| SECTION 1: GAME PLAY RULES |
| 1.1 RECOMMENDED ENVIRONMENT Due to the nature of the strategic play in NAPA One Pocket it is highly recommended that NAPA One Pocket be played on larger tables. Generally a 9-foot table or larger is recommended. The local LO is allowed to play on smaller tables, however, doing so could greatly impact the matches being played. |
| 1.2 OBJECT OF THE GAME NAPA One Pocket is played with 15 object-balls and the cue-ball. Each player is assigned a corner pocket closest to the rack, and the winner of each game is the first to score eight object-balls in their assigned pocket. |
| 1.3 THE LAG, RACKING, ORDER OF BREAK THE LAG The lag must be performed in order to determine who breaks first in a match between two players. Coin flipping instead of lagging is not allowed at anytime.
CHOOSING POCKETS? WHO BREAKS? WHO RACKS THE BALLS? ORDER OF THE BREAK |
| 1.4 RACKING THE BALLS The fifteen object-balls are racked as tightly as possible in a triangle rack, with the apex ball on the foot spot. The balls are to be placed in the triangle in no particular pattern or order. |
1.5 LEGAL BREAK SHOT
NOTE: A foul on the break is a 1-point penalty. 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. |
1.6 THE BREAK & AFTER
AFTER THE BREAK |
| 1.7 SCORING Each ball legally pocketed in one of the foot pockets counts one point for the corresponding player. In addition, balls pocketed in the opponent’s pocket on a foul shot count for the opponent and are not spotted unless the only foul committed is a cue ball scratch. If a score keeper or NAPA Play is not being used, it is recommended that the score be kept as follows. The balls scored by each player are used as physical markers for the score in two corresponding storage locations. PENALTY When a foul occurs, one of the fouler’s scored balls is spotted as the one-point penalty in addition to any other balls that need to be spotted at that time. If a player has no ball to spot for a foul, a marker is placed to indicate a ball is owed. If the player later scores balls, they are spotted to cancel any owed balls. |
| 1.8 FOULS If the shooter commits a foul they lose one point, balls are spotted as necessary, and play passes to the opponent. (See "Penalty" in rule 1.6).
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| 1.9 SPOTTING BALLS Balls are to be spotted if they have been pocketed on a foul shot, pocketed in a side or head pocket, or driven off the table. Balls are also spotted as a penalty for a foul or to pay for previous fouls (owed balls). Spotting is usually done at the end of the shooter’s turn, but if the shooter clears the table and has not reached eight points, perhaps due to balls having been pocketed in extraneous pockets, all balls to be spotted are spotted at that time and the shooter continues their turn. |
| 1.10 INTERFERENCE OPTIONS NAPA League Operators have two interference rule options available to them for local leagues. Option #1: All Ball Fouls ANY accidental movement(s) of ANY ball(s) during a shooter's turn at the table results in loss of turn and 1-point penalty. Pocketed balls must be spotted. Option #2: The NAPA Standard THE FOLLOWING APPLIES AT ANY TIME DURING YOUR SHOT. BEFORE OR AFTER YOU STROKE THE CUE BALL DOES NOT MATTER.
SPECIAL SITUATIONS (Applies to Option #1 and Option #2) 2.1 If you can restore the table balls shall be replaced as near as possible to their original positions immediately prior to the incident and play shall resume with no penalty on the shooter affected. 2.2 If you cannot restore the table the shooters shall replay the game with the original shooter breaking. |