"CRUD"
Definition of CRUD:
A team game of skill requiring good hand-eye coordination and stamina
played on a snooker or large pool table. The prime goal is to pocket the
object ball by hitting it with the cue ball, or to keep the object ball
moving a distance of at least six inches. Pool cues are not used in this
game. The cue ball is shot by hand at the object ball.
General Overview of Tournament Play
BASIC PLAY
A. Once the Object Ball is set in motion by the Cue (Shooter) Ball shot by
Team A player, the two teams' members take turns in the posted order to
either:
1. Pocket the Object Ball, or
2. Keep the Object Ball moving on the table, or
3. Cause an opposing team member to miss hitting the Object Ball until it
stops moving
B. Play is conducted subject to posted/briefed rules, fouls or errors
listed on the attached ACPA rules sheet. Each foul/error is called a
'Life' and is marked on a scoreboard next to the player's name.
C. A Team wins when it has eliminated every player from its opposing team.
Note: 'Combat Crud' will not be allowed during any tournament play.
BASIC SCORING
A player will be eliminated after accumulating three 'Lives' assessed by
the Referee/Judge. 'Lives' are accumulated if:
It
is your turn and the object ball stops before you hit it, or
After you strike the object ball, it is pocketed by the next shooter on
the opposing team, or
You
shoot from a position other than the two short ends of the table, or
A shot is taken out of turn, or any foul is assessed by the Referee/Judge.
EQUIPMENT:
1
Snooker Table or suitable substitute
1 Object Ball (preferably a striped ball)
1 Cue Ball, called the Shooter Ball.
PLAYERS:
3 Players per team
REFEREE(S):
a) One or two referees may be used. If two are used, one will be
designated the Judge for arbitration.
b) All players must go around the referee. The loss of life for
interference with the referee is to be left to the discretion of the
Judge.
AMERICAN CRUD PLAYERS ASSOCIATION (ACPA) RULES (479 FTG Sup 1)
Ace - The Shooter's Service shot directly causes the loss of a Receiver's
Life via a Double Kiss, Dead, or Pocket prior to him/her getting a shot
off.
Arguing with the Judge - Only Team Captain's may discuss specific rulings
until a "Decision Final" or "Replay" is declared. All further arguments
are subject to a Life being assessed.
Ball off the Table - When the Shooter Ball is shot so vigorously that it
causes either ball to leave the playing surface and either ball touches
anything that is not the CRUD Table, including the Next Shooter. This Life
will be called over any other Life resulting from events in that Round,
i.e., Dead Ball, CRUD, etc.
Blocking
-The Shooter has the primary right to the table. The Shooter has a right
to get to the Shooter Ball without being blocked by the Defender. The
Shooter has a right to make a shot. There will be no Blocking of the
Shooter's movement on the Runway along the long sides of the CRUD Table.
In some cases, the Shooter will need to go around a Defender who is up
against the side of the Table. Inadvertent or accidental Blocking, as
determined by the Judge, will not be held against the Defender. The
Shooter may not hold onto the Defender, but may use an arm or open hand
lifting motion to clear Defender's visual blocking (called ECM) of a shot.
-The Defender has blocking rights/restrictions as follows:
The Defender may not touch either of the CRUD balls or the Shooter's
forearm or hand during a shot.
The Defender may not hold onto (anchor) any portion of the Table.
During ECM, the Defender's hands and arms must be constantly moving and
closer to the object Ball than the Shooter's face, and the hands and arms
may not touch the playing surface. If the Defender's hands are swept away
by the Shooter, the Defender may readjust and create ECM again.
The Defender may offer resistance, but may not use holding techniques and
must "give way" without "over-resistance" to the Shooter's attempt to
establish position for a shot. The Shooter is only entitled to "take" as
much room as is reasonably required to make a shot. The use of hard
pushing or hitting with the hands, elbows, shoulders or hips by either the
Shooter or the Defender to establish or maintain their position is not
allowed.
The Player on Deck has no Blocking rights.
