The Definitive Guide to Straight Pool

The Definitive Guide to Straight Pool

Eric Carroll

Straight pool, also known as 15 continuous, is considered by many purists to be the truest test of a pocket billiards player. Unlike rotation games, where the order of object balls matters, straight pool demands precision, strategic planning, and the ability to consistently run racks. This post dives deep into the official rules governing this classic game, providing you with a comprehensive understanding to elevate your play.

The Foundation: The Game and Its Objective

At its core, straight pool is a continuous pocketing game. What sets it apart from older forms like 61 or 8-ball Pyramid is its scoring system. Instead of ending when a specific number of balls are pocketed, scoring continues until all but one ball in each frame have been legally sunk. A match is played to a predetermined number of points, agreed upon by the players.

Scoring System: One Ball, One Point

  • Each legally pocketed object ball scores one point for the striker.
  • Games are typically tracked using the overhead string of buttons on the billiard table.

Penalties: Deterrents from Fouls

  • Penalties are enforced by deducting points from the offending striker's score. This replaces the traditional forfeiture of a ball.
  • If a penalized player has no points accumulated, the penalty points are carried over as a negative score, to be deducted from any future points they may earn.

Setting the Stage: Equipment and Layout

  • Fifteen Numbered Object Balls: Straight pool utilizes a standard set of fifteen object balls, numbered 1 through 15. While they are often colored, the numbers serve solely to identify specific balls and do not affect their point value.
  • One Unnumbered Cue Ball (White): The cue ball is the only ball struck by the player's cue.
  • The Rack: At the beginning of the game and after fourteen balls have been pocketed, the fifteen object balls are racked in a triangle using a triangular frame.

Key Table Markings:

  • The String: An imaginary line across the head of the table, running at a right angle from the second diamond on each long rail. This line is crucial for "cue ball in hand" regulations and determining if object balls are within or beyond this area.
  • Head Spot: Located at the center of the string line.
  • Foot Spot: Located at the center of a line across the foot of the table, at a right angle from the second diamond on that end. The apex ball of the rack (the 15-ball) is placed on the foot spot.
  • Center Spot: Located in the exact center of the table.

Racking the Balls:

  • The 15-ball (the highest numbered ball) must be placed at the apex of the triangle, resting directly on the foot spot.
  • The 1-ball (the lowest numbered ball) and the 5-ball are positioned at either of the bottom corners of the triangle.
  • The remaining balls are placed randomly within the triangle.
  • A light pencil outline of the triangle should be drawn on the cloth to ensure accurate racking.

Breaking the Game (The Opening Stroke):

  1. Determining the Break: In matches or tournaments, players typically "bank" a ball (strike it from within the string to the foot rail and back) to see whose ball comes closest to the head rail. The winner of the bank has the option to break or require their opponent to do so. For convenience, two cue balls of the same size as the object balls may be used for banking.
  2. Playing the Break: The opening striker must play with the cue ball from within "the string."
  3. Break Requirements: To constitute a legal break, the striker must:
    • Drive at least two object balls to a cushion, OR
    • Pocket at least one object ball.
  4. Foul Break: Failure to meet either of these requirements results in a foul, incurring a penalty of two points. The opponent then has the option to:
    • Accept the table as is and play.
    • Have the balls re-racked and require the original breaker to play again from within the string, continuing their inning until a legal break is achieved.

During the Game: Legal Shots and Fouls

  1. Calling the Shot (Rule 5 & 6):

    • Before each shot, the striker must clearly designate the ball they intend to pocket (the "called ball").
    • If it's not obvious which pocket the player is aiming for, the player must also call the intended pocket.
    • The referee will typically call the ball and pocket, but if unsure, they must ask the player before the shot.
    • If more balls than the called ball are pocketed on a legal shot, all pocketed balls count.
  2. Basic Shot Requirements (Rule 7 & 8):

    • The cue ball must strike the called object ball first.
    • After the cue ball contacts an object ball, at least one ball (the cue ball or any object ball) must strike a cushion, OR an object ball must be pocketed.
    • Exception (Rule 7): A penalty is not incurred for failing to hit the called ball first if the cue ball contacts another object ball, and subsequently either a ball hits a cushion or an object ball is pocketed.
    • Safety Play (Rule 8): Even when playing safe (not attempting to pocket a ball), the requirement to make a ball (cue or object) strike a cushion after contact still applies.
    • Frozen Balls (Rule 8): Playing directly at an object ball frozen to a cushion and stopping the cue ball without moving the object ball and without the cue ball or object ball hitting another cushion is a foul. In such cases, the cue ball must hit a cushion after contact, or the frozen object ball must be driven to a different cushion. Failure to do so results in a one-point penalty.
  3. The Continuous Nature of the Game (Rule 9):

