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General
Rules
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
(1) 7+ Player per League Night,
unless two (2) 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 on
the league average for a 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 League
Committee Meeting at any time during
a session to vote on player skill
level rankings which they feel are
incorrect. Players who disagree
with another player’s skill level
ranking must discuss it with the
Team Captain, who will then determine
whether or not it is necessary to
request a meeting to a vote on the
player (or players) in question.
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
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.)
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.)
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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
(Thursday) Skill Level Chart
|
Skill
Level |
2 |
3 |
4 |
5 |
6 |
7 |
7+ |
| 2 |
2/2 |
2/3 |
2/4 |
2/5 |
1/4 |
1/5 |
1/5 |
| 3 |
3/2 |
2/2 |
2/3 |
2/4 |
2/5 |
1/4 |
1/4 |
| 4 |
4/2 |
3/2 |
3/3 |
3/4 |
2/4 |
2/5 |
2/5 |
| 5 |
5/2 |
4/2 |
4/3 |
3/3 |
3/4 |
3/5 |
3/6 |
| 6 |
4/1 |
5/2 |
4/2 |
4/3 |
4/4 |
4/5 |
4/6 |
| 7 |
5/1 |
4/1 |
5/2 |
5/3 |
5/4 |
5/5 |
5/6 |
| 7+ |
5/1 |
4/1 |
5/2 |
6/3 |
6/4 |
6/5 |
5/5 |
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
(Sunday Scotch Doubles) Skill Level
Chart
|
Skill
Level |
9 |
10 |
11 |
| 9 |
3/3 |
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
(Wednesday) Skill Level Chart
|
Skill
Level |
2 |
3 |
4 |
5 |
6 |
7 |
7+ |
| 2 |
3/3 |
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 |

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Fielding
a Team - 8-Ball
Team
Total Ranking Rules/Criteria (The
“26 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 twenty-six
(26) in the 8-Ball Leagues. A team
can play their players in any order
they choose as long as the “26
Rule” is not violated. Any
team that violates the “26
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 “26 Rule”,
he/she must then field the team
as follows: Total player rankings
for a four (4) player team cannot
exceed twenty-four (24) skill level
points in the 8-Ball-Monday and
8-Ball-Thursday Leagues, 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
“26 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 “26 Rule”
If
a team does not have at least five
(5) players on its Roster with Skill
Levels that total twenty-six (26),
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 “26 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.

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Fielding
a Team - 9-Ball
Team
Total Ranking Rules/Criteria (The
“26 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 twenty-six
(26) in the 9-Ball League. A team
can play their players in any order
they choose as long as the “26
Rule” is not violated. Any
team that violates the “26
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 “26 Rule”,
he/she must then field the team
as follows: Total player rankings
for a four (4) player team cannot
exceed twenty-four (24) 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
“26 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.
Rosters
in Violation of the “26 Rule”
If
a team does not have at least five
(5) players on its Roster with Skill
Levels that total twenty-six (26),
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 “26 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.

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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 due to
a Team Captain’s inability
to field a legitimate team or for
any player’s absence at events
registered for.

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Professional
Players
The
VIP League is a true “AMATEUR”
pool league, geared towards the
lower ranked player. Individuals
who hold current 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 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.

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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 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.

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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.
·
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 for a period of time or revoke
his/her membership 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.
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.

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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.

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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.

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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.

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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 one
(1) "Completion" is scored
(even though the shot was not executed)
and 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 may 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 all of its Members to
play fair and exhibit "good
sportsmanship" at all times.

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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.
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.

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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.

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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.)
- 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.
- 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”.
If a player pockets the 8-Ball
(game ball) and scratches, it
is marked as a "Miss"
on the score sheet.
- 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
does not make the shot "called"
and pockets another of his/her
own balls, it is marked as a “Miss”,
and the ball(s) stay down. If
a player pockets the 8-Ball (game
ball) and scratches, it is marked
as a "Miss" on the score
sheet.
- Def
(Defensive Shot) “8-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”.
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 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.
- 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 add/drop from your team
roster, it should be noted in
the “Comments” section.
- 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”.
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.

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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.

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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 4th and 5th matches simultaneously,
only if the League Night is too
long in duration.