Choice - The next player in turn from the team that most recently
received a Life has the Choice to Receive or Serve to open the next Round,
unless the Single Man rule applies. This is the only privilege offered the
Single Man.
Contested Decision - On rare occasions, Team Captains may officially
contest a decision of the Judge. The Judge will declare "Replay" or
"Decision Final."
CRUD - The Shooter's center abdomen must be within the Foul Lines when
making any shot.
CRUD Table - A snooker-type table approximately 6 ft. by 12 ft with 6 open
pockets. CRUD can be played on a regulation 5 ft by 10 ft pool table, and
a 4 ft by 8 ft bar room pool table with the side pockets blocked off.
Dead Ball - The Object Ball ceases any and all movement. The Next Shooter
has responsibility for continued Object Ball movement regardless of
opportunity, except when the No Six rule applies.
Decision Final -The Judge's declaration that a Contested Decision will no
longer be discussed.
Delay of the Game - When players commit unnecessary delaying tactics, the
Judge may impose a 5 second rule to speed up play.
Double Kiss, Dead - This is the only exception to the 'No Six' rule. If
the Object Ball is tapped at least twice by the Shooter Ball (usually
against or near a bumper), the Object Ball need not travel the normal
minimum of six inches. The Referee will declare the shot as a 'double
kiss'.
Drop Shot - After release, the Shooter Ball must first touch the playing
surface prior to touching the Object Ball.
ECM - Defender's visual blocking of the Object Ball from the view of the
Shooter. See 'Blocking' rules for specifics.
F.O.D. - Any Foreign Object Debris that falls or spills onto the playing
surface. A piece of attached clothing will not constitute F.O.D. unless it
touches the Object ball during play, or it touches the cue ball
'out-of-turn' (Defender only). Whereas it may be necessary for a Shooter
to transit the playing surface to retrieve or shoot the Shooter Ball, a
player's shoes or feet may not touch the playing surface or bumpers. The
defender may not be resting on the playing surface when anticipating a
Shooter's play.
Foot Off the Runway - Whenever a Shooter shoots, at least a portion of one
foot must be on the Runway and within the Foul Lines. Additionally, one of
the Defender's feet must be on the Runway somewhere around the CRUD Table
when actually defending, but not required when retrieving or moving into
position to make a shot.
Foul Lines - Imaginary lines and planes extending vertically and
laterally, 45 degrees through the corner pockets of the CRUD table.
Shooters must have their center abdomen within these Foul Lines at either
end of the table any time a shot is made. Additionally, a Shooter must
have a portion of one foot on the Runway within the Foul Lines whenever a
shot is attempted.
Holding Area - deleted
Inner Marker - deleted
Intruder - An unauthorized Player on the Runway. At any point in time
during a Round, only the Shooter, Next Shooter and Player on Deck may be
on the Runway. The previous Shooter must move off the runway in a timely
and unhindering manner.
Lag - Game opening event used to determine which team has choice. From the
Shooter End, Team Captains simultaneously release their respective CRUD
Ball so that it touches the opposite short side of the table. The ball
that returns closest to the Shooter end without touching it or the side
rails determines Choice.
Life - The term used to impose any infraction of these rules. The Life may
also be called by its proper name.
"No Six" - The Shooter must personally make this call to stop the Round
before taking any shot. Whenever the Object Ball is hit, it must travel 6
inches, including bumper bounce, except in the cases of the "Double Kiss,
Dead." The Judge will determine the distance of travel based on his
judgment of where the Object Ball was last hit. If full travel is less
than 6 inches, center-ball to center-ball, the Life is against the last
Shooter. If it traveled 6 inches or more, the Life is a Dead Ball on the
Ball-in-Hand Player. The Referee will not declare 'no-six', but will rule
on its validity once called by the Shooter.
Object Ball - This Ball may only be touched by the Shooter Ball, and must
be Pocketed or kept in motion at all times during a Round.
Outer Marker - deleted
Player on Deck - This player, as the next player in turn to play, is
allowed on the Runway, but has no Blocking rights and must remain at least
3 feet from the Receiver/
Next Shooter.
