TABLE OF CONTENTS INTRODUCTION Skill Level Rankings The No Sandbagging Rule... 4 Skill Level Charts Fielding a Team (8-Ball)...

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1 TABLE OF CONTENTS INTRODUCTION Skill Level Rankings The No Sandbagging Rule Skill Level Charts Fielding a Team (8-Ball) Team Total Ranking Rules/Criteria (The 27 Rule )... 6 Rosters in Violation of the 27 Rule Fielding a Team (9-Ball) Team Total Ranking Rules/Criteria (The 27 Rule )... 7 Rosters in Violation of the 27 Rule Adding and Dropping Players Professional Players Make-up Matches Forfeits Jump Shots Masse Shots Slow Play Concession Byes Scoring Score Sheet Categories Ball Rules Object of the Game Choosing your first Player Selecting a Table Coach and Time-outs Lagging for the Break Racking the Balls i

2 The Break Shot Continuing Play after the Break Skill Shots and Good Hits Shooting the 8-Ball Combination Shots Defensive Shots Ball Frozen to the Rail Stalemate Game Fouls Foot Foul Bad Hit Scratch/Ball Failure to Drive a Ball to a Rail Ball off the Table Push Shot Split Shots Accidental Movement of Ball Positioning the Cue Ball Foul Coaching Foul Payment of League Fees Interference and Side-Line Coaching Protests and Disputes Ball Scotch Doubles Rules Team Structure Continuation of Play Discussing Game Strategy Ball Rules Object of the Game Choosing your first Player Selecting a Table Coach and Time-outs Lagging for the Break Racking the Balls The Break Shot Continuing Play after the Break Push Out After a Legal Break ii

3 Continuing Play Combination Shots Skill Shots and Good Hits Shooting the 9-Ball Slop Shot on the 9-Ball Defensive Shots Ball Frozen to the Rail Stalemate Game Fouls Three Foul Rule Foot Foul Bad Hit Scratch/Ball Failure to Drive a Ball to a Rail Ball off the Table Push Shot Split Shots Accidental Movement of Ball Positioning the Cue Ball Foul Coaching Foul Payment of League Fees Interference and Side-Line Coaching Protests and Disputes Membership Guidelines Membership Benefits iii

4 INTRODUCTION We at the Players VIP League, (also referred to as VIP League ), would like to take this opportunity to welcome you to a new genre of Amateur League play. Our format allows the Team Captains to review Team Rosters prior to starting a new League Session and voice their concerns regarding player skill rankings/handicaps through an organized Committee, (referred to as Team Captain s Committee ). The goal of this Committee is to ensure fair matches for all players. A majority vote of the Committee members will be the deciding factor for any change of a player s skill level ranking. A split decision between the Team Captains will require a vote by a League Operator for a final decision. A Team Captain may request a Captain's Committee Meeting at any time during a session to vote on player skill level rankings which they feel are incorrect. However, a meeting will only be scheduled if at least three (3) Team Captains are in agreement that a vote is necessary. Players who disagree with another player s skill level ranking must discuss it with their Team Captain, who will then determine whether or not the issue requires a meeting. We have structured the following game rules in a way that we feel is fair to all players. However, we realize that this booklet may not cover all of the situations that may arise during the course of play. Therefore, if a situation arises that is not clarified in this booklet, a League Operator should be contacted for a verbal ruling. Updated rule booklets will be provided to all teams at the start of a new session, and any modifications will be highlighted or underlined for easy identification. Player rankings will appear on the Weekly Roster. 1

5 The VIP League was founded based on the desire to bring FUN back into the sport of billiards. Good sportsmanship, fairness, fellowship and team spirit lay the groundwork for our desired format. Your membership in this League says that you share the same values and love for the sport of billiards that we do. So, let s get started, and: HAVE SOME FUN! Form your team today! Contact us at (484) to submit your roster and request additional information. Or, us at: cindy.vipleague@gmail.com Visit us on the web: 2

6 Skill Level Rankings All VIP League members will hold a Skill Level Ranking. This will be determined by the League and may change at anytime. The rankings will be between two (2) and seven plus (7+), with seven plus (7+) being the highest. NOTE: A team may only shoot one 7+ Player per League Night, unless two 7+ players (or a 7 and a 7+) are matched up for one of the matches played. Then a team may shoot a second 7+. Skill Level Rankings are based the league average for current session, which is determined by various criteria and the data recorded on the score sheets for each league match. Complete, clear and accurately marked score sheets are a must. A Team Captain may request a Captain's Committee Meeting at any time during a session to vote on player skill level rankings which they feel are incorrect. However, a meeting will only be scheduled if at least three (3) Team Captains are in agreement that a vote is necessary. Players who disagree with another player s skill level ranking must discuss it with their Team Captain, who will then determine whether or not the issue requires a meeting. Player handicaps decided by vote will be locked from moving down in the current session. If a Team Captain or any Player discusses skill level ranking issues with a League Operator or a League Recruiter on a League Night, he/she will subject their team to a -2 point penalty. League Night is a time for everyone to have fun and focus on the game. Please use the proper forum for voicing your opinion. All new players to the VIP League will start under the Known Player Rule. Even if a new player has a Skill Level Ranking (or Handicap ) in another league, the Team Captain must assign the new player s ranking in a fair, sportsmanlike manner, based on his/her knowledge of the player s skill when compared to existing VIP League players. A player joining the VIP League who has a previous Skill Level Ranking ( Handicap ) or League experience, will be assigned a VIP ranking using their highest level of prior league play as a basis. Player skill level 3