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Selecting
a Table Coach and “Time-outs”
Prior
to lagging for the break (or at
anytime during a game) a player
is allowed to designate a fellow
teammate (or any VIP League Member
in good standing) as their Table
Coach. 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 during a “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 three (3)
through seven plus (7+) are entitled
to two (2) “time-outs”
per game, lasting for no more than
TWO (2) MINUTES each. Players with
a Skill Level of two (2) are entitled
to three (3) “time-outs”
per game, lasting for no more than
TWO (2) MINUTES each. Any of the
player’s teammates may call
a “time-out”, and it
cannot be refused by the player.
PLEASE NOTE: If a teammate ASKS
the player if he/she wants a “time-out”
that IS a “time-out”,
and it should be charged. Any “time-out”
called 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”.
Handing the cue ball to the player
after a scratch occurs is not a
foul, and touching the table is
not a foul.

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Lagging
for the Break
Once
two players have been selected and
the Table Coaches have been designated,
the players 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 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.

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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.

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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 a 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 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.

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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-in-hand”
anywhere on the table, except following
the break, when the cue ball must
be placed 100% behind the head string.

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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 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").

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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
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.

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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.

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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.

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Ball
Frozen to the Rail
This
is when an object ball is touching
solid to a rail with no light getting
through. The shooter, in a sportsmanlike
manner, must declare that the object
ball is frozen before the shot is
executed. If the shooter does not
make the announcement, the opponent
may ask the shooter or request that
the ball be observed by the Table
Coaches, (or a “neutral”
individual), to determine whether
or not the ball is in fact frozen.
If an object ball is frozen to a
rail, the shooter must keep in mind
that after making contact with the
object ball, the cue ball (or any
other ball on the table) must hit
a rail, or the shot results in a
“foul” and cue “ball-in-hand”
anywhere on the table to the opponent.
Obviously, pocketing the object
ball is considered a “good
hit”.
NOTE:
The observation to determine if
a ball is frozen will not be charged
as a “time-out”.

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Stalemate
Game
Every
effort should be made to bring a
game to conclusion. However, if
neither player can make a shot without
inevitably losing the game, they
have the option of mutually declaring
a “stalemate” and should
re-rack and replay the game. A stalemate
cannot be declared, unless at least
one player is on the 8-Ball.

