9-Ball Blitz

Listen to the Rules

New to Nine-Ball Blitz? Listen to a quick spoken explanation of how the game works.

5:04 Audio Overview

0:00 elapsed5:04 total

Rules explanation is paused

Nine-Ball Blitz Official Rules

Nine-Ball Blitz is played under standard nine-ball rules except where specifically modified below. Players who understand traditional nine-ball only need to learn the following additional rules.

1. Match Format & How to Win

Before the match begins, players set three match parameters:

  • Shot Clock Length — the amount of time each player receives on their Shot Clock.
  • Target Score — the number of points required to win the match immediately.
  • Match Clock — the total amount of time allowed for the match.

There are two ways to win

  • Reach the Target Score: The first player to reach the predetermined Target Score wins immediately.
  • Lead When the Match Clock Expires: If the Match Clock expires before either player reaches the Target Score, the player with the higher score wins.

Sudden Death

If the score is tied when the Match Clock expires, the software announces a tie and begins Sudden Death.

During Sudden Death, the Match Clock is replaced by a Sudden Death indicator. The same Shot Clock Length, scoring system, and rules remain in effect.

Players complete full racks until a rack concludes with one player ahead in total score. If the total score remains tied at the end of a rack, another rack is played.

The first Sudden Death rack to conclude with a score differential determines the winner.

Opening-Rack Break-and-Run Exception

At the start of Sudden Death, the players re-lag to determine the first breaker.

If the winner of that lag breaks and runs the opening rack, the opponent receives one corresponding opportunity to break and run and match or exceed the score produced by the first player.

If the response is lower, the first player wins. If the response is higher, the responding player wins. If the response matches the score, Sudden Death continues.

If the score remains tied and the first player again breaks and runs on the next corresponding opportunity, the opponent again receives a response break-and-run opportunity. This same comparison repeats while the score remains tied.

The special break-and-run response sequence ends when either a player fails to complete the required break-and-run, or the corresponding break-and-run attempts produce a score differential.

2. Rack & General Play

Rack the balls in a standard nine-ball diamond:

  • 1-ball on the foot spot.
  • 5-ball directly behind the 1-ball in the second row.
  • 9-ball in the center.
  • All remaining balls randomly placed.

Soft breaking is not permitted.

Standard nine-ball rules otherwise apply. The cue ball must contact the lowest-numbered ball first. Slop counts on an otherwise legal shot. Standard fouls result in ball-in-hand, and the three-foul rule is in effect.

3. All-Ball Fouls

9-Ball Blitz uses an all-ball fouls standard, with the specific interpretation described below.

Disturbing a Ball

A foul occurs when a player, their cue, clothing, body, equipment, or any other non-game action disturbs or moves any ball on the table.

For purposes of 9-Ball Blitz, incidental contact by itself is not the determining factor; the ball must be disturbed or moved.

When a ball is disturbed, it is a foul.

No Ball Replacement

A ball that has been disturbed is not replaced or restored to its previous position.

Play proceeds according to traditional 9-Ball foul rules.

This rule exists so that players do not need to stop the self-managed Shot Clock or the Match Clock to determine or restore a previous ball position.

Balls in Motion

A ball that is still moving as the result of normal play may not be interfered with.

A moving cue ball may not be touched by the cue, a player, or their equipment until it has come to rest or has fully completed its legal path into a pocket or ball-return system.

A moving object ball may not be contacted by the cue ball or otherwise disturbed until that object ball has come to rest.

If the cue ball itself is stationary and it is legally that player's turn, the player may strike the cue ball while another ball is still moving provided the resulting shot does not contact or interfere with the moving ball.

Scratched Cue Ball

When the cue ball is rolling toward or into a pocket which may result in a scratch, the incoming player may not catch, stop, or retrieve the cue ball while it is still in motion.

The cue ball must be allowed to completely enter the pocket and finish its path.

The cue ball may then be retrieved from the table's ball-return collection area, or from the bottom of the pocket after it has fully fallen in, on a table without a ball-return system.

