SECTION 1: GAME PLAY RULES

1.1 OBJECT OF THE GAME

To win by legally pocketing the 7-ball after all other balls have been pocketed or making the 7-ball on the break.


1.2 THE LAG, RACKING, ORDER OF BREAK

THE LAG

A lag must be performed in order to determine who breaks first in a match between two players. Winner of the lag must break. Coin flipping instead of lagging is not allowed at anytime. 

To perform the lag, both shooters are to simultaneously shoot a ball from behind the head string to the foot cushion and back toward the head cushion. The shooter's ball that comes to rest closest to the head cushion is the winner of the lag. It does not matter if a shooter's ball touches a side rail or the head cushion; the ball closest to the head cushion wins the lag.

  1. If a shooter, during their lag, lags their ball into any pocket or off of the table it is a loss of the lag.
  2. If both shooters lag their balls into a pocket then both shooters are to re-lag.
  3. If, during the lag, both shooter's balls make contact with one another both shooters are to re-lag.
  4. If, during the lag, one of the shooter's balls travels passed the head cushion, and resides inside the jaws of one of the pockets closest to the head cushion without falling into the pocket, both shooters are to re-lag.
  5. If, during the lag, a shooter's ball makes contact with any foreign object such as a stick, human being, or rack it is a loss of the lag.
  6. Lagging simultaneously is required. If, during the lag, a shooter waits to perform the lag until after the other shooter's lagged ball reaches the far rail, it is a loss of the lag for the shooter who delayed their lag. 

WHO RACKS THE BALLS?
In NAPA Standard leagues the loser of the lag and the loser of each game must racks the balls.  

In a NAPA Rack Your Own league the shooter on the break must rack their own balls.

ORDER OF THE BREAK
The winner of each game must break in the next game.


1.3 RACKING THE BALLS

Balls one(1) through seven(7) are racked in a hexagonal configuration, with the 1-ball placed at the rack's apex, centered over the table's foot spot, the 7-ball placed at the rack's center, and all other balls placed clockwise in order by number.

 


1.4 LEGAL BREAK SHOT
  1. The breaker must break with the base of the cue ball behind the head string
  2. The breaker must strike the 1-ball first and either pocket a ball or drive at least four (4) numbered balls to the cushion. If a shooter fails to meet either of the above requirements the balls are to be re-racked and the incoming shooter takes over the break with cue ball in hand behind the head string.
  3. If the breaking shooter miscues and the cue ball does not make contact with the racked balls or the breaking shooter interferes with the cue ball at any time before making contact with the racked balls, it is a foul. The incoming shooter takes over the break with cue ball in hand behind the head string.
  4. If the cue ball is pocketed or driven off the table, it is a foul. The incoming shooter has cue ball in hand anywhere on the table.
  5. If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming shooter has cue ball in hand anywhere on the table. The object ball is not placed on the spot (exception: if the object ball is the 7-ball, it is spotted).
  6. Pocketing the 7-ball on the break is a win for the breaker assuming all requirements of a legal break shot are met. If the 7-ball is made on the break and the breaker scratches, the 7-ball spots and it is cue ball in hand any where on the table.
     

If the shooter performing the break shot, during their stroke, completely misses and makes no contact with the cue-ball (basically a "swing and a miss"), this is not considered a foul and the shooter may try the break shot again.

NOTE:  Any foul on the break disqualifies the breaker from getting the Rackless Match Bonus Point.


1.5 THE BREAK & AFTER

The breaker must pocket a ball on the break in order to continue his/her turn at the table. Failure to do so the shot turns over to the opponent.

+ 7-ball made on the break is a win.

+ Foul on the break incoming shooter gets ball in hand.

+ 7-ball made on the break and a scratch - The 7-ball is spotted where the rack took place and it is ball in hand for the incoming shooter.

AFTER THE BREAK
After the break, the breaker’s opponent must select three pockets along one of the table's long rails in which he/she will make the 7-ball into for the win, and the player who broke is automatically assigned the three pockets situated along the opposite long rail in which he/she will make the 7-ball into for the win.

NOTE: If the players forget to select their pockets as mentioned above and play continues without selecting their pockets, the entire game must start over with a re-rack and the same breaker shall break.
 


1.6 CONTINUING PLAY

CONTINUING PLAY

Balls 1 through 6 may be pocketed in any pocket, starting with the lowest ball on the table as the object ball.

Failure to make contact with the lowest numbered ball on the table first on each shot is a foul. Ball in hand foul for the incoming shooter.

Combos are legal and any ball (including the 7-ball) may be used in a combination, however, the 7-ball can only be pocketed "for the win" after all balls have been pocketed, beforehand. You can not pocket the 7-ball out of turn or out of rotation "for a win".

If the 7-ball is made out of turn but a "legally called" ball is made, the 7-ball is to be spotted immediately where the rack took place and the shooter continues their turn at the table.

If the 7-ball is the "legally called" ball by a combo shot, it is not a win. The 7-ball is to be spotted immediately where the rack took place and the shooter continues to shoot without losing their turn.