7 rankings may be adjusted by the ranking system and are subject to a vote by the VIP League Committee. The No Sandbagging Rule When a player maintains a particular skill level ranking for at least eight (8) weeks, that player can never drop more than one level lower than their current ranking (i.e., a player ranked as a 6 for a minimum of 8 weeks, will never drop lower than a 5 as a member in the VIP League.) Skill Level Charts The following charts represent the number of games that must be won, per match. Locate the home player s skill level in the left hand column of the chart and follow the line across to the column that notates the visiting player s skill level. The box you arrive at contains the number of games each player must win (or the Race ): 8-Ball League (Thursday) Skill Level Chart SKILL LEVEL /2 2/3 2/4 2/4 1/4 1/5 1/5 3 3/2 2/2 2/3 2/4 2/4 1/4 1/4 4 4/2 3/2 2/2 2/3 2/4 2/5 2/5 5 4/2 4/2 3/2 3/3 3/4 3/5 2/5 6 4/1 4/2 4/2 4/3 4/4 3/4 3/5 7 5/1 4/1 5/2 5/3 4/3 4/4 4/5 7+ 5/1 4/1 5/2 5/2 5/3 5/4 5/5 4

8 The following chart represents the number of games that must be won, per match, when playing 8-Ball-Sunday (Scotch Doubles Division). Please note, players must be at least a 3 Skill Level to shoot in this highly competitive league, and matches are played by 2-player teams: 8-Ball Scotch Doubles (Sunday) Skill Level Chart SKILL LEVEL /3 3/4 3/5 10 4/3 3/3 3/4 11 5/3 4/3 4/4 The following charts represent the number of games that must be won, per match, when playing 9-Ball-Wednesday: 9-Ball League (Wednesday) Skill Level Chart SKILL LEVEL /3 2/3 2/4 2/5 1/4 1/5 1/5 3 3/2 3/3 3/4 3/5 2/5 2/6 2/6 4 4/2 4/3 3/3 3/4 3/5 2/5 2/5 5 5/2 5/3 4/3 4/4 4/5 3/5 3/6 6 4/1 5/2 5/3 5/4 5/5 4/5 4/6 7 5/1 6/2 5/2 5/3 5/4 5/5 5/6 7+ 5/1 6/2 5/2 6/3 6/4 6/5 5/5 5

9 Fielding a Team 8-Ball Team Total Ranking Rules/Criteria (The 27 Rule ) A team may have a maximum of eight (8) players on its roster, however, only five (5) of the players may be selected each evening for league play. To field a legitimate amateur five (5) player team, the sum total of the team s player skill rankings may not exceed twentyseven (27) in the 8-Ball Leagues. A team can play their players in any order they choose as long as the 27 Rule is not violated. Any team that violates the 27 Rule will be penalized at the discretion of the League Operator(s), which may include being removed from the Session Schedule and banned from the VIP League and/or league events qualified for in sessions past or present. If a Team Captain does not have the players present that he/she needs to field a legitimate five (5) player team within the 27 Rule," he/she must then field the team as follows. Total player rankings for a four (4) player team cannot exceed twenty-five (25) skill level points in the 8-Ball League, provided you have a skill level 2 player on your roster to fill in for the forfeit. PLEASE NOTE: When forfeiting a match (or matches), the unavailable player name(s) and skill level(s) must be written in the appropriate categories of the score sheet in order to verify that you would have stayed within the 27 Rule if those players were present to shoot. (See Forfeits on for additional information). League fees must be paid for five (5) matches on League Night, whether or not there are forfeits. Rosters in Violation of the 27 Rule If a team does not have at least five (5) players on its Roster with Skill Levels that total twenty-seven (27), then the team must forfeit three (3) matches and may shoot any of their players in the first two (2) matches, keeping in mind that only one (1) player with a 7+ Skill 6

10 Level is permitted to shoot. Team Rosters in violation of the 27 Rule will be disqualified from Play-offs. It is a well-rounded team that stays the strongest throughout the league session, so choose your players wisely. Lower level shooters play a big part in allowing a higher level shooter to be active on your team. Fielding a Team 9-Ball Team Total Ranking Rules/Criteria (The 27 Rule ) A team may have a maximum of eight (8) players on its roster, however, only five (5) of the players may be selected each evening for league play. To field a legitimate amateur five (5) player team, the sum total of the team s player skill rankings may not exceed twentyseven (27) in the 9-Ball League. A team can play their players in any order they choose as long as the 27 Rule is not violated. Any team that violates the 27 Rule will be penalized at the discretion of the League Office, which may include being removed from the Session Schedule and banned from the VIP League and/or league events qualified for in sessions past or present. If a Team Captain does not have the players present that he/she needs to field a legitimate five (5) player team within the 27 Rule," he/she must then field the team as follows. Total player rankings for a four (4) player team cannot exceed twenty-five (25) skill level points in the 9-Ball League, provided you have a skill level 2 player on your roster to fill in for the forfeit. PLEASE NOTE: When forfeiting a match (or matches), the unavailable player name(s) and skill level(s) must be written in the appropriate categories of the score sheet in order to verify that you would have stayed within the 27 Rule if those players were present to shoot. (See Forfeits for additional information). League fees must be paid for five (5) matches on League Night, whether or not there are forfeits. 7

