Card Sharks Killer - Ochos LOCO Edition Cover
Barney's Beanery · West Hollywood, CA
Mondays · 8:00 P.M. – 11:30 P.M.

Card Sharks Killer - Ochos LOCO Edition

FAST-PACED | SKILL-DRIVEN | KILLER POOL

Featuring card-based lives and a ruthless 8-ball-on-chalk sudden death.

Max 13 Players $10 Buy‑In · Up to 4 Lives per round Open Table · One Shot Per Turn House Requirement · One Purchase Minimum Spend

1. Players, Buy‑In & Cards

  • Up to 13 players ($520 MAX PAYOUT) per round. Goal is 4 Rounds nightly.
  • Each player buys one rank (Kings, Queens, Jacks, Aces, Number Cards) for $10; ranks are exclusive and cannot be duplicated.
  • Buy‑in grants 1 card = 1 life.
  • Players may purchase extra lives at $10 per card in advance only, up to 4 total lives per player per round.
  • All cards/lives must stay visible on or near the table.

2. Setup & Break

  • First round game START 8:30 P.M.
  • Use a standard 15‑ball rack with the 8‑ball in the center.
  • Player order is initial chance card selection on sign‑up, and remains fixed for the round. Player order follows card rank: 2 is first, King is last, and Ace may elect to be first or last.
  • To determine the break, deal face-down cards (blackjack style) equal to the number of paid players, ensuring exactly one Joker is included. Following the established shooting order, paid players take turns flipping one card. The player who reveals the Joker breaks from behind the head string. If a ball is pocketed on a legal break, the breaker keeps the Joker as an extra life. If no ball is pocketed on the break or if the breaker scratches, it is a foul. Breaker loses 1 card/life.
  • Balls stay as they lie (no re‑rack); unless 3 balls fail to touch a rail then incoming player has the choice of accepting table as-is and shooting, OR re-racked and taking the break themselves OR letting original breaker try again.
  • Next player gets ball‑in‑hand anywhere on table with open table.

INSTANT WIN: 8 Ball pocketed on break - JACKPOT - Game Round Over.

3. 8‑Ball on Chalk (Ochos LOCO Rule)

  • After the break stops, the 8‑ball is placed up on a piece of chalk at the break‑stop location and stays there as a hazard.
  • If any player, on their turn, knocks the 8‑ball off the chalk for any reason:
    • They are immediately eliminated.
    • They forfeit all remaining cards.
    • The 8‑ball is re‑spotted on the chalk at the original break‑stop location for the next player.
    • The 8-ball is never shot at or pocketed during regular play. On the break itself, no 8‑ball hazard exists (8‑ball is racked); the hazard is created only after the break stops. It remains on chalk as a hazard until all object balls (1-7, 9-15) are pocketed, at which point re-rack occurs. Shooting the 8-ball is a fatal foul.

Sudden‑death: Dislodging the 8‑ball off the chalk on your turn ends your game instantly, no matter how many lives you have left.

4. Turn & Legal Shots

  • One shot per turn within 2 minute clock timer limit; the table is always open (any ball may be pocketed).
  • Pocket any or multiple legal ball(s) on turn → keep all lives, next player shoots.
  • Miss (no ball pocketed and no foul) → lose 1 life (1 card).
  • Any Jump shot syle is legal (incl scoop).
  • Any ball strike with a cue (in any manner) is considered a legal shot attempt.

5. Fouls & Penalties

  • Fouls include:
    • Break foul (no ball pocketed or scratch): Breaker loses 1 card/life; next player gets ball‑in‑hand with open table; balls stay as they lie
    • Scratch (cue ball pocketed).
    • Cue ball off the table.
    • No legal contact with any object ball.
  • On regular play foul, the shooter loses 1 life total for that turn (miss + foul = just 1 life lost). The incoming player gets ball‑in‑hand anywhere on the table.
  • Shot Clock Foul: The shooter loses exactly 1 life. The incoming player chooses to either play the cue ball as it lies or take ball-in-hand from behind the line (Kitchen).
  • If a foul also knocks the 8‑ball off the chalk, the sudden‑death 8‑ball rule applies: the shooter is out and forfeits all cards.

6. Re‑Racking & Continuing Play

  • When all object balls are gone and at least two players still have lives:
    • Re‑rack 15 balls with the 8‑ball in the center.
    • The next player in order breaks.
    • After that break, place the 8‑ball back up on chalk at the new breaked, stop location.

7. Elimination & Winning

  • A player reaching 0 lives/cards - participation is eliminated. You may only play while in posession of a valid card. Player substitution is game forfeiture.
  • The last player with any card(s) remaining wins the round, the ability to maintain shoot order position on next round and the pot/prize.

Pro tip: protect your last life and play shape around the chalked 8‑ball—one reckless shot can flip the entire round.