If the 7-ball is illegally pocketed by being pocketed in the wrong pocket, and there are still balls on the table, it is to be spotted immediately where the rack took place and the incoming shooter shoots from where the cue ball lies.


WHEN SHOOTING THE 7-BALL

  1. If the shooter pockets the 7-ball in any pockets other than his/her assigned pockets for the win, the 7-ball must be spotted immediately on the spot at the OPPOSITE end of the table from where the cue ball came to rest and the incoming shooter must shoot
     
    1. If the cue ball comes to rest on the foot rail end of the table then the 7-ball would be spotted immediately on the spot at the head rail, and vice-versa.
    2. If the cue ball comes to rest in the DEAD center of the table (between both side pockets) then the 7-ball goes back to the spot that the game was racked from. 
       
    3. Location of the cue ball must be determined by where the base of the cue ball is touching the felt.

1.7 CALLING YOUR POCKET

Shooters are required to call their intended ball and pocket when shooting on every shot with the exception of the break. Calling a pocket is done by either, verbally announcing the designated pocket to the opponent, or any shooter on the opposing team, or by pointing at the pocket with your hand or pool cue. The shooter does not need to call number of cushions, banks, kisses, or caroms. If the shooter pockets the 7-ball in the designated pocket, the game is a win. 

Illegally Pocketed Balls:

  1. Pocketing a called ball in an unintended pocket. The incoming shooter has "Play Option"

  2. An unintended ball is pocketed while not legally pocketing the called object ball. The incoming shooter has "Play Option"

  3. Accidentally pocketing the 7-ball while not pocketing the called object ball. The 7-ball spots and the incoming shooter has "Play Option".

Play Option:

If you illegally pocket any ball, your opponent has the option to:

  1. Accept the table as is.
     
  2. Require you to shoot again.
     

NOTE: If the 7-ball is accidentally pocketed while the shooter legally pockets their called object ball the 7-ball is to be spotted immediately and the shooter continues to shoot without losing their turn. All other illegally pocketed balls remain pocketed.

NOTE: Only one ball may be called on each shot. The shooter can not call two balls at once. The shooter can not slop a ball into a pocket by accident. Every shot must have one called ball. If the shooter's called ball goes into the shooter's called pocket, and another object ball falls into any pocket on the table, the shooter continues to shoot as long as the shooter committed no fouls on the table and the shooter's called ball pockets into the pocket the shooter called.


1.8 CUE BALL IN HAND

When the shooter has cue ball in hand due to a foul by the opponent, the shooter may place the cue ball anywhere on the bed of the table, except in contact with another ball. When placing the cue ball in position, the shooter is allowed to adjust the placement of the cue ball with the cue stick. This rule also applies to break shots when the shooter has ball in hand behind the headstring.

Please note the following: 

  1. Allowing the cue ball, any part of the body, or any other object to come into contact with another ball on the bed of the table while the shooter has cue ball in hand due to a foul by the opponent, is a foul. The incoming shooter has cue ball in hand.
  2. Touching the cue ball with the ferrule of the cue stick is NOT a foul. 
  3. Touching the cue ball with the tip of the cue is considered an attempted stroke.
  4. If, the shooter places the cue ball on the bed of the table and, after letting go of the cue ball, the cue ball, on its own, rolls into a pocket due to faulty equipment or an act of God, and the cue ball has made no contact with any other balls then no foul should apply in this scenario.   The shooter who had ball in hand can take the ball and reposition it and continue their turn at the table.

1.9 SAFETY, PUSH & 3-FOUL RULE

SAFETY

DEFINITIONS: 
"Safety Shot", "Safety Down", or "Safety"
These three verbiages mean the same thing in NAPA.  For tactical reasons, a shooter may choose to pocket a "called" object ball into it's called pocket and also discontinue his or her turn at the table by declaring one of the three verbiages mentioned above in advance of the shot. 

"Defensive Shot", "Safe", or "Defense" 
These three verbiages mean the same thing in NAPA.  Purposely shooting a legal defensive shot in an attempt to hook (or snooker) your opponent without making an object ball.
 



A "safety shot", "safety down", or "safety" as described above is illegal in NAPA 7-ball. Performing this shot is a foul and ball in hand for the incoming shooter.

A "defensive shot", "safe", or  "defense" is legal in NAPA 7-ball as long as a ball makes contact with a rail after the cueball makes initial contact with an object ball. This type of shot is not required to be announced before shooting.


PUSH OUT

A ”push” after the break is not allowed in NAPA 7-ball.

3-FOUL RULE

There is no three foul rule in NAPA 7-ball.


1.10 END OF GAME

The game ends at the end of a legal shot which pockets the 7-ball, or when a shooter forfeits the game


SECTION 2: MATCH PLAY RULES

SECTION 3: COACHING AND OFFICIATING

SECTION 4: INTERFERENCE AND FOULS

SECTION 5: EQUIPMENT RULES

SECTION 6: SCORING RULES

SECTION 7: SHOOTER RULES

SECTION 8: TEAM RULES

SECTION 9: END OF SESSION, TIED TEAMS & PLAYOFFS

SECTION 10: GENERAL RULES

SECTION 11: CODE OF CONDUCT