8 Ball & 9 Ball Amateur Pool League
                           

GAME RULES

Table of Contents
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General Rules

Skill Level Rankings
Skill Level Charts
Fielding a Team - 8-Ball
Fielding a Team - 9-Ball
Adding and Dropping Players
Professional Players
Make-up Matches
Forfeits
Jump Shots
Masse’ Shots
Slow Play
Concession
Byes
Scoring
Score Sheet Categories

8-Ball Rules

Object of the Game
Beginning Play:
Choosing your first Player
Selecting a Table Coach /Time-outs
Lagging for the Break
Racking the Balls
The Break Shot
Continuing Play after the Break
Skill Shots and Good Hits
Shooting the 8-Ball
Combination Shots
Defensive Shots
Ball Frozen to the Rail
Stalemate Game
Fouls

Protests and Disputes

9-Ball Rules

Object of the Game
Beginning Play:
Choosing your first Player
Selecting a Table Coach /Time-outs
Lagging for the Break
Racking the Balls
The Break Shot
Continuing Play after the Break
Skill Shots and Good Hits
Shooting the 9-Ball
Slop Shot on the 9-Ball
Defensive Shots
Ball Frozen to the Rail
Stalemate Game
Fouls
 
Protests and Disputes
 
  8-Ball “Scotch Doubles” Rules
Team Structure
Continuation of Play
Discussing Game Strategy
 

 

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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.

 


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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.