Quick Rules
One Pocket (WPA Quick Rules)
Objective
Each player is assigned one corner pocket.
Legally pocket 8 balls into your pocket to win.
Break
Cue ball in hand behind the head string.
Break is not a call shot.
A legal break requires one object ball to be pocketed or at least two object balls to contact a rail.
Failure is a foul.
Pocket Assignment
Pockets are assigned by the first called and legally pocketed ball after the break.
The pocket into which that ball is made becomes the shooter's pocket.
Call Shot & Legal Shot
All shots after pocket assignment are called (ball + pocket).
A legally pocketed called ball scores only if made in the shooter's pocket.
Balls pocketed into the opponent's pocket score for the opponent.
Continuing Play & Scoring
Each legally pocketed ball scores one point.
Shooter continues as long as balls are legally pocketed into their own pocket.
Fouls & Penalties
Standard fouls apply.
Penalty: –1 point, and opponent shoots with cue ball in hand behind the head string.
Balls pocketed on fouls, during safeties, or in neutral pockets are spotted.
Winning / Losing
First player to legally pocket 8 balls into their pocket wins.
A player loses if the 8th ball is pocketed:
into the opponent's pocket,
on a foul, or
illegally.
Stalemate
If no progress is possible, balls are re-racked and play resumes with the same pocket assignments.
Jump to: Objective | Break Shot | Pocket Assignment | Call-Shot Requirement | Legal Shot | Scoring | Continuing Play | Fouls | Loss of Game | Stalemate | Special Situations
Full Rules
Preamble
These One Pocket rules follow the World Pool-Billiard Association (WPA) standards. All WPA General Rules apply unless explicitly modified below.
1. Objective
One Pocket is a call-shot game played with fifteen object balls and a cue ball.
Each player is assigned one corner pocket.
Players score by legally pocketing object balls into their own pocket.
Each legally pocketed object ball scores one point.
The first player to score eight points wins the game.
2. Break Shot
The cue ball begins in hand behind the head string.
The opening break is not a called shot.
A legal break requires:
One object ball to be pocketed, or
At least two object balls to contact a rail.
Failure to meet this requirement is a foul.
3. Pocket Assignment
Pocket assignment occurs when a player legally pockets a called shot after the break.
The pocket into which that ball is made becomes the shooter's pocket.
The opposite corner pocket becomes the opponent's pocket.
Once assigned, pocket assignments do not change.
4. Call-Shot Requirement
All shots after pocket assignment must be called by stating the object ball and intended pocket.
A called ball pocketed into the shooter's pocket scores one point.
If a called ball is pocketed into the opponent's pocket, that ball scores for the opponent.
5. Legal Shot
A shot is legal when:
The cue ball first contacts the called object ball, and
After contact, a ball is pocketed or any ball contacts a rail.
6. Scoring
Each legally pocketed ball scores one point for the player whose pocket it enters.
7. Continuing Play
The shooter continues shooting as long as balls are legally pocketed into their own pocket.
8. Fouls
Standard WPA fouls apply.
Penalty for a foul:
Deduction of one point, and
Opponent receives cue ball in hand behind the head string.
Any object ball pocketed:
on a foul,
during a called safety, or
into neither player's pocket
is spotted.
9. Loss of Game
A player loses immediately if they:
Pocket their eighth ball into the opponent's pocket,
Pocket their eighth ball on a foul, or
Pocket their eighth ball illegally.
10. Stalemate
If a stalemate is declared:
All object balls are re-racked.
Pocket assignments remain the same.
Play resumes without altering score.
11. Special Situations (Authority)
Shot execution, cue-ball placement, spotting exceptions, frozen balls, and interference situations are governed by the WPA One Pocket Rules and WPA General Rules.