8 BALL RULES INTRODUCTION. We welcome you to the PIONEER POOL LEAGUE LLC.

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1 8 BALL RULES INTRODUCTION We welcome you to the PIONEER POOL LEAGUE LLC. Since all leagues are Handicap Leagues, we have factored in rules that are intended to keep the league and the game fair and devised to regulate the flow of the game. Familiarizing yourself with these rules will add to your enjoyment and improve your skills. Since many of the rules are to promote good sportsmanship for all players, it is vitally important that you pay particular attention to the courtesy of the game and in spite of any rule or situation, remain ladies and gentlemen. GOOD LUCK and GOOD SHOOTING! The contents of the Player s and Team Captain s Rule Book is the sole exclusive property of the PIONEER POOL LEAGUE LLC. USEA-USPA 1990 All Rights Reserved Edition 1

2 TABLE OF CONTENTS Page INTRODUCTION 1 TABLE OF CONTENTS 2-4 DIAGRAM OF TABLE 4 ARTICLE #1: League Structure Organization 5 The CR Handicap System 5 Membership & Yearly Dues 5-6 Logos & Symbols 6 League (Age Requirements) 6 Weekly League Fees & National Fees 6-7 Awards and Trophies 7-8 Sessions 8-9 ARTICLE #2: The Game, 8 Ball 9 ARTICLE #3: General Rules Sportsmanship 9-10 Table Use 10 Table Cost 11 Forfeits 11 Protest 11 Player Identification 12 Divisions 12 Byes ARTICLE #4: Game Rules Defined Team Captain Responsibilities 13 Team Requirements Cue Ball 14 Balls on the Floor 15 Ball Movement (Accidental) 15 Legal Ball Contact Ball-In-Hand 16 Offense/Defense (Type shots) 16 Body/Floor Contact 16 2

3 Equipment (Jump & Break Cues) 17 Selection of Players 17 Skill Levels & How to Rank a New Player s S/L Lagging/Flipping for the Break 18 Breaking the Rack Close (Questionable) Bad Hit Shots 19 Splitting Matches Coaching Fouls Frozen Ball 23 Playoffs Combination Shots 24 The Game Ball 24 Players - Playing Zone Gambling 25 ARTICLE #5: Survival Rule and Point Rule Survival Rule 25 Point Rule ARTICLE #6: Score Sheets Bonus Spot Points (Scoring) 27 Bonus Points (Scoring) Super Bonus Points (Scoring) 28 Match (#W) Points (Scoring) 29 Forfeits 29 Tie Breakers 30 Score Sheets (Scoring) Weekly Handicap and Roster Report ARTICLE #7: Upper Level Tournament Organization for Upper Level Tournament 33 Gambling 33 Dress Code 33 Eligibility of Team and Players Singles, Doubles, & Team Tournament Formats 35 Disqualifications of Players & Teams Skill Levels 36 Coaching 36 Calling For Referee 36 3

4 Player /Team 37 Time Limit (Shooting Player) 37 National Tournament Game Rules Point Rule 38 Electronic Devices 38 DEFINITIONS DIAGRAM OF TABLE The playing zone is the zone within a cue length of the outer edge of the table. 4

5 ARTICLE #1 LEAGUE STRUCTURE A. ORGANIZATION 1. The PIONEER POOL LEAGUE LLC reserves all rights, to make rule changes, update rulings and rule modifications, and adjust players skill rankings as necessary at any time. 2. The PIONEER POOL LEAGUE LLC sits as the highest authority in all issues. Rulings set forth by the PIONEER POOL LEAGUE LLC will be considered as final. B. THE CR HANDICAP SYSTEM 1. The exclusive CR HANDICAP SYSTEM of the PIONEER POOL LEAGUE LLC is copy righted. The CR HANDICAP SYSTEM is the exclusive property of the PIONEER POOL LEAGUE LLC. This system allows lesser skilled players the opportunity of having to win fewer games (receiving games spotted) versus the higher skilled player in a league match. This allows players of varying skill levels to compete against each other on a nearly even basic attempt level. Any publication, reproduction, or other uses of the CR HANDICAP SYSTEM without the express written consent of the PIONEER POOL LEAGUE LLC or its officials are strictly prohibited. C. MEMBERSHIP &YEARLY DUES 1. All (new) players must fill out and complete a membership application. Annual membership dues to the PIONEER POOL LEAGUE LLC must be paid within 4 weeks before a player is allowed to continue weekly competition. Annual membership dues must be paid prior to any tournament play. If a player starts in the Fall session of the year, their membership dues are pro-rated to $10 dues for that session. 2. Any player entering competition for the next following calendar year must renew their membership ($20) or will become ineligible from any further competition play in the PIONEER POOL LEAGUE LLC. 5

6 3. Membership into the PIONEER POOL LEAGUE LLC extends for a period from January 1 st thru December 31 st of a calendar year. Renewals for membership are January 1 st of each new calendar year and are due by January 31 st. Delays in payment of dues should be communicated with the league office. Team captains should make sure players know if their dues have not been paid. 4. The PIONEER POOL LEAGUE LLC will consist of various divisions. Your membership allows you to enter competition on more than one (1) 8 Ball team but these teams must be in different divisions. There can be only two (2) common players on a team, if they play on two teams. D. LOGOS AND SYMBOLS 1. All Logos and Symbols, used by the PIONEER POOL LEAGUE LLC, are the exclusive property of the PIONEER POOL LEAGUE LLC. Any publication, reproduction or other uses are strictly prohibited. E. LEAGUE (Age Requirements) 1. TAVERN OR BAR LEAGUE DIVISIONS: All members must be of legal drinking age in their state or approved by the bar owners to enter for league play only. 2. CLUB LEAGUE DIVISIONS: Members must be 13 years of age or above. Those under 16 years of age must be accompanied by an adult. F. WEEKLY LEAGUE FEES AND NATIONAL FEES 1. 8 MAN TEAM DIVISIONS: A $30.00 total match fee is paid each night, per team for league matches. The fee is $6.00 per player for five (5) players. If your team has a forfeit, the $30.00 team match fee is still required. 6

