Evil 8 Ball Rules
Object of the game
The object of the game is to make as many safes, great safes and Evil safes as you can in a game of 8 ball. NAPA, BCA or other ball in hand/call your pocket 8 ball rules apply except that the game is won by having the most points at the end of the match.
Play
You are playing call your pocket 8 ball rules, however you get points for each safe, great safe and Evil safe. Each turn at the table you must make a ball first and then you can get points by making a safe. You can do a safe on you first shot of you turn but you do not get any points. You must call safe before a safe shot and give up you turn at the table after the shot.
Points
A safe = 1 point
A great safe = 2 points
An Evil save = 4 Points
Making the 8 ball or opponent scratches on the 8 = 2 points
Definitions
Safe - Safe means that you left the table with no direct open shot to a pocket for you opponent. You opponent may be able to hit his ball easily but he would need to bank, jump, masse, combo or carom to sink a ball.
Great Safe - A great safe is when you leave the table where you opponent can’t hit any of his balls directly. You have forced you opponent to go to the rail first with the cue ball or make a jump shot or masse shot to hit his suit.
Evil Safe – An Evil safe is when you leave you opponent no plausible legal shot or legal hit at all. No jump shot, masse or bank shot will allow your opponent to hit his suit. An Evil safe is rare and both players should agree that there is no way out.
Note: Make the game more interesting by using a soft break which often leaves lots of hiding places.