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Table games · bumper pool rules

Bumper Pool Rules — The Break, the Marked Ball and the Penalties

Bumper pool is two players racing to sink five balls each in the pocket at the far end of a small table, around a dozen posts put there to stop them. The rules fit on the card that used to be glued under the rail, and this page gives them that way — the setup, the break, play, the penalties and the win — then shows where houses diverge from the printed version, because they all do.

Bumper pool in ten lines

  1. Five balls each, red or white, set in the cups along your own end rail with the marked ball in front of the pocket at your end.
  2. Your pocket is the far one — the pocket in front of your opponent. Theirs is the one in front of you.
  3. Break together: both shoot the marked ball at once, off the right-hand side cushion, at the far pocket.
  4. Whoever sinks it, or gets closer, shoots next. If both drop, break again.
  5. Marked ball first. Until it is down, none of your other balls count.
  6. Keep shooting while you pocket your own balls; miss, and the other player shoots.
  7. Bank off anything — cushions and posts — but never jump a ball over a post. A jumped ball is respotted and the turn ends.
  8. Wrong pocket, or a ball off the table: your opponent drops two of their balls in by hand.
  9. Unmarked ball before the marked one: it comes back up and your opponent drops one in. Sink an opponent’s ball and it counts for them.
  10. First to five wins. Doubles: partners share an end and alternate shots.
Annotated bumper pool table showing the two pockets, the cross of eight posts, the guard posts and the ball cups at each end
The table the rules refer to: cups along each end rail, a pocket in the middle of each end, guards in front of the pockets and the open cross in the centre. Download the measured table (PDF)

The printed rules, the house rules and the octagon

Bumper pool has no governing body, so the rules glued to the table are as official as it gets. Most arguments are between someone who read that card and someone who grew up with the house version.

RulebookThe breakOrderScratch / ball offOpponent’s ballWinning
Rules printed on most tables (Valley-style)Both players shoot their marked ball at the same time, off the right-hand side cushion, at the pocket at the far end; whoever sinks it or gets closest shoots nextMarked ball must go in first; then any of your balls, in any orderSink a ball in the wrong pocket, or knock one off the table: the opponent drops two of their balls in by handSinking an opponent's ball counts for them; it stays downFirst to sink all five
Common house variantsBreak alternates by game, or the loser of the last game breaks first; no simultaneous shotMarked ball first is kept; some houses let you shoot any ball once the marked ball is down or after a scratchOpponent drops one ball, not two; a ball off the table goes back to its cup insteadSome houses respot an opponent's ball you sink; agree firstFirst to five, or games to a set number in a session
Octagon and 3-in-1 tablesSame simultaneous break; the right-hand cushion is the flat to the right of your pocketSameSameSameSame; the shorter table plays faster and banks more

The break, properly

The simultaneous break is the thing that makes bumper pool feel different from every other cue game. Both players set their marked ball in front of their own pocket, and on a count both shoot at once, each banking off the side cushion to their right toward the far pocket — the two balls cross in the middle and, on a good night, drop together. If one drops, that player has the table and keeps shooting. If neither drops, whoever finished nearer their target pocket shoots next; if that is a judgement call, the printed rules give it to whoever is closer, and the house rules give it to whoever argues better. If both drop, set them up and break again. Some houses have abandoned the simultaneous break for an alternating one, which is quieter and loses the one moment the game has that nothing else does.

Play, and why the marked ball matters

After the break, play is ordinary pool with two pockets and a lot of furniture: you keep shooting while you pocket your own balls, in the far pocket, and hand over when you miss. The marked ball has to be the first one down, which stops a player picking off the easy balls while the marked one sits behind a post, and once it is down the rest go in any order. Every shot that is not the straight thread through the open centre of the cross is a bank — off the long cushions past the cross, or off the end cushion in beside a guard post — and a ball that stops in front of a pocket stays there and becomes a problem for whoever it belongs to. You may hit your opponent’s balls to move them, and you will, because parking one of yours behind their marked ball is the best defence in the game.

Penalties

The penalties are all paid in balls. Sink one of your own balls in the wrong pocket — the one at your end — or knock any ball off the table, and your opponent takes two of their balls off the rail and drops them in their pocket by hand. Pocket an unmarked ball before your marked one and it comes back up to its cup while your opponent drops one in. Sink one of your opponent’s balls, in either pocket, and it simply counts for them. A jumped ball is respotted where it left the cloth and the turn ends. The one penalty the printed cards disagree on is a scratch on your last ball while your opponent still has balls up: most houses call it a loss, some call it two balls for the opponent and play on, and the only wrong answer is to not have decided before the break.

For the wall by the table
Printable bumper pool rules card (PDF)
Setup, the break, play, penalties and winning on one page — the printed version, so the card settles it.
Download
The table itself
Bumper pool table dimensions — rectangle, octagon and room needed
54 × 30 in and 48-in octagon measured, the post layout, ball and cue sizes and the room formula.
Open
How do you play bumper pool?
Two players (or two pairs) stand at opposite ends. Each has five balls of one colour, set in the cups along their own end rail with the marked ball in front of the pocket at their end. Both shoot their marked ball at the same time, banking off the right-hand side cushion, at the pocket at the far end of the table; whoever sinks it or gets closest shoots on. You keep shooting while you pocket your own balls in the far pocket — marked ball first — and the first to sink all five wins. The posts are in the way, so almost every shot is a bank.
Which pocket is mine?
The one at the far end — the pocket your opponent is standing at. Your balls start at your own end and travel the length of the table. Sinking one of your balls in the pocket at your own end is a scratch, and the printed rules give your opponent two balls in by hand for it.
What happens if I sink the wrong ball first?
The marked (spotted) ball must be pocketed before any of your other balls. If you sink an unmarked ball first, it comes back up to its cup and your opponent may drop one of their balls into their pocket by hand. Some houses make it two; agree before you start.
What is the penalty for knocking a ball off the table?
Under the printed rules the opponent may drop two of their balls in by hand, and the ball that left the table goes back to its cup (or to the middle of the table, in some versions). Many houses soften it to one ball. Knocking an opponent's ball off costs you the same.
What if I sink my opponent's ball?
It counts for them and stays down — there is no reward for it, so you avoid their balls unless you are deliberately moving one away from the pocket. Some houses respot an opponent's ball you sink; that is a house rule, not the printed one.
Can you jump the posts?
No. Jumping a ball over a post, or over another ball, is a foul: the ball is respotted where it left the cloth and your turn ends. Curving around a post with a cushion is the whole skill of the game.
How do you play bumper pool on an octagon table?
Exactly the same way. The pockets are in opposite flats, your right-hand cushion for the break is the flat to the right of your pocket, and the cross of posts sits in the middle as on the rectangle. The table is shorter pocket to pocket and has eight cushions instead of four, so more shots go in off a bank and games run faster.
How do you play doubles?
Partners share an end and alternate shots; the pair's five balls are the same colour and the marked-ball rule applies to the pair. Some houses seat partners at opposite ends and have them shoot alternately from wherever the balls lie — pick one before the break.

Based on the rules printed on Valley-style tables and repeated by current makers; house variants noted where they are common. Updated through September 2026.