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.
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
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.
Rules For Play:
- 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)
|Pocketing a 4-Ball
|Completing Purple Cross
|Untabling a 4-Ball
- 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
- 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. (See Mini-Ball section).
- Mono Balls are generally those resting singly upon the table-- the one, two, nine and fifteen. Sinking a Mono Ball allows the Player to consult the Magic 4-Ball to request the permission of taking a Mini-Ball from another Player. This may be done at any time and the Mono Ball is possessed by the Player until used.
- Using two (2) Eight-Balls, upon the sinking of the first, choice is made to bring into play either the Smiley Face Ball or the 8-Ball Barbell Bumper. Second Eight Ball brings other into play.
- Five points are awarded for the sinking of the Chalk Truck.
- Games may end in a tie.
- Hats must be worn.
- 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).
- 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, but only using 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 for the ball trapped. However, if other points are scored they are counted and inning continues unless a cue ball is involved. 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 retabled at:
||Monkey retabled at:
||Head spot with ball
||Snowman with ball
||Snowman with ball
||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):
facing out. "Cute" or "peering out" position.
any other position.
Coffin," lying in pocket face down.
lying in pocket.
- 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
- 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 four Single Formal Permutations:
- Formal Permutations (Both Elephants)
Points - Single Formal Permutations
- Both Single and Double
Formal Permutations are able to be dually awarded.
- First Variation: If Micro Henry is used, he will take the place of
the first 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. (This variation has gone out
of fashion and is rarely seen).
- 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
- After Micro Henry has entered play, he will be encumbered by the
4-Ball and Chain after the sinking of the first 4-Ball or after trapping a 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 or a Negative Quadrupling 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
- Henry untabled is a Double Reverse Scratch.
- 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, or can be used when Micro Henry
- As previously mentioned, a Player, after pocketing a Non-Scoring Ball,
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
- Awardation of Mini-Balls is not considered "scoring" inasmuchas
they are merely quantum potentialities.
- When a Player disembarks amidst play, the Miniballs associated with
him/her are spilled back to the Santa Hat for future disbursement.
"Quick" Game Variation
- Micro Henry replaces Snowman, or no Snowman. 6, 10, 11, 4 & 7
Balls on table only-- eliminate Non-Scoring Balls.
- Teams are selected beforehand by whatever means seems appropriate.
- Each Team elects a member to be its representative in the coin toss,
and the pre-game procedures proceed as per usual with the Team representative
making all choices for the Team. This representative then "breaks,"
and passes the Team's Hat and Cue to the next member of that Team. This
Team member then participates in any and all game-related activities
until taking a shot. At the conclusion of his or her inning, the next
Team Member takes possession of the Team's Hat and Cue.
- Any age-related questions -- i.e. the order of play -- are resolved
by adding together the ages of all members of a Team.
- Mini Balls are possessed by the Player, not the Team.
Addenda and additional rulings as per usual:
- Extra 4-Balls (2), making of the total ten (10) and having several variants:
1. Five 4-Balls on table to start (with 6 & 10 Scoring Balls and 3, 5, 12, 13, 14 Non-Scoring Balls). When cross is formed it is as a whole untabled at which point five more 4-Balls, the 11's as Scoring Balls and the 1, 2, 9, 15 as Non-Scoring (Mono-)-Balls are placed upon the table. The two 8-Balls are in play from the start with usual rules applied to their disbursment. This variation has never been played for obvious reasons.
2. Form two Purple Crosses-- one at each end of the table.
3. Add extra 4-Balls, 8 Ball, Scoring Balls. Game may end with 4-Balls still encumbering table.
- Two Player Rules: All three Cue Balls are used, Players taking White and Non-White. Upon Scratching, player's Hat is laid aside and the Negative Cue Ball assumed.