker is shooting, the ball shall be replaced and the stroke played again.
Ball on Rail: If a ball jumps the table, rides a rail and returns to the table, it remains in play where it came to rest. It is not considered a jumped ball.
If a ball jumps the table and remains on a rail, it is considered a jumped ball. Rules for jumped balls apply.
Call Shots: A player shooting at a red ball does not have to call his shot. A player shooting at a numbered ball, must call the ball, but is not compelled to call the pocket.
Balk No Protection: In snooker, if the player has the cue ball in hand, he may elect to shoot at any ball he is on. In other words, the balk area—within the head string—is no protection for an opponent. If, for example, a lone object ball is within the head string, player does not have to spot that ball. He may play from within the “D” at a ball in balk.
Proper Spotting: A player, shooting after a numbered ball has been pocketed, must see that the ball is properly spotted before he shoots again. If he plays while balls are improperly spotted, and opponent calls the error, it is a foul. Player loses inning and is penalized.
If, however, he shoots and scores with balls improperly spotted and error is not detected before he shoots again, he continues play. If he shoots and misses under these circumstances, he merely loses his inning at the table.
Time Limit on Protest: If a player shoots while balls are improperly spotted opponent must announce foul before a subsequent stroke. In other words if a player shoots with balls improperly spotted and scores, opponent must declare foul before offending player makes another stroke.
Two Balls Same Stroke: Two balls, other than two reds, cannot be pocketed on the same stroke.
Two balls, other than two reds, must not be struck simultaneously.
If a player pockets a red ball legally and on the same stroke pockets a numbered ball, he has fouled. He cannot score as a result of that stroke and he loses his inning, plus the penalty. The red ball remains down and the numbered ball is spotted. The same applies if a player pockets a called numbered ball and pockets another numbered ball on the same stroke.
If a player strikes two balls simultaneously, other than two reds, it is a miss and ends his inning. No penalty applies.
Cue Ball Touching: If the cue ball is touching another ball, the striker may play the cue ball on the touching ball, or he may, if he chooses, play away from touching ball, provided he strikes a legal object ball. If he decides to play a safety off the touching ball, he must drive touching ball to a cushion or cause the cue ball to strike a cushion after moving the touching ball.
Snookered: A player is snookered when he cannot shoot in a straight line at a ball that he is on, because of the placement of other balls on the table. For example, if a player is on the red balls and one or more numbered balls block his path in a straight line to all red balls on the table, he is snookered. If he is on the numbered balls and the red balls block his path in a straight line to all of the numbered balls, he is snookered.
When a player is snookered, he is still compelled to strike first the ball or balls which he is on, banking the shot if he must.
If a player is snookered with regards to the reds, he must hit first one of the red balls on the table. If he contacts a numbered ball first, he has fouled.
If a player is on the numbered ball when snookered, he must nominate (call) the numbered ball he is on, and he must strike that ball first before hitting any other object ball on the table. Failure is a foul.
If a snookered player, seeking to hit a ball he is on, fails to hit any ball on the table, he has fouled.
A player is also snookered when in seeking to pocket the numbered balls in rotation (with all the reds off the table), he cannot shoot in a straight line to the numbered ball which he is on. If he fails to hit first the ball which is on, he has fouled. If, in attempting to hit first the ball which is on, he fails to hit any ball on the table he has fouled.
Cue Ball Angled: The cue ball is angled (and player is snookered) when cue ball is placed in such a position in the opening of the pocket that the player cannot shoot in a straight line at the ball or the balls that are one, because the end of the cushion interferes. If cue ball is angled on a foul, incoming player has cue ball in hand. Otherwise snooker rules apply. (See “Snookered” above )
Snooker; Procedure After a Foul: After any foul the incoming player has his choice of taking or refusing the next shot, whether he is snookered or not. If the shot is refused, the opponent is compelled to shoot again. Each time he continues to foul, a penalty of 7 points is forfeited and the incoming player still has the option of taking or refusing the next shot. The inning is not complete until a legal shot has been made or the incoming player chooses to accept the next shot even though a foul has been committed.
Safety: Safety play is legal in snooker billiards. In attempting a safety, player must drive a red ball on or a numbered ball he calls as on, as the case may be, to a cushion, or cause the cue ball to strike a cushion after hitting ball which is on. A player cannot pocket a ball and call a safety.
Push Shot: A push shot is allowed, providing cue does not strike cue ball more than once.
Intentional Miss: A player not endeavoring to strike the ball on shall forfeit seven points. Failing to make a legal shot on his next turn the player shall forfeit an additional seven points and his opponent shall have the option of accepting the shot as it lies or ol compelling him to play until he executes a legal shot.
Foul Strokes: A player violates the rules by the following acts:
1. Touching the cue ball more than once with the tip of the cue on the same stroke.
2. Scratching cue ball in pocket.
3. Forcing a cue ball off the table.
4. Playing when both his feet are off the floor.
5. Playing before the balls have come to a stop.
6. Playing with the wrong ball.
7. Playing before the balls are spotted.
8. Playing when balls are wrongfully spotted. (See “Proper Spotting” above.)
9. Striking or touching the cue ball or an object ball, except as he strokes legally on the cue ball.
10. Interfering with the movement of a ball with his cue, his hand, arm, elbow or clothing, etc.
11. Playing improperly when cue ball is in hand.
12. Playing out of turn.
13. Causing cue ball to strike a ball that is not on.
14. Making a miss (failing to hit any ball).
15. Pocketing two balls, other than reds, on the same stroke. (Generally, by any stroke or act in contravention of the rules.) (See 14.1 Pocket Billiards and General Rules, Carom Billiards.)
Action on Fouls: A foul must be claimed by the non-striker or announced by the referee, before the player committing the foul makes a subsequent stroke, unless the foul automatically applies against the offending player. Otherwise, it is condoned. (Example: If the striker plays with the balls improperly spotted, he continues play if the foul is not detected before he makes a second stroke in the same inning.)
Fouls Detected: When a foul is claimed and proved against a player at the table:
1. He cannot score.
2. He loses his turn.
3. He loses the right to snooker his opponent.
4. He forfeits points as exacted by the rules.
Penalties: Penalties for fouls in snooker are exacted by forfeitures. An offending player forfeits points to his opponent, which are added to the opponent’s score. Forfeitures are never deducted from the offending player’s score. For example: If player A has 56 points and Player B has 63 points and Player B fouls and forfeits seven points, the score would then be: Player A, 63 points; Player B, 63 points.
Forfeits for Fouls: All fouls, regardless of the foul, are penalized by a forfeiture of seven points. In other words, if a player fouls, his score remains the same, but seven points are added to his opponent’s score.