Arizona’s Pool League
Version 5-15-2023
The League Structure
Arizona’s Pool League (AZPL)
Arizona’s Pool League was
created in February 2003 with our first session beginning on May
7th. The AZPL was designed with the average pool player in
mind. We pride ourselves on being an amateur, beer-drinking,
have-fun pool league. It is meant for the not-so-serious player
to come down and have some fun, shoot some pool, drink a few
beers (though not necessarily in that order) and win some cash
too! My original intention was ‘Why do we need to go to Vegas
when we can have a big tournament right here’ and the rest is
history.
We use a "the better you play
the better it pays" format. We use our own rating system
based on your performance in the league but in certain instances
use outside sources to more accurately place you in the system.
We use a handicap when strong teams play weaker teams.
You'll play the best and the rest on a weekly basis. We do
use a "call pocket only" format of play to allow the new players
to the game a good opportunity to learn it and still be
competitive. Teams play to qualify in the Arizona State
Championships. 32 teams qualify. We at Arizona’s
Pool League hope you enjoy your time with us and look forward to
shooting with you.
THE LEAGUE OPERATOR
The League Operator is a
professional administrator. The LO has full authority to make
rulings concerning all aspects of the League. Please be aware
that the AZPL stays in close contact with all LOs, keeps them
up-to-date with all the latest developments and makes rulings on
questions they may have. Because your League Operator is a
trained professional, you can be confident the schedules,
standings, handicap system, special events and all other League
affairs will be handled promptly and accurately. Only an AZPL
authorized League Operator may administer the League. Your
League Operator may hire assistants and/or representatives to
improve service to you.
BASIC TEAM LEAGUE ORGANIZATION
The Team
- A team consists of a minimum of three players, although it is
wise to have at least four. All team members bear the
responsibility of verifying their teammates are AZPL members of
legal age and are playing at skill levels that reflect their
true ability. Each team will have a captain.
The Team Captain
- The Team Captain is an essential part of the team and holds an
important position. The Team Captain is listed on the team
roster in bold. He helps with distribution of
League information and bulletins and posts information at
his home location. The Team Captain must also collect membership
dues and forward them to Local League Management on a timely
basis. He is responsible for having his team at the appointed
place on time. He ensures that all rules concerning etiquette,
sportsmanship and eligibility are observed. He makes sure proper
scorekeeping procedures are followed. The Team Captain must have
a phone. He represents the team and all communication with Local
League Management is handled through the Team Captain. A team
may elect a new Team Captain by a simple majority vote at any
time. Local League Management must be notified immediately if a
new Team Captain is elected.
The Division
- A division consists of a number of teams (from 6 to 16)
competing with each other in a set schedule. In some instances a
division may start with only four teams, although a six-team
division is the smallest division recommended.
The Division Representative
- The AZPL recommends there be a Division Representative for
every division in the League. The Division Representative (DR)
may either be elected by the teams in his division or appointed
by the League Operator. He is a person of integrity and is
consistently active in the League. The DR is a member in good
standing and enjoys the involvement this position offers. He
helps recruit teams and promotes the league. He helps make sure
bulletins and other League information and materials get
distributed to, and are understood by, the Team Captains in his
division(s). He helps improve the League by passing information
between the players and the Local League Office. He may also
assist League Management with the League Championships and other
special events. The DR may serve on the Representative
Committee. He is knowledgeable concerning League affairs and may
be consulted by other members in the League. Consulted is
the key word here because the DR does not have the authority to
make rulings as an individual. However, it is a logical choice
to call your DR if you have a protest or dispute—he may be able
to help solve it.
Remember, the DR has no more
authority than any other member to make rulings. Remember,
also, that his advice and interpretations are probably correct.
The Representative Committee
- The AZPL has a Representative Committee (RC) that will hear
and rule on protests and disputes in the Phoenix Region. The
Representative Committee will consist of three Division
Representatives. This number will grow accordingly with the
league.
The business conducted by the RC
will normally concern proposed rule changes, protests, disputes,
sportsmanship violations and other similar issues. The RC, in
addition to settling such issues, may also hand down penalties.