    • In the first frame, only fourteen balls are pocketed.
    • After the fourteenth ball is legally pocketed, those fourteen balls are immediately re-racked in the standard triangular formation.
    • Crucially, the fifteenth (unpocketed) ball and the cue ball remain in their positions on the table.
    • The striker then continues their inning.
    • When re-racking, the apex of the triangle must be vacant. A spare ball can be used for accurate placement and then removed.
  4. Interference with Racking (Rule 10):

    • If the cue ball or the remaining object ball interferes with the placement of the fourteen balls, the interfering ball is placed on the head spot.
    • If the head spot is occupied, the interfering ball is placed on the center spot.
    • If both the cue ball and the object ball interfere, all fifteen balls are re-racked as at the start of the game, the cue ball is "in hand," and the original striker continues their turn.
  5. Pocketing the Fourteenth and Fifteenth Balls Simultaneously (Rule 11):

    • If a player pockets both the fourteenth and fifteenth balls on a single legal stroke, they are credited with both.
    • All fifteen balls are then re-racked, and the striker continues playing from where the cue ball comes to rest.
  6. Cue Ball "In Hand" (Rule 5 & 12 & 13):

    • The cue ball is "in hand" in the following situations:
      • At the beginning of the game.
      • When the cue ball is forced off the table.
      • When the cue ball is pocketed (scratched).
      • When fifteen balls are re-racked (except after simultaneously pocketing the 14th and 15th ball).
    • Playing with "Cue Ball in Hand": The striker can place the cue ball anywhere within "the string" line. They can adjust its position with their hand or the butt of their cue without penalty. However, once they deliver a stroke with the tip of the cue or touch the cue ball lightly with the tip while aiming, the normal rules apply.
    • Playing an Object Ball Inside the String with "Cue Ball in Hand": If all object balls are within the string and the cue ball is in hand, the object ball nearest to the string must be placed on the foot spot. The striker can then play from within the string at this spotted ball.
    • Illegal Play from Outside the String (Rule 13): If a striker plays from outside the string with the cue ball in hand without being checked by the referee, any points scored count, but their hand is out, they forfeit one point, and any disturbed balls are replaced or left as they lie at the opponent's discretion. If checked before the shot and still plays from outside the string, it is a foul.
  7. Balls Forced Off the Table (Rule 14):

    • Object Ball: If an object ball is forced off the table, it is placed on the foot spot (or as near as possible on the line between the foot spot and the foot rail if the foot spot is occupied). The striker loses their turn but incurs no point penalty.
    • Cue Ball: If the cue ball is forced off the table, the striker loses their turn and forfeits one point. The incoming player has cue ball in hand.
    • Object Ball Driven Off While Pocketing the Called Ball: The off-table object ball is spotted, the striker is credited with the called ball, and their inning continues.
  8. Scratching (Pocketing the Cue Ball) (Rule 15):

    • If the striker pockets the cue ball, they do not score on that stroke and forfeit one point.
    • Object Ball Pocketed on a Scratch: If one object ball was pocketed on the same stroke as the cue ball scratch, it is placed on the foot spot (or as near as possible below it on the line if occupied). If two or more object balls were pocketed, one is placed on the foot spot, and the others are placed on the line below it, touching each other ("frozen").
  9. Equipment Interference (Rule 16 & 17):

    • Overhead lighting fixtures are not considered foreign objects. A ball striking such a fixture remains where it comes to rest.
    • A ball resting on top of a cushion or rail is considered off the table.
  10. Push Shots (Rule 18):

    Push shots are legal as long as they are executed with a fair stroke of the cue.

  11. Cue Ball in Contact with Another Ball (Rule 19):

    When the cue ball is touching another ball, the striker may:

    • Play directly at the touching ball.
    • Play directly away from the touching ball.
    • Such a shot is not considered a miss as long as a cushion is struck (as per Rule 8).
  12. Foot on the Floor (Rule 20):

    It is a foul and a one-point penalty if the striker does not have at least one foot on the floor while making a stroke.

  13. Additional Fouls and Penalties (Rule 21 & 22):

    A one-point penalty is incurred for:

    • Pocketing the cue ball (as per Rule 15).
    • Failing to meet the cushion/pocketing requirements after cue ball-object ball contact (as per Rule 8).
    • Striking the cue ball more than once on a single stroke.
    • Obstructing the cue ball in any manner after a successful or unsuccessful stroke.

    Obstructing, disturbing, or touching any ball (cue or object) with clothing or anything else also results in the loss of the inning and any balls pocketed on that final stroke.