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Fouls
A
player committing a foul must relinquish
his/her turn at the table and give
the opposing player cue “ball-in-hand”.
If a skill shot is correctly executed
when the foul occurs, the ball stays
down. The following are examples
of commonly occurring fouls:
- Foot
Foul – During any
shot, a shooter must have one
foot on the floor, or they have
fouled, and the opposing player
gets cue “ball-in-hand”
anywhere on the table. NOTE: This
rule does not apply to players
who are physically impaired.
-
Bad Hit –
If the first ball contacted by
the cue ball is not in the player’s
category, it is a bad hit and
considered a foul. If the table
is open, and a ball does not hit
a rail after contacting any category
ball, this is also considered
a foul, and the opposing player
gets cue “ball-in-hand”.
- Scratch/Ball
– If a player pockets the
cue ball or drives the cue ball
off the table, it is a foul. If
a player scratches when shooting
the 8-ball, it is a loss of that
game. If a player executes a skill
shot and then scratches, the shot
is considered a Completion (“Comp”)
for scoring purposes, and the
ball stays down, but the opponent
is awarded cue “ball-in-hand”.
- Failure
to Drive a Ball to a Rail
– A player must either legally
pocket a ball or drive a ball
(any ball, including the cue ball)
to a rail after making a good
hit, or they have fouled. The
opposing player gets cue “ball-in-hand”.
- Ball
off the Table –
If a player drives the cue ball
off the table, it is a scratch
and he/she gives cue “ball-in-hand”
to the opposing player. If a player
drives any of his/her object balls
off the table, the ball is placed
on the foot spot, and the opponent
take cue “ball-in-hand”
anywhere on the table. If a player
drives any of the opponent’s
object balls off the table, the
ball is pocketed, and the opponent
take cue “ball-in-hand”
anywhere on the table. If the
8-ball is driven off the table,
it is a loss of that game. If
the cue ball is driven off the
table while shooting the 8-ball
it is a loss of that game. NOTE:
Please keep in mind that driving
a ball off the table may result
in damage to the ball, damage
to property, or injury to a person.
The player responsible for driving
a ball off the table may be assessed
a monetary fee by ANY league location
as a result of doing so. Additionally,
any expenses incurred by the league
location, or by an individual,
as a result of damage to property
or personal injury will be the
sole responsibility of the player
that executed the shot which resulted
in the ball being driven off the
table.
-
Push Shot – When
the cue ball and object ball are
within ½ of a ball’s
width of each other (not frozen),
the player must be informed by
the opponent (or either table
coach or team captain) that he/she
may execute a “push shot”.
When executing this shot, it is
best if a player elevates his/her
cue or angles the line with their
body and the cue, to eliminate
any chance of double hitting the
cue ball, which would end up being
a foul and cue “ball-in-hand”
to the opposing player. This shot
should be executed by stroke and
not forcing. We ask that players
make a bona fide attempt to execute
this shot in the proper manner.
If the player is not informed
how to execute this shot properly
“prior” to shooting,
and the shot results in double
hit on the cue ball, it will not
be considered a foul.
-
Split Shots – A
Split Shot is when a player’s
category object ball and the opponent’s
ball (or the 8-ball), are positioned
close together, and there may
be a question as to which ball
was hit first. Split Shot attempts
must be announced by the shooter,
so that the shot can be observed
by the Table Coaches, Team Captains
or a “neutral” individual.
If the shooter does not announce
that he/she is attempting a Split
Shot, the opponent may request
that the shot be observed to ensure
a legal hit. The shooter’s
category object ball must be contacted
first. This should be determined
based upon which ball moves first
when the cue ball makes contact.
If this determination cannot be
made for certain because it appears
that the balls were hit “simultaneously”,
then play passes to the opponent
regardless of the outcome. However,
the opponent will shoot from where
the cue ball has come to rest.
If the player executes a Split
Shot quickly without allowing
the opponent a chance to call
for an observation, it will be
considered a foul, and play automatically
passes to the opponent with cue
“ball-in-hand” anywhere
on the table.
-
Accidental Movement of Ball
– If a player moves the
“cue ball” in any
manner prior to their shot, it
is a foul and results in cue “ball-in-hand”
to the opponent. If a player accidentally
moves or touches any ball that
is at rest (other than the cue
ball), it is not considered a
foul. The “opponent”
has the option to move the ball(s)
to the place of its original position
or may choose to leave it where
it rests. If a player moves or
touches any ball before it comes
to rest, it is a foul and cue
“ball-in-hand” to
the opposing player. If a ball
left hanging in a pocket falls
in after the opponent’s
shot clock starts, that ball must
be placed back to it’s original
position (as closely as possible).
If a player moves or touches the
“8-Ball” before it
comes to rest, it is loss of “game”.
-
Positioning the Cue Ball Foul
- If a player has cue “ball-in-hand”
and moves any category ball by
touching it with the cue ball,
it is a foul and results in cue
“ball-in-hand” to
the opponent. If a player has
cue “ball-in-hand”
and uses the “tip”
of his/her cue to position the
cue ball, it is a foul and results
in cue “ball-in-hand”
to the opponent. The ferrule and
the area below the ferrule are
acceptable. In order to avoid
disputes over this type of foul,
using your cue stick to position
the ball is discouraged. This
rule also applies during the “break
shot”.
-
Coaching Foul –
If a Table Coach moves any ball
or “marks” the table
in any way, it is a foul and results
in cue “ball-in-hand”
to the opposing player. The Table
Coach is not permitted to touch
any of the balls, including the
cue ball when the player has “ball-in-hand”.
If a Table Coach touches the table
it is not a foul. When lining
up a shot for the player, the
Table Coach must walk away from
the table before the player executes
the shot. If the Table Coach is
touching a rail or the table when
a shot is executed, it is a foul
and results in cue “ball-in-hand”
to the opponent.
- Payment
of League Fees –
All teams and individual players
are responsible for the payment
league fees. Forfeit matches are
no exception. Each player should
pay the full amount agreed upon
immediately following (or prior
to) his/her league match. Any
team or player(s) owing fees can
result in that team or player(s)
having match points deducted from
their standings at any time, as
well as losing the opportunity
to participate in league play
or any event that the team or
player(s) has qualified for, regardless
of the teams or divisions past,
present or future time of qualification.
This also applies to annual membership
dues.
- Interference
and “Side-Line” Coaching
– Any person, who interferes
with the course of the match by
offering advice from the side-lines
(or as a player is approaching
the table to execute a shot),
or any person who is distracting
the opposing team's player in
any way, or otherwise disturbing
play, can subject his/her team’s
player to a foul. In this instance,
the distracted player, a Table
Coach, or a Team Captain may warn
the individual involved. After
the verbal warning, any reoccurrence
of the offensive behavior results
in an escalating series of fouls.
The first reoccurrence will result
in the opposing player being awarded
cue “ball-in-hand”
anywhere on the table, the second
reoccurrence will result in loss
of the game, and the third reoccurrence
will result in loss of the match.
If the same individual continues
to distract the opposing team's
player in subsequent matches,
the initial verbal warning is
still in effect, and the escalating
series of fouls may be applied.
Any of the player’s teammates
can call a “time-out”
or remind the player to call or
mark a pocket for the 8-ball,
which is not considered interference
or side-line coaching. As a team
player on the side-lines we encourage
you to support your player. However,
you are responsible to do so in
a sportsmanlike manner.