7 2. PLAYOFF MATCHES: The end of session playoff fee is paid for each match played. The playoff fee will be the same per match as the normal weekly league fee, $6.00. You will only pay for the matches played until one team has won 3 matches. (Example: 3 matches played and a team wins, then $18.00 is due by each team). 3. NATIONAL TOURNAMENT: The teams that are 1 st Place Division Winners and Playoff Champion Winners are qualified and able to compete for that year s National tournament as long as they meet the minimum requirement of playing 2 complete sessions during the tournament year and are active in the fall session in which the tournament is held. Divisions with 8 or more teams will qualify both teams who compete in the Playoff Finals. If a team was the Division winner or Playoff winner in a previous session for that qualifying year then a National Tournament eligibility pass down will occur to the next highest rated finishing team in that session. National tournament team registration fees will apply and will be paid by each team. G. AWARDS and TROPHIES 1. After all local competition is complete in a division; the 1 st Place Division Winners will be awarded individual trophies for winning the division championship in a playing session. 2. A local level playoff tournament at the end of each playing session will be held. The Playoff Champion Winners will be awarded individual trophies for winning the playoffs at the end of a playing session. 3. A Top Gun trophy will be awarded at the end of each session for the best winning record of the player who has played 75% of the total matches scheduled in that Division. 4. Trophies, pay back money, & patches will be awarded at the end of each session for each Division, on the night of the Playoff Champion Finals. 7

8 5. Any shortage from a team s weekly league fee will be held out from a team s payback money at the end of a session, if not paid back prior to the night of the Playoff Champion Finals. 6. If a team quits mid-session, all matches, patches, and payback money for that session are forfeited. Matches therefore will not count. Players from a team that quits who wish to continue to play must contact the league office in order to keep their matches current and look for options of placement on another team. H. SESSIONS 1. There are three (3) playing sessions in a tournament year, beginning with the Fall Session, Spring Session, and ending with the Summer Session. (Example: Fall 14, Spring 15 & Summer 15 are the sessions used to determine berths for the 2015 Nationals). 2. Playing sessions normally last for a period of fourteen (14) to seventeen (17) weeks, to include playoffs, depending on the number of teams in a division. 3. All qualified teams that are playing in the National tournament must be active in the current fall session in which the tournament is held. (Example: If a team qualifies in the 2015 tournament year they must be active players in the Fall Session 2015).Teams must also have played in 2 complete sessions in that tournament year to be eligible to enter that year s National tournament. New teams joining in the summer session will not be allowed to compete in the National team event having only played 1 complete session. 4. If a team quits mid-session, all matches played during that session will not count towards their 10 total required for the National tournament should they join another team at a later date unless a player contacts the league office and request to play on a different team. 8

9 5. If a team quits mid-session twice then all players can no longer be in the Pioneer Pool League LLC. If a player from that team wants to remain eligible to play in the league, they must contact the league operator when the team is removed from the schedule. ARTICLE #2 THE GAME 8 BALL 1. The Pioneer Pool League LLC rules covered in this rule book will govern play. 2. THE GAME: Eight (8) Ball is played with a cue ball and a rack of fifteen (15) numbered object balls. The object balls are racked in a rack (triangle). The front ball is placed on the area called the foot spot with the balance of the balls placed behind, placing the eight (8) ball in the center of the rack. The primary purpose of the game is for the players to pocket the solid colored balls, numbered one (1) thru seven (7), or the striped colored balls numbered nine (9) thru fifteen (15). A player s choice is made by the first player that legally pockets the first ball of the game without fouling. The opposing player will have the opposite group of numbered balls. A player s turn passes when they fail to legally pocket a ball of their category or fouls. A player legally pocketing all of his or her balls followed by legally pocketing the eight (8) ball without fouling the cue ball is the WINNER of the game. The eight (8) ball must be made in a MARKED POCKET. ARTICLE # 3 GENERAL RULES A. SPORTSMANSHIP 1. It is expected that each player arrive at a match hoping to do well (trying his or her best to win). Each player also is expected to accept defeat in a sportsmanlike manner. All players are expected to play the sport with a sense of fair play for all involved. 9

10 2. The primary objective is to provide players of all abilities with the fun and enjoyment of friendly competition. Sportsmanship is essential in pocket billiards as in any sport. 3. Pool is a ladies and gentlemen s game and each member is requested to govern themselves in such a manner that NO reproach will be brought upon themselves, the league, the PIONEER POOL LEAGUE LLC, distributors or sponsors of the league. 4. Any member who is the aggressor (physical contact) of unsportsmanlike conduct will have his or her membership revoked. Two (2) basic types of action given: a. A one (1) warning before loss of membership. b. Immediate loss of membership. 5. Verbal abuse, such as name calling, threats or other language considered as harassment that could cause embarrassment to the opponent or other players will NOT be tolerated. There are three (3) basic types of action given: B. TABLE USE a. A one (1) warning before loss of membership. b. Immediate loss of membership. c. Players who CANNOT treat their fellow members with respect and a sense of fair play will have their membership revoked. 1. Home team should at all times relinquish the table to be used for league play to the visiting team at least thirty (30) minutes prior to the scheduled match. 10

11 C. TABLE COST 1. Players of each match, split the cost of the pool table in each game. D. FORFEITS 1. A match is forfeited if it is not started within fifteen (15) minutes of the appointed start time (Real Time, NOT: Bar Time ). 2. Play must be continuous once begun. A team can start play with only one (1) player present. Upon completion of the match, a team must have another player available for play or all remaining matches are forfeited. 3. A team match may be rescheduled for another time. Both team captain s must mutually agree upon it and the League Office be notified. A rescheduled match must be played. Any such match not played will become a double forfeit. The League Office will approve a different time period, so paperwork will be available. E. PROTEST 1. Any protest filed with the League Office must be in written form, stating the rule violation. NO protest will be heard without this being done. 2. A team must be made aware of any rule violation prior to signing the score sheet and the word PROTEST be written on both score sheets. If the score sheets are signed without this being done, it is too late to file a protest and one will NOT be heard at a later date. 11

