Belfast Interpool League – Official Rules
The game shall be known as “Belfast Interpool League Pool”, with rules that must be played in a sporting manner at all times.
Belfast Interpool League Pool is played with a spotted cue ball and fifteen object balls: seven red, seven yellow, and a striped eight-ball. One player must pocket all balls of one group, while the other player must pocket the alternate coloured balls. The player who pockets their entire group and then legally pockets the eight-ball wins the game. The eight-ball must be potted in a separate shot.
1. Match Scheduling
1.1. All midweek league and cup matches must commence at 9:15 PM.
1.2. The draw for matches must be conducted at 9:00 PM.
2. Pre-Match Table Access
2.1. The pool table must be opened 30 minutes prior to the match to allow the opposing team free practice time.
3. Equipment Standards
3.1. All clubs/pubs participating in the Belfast Interpool League must use Aramith Pro Cup Balls and Aramith Pro Cup Spotted White.
3.2. All clubs must provide a rest and/or a spider when needed. Failure to do so will result in loss of frame
4. The Rack
Arrange as shown, with the eight-ball (black) placed on the eight-ball spot (centre of the triangle). |
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5. Break Regulations
5.1. The player nominated to break must do so.
5.2. A legal break requires:
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At least one ball to hit a cushion, or
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At least one ball to be potted.
Failure to do so results in a re-rack, with the break passing to the opponent. This includes miscues.
5.3. The spotted white ball may be placed:
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Anywhere on the baulk line (at least 50% of the cue ball must remain in baulk), or
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Anywhere behind the baulk line (see Section 6).
5.4. If the black ball is potted on the break:
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The balls must be re-racked.
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The same player must break again.
Note: If the cue ball is potted on the break and the incoming player has ball in hand, the same rule applies (cue ball may be placed on or behind the baulk line).
6. Cue Ball Placement in Baulk
When playing from baulk (both for the break shot and when the cue ball has been potted on the break), the cue ball must be placed with its centre point either on or behind the line.
Failure to satisfy this rule is a standard foul, even if the break is otherwise legal.
Examples:
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✅ Cue ball 1 – Legal if more than half is behind the line.
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✅ Cue ball 2 – Legal if exactly on the line.
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❌ Cue ball 3 – Illegal if more than half is in front of the line.
7. Post-Break Outcomes
7.1. If any ball(s) are potted on the break, the player must nominate a colour before continuing.
7.2. Failure to nominate results in a foul. The opponent is awarded a free table and must nominate.
7.3. If the cue ball is potted on the break along with one or more object balls, the incoming player has choice of colour and must nominate.
7.4 After break, if incoming fouls after nominating, the opposing player is on the opposite colours
8. Playing a Legal Shot (Cushion Rule)
8.1. For every shot, after legal contact, any ball must hit a cushion or a legal pot must be made.
8.2. Legal Shot Definition:
The cue ball’s initial contact must be with a ball “on” and then either:
a) Pot any ball(s) (except the eight-ball if not “on”), or
b) Cause the cue ball or any object ball to contact a cushion, or
c) If awarded two shots and snookered, the player may call “space” (must still hit a cushion).
Note: “Cushion” includes rails and pockets.
8.3. Frozen Balls:
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An object ball is deemed frozen while touching a cushion.
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It is a foul if the cue ball initially contacts a frozen ball first and the shot does not result in:
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A ball being potted, or
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Cue ball contacting a cushion, or
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Frozen ball contacting a cushion on a different rail, or
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Another ball (not previously frozen) contacting a cushion.
9. Touching Ball
9.1. If the cue ball is touching an opponent’s ball:
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The player may play in any direction.
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The opponent’s ball must not be moved.
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The player must strike their own ball.
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A ball must contact a cushion or be potted.
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Failure = two-shot penalty.
9.2. If the cue ball is touching the player’s own ball:
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A push shot is allowed.
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Player may play in any direction.
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Opponent’s ball may be struck without penalty.
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Player is not required to hit any ball.
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Cushion rule still applies (cue ball or any ball must contact cushion if no pot is made).
10. Free Ball Regulations
10.1. A free ball may only be awarded if the player cannot clearly hit both sides of their own ball due to interference after a foul.
10.2. The player must be able to hit the extreme sides of any legal object ball with the extreme sides of the cue ball (this will change depending on how close the cue ball is to the object ball).
10.3. A player may use an opponent’s ball (including the black) as a free ball to pot their own ball.
10.4. A player may not directly pot an opponent’s ball when using a free ball.
10.5. A free ball may be used to pot the black.
10.6. Referee must instruct player to nominate the free ball (even if it is their own ball).
11. Two-Shot Rule
11.1. When awarded two shots and snookered near a pocket:
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First shot may be used to create space.
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Second shot must strike own ball.
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Player must call “space” and hit a cushion.
11.2. Referee must inform player when only one shot remains.
12. Loss of Frame Fouls
A player automatically loses the frame if they:
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Lift the cue ball from the bed of the table (unless given ball in hand after opponent pots the cue ball),
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Stop the cue ball from entering a pocket,
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Lift the cue ball out of a pocket,
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Tap or strike the cue ball with the cue tip or butt (except during break setup or cue-ball placement after being potted).
13. Re-Rack Protocol
13.1. Referee must warn both players if a re-rack is imminent due to lack of progress.
13.2. After 3–4 shots each with no change, players are given one final shot before a re-rack is enforced.
14. Jump Shots
14.1. Jump shots are not allowed. Penalty = two shots.
15. Game Management
15.1. League: two frames per team may be brought forward.
15.2. Cup: only one frame per team may be brought forward.
15.3. Players present when draw is made cannot be double-slipped.
15.4. Players must play their drawn opponent.
15.5. Failure to leave after bringing your game forward will result in loss of frame. Player must leave before the next frame commences
16. Match Administration
16.1. League Secretary must be informed of cancellations, date, or venue changes.
16.2. Captains/delegates cannot cancel or postpone without Secretary approval.
16.3. Opponents must not be approached until approval is granted.
17. Cup Match Tie-Break
17.1. If a cup match ends 5–5 with 10 players each:
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All 10 names submitted.
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One player from each side drawn randomly for a tie-break frame.
18. Referee Queries
18.1. Players may ask referee for rules clarification (not shot advice).
18.2. If unsure, referee and player may consult captain/delegate (no shot advice).
18.3. Referee’s decision is final on the night. Committee may review protests.