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Protests
and Disputes
in
the VIP League the match belongs
to the two players at the table.
With this comes the responsibility
of paying attention to your match
whether you or your opponent is
on the table. You have the right
to protest a situation, but keep
in mind that a protest needs proof
in order to be evaluated. If your
protest cannot be substantiated
with proof, you could lose your
match for a false protest. If you
and your opponent are paying attention
to the match and using common sense
and good sportsmanship, there should
be no reason for protests or disputes.

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8-Ball
“Scotch Doubles” Rules
8-Ball
“Scotch Doubles” is
a game played by a team of two (2)
players who oppose another team
of two (2) players in a league match
of 8-Ball.
The
playing rules for 8-Ball “Scotch
Doubles” are identical to
the VIP League 8-Ball game rules.
The following provides additional
criteria:
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Team
Structure
Teams
will maintain the usual minimum
6-player roster or a maximum 8-player
roster. There will be three (3)
league matches on league night.
Each match consists of a team of
two (2) players with a maximum combined
skill level of eleven (11) and a
minimum combined skill level of
nine (9).
During
the match, the two (2) team players
function as a single entity, alternating
shots until a game is brought to
conclusion.
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Continuation
of Play
Team
players shoot in the aforementioned
manner until they have made all
of the balls in their category and
legally pocket the 8-Ball. Every
completed stroke constitutes a shot
and the player’s teammate
must then take the next shot. Alternating
of the team players continues from
one game to the next. For example,
the player on a team that did not
take the last shot in the previous
game must shoot first in the subsequent
game. This includes the “Break
Shot” (if a player legally
pockets the 8-Ball, his/her teammate
breaks the next rack).
PLEASE
NOTE: The “Lag” is considered
part of the “Break Shot”.
Therefore, if the player that lags
wins the lag, that same player breaks,
and play then alternates.
If
a player shoots out of turn, it
is a foul and results in cue “ball-in-hand”
for the opposing team. Some teammates
use the same cue to shoot their
match and pass it back and forth
in order to remember the alternation
correctly.
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Discussing
Game Strategy
There
will be no official “time-outs”
permitted during Scotch Doubles
play. However, the two (2) team
players may continuously discuss
shots and strategy “from the
sidelines” (at least arm’s
length from the table) within a
30 second shot clock. If the discussion
exceeds 30 seconds or results in
the player on the sidelines approaching
the table to assist his/her teammate
with lining up a shot, it will result
in cue “ball-in-hand”
to the opposing team. The player
on the sidelines is not permitted
to touch the table or assist with
lining up a shot in any way. Walking
around the table is permitted, provided
you stay at least arm’s length
distance away.
Please
keep in mind, the longer it takes
you to shoot a match, the later
it will be when the league night
ends! Please do not over-analyze
every shot. Keep your discussions
as brief as possible.