12 F. PLAYER IDENTIFICATION 1. A player getting ready to play in a match must be able to prove that they are the exact player listed. Your opponent has every right in requesting that you are who you say you are. Proof should be in the form of a pictured ID (Drivers License/State ID). 2. The match can go ahead and be played and your opponent can file a protest afterwards, or the team captains may select two (2) different players to play the match in question. 3. Any team that allows an illegal player to play in a match can be subject to severe penalties. This is the team captain s responsibility to insure that this does NOT happen. The offending team will receive zero (0) points for the week or weeks involved. The opponent will receive only the points that were won by the team, plus any points involving the illegal player or players. G. DIVISIONS (Number Playing) H. BYES 1. Divisions are made up of teams ranging from four (4) to ten (10). They can be made up of an odd number of teams putting a bye into their schedule. 1. When a division has an odd number of teams, such as 5, 7, or 9, a BYE will occur in the weekly schedule because one of the teams does NOT have an opponent to compete against. When this occurs the team will NOT have any league fees for that week of play. The team will also NOT receive any bonus points, match points or value awards for that week of play. A. Bonus Points in some extreme cases can be awarded to a team in order to balance out the division. 2. In the event a division is unable to secure a team after the session has already started, in order to balance the division out. 12

13 The BYES can become makeup matches for the weeks that were missed by some of the teams. ARTICLE #4 GAME RULES DEFINED A. TEAM CAPTAIN S RESPONSIBILITIES 1. The team captain s responsibilities where they apply are to include: a. Collecting and turn in all required membership applications, fees, forms, score sheets, etc. Turn these in on time. b. Responsible for having his or her team on time for match play. c. Distributing league information to team players. d. Being in command (responsible) of his or her team during matches, to include team member s behavior and their guest s behavior. e. Attending league functions, meetings, etc. and having a telephone so the League Office may communicate any needed information to you. f. Communication to his or her team members on rule changes, schedule changes, score keeping, make-up matches, and tournament times and dates. B. TEAM REQUIREMENTS 1. A team consists of five (5) players, up to a maximum of eight (8) players. Each team will have a team captain. 2. Players can play on more than 1 team as long as the teams are in different divisions. There can ONLY be up to 2 common players on a team when playing on 2 teams. If the 2 qualified teams meet in the National Event, the common players can 13

14 NOT participate in any manner in that match to include choice of whom to play and coaching. 3. NO player may join the team after the fourth (4 th ) week of play. EXCEPTION : See Survival Rule and Point Rule (page 25) unless approved by the league office. (Ex: Players from teams that quits mid session and wish to continue to play and have contacted the league office for placement on another team.) 4. A player may play only once in a team match. 5. Players can NOT play for more than one (1) team in a division. 6. Players can NOT change teams within a division during a session unless it is in the first 4 weeks. 7. Good sportsmanship is essential in all sports. All players are required to show a sense of fair play and good sportsmanship towards their fellow players. C. CUE BALL 1. An Aramith cue ball is used in the Pioneer Pool League LLC. 2. The Cue Ball is considered to be LIVE. 3. When having a Ball In Hand situation, the player while having the cue ball in their hand, touches another object ball with their hand or the cue ball. This is considered a FOUL. 4. When having a Ball In Hand situation, the player accidentally drops the cue ball on the table, the cue ball accidentally rolls and makes contact with another ball or the player trying to grab the cue ball, touches another ball. This is considered a FOUL. 5. A coach CAN place the cue ball during a timeout. If another ball is touched during the placing of the cue ball it is a foul. 14

15 D. BALLS ON THE FLOOR 1. Object balls knocked on the floor will NOT be spotted. Place them in the pocket. This is considered a ball in hand foul. EXCEPTION : When shooting at the eight ball, the eight ball or cue ball goes off the table; it is a LOSS OF GAME. E. BALL MOVEMENT (Accidental) 1. Balls that come to a complete stop at the edge of a pocket, that have been hanging there for a few seconds, then fall in the pocket are to be placed back in their original spot on the table. 2. If a player accidentally moves any ball other than the cue ball before shooting, the ball must be placed back to the original location. The shooter and their opponent must come to an agreement of where the ball should be placed. 3. A shooting player AFTER shooting, by accident touches another object ball with his or her cue stick or hand. The cue ball or another object ball that the cue ball caused to move comes in contact with the illegally moved ball. This is a FOUL. To divert legally shot balls or the cue ball from course is illegal. EXCEPTION : When shooting at the eight (8) ball. To divert the eight (8) ball or cue ball is a LOSS OF GAME. You must wait to touch the cue ball until the cue ball stops after you pocket the eight ball. F. LEGAL BALL CONTACT 1. AFTER (the key word is AFTER ) the cue ball and the object ball make contact, a rail must be hit by the cue ball or another object ball. The pocketing of an object ball counts as hitting a rail. a. When kicking at an object ball, the cue ball FIRST strikes the rail and then the object ball, but after the cue 15

16 G. BALL IN HAND ball strikes the object ball NO ball hits a rail or goes in a pocket. This is a FOUL. b. After kicking an object ball and the cue ball makes legal contact with the object ball and then another ball, some ball must hit a rail. The pocketing of an object ball counts as hitting a rail. 1. BALL IN HAND, means a player gets to place the cue ball anywhere on the table and shoot their shot regardless of where the object ball is located on the table. Even after placement of the cue ball on the table and addressing the cue ball, the player can place the cue ball somewhere else on the table or make further adjustments with the hand, cue stick (not the very tip). 2. BALL IN HAND, on the break is behind the head-string. 3. While at the address position (shooting position) the shooting player illegally touches the cue ball. This is a FOUL and is BALL IN HAND for the opponent. This does NOT apply on the break. H. OFFENSE/DEFENSE (Type Shots) 1. As players are aware of the idea of making shots, shooting offense to win a game. Shots on defense, called safeties or non-performance shots are in some cases just as important. These types of shots are used by a player in many cases to help prevent the opponent from gaining the advantage. Defensive type shots are legal when used in accordance with the Legal Ball Contact rule. I. BODY/FLOOR CONTACT 1. A player that is shooting at the table must have at least one (1) foot or part of his or her foot on the floor at all times. 16

