KOREAN 9 BALL CAROM
House Rules.

Updated: July 28, 2014.

Contents:

  1. TYPE OF GAME
  2. PLAYERS
  3. EQUIPMENT
  4. OBJECT OF THE GAME
  5. USING THE POKER CHIPS
  6. SCORING
  7. OPENING SHOT
  8. RULES OF PLAY
  9. PUT OUT
  10. BACK IN
  11. BLACK BALL
  12. SET WIN
  13. FIRST INNING RUN OUT
  14. NEXT SET SHOOTING ORDER
  15. FROZEN CUE BALL

Except when clearly contradicted by these additional rules, the General Rules of Carom Billiards apply.

TYPE OF GAME

This is a ring game of multiple sets with a six person maximum.   It uses score boards to track set progress and poker chips to track final outcome.   (Note: The game is composed of multiple sets.)

PLAYERS

Two to six players.

EQUIPMENT

Carom table: 10', 9' or 8'.

Remember to collect all: markers, and chips from each player before they leave (i.e. when they quit playing — instead of waiting until everybody is done)!

Nine carom balls (61.5mm):   (Aramith makes a set for this game.   NOTE:  Imperial International had three sets of these balls left on May 6, 2014.   They said the set has been discontinued and that they won't be restocking it.)

Markers, which are used to figure a player's final score.   Traditionally these are miniature cards, numbered from 1 through 6, that will fit under the cushions and not interfere with the travel of the balls.   An alternative to miniature cards could be small metal tags (like might be found on a locker door).

No-one is allowed to look at another player's marker until the player shows it.   The player themselves can not look at it until they are within 15-points of winning (doing so is loss of game).

When the marker can fit under the cushion and not interfere with the balls that is where it will be put.   If such markers are not available then a shaker bottle with Kelly peas can be used (though the peas will need to be kept elsewhere as they will definitely mess with the balls).

Poker chips.   Denominations of: 1, 5, and 10.   Starting amount is typically 100.

Pen(cil) and paper to help a player keep track of things.

OBJECT OF GAME

As this is intended to be a ring-type game it is usually played as a series of sets (think of tennis where a match is composed of so many games).   So "set" has a particular meaning here.

There are two objectives:

  1. The set objective is to get to zero points before your opponent.   Each time points are scored they are deducted from what is showing for you on the score board.   The marker each player drew at the start of the set also figures into the winning score.   A typical starting score would be 40 points.

  2. The match objective is to see who has the most chips at the end of a (predetermined) number of sets.

USING THE POKER CHIPS

Once shooting order has been determined people ante into the pot.   When a person is put out of a set (watch out for that black ball!) he is out until the next set unless he chooses to use an one-time option, per set, for re-entry (and ante into the pot again).

Non-pot wagers can be set any time during the game. (Pencil and paper, or other means of recording, may be a good idea here.)

SCORING

The points a player scores are deducted from their scoreboard.

Awarded points are mapped to the following caroms.

If the cue ball contacts any ball other than the combinations mapped above then no points are awarded and it is the next player's turn.

OPENING SHOT

The layout of the table for the opening of the game is as follows (each on the long string).

The cue ball at the head rail can be placed anywhere in the kitchen for the opening shot.   First contact must be the other cue ball (frozen on the foot cushion).

Note:
Only carom combinations which award points (see above) allow a player to continue at the table.   If the cue ball contacts any ball other than the combinations mapped above then no points are awarded and it is the next player's turn.

RULES OF PLAY

Player order will be established first and then people's target scores will be set (thereby allowing for handicapping different player levels).   Each person's target score is set on their scoreboard (points being deducted for each legal score).

Without looking at its value, each player (in shooting order) will choose a marker and place it, face side down, under the long rail (first shooter at first diamond, second shooter at second diamond, ...).   When a player gets within fifteen points of winning they can look at their marker.   When they have reached the winning score (exactly) they will turn the marker over for all to see.   They will also reveal their marker if they go past the winning score – but in this case they have busted and are out of the set.   (As the value of the marker counts as the final points scored it can be viewed as their new target score, instead of the original zero points).

The first player starts the game using the cue ball at the head cushion (from any place in the kitchen -- see Opening Shot).

Player's turn continues until he fails to score, commits a foul, or the black ball is touched by any ball moved during his shot.

Only ball combinations which award points allow a player to continue at the table.

When a player's turn is done the incoming player uses the other cue ball (i.e. cue balls alternate).

PUT OUT

Aside from being put out of the set when the black ball is touched by another ball a player will also be put out for any of the following:

A player is out of the set unless they are able to re-enter.

RE-ENTRY

Use of this option requires anteing in again.   The player can not exercise this one-time option until his turn comes around.   If the player gets back in his score is reset to the initial value and he may select a new marker.   He then gets to choose which marker he will use (if there are any not being used).

BLACK BALL

When the black ball is hit it will be reset once all balls have stopped moving.   If a ball is blocking the center spot then that ball will be placed where the black came to rest.

If at the end of a player's turn any color (non-cue) ball is so close to the black that a ball can not pass between them, without touching either, then the color (non-black) ball will be placed on its color's spot on the side of the table opposite its partner.   If its partner is resting on the center string then either end of the table will do.   This does not apply to either cue ball (if they're close to the black they simply stay there!).

SET WIN

To win a set on points a player must score exactly the number of points needed to take him to {zero + marker}.   Going below it will put him out of the set.   Note that a player does not know the value of their marker until they have gotten within fifteen points of winning (at which point they need to get really picky about their scoring combinations).

If only one player remains during an inning they are the automatic winner of that set.   (Possible since people can't get back in till their turn comes around again.)

FIRST INNING RUN OUT

Wins the pot plus the ante of re-entry from each player.

NEXT SET SHOOTING ORDER

The shooting order for the next set has the winner taking the opening shot.   The second shooter is the first player out.   The third shooter is the second player out.   The remaining players will choose shooting order by lot.

FROZEN CUE BALL

Player must shoot away from the ball the cue is frozen to.   Playing a thin-hit is not allowed. (Re-spotting is not allowed either.)


Billy Aardd's Club, NMT, Socorro, NM.