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9-Ball
Rules
Object
of the Game
The
game of 9-ball is played with nine
(9) balls numbered one (1) through
nine (9) and a cue ball. On any
shot, the cue ball must contact
the lowest numbered ball on the
table first. (See “Push Out”
After a Legal Break for exceptions
to this rule.) Once the player has
contacted the lowest numbered ball,
any completions that follow allow
the player to continue shooting
until a miss occurs. Play then passes
to his/her opponent.
In
9-ball, as long as you have contacted
the lowest numbered ball on the
table first, a completion of that
ball and/or any other ball is a
legal shot. The shooter does not
have to call their pocket, except
when shooting the 9-ball. A player
wins the game when he/she has legally
pocketed the 9-ball.

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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 4th and 5th matches simultaneously,
only if the League Night is too
long in duration.

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Selecting
a Table Coach and “Time-outs”
Prior
to lagging for the break (or at
anytime during a game) a player
is allowed to designate a fellow
teammate (or any VIP League Member
in good standing) as their Table
Coach. 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 during a “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 three (3)
through seven plus (7+) are entitled
to two (2) “time-outs”
per game, lasting for no more than
TWO (2) MINUTES each. Players with
a Skill Level of two (2) are entitled
to three (3) “time-outs”
per game, lasting for no more than
TWO (2) MINUTES each. Any of the
player’s teammates may call
a “time-out”, and it
cannot be refused by the player.
PLEASE NOTE: If a teammate ASKS
the player if he/she wants a “time-out”
that IS a “time-out”,
and it should be charged. Any “time-out”
called 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”.
Handing the cue ball to the player
after a scratch occurs is not a
foul, and touching the table is
not a foul.

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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 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.

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Racking
the Balls
The
object balls, numbered one (1) through
nine (9), are racked in a diamond
shape, with one (1) ball on the
foot spot and the 9-ball in the
center of the diamond shape. All
other object balls may be distributed
throughout the rack in random fashion.
Before the break, the 1-ball must
be touching the two balls adjacent
to it. If this is not the case,
the breaking player can ask for
a re-rack.

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The
Break Shot
The
player entitled to the break has
cue “ball-in-hand” 100%
behind the head string. The breaking
player must attempt an “open
break” making contact with
the 1-ball first, and at least four
(4) balls, cue ball included, must
hit a rail. Pocketing a ball constitutes
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
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.
NOTE:
If the 1-ball is not contacted first,
it is not cue “ball-in-hand”
to the opponent. The opponent is
entitled to play the game where
the balls lie, take the break, or
may re-rack and allow the breaking
player another attempt at the break.
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 ball, other than the cue ball,
is driven off the table during the
break shot, that ball stays pocketed
and the opposing player takes cue
“ball-in-hand” anywhere
on the table.
If
the cue ball is pocketed, or driven
off the table during the break shot,
the opposing player takes cue “ball-in-hand”
anywhere on the table. All object
balls that are pocketed remain down.
For scoring purposes, the breaker
gets the number of balls made on
the break added to his or her score
in the “MOB” (Made on
Break) column.
A
player pocketing the 9-ball during
a legal break wins the game. If
the breaking player pockets the
9-ball and scratches, or drives
the cue ball off the table, which
is another form of “scratch,”
the 9-ball is placed on the foot
spot and the opposing player gets
cue “ball-in-hand” anywhere
on the table. If the breaking player
drives the 9-ball off the table
during a legally executed break,
it is placed on the foot spot and
play passes to the opposing player
from where the cue ball sits.
If
a player pockets the 9-ball and
drives another ball off the table,
other than the cue ball, the player
wins the game.

