The rules of snooker chase the green
By Stuart Rhodes, 02 March 2012
Snooker chase the green is played on a full sized snooker table.
The colours are placed on the spots they would occupy at snooker with the exception of the blue ball which is not used in chase the green. Each ball has the same value as it would have at snooker, with the exception of the black.
The black is worth eight points at chase the green.
Five red balls are placed on the table as penalty balls. They are positioned as follows:
The first red is placed at the apex of the “D”.
The second red is placed on the centre spot of the “D”.
The third red is placed midway between the centre spot of the “D” and the centre spot of the table.
The fourth red is placed midway between the centre spot of the table and the pink spot.
The fifth red is placed midway between the pink spot and the black spot.
During play should any of the red balls be knocked of it’s spot it will remain where-ever it comes to rest unless a red ball enters a pocket or is forced off the table, in which case it is replaced on the lowest numbered red spot that is available.
Balls placed on spots along the baulk line are considered in baulk and cannot be struck first when playing from hand.
The aim of the game is to score exactly 101 points.
The first player to score exactly 101 points is the winner.
To start the game the player winning the toss must shoot the cue ball from the “d” towards the top of the table and strike the black before any other ball
If a player scores on the opening shot of the game and goes on to make a break of 101 then he wins without his opponent taking a shot.
Scoring is done by potting any of the coloured balls into any pocket with the exception of the green.
The green may only be pocketed in the baulk pocket closest to the yellow spot.
Scoring can also be done by making cannons between the coloured balls. A cannon can be scored at anytime during a break either as a single scoring shot or at the same time as when potting a colour.
Two points are scored for a cannon and if scored when potting a colour then the extra two points are added to that of the colour.
If a player commits a foul all of his score is struck off and at his next visit to the table he must start from scratch.
If during play the cue ball touches any red whether directly or after striking a cushion, or after first hitting another ball, it is a foul and the striker loses his turn at the table.
If a player causes a red ball to enter a pocket or forces a red or any other ball off the table, it is a foul shot.
If a player pockets the green ball in any other pocket than that designated above it is a foul shot.
If a player reaches a score that is one point under or any score that is higher than the agreed winning score, (101) it is a foul shot and he loses his turn at the table.
If when playing from the “d” (in hand) a player first contacts a ball that is behind the baulk line it is a foul.
The general rules of snooker regarding fouling apply.
Contacting of balls by hand or clothing or by incorrect contact by the cue are fouls.
Double striking, push shots and jump shots are not allowed.