17 J. EQUIPMENT 1. Jump cues & break cues (no weight limit) are legal to use. 2. Any equipment used by a player, such as cue stick, chalk, bridges, chalk holders, shapers, will be considered part of the player. Any equipment used by a player while shooting, touches the cue ball, is considered a FOUL. K. SELECTION OF PLAYERS 1. The Home team selects the first (1 st ) player to play. After the first (1 st ) match, teams alternate selecting a player. L. SKILL LEVELS & HOW TO RANK A NEW PLAYER S S/L 1. Skill levels in the PIONEER POOL LEAGUE LLC are 2, 3, 4, 5, 6, 7, & The lowest skill level for women is a skill level (2). Men can play no lower than a skill level (3). 3. If a player has never played in an established pool league and they are a beginning player, then they will join PIONEER POOL LEAGUE LLC as a skill level 3 for men and skill level 2 for women. It is the team captain s responsibility to work with the Pioneer Pool League LLC, to help evaluate and rate a new player s skill before they start on their team. If they are a higher skilled player then start them at their skill level. After several matches have been completed by this player, the Pioneer Pool League LLC will determine at which skill level this player will compete. If a player has played in an established similar league, they will join the PIONEER POOL LEAGUE LLC at their last known rating from that league not to exceed a skill level of eight (8). EXCEPTION : This is subject to the Pioneer Pool League LLC s discretion. The Pioneer Pool League LLC will evaluate & adjust skill levels of all players throughout each session. 17

18 4. Five (5) matches are played each night by a team. A player can only play in one (1) match per night. If a make up game (double header) is also played the same night as a regular scheduled game, then players can play in the second match. M. LAGGING/FLIPPING FOR THE BREAK 1. Players simultaneously shoot a ball from behind the headstring, banking their ball off the foot rail, back to the head rail. The ball can bounce off the head rail or touch the head rail. The ball closest to the head rail wins the break. A ball coming in contact with the side rail or going in a pocket loses. If the balls come in contact with each other while lagging, the players will lag over. 2. Players may also choose to flip for the break. EXCEPTION : In National Tournament play you MUST lag for the break. 3. The winner of the lag/flip breaks. N. BREAKING THE RACK 1. All object balls should be touching (frozen) as tight as possible. The player breaking the rack may request a re-rack. 2. At least four (4) balls from the rack must be driven to the rails or a ball must be pocketed. Otherwise the balls are reracked and broken over, by the same player. If the rack is NOT broken properly by the same player on their second attempt, then the opposing player will break the rack. 3. A rack NOT legally broken but resulting in a scratch or a foul will be re-racked and broken by the opposing player. 4. When a player is breaking the rack, the proper object ball must be struck for the break to be legal. a. The head ball or the second ball must be struck for the break to be considered a legal break. 18

19 5. Winner of each game breaks the rack. Exception : Alternating breaks may be used in some tournament play. 6. A scratch on the break will result in; Ball In Hand for the incoming player, behind the head-string. The player shoots at a ball outside of the head-string. EXCEPTION : It is a LOSS OF GAME if the eight (8) ball is made and a scratch occurs. 7. Eight (8) ball on the break without fouling the cue ball constitutes a game win. O. CLOSE (Questionable)/BAD HIT SHOTS 1. If a shot looks like it may result in a questionable legal hit or a bad hit, momentarily stop the game. Either the player, captain or the coach may stop the game to ask for a ruling on the hit of the object ball prior to the shot. When using the decision of another person called a (referee) the decision of the referee is FINAL. 2. If a shot is close (questionable hit or bad hit) and a referee has NOT been called on to make a decision. Now the opposing player, captain or coach THINKS a bad hit has been made after the shot ( AFTER THE FACT ). If the players can NOT agree at this point, then the coaches or team captains may be consulted for clarification. The tendency for a ruling will almost always be on the side (favor) of the shooting player if an agreement can NOT be made. It is technically each player s responsibility to protect themself. PAY ATTENTION to your game and the match that you are playing. P. SPLITTING MATCHES 1. Usually a match is played on only one (1) table. If both teams agree, matches can be played on more that one (1) table (Local Level Only). Lengthy matches especially on the local level can jeopardize the completion of the complete match. If within two (2) hours of the official starting time (Real Time, NOT Bar 19

20 Time) of the match the fourth (4 th ) match has NOT been started and an extra table is available, start the fourth (4 th ) match on the extra table. Upon completion of the third (3 rd ) match on the original table, the final fifth (5 th ) match can be started. Splitting matches (Local Level Only) can be waived if both teams are in agreement and play the complete match on only the original table. Q. COACHING 1. Coaching is defined as giving advice or counseling a player on game related situations. Advising a player as to which ball to shoot, where to leave the cue ball, where to hit a rail, what English to use on the cue ball and other game related matters. 2. A coach has approximately two (2) minutes to coach a player, per each time the player is coached. 3. The number of coaching timeouts a player gets per game. a. Skill levels (S/L): 2, 3, & 4 are allowed two (2) coaching timeouts per game. b. Skill levels (S/L): 5, 6, 7, & 8 are allowed one (1) coaching timeout per game. c. All skill levels get ONLY 1 timeout in the Pioneer Pool League LLC National Tournament Event. 4. The team captain may appoint another member of the team as coach. Otherwise the team captain will be considered the coach. Only members of the team are allowed to be coaches. NO non-member players are allowed to coach. 5. Only one (1) player is allowed to coach a player in a time out. A coach may get a group consensus from the other players and pass the information onto the player. A group consensus has to be done away from the table and player. 20