11 Rosters in Violation of the 27 Rule If a team does not have at least five (5) players on its Roster with Skill Levels that total twenty-seven (27), then the team must forfeit three (3) matches and may shoot any of their players in the first two (2) matches, keeping in mind that only one (1) player with a 7+ Skill Level is permitted to shoot. Team Rosters in violation of the 27 Rule will be disqualified from Play-offs. It is a well-rounded team that stays the strongest throughout the league session, so choose your players wisely. Lower level shooters play a big part in allowing a higher level shooter to be active on your team. Adding and Dropping Players Generally speaking, a team will have a maximum of eight (8) players on its Roster. A team may add a player to its roster during the first half (7 weeks) of a VIP League Session. If you have the maximum eight (8) players on your Roster, you must drop a player when adding a new one. Please note all changes to your Roster on the back of the score sheet. A player is required to play a minimum of six (6) matches in order to qualify for Play-offs and Session Prizes. Play-off matches do not apply towards the six (6) required matches. Teams competing in events they qualified for during the session must use their team roster from that session. There are no substitutions permitted. When a team adds a new player to their roster, the new player s Membership Application and Membership Dues must be submitted the first night of league play. If a player is not a member in good standing, and he/she plays a match, the team will receive a -1 point penalty. When choosing your team, make sure your teammates understand they are expected to complete the session and session events. Choosing the team is the Team Captain s responsibility, not the League s or the League Operator s. There are no refunds for any VIP League events 8

12 due to a Team Captain s inability to field a legitimate team or for any player s absence at events registered for. Professional Players The VIP League is a true AMATEUR pool league, geared towards the lower ranked player. Individuals who hold or have held membership in a men s or women s professional billiards association are not permitted to compete in VIP League events. Although we have a variety of skill levels in our league, we want to provide a comfortable and enjoyable level of play for the recreational player. This is where our first concern lies. In addition, this rule protects the prize funds to which our players contribute so that everyone has a fair chance of winning. Therefore, if you hold a master, semi-pro or pro card in any professional billiard associations, or if your skill level ranking tops out our statistical averaging system, you will not be allowed to compete in the VIP League. Make-up Matches All make-up matches must be completed prior to the next scheduled League Night. No matches can be made up on the last week of League Play. When a new team joins a Session that just started (1 week in), the League Operator may offer a new team make-up matches, or what is referred to as position rounds to allow the new team to catch up. If a team would like to make-up a league match (or matches), the date, time, place and players must be agreed upon by both Team Captains prior to the coin toss," the players for the Make-up Match (or matches) must be filled in on the Scoresheet, League Fees for the Make-up Match (or matches) must be paid, and a League Operator must be notified on the League Night. (League Operator Cell Phone # s are printed on the paperwork envelopes.) Team Captains are urged to contact their players prior to the league night to confirm attendance. After the coin toss, the opposing Team Captain is not required to 9

13 schedule any make-up matches, however, unforeseen circumstances should be considered as a courtesy and in the spirit of good sportsmanship. When inclement weather occurs, the Team Captains scheduled to play that evening should communicate and decide whether or not they would like to reschedule their matches. If a reschedule is decided upon, the League Office must be notified immediately of the date and time, which must be prior to the next scheduled League Night. The League Office may reschedule a league night or team matches at their discretion. Forfeits League matches can be forfeited. The following circumstances are some examples of when a match can be forfeited: If at least one (1) player from a scheduled team does not show up by 7:45 PM to start league play, winning points will be awarded to the opposing team, based on their statistical average over the past three (3) weeks of league play. League fees must be paid in full that evening in order for points to be awarded. (Contact a League Operator for further clarification.) When a team joins a pool league, they are making a commitment to complete the entire Session, regardless of their position in the standings. NO SHOW teams will be dropped from the Session after the first NO SHOW occurs, and player memberships will be revoked until the League Fees for the remainder of the Session are paid in full. The total amount owed will be divided between all of the players on that team s roster, and each player s portion must be paid prior to shooting another league match on any league night. If a team does not post a player within five (5) minutes between matches, that match can be forfeited. 10