  14. Consecutive Fouls (Rule 23):

    If a player commits three consecutive fouls, they forfeit fifteen points. The table is then cleared, the fifteen object balls are re-racked, and the opponent has cue ball in hand. Penalties accrued do not reset after a re-rack due to consecutive fouls.

  15. Balls Falling into Pockets Unexpectedly (Rule 24):

    • If a stationary ball on the edge of a pocket falls in without being hit by another ball, the referee must replace it on the edge of that pocket.
    • If a ball falls into a pocket while the striker is aiming or after their stroke but before any other balls set in motion are contacted, the fallen ball and any other balls moved by the stroke must be returned to their original positions, and the striker may play again.
  16. Completed Stroke (Rule 25):

    A stroke is not complete until all balls set in motion have come to a complete stop.

  17. Accidentally Disturbed Balls (Rule 26):

    If balls are accidentally moved by someone other than the striker, they should be replaced as accurately as possible, and the striker continues their inning.

  18. Overlooked Fouls (Rule 27):

    If a referee misses a foul, a non-striker must call attention to it before another shot is taken; otherwise, the penalty cannot be enforced.

  19. No Obligation to Force Two Balls to a Cushion (Rule 28):

    After the opening break, players are not required to force two object balls to a cushion on subsequent shots.

  20. Deliberate Jump Shots (Rule 29):

    Intentionally making the cue ball jump over an object ball is prohibited. Any object balls pocketed on such a shot are spotted, and the player loses their inning.

  21. Wilful Movement of the Cue Ball (Rule 30):

    If a player intentionally moves the cue ball for safety purposes other than with the cue tip, they forfeit fifteen points, and play continues as after three consecutive fouls (Rule 23).

  22. Scratching on a Pocketed Ball (Rule 31):

    If a player scratches (pockets the cue ball) on a shot where an object ball was also pocketed, the pocketed object ball must be spotted.

Referee and Player Conduct (Notes to the Rules):

  • Referee's Decision: The referee's decisions are final.
  • Referee's Authority: The referee has the sole authority to call fouls, scratches, misplays, errors, and penalties.
  • Player's Right to Appeal: Players retain the right to respectfully point out oversights by the referee and appeal decisions with justifiable grounds.
  • General Rules of Billiards: The General Rules of Billiards apply when not in conflict with these specific straight pool rules.
  • Unnecessary Delay: Players should avoid unnecessary delays. Opponents can appeal to the referee to set a reasonable time limit.
  • Opponent's Position: Standing opponents must remain at least four feet away from the player and the table. Protests can be made against distracting behavior.
  • Withdrawal from a Game: Players who withdraw from a game before it is finished are declared to have forfeited.

Mastering Straight Pool:

Understanding these official rules is the first step towards mastering straight pool. The game demands not just skillful shot-making but also a deep understanding of position play, strategic safety shots, and the ability to plan multiple shots ahead. By adhering to these rules and developing your skills, you'll be well on your way to appreciating and excelling in this challenging and rewarding discipline of pocket billiards.

Frequently Asked Questions About Straight Pool Rules

How many points do you need to win a game of straight pool?

A match of straight pool is played to a predetermined number of points, which is agreed upon by the players before the start of the game. There isn't a standard point total, but common game lengths are 100, 125, or 150 points.

What happens after you pocket the 14th ball in straight pool?

After the 14th ball is legally pocketed, those 14 balls are immediately re-racked in the standard triangular formation. The 15th (unpocketed) ball and the cue ball remain in their positions on the table, and the striker continues their inning.

What is a foul in straight pool, and what is the penalty?

Fouls in straight pool include things like failing to make a legal break, not calling the shot correctly, failing to hit a cushion after cue ball-object ball contact, scratching (pocketing the cue ball), and many others as detailed in the rules. The standard penalty for most fouls is a deduction of one point from the striker's score. Certain severe fouls, like three consecutive fouls or wilfully moving the cue ball illegally, carry a 15-point penalty.

What does "cue ball in hand" mean in straight pool?

"Cue ball in hand" occurs at the beginning of the game, when the cue ball is forced off the table, when the cue ball is pocketed (scratched), and when fifteen balls are re-racked (except after simultaneously pocketing the 14th and 15th ball). When a player has cue ball in hand, they can place the cue ball anywhere within the "string" line at the head of the table to begin their shot.

Are jump shots allowed in straight pool?

Deliberate jump shots, where the cue ball is intentionally made to jump over an object ball, are prohibited in straight pool. If a player executes a deliberate jump shot, any pocketed object balls are spotted, and the player loses their inning.

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