21 6. When coaching a player, the coach may leave the area to sit down and return to re-coach the player, as long as the player has NOT shot and the two (2) minute coaching time has not expired. This will be considered as only one (1) coaching time. 7. Coaches can be changed during the match. It is a courtesy to notify the other team before changing coaches. 8. Coaches can be changed after each match, if a team so desires. 9. All coaching should be done in the Playing Zone (Within a cue length of the table). 10. A coach IS allowed to touch or place the cue ball during a timeout. If another ball is touched during the placing of the cue ball it is a foul. 11. A coach is allowed to touch any area of the table, including the cloth and rail. 12. A coach is NOT allowed to use the players cue stick or any other cue stick to measure, point, aim, or demonstrate a shot. 13. Failure to follow the proper coaching procedures is considered a FOUL. Your opponent will be awarded BALL IN HAND. 14. These items are NOT considered as coaching a player. a. Rooting and cheering for a player s success. b. Answering a players question concerning rules. c. Making comments that are not game related. d. Telling a player to chalk their cue stick. 21

22 e. Reminding a player to mark the pocket on the eight (8) ball. f. Telling a player what category of balls are his or hers. R. FOULS 1. Anytime the cue ball or any other ball goes off the table. EXCEPTION : When shooting eight (8) ball LOSS OF GAME. 2. Anytime the cue ball scratches in a pocket. EXCEPTION : When shooting at the eight (8) ball LOSS OF GAME. 3. Failure to make legal contact with the proper object ball. A player shooting at solids must make legal contact with a solid ball first. 4. During the course of a shot the cue ball does NOT touch any object balls. 5. Double hitting or also called double clutching the cue ball. 6. A scratch on the break will result in; BALL IN HAND for the incoming player behind the head-string. The player must shoot at a ball outside the head-string. 7. Causing the slightest movement of the cue ball, even accidentally. (Accidental movement of others balls is NOT a foul, unless the cue ball touches a ball that had accidentally been moved). Even dropping chalk on the cue ball is a FOUL. 8. Altering the course of the cue ball or object ball. EXCEPTION : When shooting at the eight (8) ball LOSS OF GAME. 9. Receiving illegal aid (coaching) from someone other than your coach during a match. 22

23 10. When having ball in hand, the player while having the cue ball in their hand touches another ball with the cue ball or their hand. This, also, applies if the player accidentally drops the cue ball and rolls and touches another ball or the player grabbing at the cue ball touches another ball. 11. If any of the above FOULS are committed, then the penalty is BALL IN HAND for the incoming player. S. FROZEN BALL 1. Object ball is FROZEN (touching) the rail or another ball. Your opponent must declare a frozen ball and agreed on before the player shoots. When a frozen ball has been declared, the rail the ball is frozen on is considered a neutral rail. After making legal contact, the cue ball, the object ball, or another ball must hit another rail. Pocketing a ball constitutes hitting a rail. If your opponent does NOT declare a frozen ball ahead of time (before the shot), you may shoot the cue ball into the ball, as a safety type shot, it will be considered a legal shot. T. PLAYOFFS (Local) 1. A player listed in a playing session on a roster may play in the playoffs to get their matches needed by the end of a session. 2. All playoff matches are considered as official matches and will be counted as part of a players handicap score. 3. All playoff matches will be decided on the number of MATCH POINTS that a team scores in a match. The team, first scoring three (3) MATCH POINTS in a given match will be declared the WINNER of the match. 4. The team scoring the most points at the end of a session will be declared the 1 st PLACE DIVISION WINNER. The division winner does NOT play in the playoffs. The division winner, by winning the league session, has already won a berth 23

24 to the Upper Level Tournament. See page 8 Sessions for rules of tournament eligibility. 5. When having six (6) or more teams in a division, a playoff at the end of a playing session will consist of: a. Fifth (5 th ) place team vs. (at home of) Second (2nd) place team. b. Fourth (4 th ) place team vs. (at home of) Third (3rd) place team. c. Winners of (a) & (b) matches will play each other in order to find the PLAYOFF CHAMPION WINNER, at home of the highest place finisher. The winner will receive a berth to the Upper Level Tournament. U. COMBINATION SHOTS 1. Where no balls (solids or stripes) or one of each type or more balls are pocketed on the break. The table is OPEN and all balls are NEUTRAL and may be used in a combination shot until a solid or stripe is legally pocketed, excluding the eight (8) ball. The eight (8) ball is NOT neutral. V. THE GAME BALL 1. The eight (8) ball is the GAME BALL. Legally pocketing the eight (8) ball, without fouling the cue ball constitutes a game win. The pocket must be marked for the 8 ball. 2. Pocketing the GAME BALL and FOULING the cue ball constitutes LOSS OF GAME. W. PLAYERS PLAYING ZONE 1. The PLAYING ZONE for a player is the area that is approximately five (5) feet surrounding all sides of the pool table. Placing a cue stick horizontal to the table with the tip 24

25 touching the table, the area between the tip and the butt end of the cue stick is considered the player s PLAYING ZONE. 2. Players interfering with a shooting player in this area, while the player is shooting, are committing a FOUL. An opposing player crossing into this area, to go to some other area in the building is NOT considered interfering, as long as NO attempt has been made to touch, bother or distract the shooting player. EXCEPTION : Coaching is Legal. EXCEPTION : Player or a coach checking for a frozen ball or close (questionable) hit or a bad hit is legal. X. GAMBLING 1. NO GAMBLING ALLOWED ARTICLE #5 SURVIVAL RULE AND POINT RULE A. SURVIVAL RULE 1. The Survival Rule is for teams that are in need of a player after the fourth (4 th ) week of play. Teams should contact the league office when using the Survival Rule. 2. Defined as a team not having more than five (5) active players on a roster, for the survival of a team. A request may be made for the addition of one (1) PLAYER. If a team drops below the five (5) active players, then the amount of players to maintain five (5) active players, plus one (1) extra or reserve player, may be requested. The request must be made through the Pioneer Pool League LLC office. 3. Players from teams who quit mid session and wish to continue to play and have contacted the league office for placement on another team may be added past the 4 th week. 25

