Objective
10-ball uses object balls 1 through 10. As in 9-ball, the cue ball must first contact the lowest-numbered ball on every shot. Unlike 9-ball, 10-ball is call-shot: you nominate the ball and the pocket. Win the rack by legally pocketing the called 10-ball.
Racking
Rack in a triangle with the 1-ball at the apex on the foot spot, the 2 and 3 on the back corners, and the 10-ball in the centre of the third row. The rest go in any order.
The break
The breaker must hit the 1-ball first and either pocket a ball or drive at least four object balls to a rail (some events also require three balls to pass the head string — the event page will say so).
- A 10 pocketed on the break is spotted and does not win. The breaker continues shooting if the break was otherwise legal.
- A push-out is available on the first shot after the break, exactly as in 9-ball.
Calling shots
Name the ball and the pocket for each shot (obvious shots may be left unannounced unless your opponent asks).
- If you pocket the called ball, extra balls that fall stay down and you continue.
- If you pocket a ball you did not call, or miss the called ball, your turn ends. The opponent may take the table as it is or hand the shot back.
- A 10-ball pocketed when not called is spotted.
- Safeties may be declared.
Fouls
Fouls give the opponent cue ball in hand anywhere. They match 9-ball fouls. A 10 pocketed on a foul is spotted. Where the three-foul rule is in use, three consecutive fouls lose the rack.
House rules. A venue or tournament may publish a variation (for example the three-foul rule or what happens when the 8 drops on the break). When it does, the variation is shown on the match or tournament page and the Ringmaster applies it. Agree on any open question before the first rack.