SBB
ScratchBall/Stymie Billiards Association


Billiards for the Artistic Players
STYMIE GAME VARIATIONS
Diamond: uses four red balls giving extra chances for higher scores. Rack by centering the red ball on the foot spot.





9-balls:
Played with 9 balls as shown. There are two red balls. Rack with black apex ball on foot spot.




7-balls:
A unique look and plays faster. Rack with the apex ball (top black ball) on the foot spot. Red ball in the middle.








DISCLAIMER: ScratchBall and Stymie are patent, trademark pending and copyrighted. Modifying and selling the information herein, either in written or digital form, or selling of regulation balls, without written consent is strictly prohibited by copyright laws.
Regulation ScratchBall balls consists of 15 balls with one ball of a different color. Regulation Stymie balls consists of 15 balls with three ball of a different color.
We encourage anyone who wants to sell regulation Stymie or ScratchBall products, or profit from anything related to this game, to contact us. We are also open to limited license agreements that will allow marketing of this game in different media and form.
STYMIE Official Rules 2009
The object of the game is to gain points by blocking pockets. Block a pocket by positioning a ball within 5/8" in front of the pocket fall line. It requires gentile and accurate shots. Use a standard rack. Break from behind the head string.

SCORING & PLAY
- Block a pocket with black ball = 1 chip + continue your turn.
- Block a pocket with red ball = 2 chips + continue your turn.
- Double block = 2 chips for 2 black balls, 3 chips for a black & red ball, 4 chips for 2 red balls.
- Unblock = Lose chips equal to the value of the block. In the case of a double block, where only one ball is moved, deduct chips in the amount of the ball that was unblocked and the pocket stays blocked with one ball.
- Foul or Scratch = lose your turn, incoming player gets ball placement.

KEY INFORMATION
- Failure to block a pocket ends your turn.
- After a scratch or foul the incoming player can set the cue ball anywhere on the table. The cue ball must be 1 ball away from any other ball.
- The game ends when all 6 pockets have a block or all balls are pocketed. (with the exception of the block balls)
- The player with the most chips, at the end of the game, wins.
- A tie is broken by a game of Sudden Death.

HINTS
- This is a game of finesse and ball placement. Stymie means to impede, block or obstruct. Every pocket blocked by a ball impedes the next player. Blocking pockets increases the difficulty level by limiting the pockets in play. Aim deliberately. Shoot softly.

- It can be a little more forgiving to attempt a block by gently banking the ball off the corner of a pocket.

- You have to hit a ball on your turn. Not hitting a ball with the cue ball is a foul and allows the incoming player ball placement.

- If you block a pocket and at the same time unblocking it (sink or move an existing block ball), you lose chips for the unblock and gain chips for the block. Chips gained or lost are determined by ball color.

- Feeling lucky. Try a double block. When a ball is blocking a pocket, if you can place a ball next to it without unblocking it, it is a double block. You get chips equal to the total of both balls. It is a big risk but may pay off.

- A perfect game, with 5 double blocks, pays a total of 21 chips.

- For tournament play, scoring is accumulative. Lag for break. High score breaks on the following game. The player that accumulates the most chips after 3 games wins.
SCRATCHBALL Official Rules 2009
The object of the game is to sink the cue ball. A scratch allows you to shoot again. Fail to scratch and your inning ends and the next player approaches the billiard table. Scratch and pocket a ball to make points. Rack using a standard triangle with the apex ball on the foot spot and the red ball in the top center of the rack. Break from behind the head string.


SCORING & PLAY
Scratch and do not sink a ball = 0 pts + continue your turn
and sink a counter ball = 5 pts per ball + continue your turn
and sink the dead ball = 10 pts + continue your turn
Fail to scratch but sink counter balls = 1 pt per ball + end your turn
but sink dead ball = 0 pts for that turn + end your turn
Foul = subtract 5 pts + end your turn.
(Score does not go below 0) (See terms to describe a foul)

KEY INFORMATION
- After a scratch, reset 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.
- The highest score at the end of the game is the winner.

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.

TURNS
- 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.

END GAME
- 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.

HINTS
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.
SCRATCHBALL GAME VARIATIONS
Tournament options: Scoring is accumulative. The highest score after 3 games wins. The object ball and the cue ball must be a call shot to acquire points. As long as the call shot was successful, unintentional points can be counted.

Diamond: 16 ball ScratchBall uses two dead balls giving extra chances for 10 point plays. Rack by centering the dead ball on the foot spot. Dead balls stays down at end of the game.


9-balls:
Played with 9 balls as shown. Rack with apex ball on foot spot.





7-balls:
A unique look and plays faster. Rack with the apex ball (top black ball) on the foot spot.






SUDDEN DEATH
- Sudden Death breaks a tie. Rack the table with only 3 red balls. Put the apex ball on the foot spot with the two other red balls directly behind the apex ball. Lag or flip a coin to break. Break from behind the head string. The first person to block a pocket wins the game. Play Sudden Death, without blocking a pocket ends the game in a stalemate. Winner of Sudden Death is awarded 2 chips.

TERMS
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.


TEAM PLAYING:
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.

SUPPLEMENTAL SCRATCHBALL DETAILS
THE DEAD BALL
- If the dead ball or a black ball jumps the rail, they are reset on the foot spot.
- When the dead ball is the object ball, you must scratch and pocket the dead ball. If you scratch without pocketing the dead ball, your turn ends plus you forfeit all points made during that shot.
- If you pocket the dead ball without a scratch, you lose your turn and any other points that were made during that shot.
- If the cue ball is on the foot spot after the dead ball is pocketed, place the dead ball one ball width away from the cue ball in back of the foot spot.

RULES THAT APPLY ONLY DURING THE RESET SHOT
- Points are counted for pocketing the dead ball, and for pocketing the counter in the same pocket as the cue ball, as long as the dead ball or the counter ball is not the object ball.
- When the cue ball is reset on the table, it must be at least 1 ball (2.25") away from the object ball.

SUDDEN DEATH
- To break a tie game, you play a game of sudden death. Reset the table with only the dead ball and the cue ball. Set the dead ball on the foot spot and shoot the cue ball from behind the head string. The player that breaks takes the first shot. Each player gets only one shot. Reset table after each shot. After each player has a turn and the tie is not broken, play another game of sudden death. Commit a foul in sudden death, you lose. If it is still a tie game after 3 games of sudden death and the game is a stalemate.

TERMS
Call Shot: Announcing where you plan to pocket the cue and object ball.
Counter ball: All balls except the cue ball and the dead ball.
Dead Ball: The off-color ball (the red ball with regulation colors) or the 8-ball with a standard set of pool balls.
Duck: Real easy shot. A ball that is on the edge of a pocket ready to fall in.
Foul:- Failure to hit a ball or scratch without hitting a ball.
- Any balls jumping off the table.
Object ball: The first ball hit by the cue ball.
Reset shot: The shot following a scratch with the cue ball.
Scratch: Sink the cue ball into a table pocket.
Stalemate: After 3 sudden deaths and the score is still tied.
Sudden Death: End game to break a tie.

Billiard Congress of America (BCA) General Rules of Pool apply to ScratchBall with one exception; a scratch is not considered a foul.
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