14 A team is unable to field a player on their roster (due to unavailability) whose skill level ranking is required in order to stay within the Team Total Handicap Rules/Criteria clause for the particular game format. A team is in violation of Team Total Handicap Rules/Criteria clause for the particular game format, as a result of not having players on their roster with the skill levels required to field a legitimate amateur 5-player team. UNSPORTSMANLIKE CONDUCT can result in a match being forfeited. VIP League players must behave in a respectful manner at all times, always exhibiting good sportsmanship during league events and on league night. The League may suspend a player or team for a period of time or revoke league membership(s) for unsportsmanlike conduct. League Fees and Membership Dues are not refundable. A match can be forfeited if the player shooting their match is not a member in good standing with membership dues and league fees current, submission of incorrect data, or any form of cheating. In this case, additional penalties may also be applied to the team at the League s discretion. All forfeits will be applied to the team as a whole in the OPEN STATS category, and it must be properly marked on the score sheets. NOTE: The Team Total Ranking Rules/Criteria for the night you are shooting still applies when forfeiting a match or matches. When a team claims a forfeit LOSS," they must write the unavailable player s name and skill level in the appropriate categories of the score sheet, and fill in the circle identifying the match as LOST. The team claiming a forfeit WIN must write in the player s name and skill level that was present and available but did not shoot that evening, and fill in the circle identifying the match as WON. NOTE: If neither team has a player present and available to shoot, then both teams must claim a forfeit LOSS for that match or matches. 11

15 League fees owed for a forfeited match (whether it is a forfeit WIN or a forfeit LOSS ) must be paid that evening, and it is the Team Captain s responsibility to make sure that the fees are enclosed in the paperwork envelope. Teams may elect to divide the amount owed for forfeit match fees among all of the players. This is suggested, since it is a team point. However, it is up to the Team Captain to handle forfeit match fees in any way they feel is best for their team. It is impossible to document all cases where forfeitures apply. Therefore, we request that all players stay within the guidelines of the rules, and play with the spirit and intent of abiding by the rules, as good sportsmen should. There may be players who, for whatever reason, try to test the system and manipulate the rules to their advantage. League Operators easily recognize those individuals and will take the appropriate steps necessary to control their behavior. Penalties or forfeitures may be applied to the player s team, and the player may be suspended from league play or have his/her membership revoked. These teams or players may also be completely banned from the VIP League and/or League events at anytime, and Membership Dues, League Fees and Event Fees are not refundable. Teams that have excessive forfeits, or teams that forfeit more than one (1) match during the last two (2) weeks of a Session may be removed from the schedule at the League s discretion. If this occurs, the dropped team will lose their eligibility for Session Play-off matches, and each player on the roster will be responsible to pay their portion of the team s League Fees remaining for the current Session, if any. The amount owed by each player must be paid prior to returning to league play on any league night. Teams scheduled to play a dropped team will receive BYE points, or if a BYE already exists on the schedule, it will be eliminated, and matches will be scheduled for the BYE teams. 12

16 Jump Shots It is legal to make the cue ball take to the air in order to clear another ball in the VIP League, provided the Jump Shot is executed properly. However, if the establishment you are shooting in does not allow Jump Shots," it is not permitted. Prior to executing a Jump Shot," the player must make sure that there are no signs posted in the establishment prohibiting Jump Shots. If there are no signs posted, the player should clarify with the Home Team or a Manager at the location that Jump Shots are permitted. The proper way to execute a Jump Shot is by elevating the butt end of the cue and striking the cue ball in the center or above center. If you dig under the cue ball with the tip of your cue, causing the ball to jump by scooping, it is a foul, and results in cue ball-in-hand to the opposing player. Masse Shots Curved Ball (or Masse ) shots are legal in the VIP League, provided the shot is executed properly. However, if the establishment you are shooting in does not allow Masse Shots," it is not permitted. Prior to executing a Masse Shot," the player must make sure that there are no signs posted in the establishment prohibiting Masse Shots. If there are no signs posted, the player should clarify with the Home Team or a Manager at the location that Masse Shots are permitted. The proper way to execute a Masse Shot is by elevating the butt end of the cue to a 45 degree angle striking the cue ball downwards at 3:00 o clock or 9:00 o clock. If you dig under the cue ball with the tip of your cue, causing the ball to jump by scooping, it is a foul, and results in cue ball-in-hand to the opposing player. 13

17 Slow Play A 30-second shot clock rule exists and will be used as the benchmark for assessing slow play. If a player is exceeding the 30-second shot clock on a consistent basis, the player s Team Captain or Table Coach (referee) must verbally enforce the rule. If slow play is not being enforced by the player s Team Captain or Table Coach, a verbal warning should be issued by the opposing player s Team Captain or Table Coach (referee). If the player continues to play slow after the verbal warning, his/her name should be noted on the back of the scoresheet. Slow play is NOT a foul. The League will address slow players on an individual basis. PLEASE NOTE: Team penalties may be issued at the League s discretion for excessively slow playing teams. The sand timers enclosed with the paperwork cannot be used as a shot clock, because they cannot be reset. A wrist watch or a clock with a second hand must be used as the method for assessing slow play. A referee (Table Coach) cannot ASSUME that 30-seconds has elapsed and issue a verbal warning. In addition, once a player is posted to shoot a league match they will not be allowed to take "breaks" when a "game" is in progress. This includes going to the restroom, playing music on the jukebox, talking on the phone, texting, going to the bar to order food, beverages, snacks, etc. The first occurrence of this rule violation will result in a verbal warning to the team, which will stand for the remainder of the league night (for the current match and every match that follows). Any additional infraction(s) of this rule (after the verbal warning has been issued), will result in a foul and cue ball-in-hand to the opponent. PLEASE NOTE: This rule applies when a "game" is in progress, not the entire "match". A quick break "when a game ends" is allowed, and the player's opponent should be informed if a break is being taken in between games. Players that take excessive, long breaks in between games should be noted on the back of the scoresheet. Urgent situations and health conditions should be taken into consideration by all opponents. 14

