The object of the game is to pocket the cue ball.
Fail to scratch; your inning ends
and the next player approaches the billiard table.
Scratch while pocketing a ball to make points.
Rack using a standard triangle with the apex ball on the foot spot.
Break from behind the head string.
Trickshots are an integral part of the game of ScratchBall. Scratch on a trickshot to get double points.
SCORING & PLAY
Scratch & fail to sink a ball = 0 pts + continue your turn
Scratch & sink a counter ball = 5 pts per ball + continue your turn
Scratch & sink the dead ball = 10 pts + continue your turn
Scratch & make a trickshot = double the points made on that shot.
Fail to scratch = end your turn (1 pt per black ball)
Fail to scratch & sink dead ball = 0 pts even if black balls go in
Foul = subtract 5 pts + end your turn.
(Score does not go below 0) (See terms to describe a foul)
- After a scratch, place the cue ball anywhere on the table.
- The dead ball returns to the foot spot after it is pocketed.
- Missing all the balls is a foul. The cue ball must hit a ball to continue your turn.
- If the object ball is the dead ball, failure to scratch ends the turn plus receive 0 points even if you also sunk a counter ball.
- The game is over when there is only one ball left on the table.
RULES THAT APPLY ONLY DURING THE RESET SHOT
- If the cue ball goes in the same pocket as the object ball that ends your inning and get 0 points.
- The dead ball cannot be the object ball. If the the dead ball becomes the object ball, your turn ends and lose any points gained during that inning.
- Failure to scratch ends your turn.
- Committing a foul ends your turn.
- When shooting the dead ball, you must scratch the cue ball and pocket the dead ball or your turn ends.
- When any one ball is left alone on the table or if the table is cleared, through foul or pocketing of the balls, the game ends.
1. Concentrate on sinking the cue ball. Scratch if you do not have a good shot, then reset the cue ball anywhere on the table.
2. Keep the counters in play for the highest scoring game.
3. Avoid the dead ball unless you have a good shot.
4. If you get too far behind in points, go after the dead ball for the 10 point shot. You have nothing to lose.
5. The dead ball cannot be the object ball on a reset shot but it can be pocketed by the object ball.
6. Jump balls and masse shots are legal but remember that many places do not allow them because they can damage their tables.
7. Many prefer playing on 7' tables with a fast felt for lots of ball action.
8. ScratchBall can be played with or without the trickshot option.
Block: When a ball comes within 5/8" from the pocket fall line.
Double Block: When 2 balls are positioned within 5/8" from the pocket fall line.
Red Ball: The balls which awards 2 chips for a block.
Chips: Point counters for blocking or unblocking a pocket.
Fall line: The inside edge of the pocket hole.
Foul: When a ball jumps off the table or when the cue ball fails to hit a ball.
Object ball: The first ball hit by the cue ball.
Scratch: Sinking the cue ball into a table pocket.
Stalemate: Ending Sudden Death with a tie.
Sudden Death: End game to break a tie.
Unblock: Unblocking a pocket by sinking a block ball or moving a block ball further than 5/8" from the pocket fall line.
Stymie is an excellent team game. Team playing works best with 2 players on each team. A turn consists of one shot for each member of the team. Team players alternate each shot during their turn. If a pocket gets blocked that team can continue shooting until they fail to block a pocket.
The soft shooting style of the game tends to set up the next shot for the incoming player. With teams this can work to an advantage. The first player of the team can set up shots for the second player. Scoring is accumulated per team.