Catching or stopping the cue ball before it has completed that movement constitutes disturbing a ball and therefore a foul.

BALLS MOVING FOR UNREASONABLY LONG TIME

If there should be any instance of a cue ball or object ball rolling or spinning in place for more than 10 seconds after the outgoing player has pressed their "End Turn" button and the remaining motion would restrict the incoming player from playing a legal shot in a reasonable amount of time, the incoming player shall be permitted 1 shot clock reset.

The spirit of this specific rule is to restrict exploitative play, such as stunning the cue ball with extreme side spin so that it will spin in place for the entire duration of your opponents shot clock.

4. Scoring

There are two scoring balls in every rack:

  • 5-ball = 1 point
  • 9-ball = 2 points

A scoring ball may score whenever legally pocketed during normal play, including when pocketed early.

If both scoring balls are legally pocketed on the same shot, both are eligible to score.

Nine-Ball Blitz scoring is self-managed. Players are responsible for recording earned points in the software at the appropriate time.

5-Ball

A legally pocketed 5-ball is worth 1 point and remains down.

The player must record the point in the software before resetting their Shot Clock.

If the player pockets the 5 legally but activates their Shot Clock Reset without first recording the 5-ball point, the point is forfeited.

The 5-ball remains down and the forfeited point cannot be recovered.

9-Ball

A legally pocketed 9-ball is worth 2 points and ends the rack once properly scored.

The player must record the 9-ball in the software before their Shot Clock expires.

5-Ball on the Break

The 5-ball does not score when pocketed on the break and must be respotted by the breaking player.

  • If the foot spot is clear, place the 5-ball on the foot spot.
  • If the foot spot is obstructed, place the 5-ball on the line between the foot spot and the center diamond of the foot rail, as far forward as possible, frozen to the obstructing ball.

The breaking player remains responsible for their Shot Clock while respotting. If nearby balls make accurate spotting impractical within the normal allotted time, the player may use the app's Pause button.

Golden Break

A legally pocketed 9-ball on the break is a Golden Break worth exactly 2 points.

A Golden Break:

  • Does not earn a Break-and-Run Bonus.
  • Does not advance an existing break-and-run package.
  • Does not reset an existing break-and-run package.

If the 5-ball is also pocketed on a Golden Break, the 5-ball does not score and is not respotted because the rack has ended.

5. Bank Bonus Points

A player may earn Bank Bonus Points by intentionally banking either scoring ball.

Before shooting, the player must verbally call both the intended pocket and intended number of rails.

Each successfully completed called rail earns +1 point, up to a maximum of +3 Bank Bonus Points.

Therefore:

  • Maximum value of the 5-ball = 4 points
  • Maximum value of the 9-ball = 5 points

The scoring ball must complete a clean bank. Kisses, kicks, caroms, combinations, tickies, or similar indirect routes do not qualify.

Other balls may fall without invalidating the Bank Bonus, provided the called scoring ball completes the bank correctly and the underlying shot is legal.

If a scoring ball is legally pocketed but the called bank does not qualify for the bonus, its normal base value still applies.

6. Break-and-Run Bonus

Completing a rack from the break without relinquishing the table earns a progressive Break-and-Run Bonus:

  • First consecutive break-and-run: +1
  • Second: +2
  • Third: +3
  • Fourth: +4
  • And so on, with no maximum.

Any legal end-of-rack scenario other than a Golden Break qualifies, provided the breaking player never relinquished the table.

Any turnover to the opponent resets the package. The player's next break-and-run begins a new package at +1.

A Golden Break neither advances nor resets an existing package.

Break-and-Run Bonus Points are added to all other points earned during the rack.

7. Three-Foul Win

The standard three-foul rule is in effect.

If a player wins the rack by three-fouling their opponent, the winner receives the base value of any scoring balls still remaining:

  • 5-ball and 9-ball remaining = 3 points
  • 9-ball remaining = 2 points

Points already earned during the rack remain with the players who earned them.

