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eBar Billiards™ , the classic billiard table that will fit any room. It includes automatic scoring, foul management, built-in light, and sound.
eBar Billiards™ Table

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  1. Abbreviated version of how to play
  2. Detailed version of rules
  3. Possible Rule Extensions
  4. Fouls

 

eBar Billiards™ Abbreviated Rules

The goal of eBar Billiards™ is to outscore the other player before the bar drops at the end of a game.

During the playing period, players use a cue to strike a ball up the table so that it falls down a hole of the player's choice. There are nine holes, scoring from 1-20 points each depending upon the difficulty. Putting a red ball into any hole secures double points for that player's current score. All balls are returned back to the front of the table to be played again. Three foul skittles are placed near high-scoring holes. If either of the two red skittles is bumped, the current player’s turn is finished and any points made during that turn are lost. Worse, if the black skittle is bumped, that player’s entire score is reset to zero--certainly a bad event for that player. If one player does not score points with a shot, the other player is up.

Eventually, the time runs out, and a bar drops inside the table preventing any more balls from returning to be replayed from the front of the table. Some holes then lose the ability to score points. Play continues with the remaining balls on the table. The last ball must drop into the 20-point hole, which just happens to be located quite near the fatal black skittle. A wrong move here could change the outcome of winner/loser. The game finish is commonly fraught with tension.

The player with the most points wins.

The game can be played solo by one individual, two competitors or by two opposing teams.

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Detailed eBar Billiard Rules

A flip of a coin can decide who starts. The first player is designated as Player A, and the second player is designated as Player B on the display. The game is normally played by two people but can also be played by any number of players divided into two teams. When playing teams, one team will be designated as Player A and the other Player B. A mutual understanding of play order within each team is advised before starting the game.

The game starts with a ball (usually the red ball) placed between the ‘D’ spot and the black skittle. The starting player then takes a white ball from the tray at the front of the table to use as the cue ball and places it in the 'D' for the first strike.

Each turn consists of a number of strikes and comes to an end when a player makes a non-scoring strike or a foul stroke.

A strike is taken by the player taking a white or red ball from a trough at the front of the table, putting it within the 'D' at the front of the table and then hitting it with the cue. Normally, players will pick the red ball if it's available because this provides double points. The aim is to strike another ball on the table in such a way that at least one ball ends up rolling into a hole. If this is achieved, the player continues his turn with the next ball. If no ball drops into a hole, that player's turn is complete. The 'Next Player' button is pressed, causing the current break points to be added to the player's score.

Any white ball that falls into a hole scores the number of points indicated by that hole. If the red ball falls into a hole, it scores double the points indicated by that hole.

At the end of a player's turn, any balls on the table surface remain where they are, and the next player begins his turn by retrieving a ball from the tray. If there is no other ball on the table, proceed as if starting the game.

The game has a built-in 20-minute timer. At the end of the time period, the internal bar (baffle) drops which prevents balls from returning to the tray at the front of the table. There is a one-minute audible warning that this will occur. Once the bar drops, the game is considered to be in extended play. (This also has an audible announcement). During this Extended Play time the game continues as described above, but the number of balls in play gradually decreases due the internal bar (baffle). Sometimes, the last two or three balls are scored in one strike in which case the game ends at that point, but more usually, the time comes when there is only one ball left. When this happens, use the Final Ball Rule. One should also note that during Extended Play the five holes at the far end of the table have had their point values reduced to zero as well as the two outside (5 point) holes. Therefore, a ball dropping through those holes will not register an increase in score.

When the last ball remains, a special rule is needed to end the game. The game can be ended by a player hitting the ball from the 'D' in such a way that it bounces off the side cushion and falls into the '10' hole, '20' hole or one of the dead holes. Needless to say, the risk of hitting the black skittle while attempting to achieve 20 points is significant. Players take turns until the ball successfully drops into a hole or else the game is forfeited because the black skittle is hit, causing that player to lose all points. Of course, in the case where the difference in points is more than 20, there is not much point in continuing because the trailing player's score could never exceed the other player.

 

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Other Rule Extensions

Like most games there are optional rules that may be adopted for one reason or another. The following are the most common.

  • If there are no balls available from the tray, the player shall use the ball nearest edge of the felt at the player end of the table.
  • If a skittle is struck and a ball prevents it from being released, the ball should be returned to the tray.
  • If a ball comes to rest in the 'D', it should be returned to tray.

 

 

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Fouls

  • On failing to score and for all penalties as listed below, the player loses his turn, and the next player goes to the table.
  • If either of the red skittles is struck by a ball with sufficient force, the skittle will register a foul condition which cancels the player's turn (discarding all points made during that turn). All previously accumulated game points are retained.
  • If the black skittle is struck by a ball with sufficient force, the skittle will register a foul condition canceling the players turn and discarding all accumulated game points and points earned during that turn.
  • If any ball runs off the felted portion of the table, the player's turn is terminated, and the ball it is placed in the ball tray to be available for the next player. This rule includes balls leaving the table and those rolling onto the un felted portion of the play surface.
  • For any cue ball holed without striking an object ball (except as in fouling rule) the player's break is cancelled, and the 'Undo' button should be invoked so the player does not get the points for the errant ball.
  • Except when the red ball has been trapped by the bar/baffle, any player who plays without the red ball being on the table cancels his turn with no further penalty.

 

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