River Tournament Rules and House Guidelines

Note: Eligibility, Race lengths, and sportsmanship rules/enforcement are at the tournament director's discretion to encourage fair gameplay and equal competition for lower-rated players. The spirit of the rule will take priority over the letter of the rule. For clarification on BCA rules, please see refer to the World Pool Association Rule Book

Player Eligibility & Registration

Match Format & Races

Equipment & Gameplay

Conduct & House Rules

BCA Rules

8-Ball

  • Lag or Flip, then alternate: Players may lag or flip a coin for the first break. If there's no agreement, lagging is the default. Players alternate breaking; rack your own.
  • Racking: Balls are racked with the 8-ball in the center of the triangle, a stripe in one back corner, and a solid in the other. Players may use a Magic Rack or Triangle if both agree; if not, the Triangle is the default. The rack must be tight and positioned with the apex ball on the foot spot.
  • Legal Break: The cue ball starts behind the head string (2nd diamond, aka the kitchen). A legal break requires that at least four object balls hit a cushion or a ball is pocketed. If this requirement isn't met, it's an illegal break, and the incoming player may accept the table, re-rack and break, or have the original breaker re-break.
  • Fouls Before the Rack is Struck: No fouls can be called until the cue ball contacts the rack on the break. (Tournament director may still address etiquette or sportsmanship issues at any time.)
  • 8 on the break: If the 8-ball is pocketed and no foul occurs, the breaker may spot the 8-ball and continue shooting OR re-rack and break again. If the 8-ball is pocketed and a foul occurs, the incoming player may spot the 8-ball and take ball in hand behind the headstring or re-rack and break again.
  • Scratch on the break: If the cue ball is scratched or jumped on a legal break, it's a foul. The incoming player gets ball in hand behind the head string (2nd diamond, aka the kitchen).
  • Open Table: On all shots (except the break), the cue ball must first contact a ball of your group, and then either an object ball or the cue ball must contact a rail. Failure to do so is a foul, your opponent gets ball in hand.
  • Call Pocket: You must call the ball and intended pocket for each shot (except on the break):
    • You do not need to call details like banks, kisses, or caroms, unless the shot is not obvious.
    • If it's clear what ball and pocket you're aiming for, no verbal call is required — it's understood.
    • If there's any doubt, you must verbally call or point to make your intended ball and pocket clear.
    • Any obvious pocketed ball counts as legal; but if a called ball goes into an unintended pocket, the turn ends and the opponent takes over (no foul unless the cue ball is scratched).
  • Legal Shot: On all shots (except the break), the cue ball must first contact a ball of your group, and then either an object ball or the cue ball must contact a cushion. Failure to do so is a foul; your opponent gets ball in hand.
  • Groups: Groups (solids or stripes) are assigned by the first legal shot after the break. If both are made on the break, the table remains open.
  • 8-Ball Shot: You must clearly call the pocket for the 8-ball. The 8-ball may not be the first ball contacted except on a legal combination. Pocketing the 8-ball in an uncalled pocket, or scratching while pocketing it, results in loss of game.
  • Timeouts: Timeouts are not allowed during tournament play. Please direct rule questions to the tournament director.
  • General Fouls: All fouls result in ball in hand anywhere on the table (except after the break, when it's behind the head string aka in the kitchen). Fouls include (but are not limited to):
    • Failure to contact your object ball first
    • Failure to drive any ball to a rail after the cue ball contacts the object ball
    • Scratch or cue ball off the table
    • Jumping any ball off the table (except 8-ball, which is a loss of game)
  • Races (general guidelines):
  • 8–12 players: race to 2 on the winners side, 1 on the losers side
  • 13–16 players: race to 1, both sides
  • All Tournaments: 100+ Fargo gap, higher player must win +1 game on the front only.