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Continuing
Play after the Break –
- “Push
Out” After a Legal Break
- The “Push Out” is
allowed one (1) time, and only
one (1) time, on the shot immediately
following the break. The player
executing this shot must clearly
announce his/her decision to do
so to the opponent before shooting
or it will be treated as a normal
shot. To execute this shot, the
player may shoot the cue ball
anywhere on the table. The cue
ball is not required to contact
a rail, nor is the shooter required
to contact the lowest numbered
ball on the table. Any balls pocketed
on a “Push Out” stay
down with the exception of the
9-ball, which is placed on the
foot spot. For scoring purposes,
a “Push Out” is marked
as a “Def” (defensive
shot). This is the only time a
ball may be intentionally pocketed
and scored as a “Def”
(defensive shot). Following the
“Push Out,” the opponent
has the option to shoot or pass
the shot back to the player who
executed the “Push Out”.
That player must accept the shot.
NOTE: Scratching on a “Push
Out” is a foul, and the
opposing player gets cue “ball-in-hand”
anywhere on the table.
- Continuing
Play - If the player
pockets a ball on the break, that
player continues to shoot until
he/she misses or commits a foul.
If a player misses or fouls, play
passes to the opponent. This continues
until a winner is determined.
If a foul is committed on any
shot, the opposing player has
cue “ball-in-hand”
anywhere on the table.
- Combination
Shots – Combination
shots are allowed and are a very
popular method of winning the
game of 9-ball. A player can call
the 9-ball in a combination shot
at anytime during the game, provided
he/she hits the lowest numbered
ball on the table first. A player
can never hit the 9-ball first;
however, it can be used between
two other balls in a combination
shot. If a player calls the 9-ball
in a combination shot and it goes
in a pocket other than the called
or marked pocket, it is placed
on the foot spot, and that player
continues to shoot unless or until
he/she misses, commits a foul
or scratches. The spotted ball
is not scored as a completion
or a miss in this case.

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Skill
Shots and Good Hits
The
general rule on skill shots and
good hits for 9-ball are the same
as the 8-ball
rule, with the exception
that the shooter must contact the
lowest numbered ball on the table
first to constitute a legal hit.
And, you do not have to call the
pocket except when shooting the
9-ball.

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Shooting
the 9-Ball
When
shooting the 9-ball, you must mark
the pocket you are calling, unless
the opposing team approves of “calling”
only. As long as the 9-ball goes
in that called or marked pocket
after a good hit, the player wins.
If
the 9-ball goes in a pocket other
than the called or marked pocket,
it is placed on the foot spot and
play passes to the opponent where
the cue ball rests.
If
the 9-ball is pocketed, and the
player fouls or scratches, it is
placed on the foot spot and play
continues with the opponent taking
cue “ball-in-hand” anywhere
on the table.
A
player can call the 9-ball at anytime
during the game, provided he/she
hits the lowest numbered ball on
the table first. (See “Combination
Shots” for additional information.)
Any
of the player’s teammates
can remind the player to mark or
call the pocket when shooting the
9-ball 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.

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Slop
Shot on the 9-Ball
If
a player shoots a legal shot and
“slops in” the 9-ball,
it is spotted. That player continues
to shoot unless or until he/she
misses, commits a foul or scratches.
If the player misses, the opponent
comes to the table and shoots the
cue ball where it sits. If the player
fouls or scratches, the opponent
takes cue “ball-in-hand”
anywhere on the table. On tables
that do not allow balls to be spotted;
the 9-ball should be replaced with
one of the remaining six stripe
balls available starting with lowest.
(10-ball, 11-ball, 12-ball, 13-ball,
etc.)

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Defensive
Shots
A
player must call a defensive (or
safe) shot when NOT attempting to
pocket a ball. To execute a defensive
shot, the shooter must execute a
legal shot by hitting the lowest
numbered ball on the table first
and drive a ball to the rail. The
player then surrenders the next
shot to the opponent, where the
cue ball rests. If the player scratches,
the opponent gets cue “ball-in-hand”
anywhere on the table.
A
player may not call a defensive
(or safe) shot and intentionally
pocket their object ball (lowest
numbered ball on the table). If
a ball is pocketed after a “legal
shot” is executed, it will
stay down and should be scored as
a ”COMP” (completion),
with the exception of a slop shot
on the 9-ball, which gets spotted,
and the player must continue shooting.
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.

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Ball
Frozen to the Rail
This
is when an object ball is touching
solid to a rail with no light getting
through. The shooter, in a sportsmanlike
manner, must declare that the object
ball is frozen before the shot is
executed. If the shooter does not
make the announcement, the opponent
may ask the shooter or request that
the ball be observed by the Table
Coaches, (or a “neutral”
individual), to determine whether
or not the ball is in fact frozen.
If an object ball is frozen to a
rail, the shooter must keep in mind
that after making contact with the
object ball, the cue ball (or any
other ball on the table) must hit
a rail, or the shot results in a
“foul” and cue “ball-in-hand”
anywhere on the table to the opponent.
Obviously, pocketing the object
ball is considered a “good
hit”.
NOTE:
The observation to determine if
a ball is frozen will not be charged
as a “time-out”.

