Overview
The objective of Monkey Pool
is slightly different than that of other pool games that you may be familiar
with. One of the main differences is that it is the Cue Balls that score,
that win or lose, and the Players are somewhat incidental to the process.
The game requires, if not mastery, then at least a working knowledge of all
the skills of barroom pool, billiards, snooker, bumper pool, geometry, algebra,
high-energy physics, transpersonal psychology and xenozoology.
Monkey Pool is best
played by at least three people, and up to six have participated to good
effect, but four or five is ideal. Hats
are essential for keeping track of which Player
belongs to which Cue Ball at any given
point. If more than three Players are involved, the extras are Judges,
rotating in as Scratches dictate.
The score begins at 10 points
for each of the Positive Scoring Cue Balls. Each Player (except the Judge(s))
begins with a Cue Ball and all break simultaneously, followed by the Player
who won the coin toss. Play proceeds to the next eldest Player (including
Judge(s)). Points are scored for pocketing Scoring Balls (4's, 7's (both
of which are known as "4-Balls"), 6's, 10's, 11's), knocking
Monkeys into pockets, causing Elephants to achieve various formal permutations,
forming the Purple Cross on the head spot, and Untabling Purple Balls
while the Purple Cross is intact. Two of the Cue Balls maintain a score
and the third subtracts from whichever of the two Scoring Cue Balls the
Player wishes. From time to time a Doubling Round will occur, where all
scores are doubled.
Upon Scratching, the Scratched
Cue Ball is placed in the scratching Player's Hat and given to the next Player;
all Hats rotate at this point, including the Judge(s), though occasionally
a permanent Judgeship will be bestowed due to exhaustion. Reverse Scratches
occasionally occur, causing Hats to be passed in reverse order.
Play ends when five 4-Balls have
reformed the Purple Cross on the headspot and the remaining three 4-Balls
have been Untabled and placed on the three head rail spots. The Player controlling
the Cue Ball with the high score at this point is declared the Winner.
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Equipment Required For Play:
- 3 Cue Balls, preferably
of varying hues, or otherwise recognizable from each other.
- Thirty to forty pool balls, including eight
total combined 4 and 7-Balls (purple balls), three 6-Balls, three 11-Balls,
three 10-Balls.
- Four Purple Monkeys.
- Three Elephants.
- One Hippo.
- One large Snowman Candle, equipped with Bumping
Apparatus.
- One small (larger than Monkey size) Snowman. [Optional]
- Various Hats, including one or two judging visors.
- Magic 4-Ball.
- A selection of Mini Balls.
- Muggins Ape equipped with cue.
- "Mojo Jojo." Roughly Purple Monkey sized.
- One Small Micro Henry, vested with purple vest. [Optional]
- 4-Ball and Chain. Used in conjunction with Micro Henry. [Optional]
- Other normal pool equipment, i.e. cues, chalk, chalking truck, pool
table, etc.
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Setup and Break
The balls are racked with
the five 4-Balls of the Purple Cross
centered on the head spot, the other balls arranged more or less symmetrically
behind them, with the Scoring Balls grouped pleasingly with triangles
and 45 degree angles dominating.
One Purple Monkey is placed in front of each of the corner pockets and
an Elephant in front of each side pocket. The Elephants should be able
to be recognized one from the other, as it is at times necessary to replace
them in front of their pocket of origin. Likewise, the Purple Monkeys
should also be recognized for the individuals they are. The Snowman Bumper
is held off the table until after the break. If the smaller Snowman is
used, it is, of course, also held off the table.
Each Positive Scoring Cue Ball begins the game with 10 points.
Order of play is determined
by a series of coin tosses between sucessive pairs of as many Players
as wish to participate, the winner of each toss challenging the next Player
until an ultimate winner is selected. This Player (the Coin Toss Winner)
selects one of the three Cue Balls (or the Judgeship if more than three
are playing) and a Hat which is linked to that particular Cue Ball for
the duration of the game. The picking order follows the hierarchy of Coin
Toss Winners until each Player is allied with a Hat and Cue Ball or Judgeship.
In games of four Players there will be a Judge, accoutered with Official
Judging Visor. In games of more than four Players, there will be a Senior
Judge and a Junior Judge and so on.