18 Concession If a player concedes, it is considered a loss of game or of the entire match, depending on the circumstances. Grabbing the rack or approaching the table to remove the balls during a shot on the game ball (8-ball or 9-ball) is a concession of that "game". If this occurs, the "shooter" must not execute the shot, and must verbally announce the opponent's concession to the Scorekeepers so that the "Game Win" is noted. If the "shooter" decides to execute the shot on the game ball anyway, it is not considered a concession, and the game is still in progress until one player pockets the game ball on a skill shot. If a player begins to unscrew a jointed cue stick while a "game" is "in progress" it is a concession of the entire "match". If this occurs, the "player at the table" must cease from game play and verbally announce the concession to the Scorekeepers. (The scoring is finalized at this point, and a note must be written on the back of the Score Sheet to inform the League Office that the match was a concession, and the conceding player's name must also be noted.) A player is permitted to change cue sticks at any time during a match. However, if a player would like to breakdown a cue or change his/her cue shaft while a "game" is in progress, he/she must notify the opponent prior to doing so, or the "match" is considered a concession. If a player unscrews a jointed "break cue" or "jump cue" at any time, it is not considered a concession. If a player physically breaks his/her cue stick as a result of hitting it on the table, floor, wall, etc., it is considered unsportsmanlike conduct and results in loss (concession) of the game during which the incident occurred. The conceding player s name should be noted on the back of the scoresheet with a brief description of the incident. The "tightening" of a jointed cue stick that becomes loose during a "game" cannot be called as a concession. The VIP League encourages 15

19 all of its Members to play fair and exhibit "good sportsmanship" at all times. BYES In some VIP League Divisions, there will be an uneven number of teams competing during a session. When this happens, a BYE will be written into the schedule to even out play. Teams scheduled to receive a BYE will be issued 3/2 results for that evening, and no League Fees are due. In the event a team drops out of a session and thus create an uneven number of teams, a BYE will be applied for the teams scheduled to play the dropped team for the remainder of that session. A team dropping out of a session is uncontrollable and can happen. When it does, it creates a problem for the other teams scheduled to play. Because of a team dropping later in the session, the remaining teams must now take a BYE instead of having the opportunity to play for maximum points. This is out of our control as a league. We hope you will do your best as a team to complete the session. Another situation where BYE points may apply is when inclement weather is the deciding factor for rescheduling a match, and a Team Captain runs into difficulty fielding a legitimate 5-player team before the next scheduled league night as a result. If this situation occurs, the League Operator may decide to credit each team with two (2) points, and the Team Captains must then schedule one (1) player from each team to shoot one (1) match. This will result in one team receiving a 3/2, and the other team receives a 2/3 for that week. League fees for these points must be paid in full by both teams on the next scheduled League Night, in addition to the League fees due that evening. 16

20 Scoring Score sheets must be fully completed for every match played. This is the data that determines a player s skill level ranking, so it is very important that the score sheet be accurate and neat. It is the Scorekeeper s responsibility to make sure the entries are correct, legible and in the appropriate category of the score sheet. The Team Captains, or the players keeping score for each team, should review and compare the score sheets to confirm that totals are correct. Once the score sheets have left the league location, they are final. Each team should assign a Scorekeeper for every match, and this is highly recommended to ensure accuracy. Remember, skill levels are determined, based on the scoresheets. The teams may also choose to alternate the scorekeeping, with the visiting team scoring three (3) matches and the home team scoring two (2). A player shooting in a match should never keep score for that match because of the need to concentrate on his/her game. Score Sheet Categories The following are the categories on your score sheet: Name and ID# - Please print each player s first and last name clearly as well as his/her ID#, which can be found on the Team Roster. If a new player is added and does not yet have an ID # noted on the roster, the score keeper should write New in the ID# section of the score sheet. Skill Level - Each player s skill level can be found on the Team Roster. New players must be ranked appropriately by their Team Captain. (Please contact a League Operator prior to League Night if you are adding a new player.) 17

21 Race - Use the Skill Level Chart at the top of the score sheet to determine the number of games a player needs to win his/her match. This varies, depending on the skill level of the players involved. Simply find the home player s skill level in the left hand column of the grid and follow the line across to the column that notates the visiting player s skill level, and the box you arrive at states the number of games each player must win. Lag Winner This category should be noted for the player who wins the Lag. Coach Each player may designate a fellow teammate (or another VIP League Member in good standing) as their Table Coach. The Table Coaches name or initials should be written in this category. (See Table Coaching and Time-outs for more information on Coaching.) Comp (Completion) - This league format is call the ball and pocket, which is also known as a skill shot. Every time a player completes a skill shot, it should be marked in this category. If a player completes a skill shot and other balls are dropped, whether the player s or the opponent s balls, it is still marked as one (1) Comp. If a player completes a skill shot (pockets a called ball) and also scratches, it is to be marked as one (1) Comp. However, if this occurs when shooting the 8-Ball," it is marked as a Miss. Miss - Every time a player misses a shot, it should be marked in this category. If a player misses and pockets one of his/her opponent s balls, it is still marked as a Miss," and the opponent s ball(s) stays down. If the player misses and pockets one of his/her own balls, it is marked as a Miss," and the ball(s) stays down. Def (Defensive Shot) 8-Ball - When a player announces that he or she is playing a defensive shot (also known as a safe 18