26 B. POINT RULE 1. The Open Division has a twenty-five (25) Point Rule. A basic rule of thumb to follow, when playing a match: Three (3) players cannot exceed twenty-one (21), four (4) players cannot exceed twenty three (23). 2. A team can NOT exceed the twenty-five (25) point rule when using or playing a match with any combination of five (5) players listed on a roster in a match. 3. When playing with less than five (5) players, a team must be able to show that the point rule would NOT have been violated with the balance of their players on the roster needed to compete in the match. EXAMPLE: A team shows up to play a match with only three (3) players. Those three (3) players play in a match. They have totaled twenty-one (21) skill level points used. That means the balance of their roster must have two players on the team that are handicapped as skill level two (2). Thus allowing, having used the two players in the match, the team in question would not have violated the point rule. If the team cannot do this, then the team has violated the point rule and forfeits all matches and points that the team has won in that round of match play. 4. The violation has taken place the instant the balls are broken in any given match that causes the violation. The violating team will not receive any points for the match (0). All points earned by the team in violation of the 25 point rule are forfeited. 5. The team not in violation will receive only those points earned, plus eighty (80) forfeit points for each single match remaining to be played, starting the instant the violation occurs. 6. The violation should be marked on both score sheets. 26

27 7. A team captain MUST be notified prior to signing the score sheets that their team has violated the point rule. 8. Once the score sheets have been signed and the violation has NOT been noted, it is too late. A protest or appeal will NOT be heard at a later date. 9. If a team can NO longer comply with the point rule, then that team must trade out one player, and or add a less skilled player. Contact the Pioneer Pool League LLC office. ARTICLE #6 SCORE SHEETS A. BONUS SPOT POINTS (Scoring) 1. All players must have the same opportunity to score as many bonus points as there opponent. Higher skill level players, spot bonus points, called Bonus Spot Points to the lesser skill level player. For every skill level point (1) difference, a higher skill level player will spot ten (10) bonus spot points to the lesser skill level player. (Example): A skill level 6 that is playing a skill level 3, the skill level difference is 3. The higher skill level player would at the start of the match be spotting the lesser skill level player 30 bonus spot points. A S/L 8 vs. S/L 2 BSP = 60 A S/L 7 vs. S/L 4 BSP = 30 A S/L 5 vs. S/L 5 BSP = 0 (Even Match) B. BONUS POINTS (Scoring) 1. Bonus Points are designed to determine what place a team is in, in league standings only. (NOT FOR VALUE AWARDS). a. Each game a player wins is worth ten (10) bonus points. If you win as an example three (3) games, you have earned a total of thirty (30) bonus points. b. A match is being played between a S/L 6 vs. - S/L 4. The higher S/L player is spotting the lesser S/L player 20 27

28 Bonus Spot Points at the start of the match. The S/L 4 wins four games before their opponent a S/L 6 wins their 6 games needed to win the match. The S/L 4 has earned 10 bonus points for each game they have won. The S/L 4 has won four games, earning a total of 40 bonus points for the games won, plus receiving 20 BSP at the beginning of the match, plus the S/L 4 will receive 50 extra bonus points for winning the match. S/L 4 Player Score 4 games Won 40 (Earned) Bonus Points 20 (Spot) Bonus Points Winning a Match 50 (Extra) Bonus Points 110 Total Bonus Points c. All players winning a game or games earn bonus points. A player does NOT have to win the match to win bonus points. C. SUPER BONUS POINTS (Scoring) 1. Super Bonus Points are points spotted a team. A team can receive Bonus Spot Points plus Super Bonus Points. The Super Bonus Points are designed to balance out a division that the lesser skilled teams are competing in. Using the Super Bonus Points creates a more competitive league. a. The Super Bonus Points spotted in team division play are based on five players fielded in a match. The sum total of all skill levels played for that match by a team, are added up. The Super Bonus Points for a team are a pre-set number, based on a field of five players. 15 S/L Points or Less 40 SBP Spotted 16 to 19 S/L Points 20 SBP Spotted 20 to 25 S/L Points 0 SBP Spotted b. Super Bonus Points are given to a team OVER and ABOVE any Spot Points a team receives in a match. 28

29 D. MATCH (#W) POINTS (Scoring) 1. Match points (# of Wins) are used to calculate a team s payback money at the end of a playing session, NOT for how your team does in league standings. 2. Match Points are won when a player is playing in a match against an opponent and in individual match forfeits, not in total team forfeits. 3. Each Match Point won is worth $3 in payback money. These Match Points are only awarded when a team pays the proper league fees. 4. Match Points (# of Wins) are ONLY offered in league division play and are not offered in any playoff local level matches or Upper Level Tournament. E. FORFEITS (Scoring) 1. When a team is involved in a forfeit match or matches, the Winning Team should list the Player s Name and their skill level on the scoresheet. The team with the forfeit should only put Forfeit in the players name box and a skill level of 0 in the S/L box. No Super Bonus Points will be awarded to any team with a forfeit. This will help to determine how many SBP your team is entitled to, if any. Players must be present for the team receiving the forfeit win. 2. A single team match forfeit win, is worth 80 Bonus Points. A complete team forfeit, (all 5) is worth 400 Bonus Points. NO bonus or match points are awarded for a complete team forfeit. 29