The break is simultaneously made by the three Cue Ball controlling Players,
with the Cue Balls placed on the foot string spots, the Coin Toss Winner's
Cue Ball in the center and the others to the right or left as they will,
and generally on a count of "three." No points are scored on
the break.
After the break, the Snowman Bumper is placed at the center of the table,
displacing any Objects needed. The Coin Toss Winner's inning then begins,
with play passing to the next eldest Player from this point on.
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Rules For Play:
General
- A new rule must be created or an old rule modified or clarified, or
some fantastic innovation brought to the table for each game played.
- A Player's inning continues as long as any points are scored. A Non-scoring
ball may be pocketed alone without penalty if a 4-Ball was pocketed
on the previous shot.
- Both Positive Cue Balls start with 10 points.
- Points are scored for balls as follows:
Pocketing a Scoring Ball (6, 10, 11) |
3 Points |
Pocketing a 4-Ball |
4 Points |
Completing Purple Cross |
5 Points |
Untabling a 4-Ball |
6 Points |
- The Negative Cue Ball subtracts the same amount of points a Positive
Cue Ball would add, with the points subtracted from either side at the
discretion of the Negative Cue Ball's controlling Player.
- All points scored in a single shot are racked.
- A Scratch results in a Hat Pass wherein the scratched Cue Ball is
placed in the scratching player's Hat and passed to the next eldest
player. All Hats rotate, and the Cue Ball is placed on one of the six
spots on or behind the foot spot corresponding with the rail dot things
and shot by the new controlling Player.
- A Scoring Object Ball (including 4-Balls) off the table is a Reverse
Scratch. The ball is retabled at the Snowman. Points are awarded.
- A Non-scoring Object Ball off the table is retabled at the Snowman
with no points awarded and the end of the Player's inning. There is
no Scratch.
- After pocketing a Non-Scoring Ball, the Player consults the Magic
4-Ball to determine the allowability of drawing from the Santa Hat a
Mini-Ball. These Mini-Balls are retained until the end of the game,
at which point the Players controlling the Positive Scoring Cue Balls
add the total face value of their Mini-Balls. If there is no Judge,
the Negative Cue Ball, after consultation with the Magic 4-Ball, subtracts
the total face value of its Mini-Balls from the appropriate Player.
If there is a Judge(s), the total Mini-Ball points possessed by the
Negative Cue Ball is subtracted from the total points possessed by the
Judge(s) and, if a positive number, awarded (after consultation with
the Magic 4-Ball) by the Judge(s), and, if negative, by the Player controlling
the Negative Cue Ball.
- Five points are awarded for the sinking of the Chalk Truck.
- Games may end in a tie.
- As disagreements concerning issues of fact arise, or novel situations
present themselves which seem to lie outside the purview of these rules,
all Players should resolve the situation through dialogue and discussion,
though the final arbiter will be the Judge(s).
Purple Monkeys
- A Monkey may not be the first object struck by a Cue Ball. If a Monkey
is struck first a Muggins is called, i.e. the offending Player's inning
is over, no points are scored for that shot, and a Doubling Round is
declared for all other Players. The Mugginsing Player must carry the
Muggins Ape, if it is being used, in hand until his or her next shot,
which must be made with the Ape.
- If a Monkey is in contact with a Player's Cue Ball, that Player may
elect to strike the Monkey directly with the back end of the Cue Stick.
In this case, the Monkey can, of course, be the first object to meet
with the Cue Ball. The Player may also hit the Cue Ball through the
Monkey with no penalty.
- A Monkey hurled from the table is a Reverse Scratch. A Reverse Hat
Pass occurs, negative points are scored, and the Monkey is retabled
in front of his original pocket (unless Henry is playing).
- A Monkey thrown upon the rail is a Negative Doubling Round for all
Players, with the third Elephant replacing the Monkey on the rail and
the Monkey replaced in front of his original pocket.
- If a Monkey traps a ball in a pocket, there is no score. The ball
and the Monkey are retabled in positions dependant upon the type of
ball trapped as per the following table. A trapped Cue Ball is no Scratch.
