Chess pool is played on a pool table with standard pool equipment,
beginning with a rack of nine balls as follows, viewed from the front (the
1-ball faces the breaking player)
9
4 12
11 8 3
2 10
1
The player who breaks chooses, after the break, whether to control
solids or stripes (solids being the balls ("pieces") numbered 1-4 and
stripes, 9-12).
Players alternate, taking only one shot per turn. On every shot, the
player strikes the cueball which must strike a friendly piece, and must not
first collide with an opposing piece or the 8-ball -- unless the player has
no friendly pieces remaining, in which case the cueball must strike the
8-ball before any other. Violation of any of these conditions incurs a
foul. If the cueball ever lands in a pocket, the shooter has scratched.
Whenever the 8-ball is pocketed or captured, except in case of a foul
or scratch, the shooter puts it back into play in place of an opponent's
piece, which is removed from the game. If the shooter's opponent has no
pieces remaining, then the shooter has won the game.
Balls pocketed on the break remain pocketed except in case of a scratch;
and the 8-ball is replaced as usual after the breaker chooses which
pieces to control. Regardless of whether pieces were pocketed, the second
player has the first shot after the break.
The Turn
On a turn, if there are at least two object balls on the table, the player
chooses to SLOP or MOVE:
Slop
The player shoots and, except in case of a foul or scratch, all balls thus
pocketed are removed from the game. If the 8-ball is among them, it is
replaced; see above.
Move
This option is a good deal more complicated, and requires the introduction
of the names for the pieces:
Also note that the pool table is divided into an 8x4 grid of spaces by the
three spots on each short edge and seven on each long. This grid is
regarded as half a chessboard.
The shooter names a friendly capturer and a target, which can be an enemy
piece or the 8-ball. The target must lie in a space to which the capturer
could legally move in Chess (ignoring the restrictions about putting one's
King in check and jumping over intervening pieces).
The shooter may name the King as a
capturer if and only if there are no frindly pieces remaining on the table.
After making the call, the shooter shoots.
If the cueball hits another ball before the capturer, or if the capturer
then hits another piece before the target, the shot is considered a slop.
Otherwise, for every collision between opposing pieces, the piece that was
at rest is "captured" (If both were in motion, both are "captured").
Note the following clarifications:
A ball is considered at rest until it participates in a collision. Then
it is considered to be in motion until the end of the shot, even if it
stops rolling before that time.
"captured" pieces can still cause others to become "captured" - thus, for
example, the target can take the capturer to the grave with it.
The King is considered to be the shooter's piece if it was named as the
capturer. It is considered to be an opponent's piece if it was named as
the target. Otherwise, it is neither, and so cannot become "captured",
nor cause another piece to become "captured". This resistance to capture
is called the 'diplomatic immunity' of the king.
Note that the King can be named capturer only if the shooter has no other
piece left on the table, but that it can be the target no matter how many
pieces the opponent has.
At the end of the move, all "captured" pieces are removed from the table,
along with any pieces that landed in a pocket. If the shooter fouled or
scratched, its opponent places all pieces removed on the shot. If the
8-ball was legally removed, it is replaced; see above.
Endgame
If all pieces except the 8-ball have been removed from play, the shooter
wins if s/he pockets the ball, but loses immediately if s/he scratches.
Scratching
If the cueball lands in a pocket, the shooter's opponent places it and the
8-ball before shooting, as well as any object balls pocketed on the
scratch. The moral of the story: Don't scratch.
Fouling
If a shooter's cueball fails to hit a friendly piece (or 8-ball in the
absence of friendly pieces) before any other, or if no ball strikes a rail
or lands in a pocket, a foul is called. The fouler's opponent places the
cueball anywhere on the table before shooting, as well as any pieces
pocketed on the foul.