Rules & Regulations

General Rules​

  1. Each House can send up to a maximum of 4 representatives to participate in this tournament. 2 representatives for singles category and 2 representatives for doubles category.

  2. Each participant can only enter the FIFA 18 tournament once. Multiple entries by the same person is strictly prohibited.

  3. Participants will have to wear the House Jersey throughout the competition.

  4. The League Stage will determine the pairing of the semi finals.

    1. The Winner and Runner Up of each Group for the Individuals Category​ will proceed to the finals.

    2. The placing of the Doubles Category will determine the pairing for the semi finals. All teams will qualify for the semi finals as long as they complete all their League Matched.

Lagging to Determine the First Break

  1. The Lag Shot

    • The referee will place a ball on each side of the table behind the head string. Both players will shoot the ball at about the same time to make each ball contact the foot cushion with the goal of returning the ball closer to the head cushion than the opponent.

  2. Lagging again

    • The players will lag again if the referee cannot determine which ball has stopped closer to the head cushion.

  3. The player winning the lag will be the first to break. The alternate break format will be adopted.


Eight Ball Rack

  1. The player executing the break shot will be required to rack his/her own break.


Break Shot

  1. The following rules apply to the break shot:

    1. The cue ball begins in hand behind the head string.

    2. No ball is called, and the cue ball is not required to hit any particular object ball first.

    3. The break is a legal break if 1 or more object ball(s) are pocketed OR at least 4 object balls are driven to 1 or more rails.

    4. If the breaker pockets a ball and does not foul, he continues at the table and the table remains open

    5. In an event of an illegal break shot, the opposing player has the option of:

      • Accepting the table in position

      • Re-racking and breaking

      • Re-racking and allowing the original breaker to break again

    6. If the 8 ball is pocketed, the breaker has the option of:

      • Re-spotting the 8 ball and accepting the balls in position

      • Re-racking and breaking

    7. If the 8 ball and the cue ball is pocketed, the opponent has the option of:

      • Re-spotting the 8 ball and have the cue ball in hand

      • Re-racking and breaking


Shots Required to Be Called

  1. The intended pocket must be called for every shot if they are not obvious. In the event of an object ball entering any pocket other than the called pocket, the object ball remains pocketed and the shooting player’s turn ends. The game continues with the cue ball at the same position (ie. No ball in hand foul).


Winning the Match

  1. A player wins if he/she pockets the 8 ball into the called pocket. The player can also win by default if the opposing player loses the match (Refer 6.0 Losing the Match).

Losing the Match

  1. A player loses if he/she:

    • Fouls when pocketing the 8 ball

    • Pockets the 8 ball before his/her group of balls is cleared

    • Pockets the 8 ball in an uncalled pocket

    • Drives the 8 ball off the table (except for the break shot)



  1. If the referee observes that no progress is being made towards a conclusion, he will announce his decision, and each player will have 3 more turns at the table. If there is still no progress, he will declare a stalemate. If a stalemate occurs, the original breaker will rack and break again.


Standard Fouls

  1.  Jump shots

    • Jump shots are allowed and no jump fouls will be called during the entire tournament.

  2. Cue Ball Scratch or off the Table

    • If the cue ball is pocketed or driven off the table, it results in a ball in hand foul.

  3. Wrong Ball First

    • If the cue ball contacts an object ball from the wrong group first (solids or stripes), it is a ball in hand foul.

  4. No Rail after Contact

    • If no ball is pocketed on a shot, the cue ball must contact an object ball, and after that the cue ball or the object ball must be driven to a rail, else it will be a ball in hand foul.

  5. No Foot on Floor

    • If the shooter does not have at least 1 foot touching the floor at the instant the tip contacts the cue ball, the shot is a foul and the opponent has the ball in hand.

  6. Balls Driven off the Table

    • If an object ball is driven off the table, it is a foul and the object ball goes into the pocket. The opposing player will then have the cue ball in hand. 

  7. Touched Ball

    • It is a foul to touch, move or change the path of any object ball and the cue ball (except during a ball in hand foul).

  8. Double Hit

    • If the cue stick contacts the cue ball more than once, it is a foul.

  9. Push Shot

    • It is a foul to prolong tip-to-cue-ball contact beyond that seen in normal shots.

  10. Balls Still Moving

    • If is a foul to begin a shot while any ball in play is moving or spinning.

  11. Cue Stick on the Table

    • If the shooter uses his cue stick in order to align a shot by placing it on the table without having a hand on the stick, it is a foul.


Slow Play

There will not be a time limit for each shot during this tournament. However, if the referee feels that a player is playing too slowly, he may advise the player to speed up his play. If the player does not speed up, the referee may impose a shot clock on the match for both players or both teams. A time limit of 1 minute per shot (for singles) and 30 seconds per shot (for doubles) will be imposed for the rest of the match.

If the shooter exceeds the time limit, a foul will be called and the incoming player will have the ball in hand.

In an event of a slow play, a time extension can be called ONCE per match by each player for the singles category (30 seconds) and each team for the doubles category (20 seconds).


Doubles Category (Additional)

  1.  Break Shot

    • One player from each team will lag and the winner of the lag will break. Each team decides on its own to send out a player to lag and break.

  2. Turns at the Table

    • Players in a team must take turns at the table.

  3. Teammate Assistance

    • The teammate will be allowed to assist the player at the table if necessary. However, if the team is taking too long, a slow play might be called and a time limit might be imposed.


Prompting Calls and Protesting Rulings

There will be 2 referees at the table at all times. If a player feels that the referee has made an error in judgement, he may ask the referee to reconsider his call or lack of call. The referees will then suspend play while their verdict is in process. The referees’ final judgement calls are absolute.