22 shot ), it is marked in this category on the score sheet. If the player does not successfully execute the shot, it is still marked as a Def. If the player announces a defensive shot and pockets a ball on a good hit, it is marked as a Def only, and play passes to the opposing player where the cue ball rests. Def (Defensive Shot) 9-Ball - When a player announces that he or she is playing a defensive shot (also known as a safe shot ), it is marked in this category on the score sheet. If the player does not successfully execute the shot, it is still marked as a Def. In the game of 9-Ball, if the player announces a defensive shot and pockets a ball, it is to be scored as a Completion (COMP), and the player must continue shooting. (Please see Defensive Shots in 9-Ball Rules for additional information.) NOTE: A Push Out is marked as a Def. (See 9-Ball Rules for the definition of a Push Out.) MOB (Made on Break) - This is the category for marking the number of balls made on the break at the beginning of each game. If the player breaking does not make any balls on the break, then nothing is marked in this category. Do not mark a Comp or a Miss for the break shot. If a player makes the 8-ball on the break, it should be marked in this category as well as in the Patch Awards section on the back side of the score sheet. LOT (Left on Table) This is the category for marking the number of balls left on the table when a game ends. The total number of balls left on table is to be applied to the LOSING PLAYER in the game of 8-Ball. If the 8-Ball is illegally pocketed early in the game, score the LOT balls for both players. If the 8-Ball is pocketed on the break," score LOT balls for both players, with the lower category amount applied to the winning player. In the game of 9-Ball," the left on table balls are applied to the WINNING PLAYER," and the 19

23 maximum number of LOT scored per game in 9-Ball will be 5. Games Won - This is the category for marking the number of games won by the player. Games Lost - This is the category for marking the number of games lost by the player. Won/Lost - After the appropriate number of games has been played for the match, the Won or Lost circle should be filled in for each player. Time-outs - Each player may designate a fellow teammate (or another VIP League Member in good standing) as their Table Coach. This category is for keeping track of time-outs used by each player per game. Start Time When a league match begins, the Start Time must be written in this section. End Time When a league match has come to conclusion, the End Time must be written in this section. Comments - This category is located on the back side of the score sheet and should be used for making notes to the League Office. If there are make-up matches, forfeited matches, or players you would like to drop from your team roster, it should be noted in the Comments section. Please note, a League Operator must be notified prior to adding a player to your roster, so the player s skill level ranking can be verified. Patch Awards - Additional sections are provided under Comments to inform the league when a player makes the 8- ball on the Break ( 9-ball on the Break when playing the game of 9-ball), performs a Break and Run," or has Rackless Night. 20

24 21 Patches are awarded by the League for these achievements. PLEASE NOTE: The patch achievement must be noted by both teams ON THE LEAGUE NIGHT it was achieved. This notation by both teams confirms the award with the League Office, and patches will not be awarded otherwise or after the fact.

25 8-Ball Rules Object of the Game The game of 8-ball is played with fifteen (15) balls numbered one (1) through fifteen (15) and a cue ball. The object of the game is to pocket either all of the low balls (numbered 1-7), or all of the high balls (numbered 9-15), after which you are entitled to shoot and hopefully pocket the 8-ball. Once this has been done, the player legally pocketing their balls and the 8-ball wins. Pocketing the 8-ball on the break is a game win. Pocketing the 8-ball on the break and scratching is a loss of that game. Pocketing the 8-ball out of turn is a loss of that game. Beginning Play: Choosing your first Player Games commence with the opposing Team Captains tossing a coin to determine who will be the first team to announce (or throw ) a player. The winner of the coin toss has the option of either choosing a player from his or her team, or passing to the opposing Team Captain, who must then choose a player from his/her team to start the first match. After the first match has been determined, player throws will be alternated by both teams for the following matches until all league matches are completed. A player can represent their team in active play once per night, and may represent that specific division on only one team per night. A player may only play on one table at a time. Multiple nights and multiple division play is acceptable and encouraged by both teams and players. Each match must be played to completion before the next match is started. Team Captains may agree to play the 4 th and 5 th matches simultaneously, only if the League Night is too long in duration. 22