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Stalemate
Game
If
both players agree they have reached
a point in the game where progress
toward completion is not and cannot
be made, they have the option of
“mutually” declaring
a stalemated game and should re-rack
and replay the game. Every effort
must be made to bring a game to
conclusion.

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Fouls
A
player committing a foul must relinquish
his/her turn at the table and give
the opposing player cue “ball-in-hand”.
If a skill shot is correctly executed
when the foul occurs, the ball stays
down. The following are examples
of commonly occurring fouls:
- “Three
Foul” Rule
– The “Three Foul”
Rule does not apply in the VIP
League.
- Foot
Foul – During any
shot, a shooter must have one
foot on the floor, or they have
fouled, and the opposing player
gets cue “ball-in-hand”
anywhere on the table. This rule
does not apply to players who
are physically impaired.
- Bad
Hit – If the first
ball contacted by the cue ball
is not in the lowest numbered
ball on the table, it is a bad
hit and considered a foul. If
a ball does not hit a rail, this
is also considered a foul. The
opposing player gets cue “ball-in-hand”
in either case.
- Scratch/Ball
– If a player pockets the
cue ball or drives the cue ball
off the table, it is a foul. If
a player scratches when shooting
the 9-ball, the 9-ball gets spotted
and play continues with the opposing
player taking cue “ball-in-hand”
anywhere on the table. If a player
legally pockets a ball and then
scratches, the shot is to be marked
as a Completion (“Comp”)
for scoring purposes, and the
opponent is awarded cue “ball-in-hand”
anywhere on the table.
- Failure
to Drive a Ball to a Rail
– A player must either legally
pocket a ball or drive a ball
(any ball, including the cue ball)
to a rail after making a good
hit, or they have fouled. The
opposing player gets cue “ball-in-hand”.
- Ball
off the Table –
If a player drives the cue ball
off the table, it is a scratch
and he/she gives cue “ball-in-hand”
to the opposing player. If a player
drives any of the object balls
off the table, the ball is pocketed,
and the opponent takes cue “ball-in-hand”
anywhere on the table. If the
9-ball is driven off the table,
it is placed on the foot spot,
and the opponent takes cue “ball-in-hand”
anywhere on the table. If the
cue ball is driven off the table
while shooting the 9-ball, play
continues with the opposing player
taking cue “ball-in-hand”
anywhere on the table. NOTE: Please
keep in mind that driving a ball
off the table may result in damage
to the ball, damage to property,
or injury to a person. The player
responsible for driving a ball
off the table may be assessed
a monetary fee by ANY league location
as a result of doing so. Additionally,
any expenses incurred by the league
location, or by an individual,
as a result of damage to property
or personal injury will be the
sole responsibility of the player
that executed the shot which resulted
in the ball being driven off the
table.
-
Push Shot – When
the cue ball and object ball are
within ½ of a ball’s
width of each other (not frozen),
the player must be informed by
the opponent (or either table
coach or team captain) that he/she
may execute a “push shot”.
When executing this shot, it is
best if a player elevates his/her
cue or angles the line with their
body and the cue, to eliminate
any chance of double hitting the
cue ball, which would end up being
a foul and cue “ball-in-hand”
to the opposing player. This shot
should be executed by stroke and
not forcing. We ask that players
make a bona fide attempt to execute
this shot in the proper manner.
If the player is not informed
how to execute this shot properly
“prior” to shooting,
and the shot results in double
hit on the cue ball, it will not
be considered a foul.
-
Split Shots – A
Split Shot is when a player’s
category object ball and the opponent’s
ball (or the 9-ball), are positioned
close together, and there may
be a question as to which ball
was hit first. Split Shot attempts
must be announced by the shooter,
so that the shot can be observed
by the Table Coaches, Team Captains
or a “neutral” individual.
If the shooter does not announce
that he/she is attempting a Split
Shot, the opponent may request
that the shot be observed to ensure
a legal hit. The shooter’s
category object ball must be contacted
first. This should be determined
based upon which ball moves first
when the cue ball makes contact.
If this determination cannot be
made for certain because it appears
that the balls were hit “simultaneously”,
then play passes to the opponent
regardless of the outcome. However,
the opponent will shoot from where
the cue ball has come to rest.