Whether other points made on the ball-trapping shot are scored is indeterminate.
Ball trapped |
Ball retabled at: |
Monkey retabled at: |
4-Ball |
Head spot |
Head spot with ball |
Scoring Ball |
Snowman |
Snowman with ball |
Cue Ball |
Snowman |
Snowman with ball |
Non-scoring Ball |
Snowman |
In front of original pocket |
- When a Monkey is forced into a pocket, points are scored according
to the following table, and the Monkey is retabled in front of the pocket
it was forced into, unless it trapped a ball (see above):
Monkey
Points
|
Spelunking. |
7 Points |
Head first. |
6 Points |
Sitting,
facing out. "Cute" or "peering out" position. |
5 Points |
Sitting,
any other position. |
4 Points |
"Vampire
Coffin," lying in pocket face down. |
3 Points |
"Coffin,"
lying in pocket. |
2 Points |
Elephants
- An Elephant may be struck directly with a Cue Ball.
- When an Elephant is pitched onto the side rail, a Doubling Round is
declared, with the Hippo replacing the Elephant, and the Elephant going
back to his position in front of his hole.
- An Elephant hurled off the table is not a Scratch. The Player places
the Elephant anywhere on the table deemed appropriate. Any points made
on the shot are racked, but the Player's inning is ended.
- Both Elephants ejected from the table is a Doubling Round for all
Players and the third Elephant in placed on the table. The Player's
inning is ended.
- When an Elephant is forced into a pocket, twice the number of Monkey
Points are scored.
- If an Elephant traps either a 4-Ball or a Scoring Ball, the Elephant
goes on top of the other Elephant, and the Ball is retabled as per Monkey
table above. Points, if any, are scored, but the Player's inning is
ended.
- If an Elephant traps a Non-Scoring Ball, the ball is retabled at the
Snowman and the Elephant is replaced at his pocket. Points, if any,
are not scored, and the Player's inning is ended.
- When both Elephants achieve one of the Formal Permutations listed
below (not necessarily in the same shot), points are scored as listed.
A single Elephant can score on one of the three Single Formal Permutations:
Elephant Points
- Formal Permutations (Both Elephants)
|
Opposite
Side |
1 Point |
Same Side |
2 Points |
Backs |
4 Points |
Jowler |
4 Points |
Sitting |
5 Points |
Elephant
Points - Single Formal Permutations
|
Righting |
4 Points |
Sitting |
5 Points |
Headstand |
8 Points |
Micro Henry
- First Variation: If Micro Henry is used, he will take the place of
a pocketed Monkey, with the Monkey sitting out until another Monkey
is pocketed. At that time, the sitting out Monkey will return to his
original pocket, Henry will take the place of the newly pocketed Monkey,
and the newly pocketed Monkey will sit out until another Monkey is pocketed.
When Henry is pocketed in this variation, he is untabled and replaced
by the outwaiting Monkey.
- Second Variation: Henry waits until a Monkey traps a Scoring Ball,
then is placed at the pocket vacated by the Monkey as it moves to the
Snowman. Henry remains for duration of game. This is the more popular
variant.
- Micro Henry will be encumbered by the 4-Ball and Chain after the sinking
of the first 4-Ball. Pocketing Henry with the 4-Ball & Chain scores
double Monkey Points +4. Henry and the 4-Ball & Chain go to the
Head Spot.
- The 4-Ball & Chain knocked off Henry is awarded to the Player
who knocked it off as a Mini-Ball.
- If the Snowman is untabled, Henry assumes the duties thereof.
- Henry on the rail summons a Doubling Round followed by a Negative
Doubling Round.
- There are two varients in the scoring of Micro Henry. Henry scores
on being pocketed, and he will either score the total of the face values
of all balls pocketed on the Henry sinking shot, or simply double Monkey
Points.
Mojo Jojo
- If Mojo Jojo is utilized, he takes the place of a pocketed elephant,
scores double negative points and is removed from the game when pocketed,
replaced by the elephant he replaced.
"Quick" Game Variation
- Micro Henry replaces Snowman, or no Snowman. 6, 10, 11, 4 & 7
Balls on table only-- eliminate Non-Scoring Balls.
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