30 F. TIE BREAKER (Scoring) 1. When teams are involved in a division scoring tie, at the end of a playing session, the WINNER will be decided by a Tie Breaker System. 2. The Tie Breaker System will be decided by looking at the competition matches played against each other during that session. The WINNER will be decided by who has the better Winning Record between the two teams. G. SCORE SHEETS (Scoring) 1. Fill out ALL the information on your weekly score sheet COMPLETELY AND CORRECTLY. Each team captain or a designated team member fills out a score sheet so the league office receives two score sheets for each match. Sign BOTH score sheets at the end of a match, after you have checked the scores to be correct. Signing means you agree with the scores on the score sheet. 2. TEAM NUMBER: Your team number can be found on the schedule next to your team name. 3. TEAM NAME: Home Team and Visiting Team are listed. Write your team name in the correct Home or Visitor line and write out your opponent s team name on the other side. The team listed first on the schedule is the Home Team. 4. PLAYERS: Fill out the player s names that are playing in the match. 5. I.D. NUMBERS: Write the player s ID number or NEW for a new player in this box. 6. SKILL LEVELS (S/L): The skill level of the players will be found on the Weekly Handicap Report. This tells how many 30

31 games a player needs to win in order to win the match. Write the skill level of players in the S/L box. 7. SCORE GAMES WON: A mark is placed in this box for each game a player wins. 8. W/L: Write a W in the box for the player that won the match. Write an L in the box for the player that lost the match. 9. S/L BONUS SPOT POINTS: The S/L Bonus Spot Points are the bonus points spotted a player due to the difference in the skill levels of the opposing players. 10. #GAMES WON X S 10 POINTS: The player receives ten (10) Bonus Points for each game won. Multiply the marks in the score box for each game you won times ten bonus points each. 11. MATCH WIN + 50 POINTS: Fifty Bonus Points for winning the match. The winning player receives an extra fifty (50) Bonus Points. The losing player receives NO points in this box. 12. TOTAL PTS WON: Add the players total points up in this box. 13. ADD TOTAL S/L POINTS USED: Add up the total skill level (S/L) points used in the skill level column in this box. 14. SUPER BONUS POINTS: Write any Super Bonus points in this box, if you received any for this week of league play. Teams with any forfeit do not receive Super Bonus Points. 15. SCORE TOTAL: Add the total points won by each player + the Super Bonus Points, if any, and write the total in this box. 16. TOTAL AMOUNT PD: Write the total amount of money paid in this box. 31

32 17. TEAM CAPTAIN (SIGN): Both score sheets are to be signed by the team captains or another team member. Add up both team s bonus points and match points. Check the opponents score sheet with yours, to make sure all scores are filled out completely and correctly before signing the score sheets. 18. W S WON MATCH PTS.: In the box marked W/L, you will find the number of matches you won. Write the total number of matches that your team won next to the W S WON MATCH PTS. Each match won is worth $3 in payback money. All payback money is given out at the end of a playing session on the night of the Playoff Finals. 19. RUNNING OF RACK (PLAYERS): Write down player s name. Patches will be awarded at the end of the session. a. When a player makes all of one category of their object balls and pockets the Eight (8) Ball in their marked pocket without missing, it is considered running the rack. This does not have to occur on the break, which is different than a break and run. 20. EIGHT ON BREAK (PLAYERS): Write down player s name. Patches will be awarded at the end of the session. a. When a player breaks by striking the head ball or the second racked ball and results in making the eight (8) ball without fouling. This is considered an eight on the break. H. WEEKLY HANDICAP AND ROSTER REPORT 1. This report will tell you who the players are in the division. It will also give you their ID numbers. The report, also tells you what players are on a team and each player s handicap (S/L). 32

33 2. This report also gives you the total overall MATCH POINTS scored to date, in addition to the last week s totals. The total overall Match Points scored tells you what place each team is in, at the current date in the league standings. ARTICLE #7 UPPER LEVEL TOUNAMENT A. ORGANIZATION FOR UPPER LEVEL TOURNAMENT 1. The PIONEER POOL LEAGUE LLC reserves the right to make rule changes, update any rulings and make rule modifications before any tournament, and adjust skill levels as necessary for Upper Level Tournaments at any time. 2. The PIONEER POOL LEAGUE LLC, sanctioned by the USEA-USPA Pool League sits as the highest authority in all issues and decisions. Rulings set forth by the PIONEER POOL LEAGUE LLC will be considered final. B. GAMBLING 1. NO GAMBLING ALLOWED. Any wagering, betting, or gambling is strictly prohibited. Penalties of disqualification, suspension, or memberships being cancelled may occur. C. DRESS CODE 1. Proper attire should be worn at all times. Tournament Officials are the deciding factor concerning this matter. D. ELIGIBLE TEAM & PLAYERS 1. Teams must have played in at least 2 complete sessions in that tournament year and must be a qualified team to be eligible to enter that year s National tournament. They also must be entered into league competition in the Fall Session in which the National tournament is held to be eligible to play in the National event. 33

34 2. The teams that are 1 st Place Division Winners and Playoff Champion Winners are qualified and able to compete for that year s National tournament. If a team was the Division winner or Playoff winner in a previous session for that qualifying year then a National Tournament eligibility pass down will occur to the next highest rated finishing team in that session. a. Starting Spring 2014 all divisions with 8 or more teams will have 1 st Place Division Winners and both teams who make it to the finals will be qualified and able to compete for that year s National tournament. 3. In order for a team to retain its eligibility, the team must have at least four (4) of its original players on the team, that the team qualified with. 4. If you qualify in a session and you change players in one of the following sessions, the team will need to re-qualify in order for all players to be able to play in any match order. If the team does not re-qualify with the new players then those players will need to play in the 4 th or 5 th match. 5. All players entering into Upper Level Tournament play are required to comply with all rules that lead to qualifying the player to Upper Level Tournament play. a. A player must have played in at least four (4) league matches in each session played on the intended team qualified to enter, during that qualifying year. b. All players entering upper level competition must have played in at least ten (10) league matches before entering the upper level tournament. 6. A team must play three (3) of the original players first, in the first three (3) individual matches of each team match, if only four (4) original players were on the original qualified team. 34