If the player executes a Split
Shot quickly without allowing
the opponent a chance to call
for an observation, it will be
considered a foul, and play automatically
passes to the opponent with cue
“ball-in-hand” anywhere
on the table.
-
Accidental Movement of Ball
– If a player moves the
“cue ball” in any
manner prior to their shot, it
is a foul and results in cue “ball-in-hand”
to the opponent. If a player accidentally
moves or touches any ball that
is at rest (other than the cue
ball), it is not considered a
foul. The “opponent”
has the option to move the ball(s)
to the place of its original position
or may choose to leave it where
it rests. If a player moves or
touches any ball before it comes
to rest, it is a foul and cue
“ball-in-hand” to
the opposing player. If a ball
left hanging in a pocket falls
in after the opponent’s
shot clock starts, that ball must
be placed back to it’s original
position (as closely as possible).
If a player moves or touches the
“9-Ball” before it
comes to rest, it is loss of “game”.
-
Positioning the Cue Ball Foul
- If a player has cue “ball-in-hand”
and moves any category ball by
touching it with the cue ball,
it is a foul and results in cue
“ball-in-hand” to
the opponent. If a player has
cue “ball-in-hand”
and uses the “tip”
of his/her cue to position the
cue ball, it is a foul and results
in cue “ball-in-hand”
to the opponent. The ferrule and
the area below the ferrule are
acceptable. In order to avoid
disputes over this type of foul,
using your cue stick to position
the ball is discouraged. This
rule also applies during the “break
shot”.
-
Coaching Foul –
If a Table Coach moves any ball
or “marks” the table
in any way, it is a foul and results
in cue “ball-in-hand”
to the opposing player. The Table
Coach is not permitted to touch
any of the balls, including the
cue ball when the player has “ball-in-hand”.
If a Table Coach touches the table
it is not a foul. When lining
up a shot for the player, the
Table Coach must walk away from
the table before the player executes
the shot. If the Table Coach is
touching a rail or the table when
a shot is executed, it is a foul
and results in cue “ball-in-hand”
to the opponent.
- Payment
of League Fees –
All teams and individual players
are responsible for the payment
league fees. Forfeit matches are
no exception. Each player should
pay the full amount agreed upon
immediately following (or prior
to) his/her league match. Any
team or player(s) owing fees can
result in that team or player(s)
having match points deducted from
their standings at any time, as
well as losing the opportunity
to participate in league play
or any event that the team or
player(s) has qualified for, regardless
of the teams or divisions past,
present or future time of qualification.
This also applies to annual membership
dues.
- Interference
and “Side-Line” Coaching
– Any person who interferes
with the course of the match by
offering advice from the side-lines
(or as a player is approaching
the table to execute a shot),
or any person who is distracting
the opposing team's player in
any way, or otherwise disturbing
play, can subject his/her team’s
player to a foul. In this instance,
the distracted player, a Table
Coach, or a Team Captain may warn
the individual involved. After
the verbal warning, any reoccurrence
of the offensive behavior results
in an escalating series of fouls.
The first reoccurrence will result
in the opposing player being awarded
cue “ball-in-hand”
anywhere on the table, the second
reoccurrence will result in loss
of the game, and the third reoccurrence
will result in loss of the match.
If the same individual continues
to distract the opposing team's
player in subsequent matches,
the initial verbal warning is
still in effect, and the escalating
series of fouls may be applied.
Any of the player’s teammates
can call a “time-out”
or remind the player to call or
mark a pocket for the 8-ball,
which is not considered interference
or side-line coaching. As a team
player on the side-lines we encourage
you to support your player. However,
you are responsible to do so in
a sportsmanlike manner.

BACK TO TOP
Protests and Disputes
In the VIP League, the match belongs
to the two players at the table.
With this comes the responsibility
of paying attention to your match
whether you or your opponent is
on the table. You have the right
to protest a situation, but keep
in mind that a protest needs proof
in order to be evaluated. If your
protest cannot be substantiated
with proof, you could lose your
match for a false protest. If you
and your opponent are paying attention
to the match and using common sense
and good sportsmanship, there should
be no reason for protests or disputes.

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