Playing Out of Turn -. A Player touching the Shooter Ball when it is not
that player's turn or any out-of-turn play detected by the Judge. A Team
Captain may stop a game to point out this infraction to the Judge at the
risk of a Life. If verified, a Life will be assessed against the guilty
player. Otherwise, a Life will be assessed for stopping the Round. Play
will resume with the next posted player after the one assessed a 'Life'.
Pocket - Any Time the Object Ball is hit into, and remains in, one of the
pockets, i.e., ball-center below the level of the playing surface. The
Judge will determine who receives the Life based on the Judge's opinion of
whether or not the Next Shooter had ANY opportunity to influence the play
with a valid shot. If the Next Shooter had a chance to influence play, the
Next Shooter receives the Life. Otherwise, the Life is against the
previous Shooter on that team.
Push Shot - Any stylized propelling of the Shooter Ball by the Shooter's
hand is allowed, providing the Shooter's hands or fingers are not touching
the Shooter Ball when or after the Shooter Ball makes contact with the
Object Ball.
Receiver/ Next Shooter - The Defender as a Round begins and the next
player after the Shooter at any point during the play.
Replay - If declared following a Contested Decision, teams start from the
beginning of the Round in question. Team Captains or designated Players
may face off one-on-one, if the Judge allows. Choice goes to the Team that
had possession of the cue ball at the start of the Round in question.
Roughing the Judge - No Player may make contact with or bump into the
Judge so as to cause him/her the need to regain balance or composure.
Round - Begins with the Service shot and ends when a Life is called, or
the play is stopped for any reason.
Runway - Area 3 feet wide around the CRUD Table. Only the Shooter, Next
Shooter, and the Player on Deck may be on the Runway at any one time. The
(previous) Shooters must, without Blocking the (next) Shooter, depart the
runway as quickly as possible after making their shot (except in the case
where they are the Single Man.)
Scratch - During Service, the Server misses the spotted Object Ball 3
times.
Service - The opening event of each Round. With the Object Ball spotted on
the centerline 6 inches from the Receiver end of the table, the Shooter is
given 3 attempts to hit the spotted Object Ball using any number of bumper
bounces. Shooter Ball movement may only be stopped by the Judge or the
Shooter. Any Service where the Shooter Ball goes beyond half the length of
the Table will be counted as one attempt.
Shooter - The Offender as a Round begins and the player with the
responsibility to make the next shot before the Object Ball is called Dead
or is Pocketed.
Shooter Ball - This ball, usually a cue ball, may be touched or picked up
by the Receiver/Next Shooter from anywhere around the table only after it
hits the Object Ball. However, it must be shot in accordance with all
applicable rules herein. The Shooter may, in order to hit an Object Ball
still in motion, recover the Shooter Ball --even if it goes into a
pocket-- and take as many 'shots' as needed. All shots must be at the
Object Ball and not at other Players. (Exception: if a Defender places any
part of his body/clothing below bumper level and in the vicinity of the
Object Ball, he/she can be liable for an 'out-of-turn' foul if struck by
the Shooter Ball prior to its contact with the Object Ball.) Accidental
release or dropping of the Shooter Ball will not be held against the
Shooter, unless it hits the Object Ball.
Single Man - When a Team is attrited down to one Player, that Player has
the Choice at the beginning of each Round to Receive or Serve. With more
than one opponent remaining, the Single Man is afforded full ownership of
the table and may not be physically blocked. Only ECM is permitted (see
'Blocking'). When both teams have only one player remaining, normal Choice
rules apply and all Blocking rules resume in effect.
Substitution - Substitution may not be made without the consent of the
Judge and IAW the tournament rules for player eligibility.
Unsportsmanlike Conduct - When the Judge determines a player's actions or
language is unsuitable for the game at hand, the Judge may assess a Life
or eject a player from the game or tournament.
Warning - If, in the Judge's opinion, a Player makes a play that is very
nearly a Life and the Judge might be inclined to assess a Life if that
same play or event is committed again, the Judge may call "Warning on the
Push, Blocking, etc."
Wrong Ball - During play, the Shooter touches the Object Ball.