35 E. SINGLES, DOUBLES, &TEAM TOURNAMENT FORMATS 1. The PIONEER POOL LEAGUE LLC consists of various types of tournament formats, for the game of Eight Ball. a. SINGLES : Divisions for men consist of skill levels (3-5) & (6-8) in Eight Ball. There is one singles division for all women in Eight Ball. b. DOUBLES : Consist of any combination of men or women with a total skill level of 11 or under. Each match will be a race to 3 games. A total skill level of 8 and under will get a game on the wire. c. TEAM : Consist of an Open Team Division for men and women (mixed) in Eight Ball. A team consists of five players, up to a maximum of eight. The five players cannot exceed a skill level total of over 25 points in a match. F. DISQUALIFICATION OF PLAYERS OR TEAMS 1. The PIONEER POOL LEAGUE LLC and Upper Level Tournament Officials reserve all rights and options to disqualify a player or team from any Upper Level Tournament play at any time it deems necessary, for rule violations. a. Player or team misconduct. b. If a player s skill level is elevated three (3) skill level points or a team s sum total skill levels are elevated five (5) skill level points, from the time entering into any Upper Level Tournament play. c. Disqualification means the forfeiture of all awards, titles, prize money, and or any other merchandise offered in Upper Level Tournament play. 35

36 d. The unethical practice by a player or a team manipulating skill levels is a fragrant violation of the PIONEER POOL LEAGUE LLC rules and will NOT be tolerated. G. SKILL LEVELS 1. Players will enter into the Upper Level Tournament play with their current skill level. 2. A player s skill level can NOT be lowered in Upper Level Tournament play. A player s skill level will be updated after each match and may be raised. H. COACHING 1. All skill levels, 2, 3, 4, 5, 6, 7, & 8 are allowed one (1) coaching timeout per game in Upper Level Tournament play. 2. If a player or a player s coach calls for a timeout, the player in the match must take the timeout. The only time a coaching timeout can be declined in Upper Level Tournament play is when the timeout has already been taken that game. 3. If two (2) tables are being used, only players who are not in a match can be used as a coach. I. CALLING A REFEREE 1. Only the player, captain or a coach may call for a referee to watch a shot for a legal hit in Upper Level Tournament play. Violation will result in a warning for the first offense. The second violation will result in a ball in hand foul. 36

37 J. PLAYER / TEAM 1. Team rosters and entry fees MUST be turned in ONE (1) month prior to the Pioneer Pool League LLC National Tournament. 2. Players can enter and play in the National event on more than one (1) qualified team as long as the two (2) teams were in different divisions. There can ONLY be up to 2 common players on a team when playing on 2 teams. If the 2 qualified teams meet in the National Event, the common players can NOT participate in that match. K.TIME LIMIT (Shooting Player) 1. A player has approximately 45 seconds to shoot a shot. The player, coach, and captain have the responsibility to insure the player maintains a reasonable speed of play, to minimize going to sudden death. L. NATIONAL TOURNAMENT GAME RULES 1. Due to the fact of a time factor in Upper Level Tournament play, the Tournament Officials may require a team or teams to begin play, by starting player s matches on two (2) or more tables at the same time. This is the option of the Tournament Officials, NOT the teams. 2. The captains flip a coin for the decision of home team versus visitor team. Home team puts their player up first. 3. A captain has two (2) minutes to call a player to the table. 4. Once both teams in a match have declared a player, the players cannot be changed unless the 25 point rule is in jeopardy or a player has been put up that is not eligible until the 4 th or 5 th match as long as the balls have not been broken. 5. A match is forfeited if it is not started within fifteen (15) minutes after a team is called. The Pioneer Pool League LLC 37

38 Operator or Tournament Director determines when a match is officially forfeited. 6. The Sudden Death Format is in effect in the National tournament. 7. The team, first scoring three (3) MATCH POINTS in a given match will be declared the WINNER. 8. A player getting ready to play in a match must be able to prove that they are the exact player listed. Your opponent has every right in requesting that you are who you say you are. Proof should be in the form of your Pioneer Pool League Membership card and/or a pictured ID (Drivers License/State ID). 9. Score sheets must be kept and signed by a member of both teams. Scorekeepers must verify their match scores with the other team for accuracy. The winning team is responsible for turning in the score sheets to the Tournament Director. M. POINT RULE 1. The five (5) players cannot exceed a skill level total of 25 points in a match. They must always be able to meet the 25 point rule with players remaining on their roster even when winning in 3 or 4 matches. In the event a team can NO longer field a team of five (5) players meeting the twenty-five (25) point rule prior to entering a match, they will NOT be allowed to add a player to their roster in order to meet the (25) point rule. They will be ineligible to compete. N. ELECTRONIC DEVICES 1. Players may not use any of the following electronic devices during a match. Examples include but not limited to: Cell phones, 2 way radios, pagers, music devices, head phones, ear phones, or Bluetooth devices. These items may not be accessed for messages, conversations, or information at any time during a match. Violations may be subject to forfeiture of match. 38

39 DEFINITIONS Wherever USEA-USPA POOL LEAGUE (USEA-USPA) appears it shall be construed to mean. UNITED STATES EIGHT BALL ASSOCIATION- UNITED STATES POOL PLAYERS ASSOCIATION and rules apply to all leagues sanctioned by the USEA-USPA POOL LEAGUE. BALL IN HAND : Refers to a player who receives Ball in Hand, may place the cue ball anywhere on the table he or she chooses and shoot. (Exception) On the break is behind the head-string. BANK SHOT : Is when a player strikes the object ball into a rail in the course of shooting the shot. BRIDGE : Refers to the player s hand that holds and guides the part of the cue stick, called the cue shaft. BRIDGE STICK : A cue like stick with a specially shaped support (bridge) mounted on the end of the cue shaft. The bridge stick serves as a support for the players cue stick shaft, for difficult to reach or long type shots. BYE : A Bye is when a division has an odd number of teams in it. Schedules are set up to accommodate an even number of players or teams in a division. With an odd number, a team does NOT always have an opponent to compete against each week. CAROM : The striking (glancing) of one ball off another ball or a rail. 39

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