8. No Concessions

A rack may not be conceded.

Players must allow their opponent the opportunity to complete the rack because the remaining scoring balls may be worth additional Bank Bonus Points.

If a player concedes a rack, the opponent is awarded the maximum potential value of all scoring balls remaining.

Therefore:

  • 9-ball remaining = 5 points
  • 5-ball and 9-ball remaining = 9 points

These values represent the maximum possible base value plus the maximum three-rail Bank Bonus for each remaining scoring ball.

A concession ends the rack after the applicable points are awarded.

9. SELF-MANAGED SHOT CLOCK

Each player is assigned a color in the Nine-Ball Blitz software.

The color displayed on the active Shot Clock identifies the player who currently owns it.

If the Shot Clock is your color, you own the clock and are responsible for it.

Playing a shot does not stop the Shot Clock.

After a shot, the player is responsible for correctly recording any scoring action in the software OR managing the shot clock to correctly reflect which player should be at the table.

If a scoring ball is made, the player must press either "Made the 5" or "Made the 9" in the 9-Ball Blitz software, whichever corresponds with the scoring ball that was made. The software automatically performs the appropriate Shot Clock and/or Match Clock behavior associated with that scoring action.

If no scoring ball is made, Shot Clock management takes place as follows:

  • If the inning continues, the player must manage their time and may use the Reset button once if a ball has been pocketed.
  • If the inning ends, the player must press the "End Turn" button to start their opponents clock and transfer shot clock responsibility.

The player remains responsible for ensuring that the clock state correctly reflects which player is entitled to be at the table.

10. Shot Clock Resets

Legally pocketing a ball makes the player eligible for one Shot Clock Reset.

The Reset does not have to be used immediately.

A player may use all remaining time on the current Shot Clock before activating the available Reset. Once activated, the Reset provides the predetermined Shot Clock Length.

Resets do not stack.

Pocketing additional balls before using an available Reset does not accumulate additional future Resets.

11. End Turn

When a player's inning ends under normal nine-ball rules, that player must manually press End Turn to transfer the Shot Clock to the opponent.

A miss, safety, scratch, foul, or other turnover does not automatically transfer the clock.

Until End Turn is pressed, the outgoing player continues to own the Shot Clock.

Any delay therefore gives the opponent additional preparation time while the outgoing player's clock continues to run.

12. Early End Turn

A player may press End Turn while balls are still moving.

The player is not required to wait for all balls to stop or for a pocketed ball to complete its travel through the table's ball-return system.

However, an Early End Turn is made at the player's own risk.

If the final outcome of the shot shows that the player's inning should legally have continued, the Early End Turn constitutes a foul and the opponent receives ball-in-hand.

A player may transfer the clock before the shot has completely resolved, but that player is responsible for being correct that the inning is over.

13. Forgotten End Turn

Shot Clock ownership is determined by the software, not by which player is physically shooting.

If a player's inning ends but that player forgets to press End Turn, the outgoing player continues to own the Shot Clock.

The opponent may approach the table and even play a shot while the outgoing player's clock is still running.

If the outgoing player's clock subsequently expires and the Time Foul sound plays, the outgoing player has committed the foul and the opponent receives ball-in-hand.

This remains true even if the opponent has already played a shot, legally pocketed a ball, missed, or otherwise completed an action at the table.

The color displayed on the Shot Clock determines responsibility.

14. Time Fouls

The Nine-Ball Blitz software determines when a Time Foul occurs.

If the Time Foul sound plays while a player owns the Shot Clock, that player has committed a Time Foul.

The opponent receives ball-in-hand.

Striking the cue ball before the Shot Clock reaches zero does not prevent a Time Foul.

The player must leave enough time to play the shot, determine the outcome, complete any required scoring action, and then Reset or End Turn as appropriate.

If the Time Foul sound plays while your color owns the clock, the Time Foul is yours.

9-Ball and Time Fouls

Pocketing the 9-ball does not protect a player from a Time Foul.