26 Selecting a Table Coach and Time-outs Prior to lagging for the break, or at any time during a game, a player is allowed to designate a fellow teammate as his/her Table Coach. Any VIP League Member in good standing is permitted to Table Coach a player; however, this designation may only be done "prior to the lag" and must be approved by both the Table Coach's Team Captain and the player's Team Captain. Only one (1) Table Coach may be designated for each player s match and may not be changed during that match, unless the change is approved by the opposing player or the opposing Team Captain. Only the player and his/her Table Coach are permitted to discuss shots and strategy once a time-out is called and during the "time-out". In summary, the only link to the player is through the designated Table Coach. No other passages to the player are allowed. (Please see Interference and Sideline Coaching for additional information.) Any of the player s teammates can remind the player to call or mark a pocket for the game ball (8-ball), which is not considered side-line interference or a time-out. The Table Coach will also be a referee for the player s match and therefore should focus on the match and be easily accessible to the player when a time-out is needed. Only the Table Coach (referee) may communicate directly with the player or ask a rule question during their player s match. And, only the player of the match or the player s Table Coach (referee) is allowed to call a foul. Players with a Skill Level of 2 through 5 are entitled to TWO (2) time-outs per game lasting for no more than TWO (2) MINUTES each. And, players with a Skill Level of 6, 7 and 7+ are entitled to ONE (1) time-out per game lasting for no more than TWO (2) MINUTES. If any of the player s teammates calls a time-out on behalf of the player's Table Coach, it will be charged. PLEASE NOTE: If a teammate ASKS the player if he/she wants a time-out that is considered a time-out," and it will be charged. Any time-out called 23

27 must be recorded on the score sheet. If the TWO (2) MINUTE time limit is exceeded and called by the opposing team, the player can choose take an additional TWO (2) MINUTES at the cost of an additional time-out," if they have a time-out remaining. After the time-out," Table Coach must cease communication with their player, and the player must execute his/her shot immediately, or a slow play warning may be issued. (Please see Slow Play for additional information.) 1-minute timers will be enclosed with the paperwork, and they may be used if a player s time-outs are too long in duration (after a verbal warning). When the timer has expired TWICE," the Table Coach should be informed and he/she must cease communication with the player, and the player must execute his/her shot immediately. (Please see Slow Play for additional information.) During a time-out, the Table Coach may not disrupt any balls on the table or mark the playing area of the table. Doing so constitutes a foul, and the opponent is entitled to cue ball-in-hand. The Table Coach is not permitted to place the cue ball when the player has cue ball-in-hand" nor is he/she allowed to place the bridge or the player's cue stick into position. Handing the bridge to the player or handing the cue ball to the player after a pocket scratch occurs is not a foul, and touching the table is not a foul. Lagging for the Break Once two players have been selected and the Table Coaches have designated, they must simultaneously lag for the break. The lag shot is executed by striking an object ball from 100% behind the head string to the foot rail and attempting to have it come to rest as close to the head rail as possible. The winner of the lag is the player whose ball stops closest to the head rail. The lag is considered a skill shot and should never be aborted in favor of a coin toss. The winner of the lag has the option of either breaking or awarding his/her 24

28 opponent the break. In subsequent games, the winner of the previous game breaks. In cases where the cue ball is of different weight or size from the other balls, it should not be used for the lag. If your lagging ball is pocketed or contacts a side rail, you lose the lag. If the two lagging balls make contact, the players must re-lag. If the two lagging balls cross paths, but do not make contact, it is still considered a legal lag, and the ball that stops closest to the head rail wins the lag. Racking the Balls The fifteen object balls are racked in a triangular shape, with the 8- ball in the center of the other balls, which are distributed throughout the rack in random fashion, with a solid in one corner and a stripe in the other. The object ball at the top of the triangle should be centered on the foot spot. The player breaking may request a rack check before breaking the balls. The Break Shot The player entitled to the break has cue ball-in-hand 100% behind the head string. The breaking player must first drive the cue ball directly into the rack of balls making contact with the first ball (head ball) or the second ball, thereby causing at least four (4) balls, cue ball included, to hit a rail. Pocketing any category ball constitutes a legal break. Breaking past the second ball (into the side of the rack) or breaking into the back of the rack is not a legal break. If the breaking player is attempting to break in a manner that may result in an illegal break (places the cue ball within 12 inches of a side rail), another agreed upon individual (neutral and impartial) must watch the break shot to determine whether or not the break is legal. If a legal break has not been accomplished, the opposing player has the option of playing the game where the balls lie, taking the break, or re-racking and allowing 25

29 the breaking player another attempt at the break. If there is no agreed upon neutral party available to watch a break shot, then the breaking player cannot attempt to break with the cue ball within 12 inches of a side rail. An attempt to break which results in the cue ball crossing the head string, but not hitting the rack, is a foul. In this case, the opposing player has the option of taking the break or allowing the breaking player another attempt at the break. If any balls, other than the 8-ball, are driven off the table during the break shot, those balls are spotted. If the breaking player drives the 8-ball off the table during the break shot, he/she loses the game. If the cue ball is pocketed, or driven off the table during the break shot, the opposing player has cue ball-in-hand 100% behind the head string. All object balls that are pocketed remain down, and the breaking player gets the number of balls made on the break added to his or her score in the MOB (Made on Break) column on the score sheet. In either case, the opposing player has his/her choice of object balls that are 50% or more past the head string on an open table. NOTE: It is the breaking player s responsibility to inform the opposing player that he/she has cue ball-in-hand 100% behind the head string when a scratch on the break occurs. If the breaking player does not inform the opposing player, and he/she inadvertently places the cue ball anywhere else on the table and executes a legal shot, it is not considered a foul. That player continues to shoot unless or until he/she misses, commits a foul or scratches. If a player pockets the 8-ball during a legal break, that player wins the game. If the breaking player pockets the 8-ball and scratches, or drives the cue ball off the table (which is another form of scratch), that player loses the game. If the player drives the 8-ball off the table during a legally executed break, that player loses the game. If a player pockets the 8-ball on the break and drives a category ball off the table, that player wins the game. 26

30 Continuing Play after the Break If the player pockets a ball on the break (other than the cue ball or the 8-ball), that player continues to shoot until he/she misses or commits a foul. Regardless of which category of balls is made ( low balls or high balls ), the table remains open until a shooter has completed a skill shot by calling a ball in an assigned pocket. Once this has been accomplished, that category of balls belongs to that shooter for the remainder of the game, and the opposite category of balls belongs to the opponent. NOTE: If the shooter completes a skill shot (pockets a called ball) on an OPEN TABLE and also scratches, the category of the ball pocketed belongs to that shooter and play passes to the opponent with cue ball-in-hand anywhere on the table. Combination shots are also open balls, and are neutral until a player s category has been determined, with the exception of the 8-ball, which is never neutral. A player can never hit the 8-ball first; however, it can be used between two other balls of the player s category in a combination shot. Once a category of balls has been determined, the player continues to shoot that category of balls until he/she misses or fouls, plays defense, or slops a ball in. When this happens, the opposing player assumes control of the table and does the same until the 8-ball is legally pocketed. If a foul is committed on any shot, the opposing player has cue ball-inhand anywhere on the table, except following the break, when the cue ball must be placed 100% behind the head string. Skill Shots and Good Hits This league format is call ball and pocket, which is also known as skill play or skill shots, which improves your game. Once a player has a particular category of balls determined, the first ball on the table that the cue ball strikes must be in that category. After striking a ball in his/her category, any ball on the table (or the cue ball) must 27

31 contact a rail. Pocketing a ball also constitutes a good hit. If the cue ball strikes a ball in the opposing player s category first, or if the cue ball strikes the 8-ball first, or the cue ball fails to contact the player s category of balls, or the cue ball is pocketed, or a ball fails to hit a rail, it is a bad hit. A bad hit means a foul has been committed, and the opponent takes cue ball-in-hand anywhere on the table, except during the break or following the break, when it must be placed 100% behind the head string. If the player pockets the called ball in a pocket other than the called pocket, that ball stays down, and play passes to the opponent with the cue ball where it has stopped. (This is considered a "Miss" for scoring purposes.) If the player pockets the opponent s ball after a good hit but does not pocket the called ball in the called pocket, the opponent s ball stays down, and play continues with the opponent shooting from where the cue ball has stopped. Anytime the 8-ball is pocketed out of turn, it is a loss of game for the player who pockets it. If a player pockets the called ball in the called pocket and also pockets other balls (other than the 8-ball or the cue ball), the additional balls pocketed stay down, and that player continues shoot from where the cue ball has stopped. (Only the "called ball" in the player's category is scored as a "Completion" on the Score Sheet.) A player successfully pocketing the called ball in the called pocket without committing a foul (on a "good hit") is considered to have completed their shot and continues shooting no matter how the ball arrives in the pocket. This means that the called ball can kiss every other ball on the table, hit every rail, and if it still goes in the called packet, it is a good shot ("Completion"). Shooting the 8-Ball When shooting the 8-ball, you must mark the pocket you are calling, unless both players approve of calling only. As long as the 8-ball goes 28

32 in that called or marked pocket after a good hit, the player wins. Any form of a scratch on the 8-ball is a loss of game. Anyone on the team can remind the shooter to mark or call the pocket without it being considered a time-out. When marking the pocket, it is understood that the intended pocket is the pocket closest to the marker. Shooting the 8-ball out of turn or off the table at any time is a loss of that game. Combination Shots Combination shots are legal during league play. You must strike your category of balls first to execute a skill shot. The 8-ball is never neutral, but it can be used as part of a combination after the appropriate category of balls has first been hit. Any ball on the table can be used as part of the combination, providing the cue ball strikes your category of balls first. If a category has not been determined, all balls are neutral with the exception of the 8-ball as noted previously. Defensive Shots A player must call a defensive (or safe) shot when not attempting to pocket an object ball. To execute a defensive shot, the shooter must make a legal hit. Any ball pocketed after the hit will stay down, and the shooter then surrenders the next shot to their opponent, where the cue ball rests. If a player hands the cue ball to his/her opponent rather than attempting a bad shot, it must be scored as a defensive shot ( DEF ). If the opponent hands the cue ball back to the player, it is scored as a DEF," and the player must then execute a shot. If a player is kicking as a result of not having a clear shot, he/she may announce an attempt to make a good hit, and this is not considered a DEF," but rather is scored as a MISS. If the attempt to make a good hit results in the player pocketing one of his/her category balls after a good hit but the ball/pocket was not called, this is still considered a MISS," and play passes to the opponent from where the cue ball comes to rest. 29

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