If the 9-ball is pocketed but has not been scored in the software before the Time Foul sound plays:

  • The 9-ball does not score.
  • The 9-ball is respotted.
  • The opponent receives ball-in-hand.
  • The rack continues.

Quick Reference

Match Setup

Set three parameters:

Shot Clock LengthTarget ScoreMatch Clock

Winning

  • Reach Target Score → Win
  • Match Clock expires while leading → Win
  • Match Clock expires tied → Sudden Death

Scoring

  • 5-ball = 1 point
  • 9-ball = 2 points
  • Clean called bank = +1 per rail, maximum +3
  • Maximum 5-ball value = 4
  • Maximum 9-ball value = 5
  • Break-and-run package = +1, +2, +3, +4... uncapped
  • Golden Break = 2 points only

Self-Management

  • Pocket the 5 → Score it before Reset or forfeit the point
  • Pocket the 9 → Score it before a Time Foul or the 9 respots
  • Your color = Your clock = Your responsibility
  • Inning continues → Reset
  • Inning ends → End Turn
  • Time Foul sound while you own the clock → Opponent gets ball-in-hand
  • Early End Turn when your inning should continue → Opponent gets ball-in-hand

Concessions

  • No concessions
  • Concede with 9 remaining → Opponent receives 5 points
  • Concede with 5 and 9 remaining → Opponent receives 9 points

Single Player Mode

Single Player is played against the clock rather than against another player. The objective is to score as many points as possible before the Match Clock expires.

Match Length

  • Every Single Player session uses a fixed 25-minute Match Clock.
  • The Match Clock runs continuously once the session begins. It stops only while the in-game menu is open.
  • The session ends when the Match Clock reaches zero.
  • The player's final score is the total number of points earned during the session.

Difficulty Selection

Before starting, the player must choose one of three difficulty levels.

Easy

  • Ball-in-hand after the break.
  • Ball-in-hand after every miss, foul, or Time Foul.
  • The rack never ends early. Play continues in the same rack until the 9-ball is pocketed.

Medium

  • Ball-in-hand after the break.
  • Any miss, foul, or Time Foul ends the rack immediately and a new rack is required.

Hard

  • No ball-in-hand. The table is played as it lies, including after the break.
  • Any miss, foul, or Time Foul ends the rack immediately and a new rack is required.

Shot Clock Selection

Before starting, the player must also choose a Shot Clock length:

  • 20 seconds
  • 25 seconds
  • 30 seconds
  • 35 seconds

The shorter the Shot Clock, the more difficult the time constraint.

No difficulty or Shot Clock setting is selected automatically. The player must choose both before the session can begin.

Scoring

Single Player uses the standard 9-Ball Blitz scoring system.

  • 5-ball = 1 point
  • 9-ball = 2 points
  • Bank shots add +1 point per rail, up to 3 rails
  • Break-and-run package = +1, +2, +3, +4... increasing with each consecutive break-and-run
  • Golden Break = 2 points only, with no break-and-run bonus

The 5-ball may be scored once per rack. There is no target score in Single Player.

Rack Progression

  • A rack ends when the 9-ball is pocketed and scored, or, on Medium and Hard, when a miss, foul, or Time Foul occurs.
  • When a rack ends, the Shot Clock pauses and resets to the selected length while the Match Clock keeps running.
  • The next rack begins when the player breaks, which starts the Shot Clock again.
  • A break-and-run streak carries between racks. Consecutive break-and-runs increase the bonus by one point each time.
  • A Golden Break does not add a break-and-run bonus and does not break an existing streak.
  • Any miss, foul, or Time Foul resets the break-and-run streak to zero.

Personal Best

Results are tracked as a Personal Best for each specific combination of difficulty level and Shot Clock length.

A Personal Best for one combination is separate from a Personal Best achieved under any other combination. A Personal Best is updated only when the score is beaten, and it stores the score along with the misses, fouls, and racks played from that session.

Have questions? Contact support@9ballblitz.com.