Penalties may vary from loss of ten points to a number of
points. Penalties can include loss of eligibility, fines, or
suspension of membership. The League Operator represents a
higher authority than the RC, but the AZPL has asked League
Operators to uphold the findings of the RC unless they are in
violation of AZPL League rules or policies. The RC may not
conduct meetings without approval from Local Management. It is
essential for the members of the RC
to understand that the RC is there to assist the League
Operator-not to monitor, criticize, or supervise. Members who
cannot accept their role as just described may be removed from
the RC.
The existence of a
Representative Committee in your area is the best way to ensure
the various situations that can and do occur get resolved as
fairly as possible. Please accept their rulings and support your
Representative Committee at all times. If there is not a
Representative Committee in your area, please contact and urge
your League Operator to get one formed. Volunteer to be a
member! Special incentives are offered to all Division Reps.
MEMBERSHIP BENEFITS
As a member of the AZPL, you
will receive benefits made available to you, the amateur pool
player. Some of them are as follows:
·
Play wherever the League
is active—we are expanding throughout the state.
· Arizona
Pool Leagues apparel!
·
Special member discounts
on a variety of goods and services.
·
Qualify for Vegas!
(select divisions)
Transferability
- Your membership is
transferable to wherever an AZPL sanctioned League exists. There
is no transfer fee. Upon arrival at your new home, simply notify
the League Operator and he will get you in touch with a
team/location. If there is no AZPL sanctioned League at your
new home, call the AZPL; every effort will be made to get one
started. When you transfer to a new area, you will enter with
your last skill level from your previous area. Memberships are
nonrefundable and are not transferable from one person to
another.
ANNUAL DUE / TEAM ENTRY / WEEKLY DUES
Annual Player Dues / Sanction Fee
–
This
annual due is for outside sanctioning purposes. It is $35 per
player. It covers that specific player for one full year (June
1 – May 31) of ACS ($15) and BCA ($20) eligibility. That player
can play in as many events that are available for that calendar
year that are sanctioned by either.
Player
Entry Fee
– Each player is responsible for a player entry fee of $15 per
division per season. It covers league operating costs for the
current season. Please give your player entry fee and your AZPL
team sign up sheet to your Local League Management who will
forward them to the AZPL home office. In divisions where there
are annual player dues the team entry fee is waived.
Sanctioned Divisions
– In ACS or BCA sanctioned
divisions EVERY player must be sanctioned. No exceptions. Even
1 time subs.
IMPORTANT — Make sure you fill out your membership application completely
or correct any errors on the renewal notice. Some of your
membership items will be mailed directly to your home address.
If the AZPL does not have a complete and accurate address, you
may not receive some of your benefits. Neither the AZPL nor
your League Operator can be responsible for making them
available at a later time.
·
Basic Weekly Due
- The weekly dues are $39 per team. The entire weekly dues are
due regardless of how many players are on the roster or how many
players played during the match. Dues must be current and fully
paid each week. Players/teams that do not pay will receive 0
points. If dues are not made current the 2nd week
the player/team will be dropped from the schedule. Don’t make
me enforce this rule.
·
Post Season Play
–
There is no
team entry for teams in legacy divisions. Out-of-town &
franchise divisions team’s entry is $150, which must be paid no
later than the final week of the season.
·
Cash or Check?
- The AZPL urges teams to make all League payments by check or
cannot assume responsibility for cash. You can make checks out
to Michael Kerin.
CALENDAR
There are three sessions during
a League year, beginning with the Spring, followed by the Summer
and ending with the Fall Session. The week runs from Monday thru
Sunday. The first week of the calendar season is week 1, the
first week of play is traditionally week 2.
TEAM SCORESHEETS
All scoresheets are available
directly from the AZPL website. It is the visiting teams
responsibility to print two (2) scoresheets (home & away teams)
and take them to the match that night. Each team is responsible
to return their scoresheet and dues to the league office each
week.
SCORING
Matches are played head-to-head:
one team member plays a designated opponent from the other
team. There are nine individual matches played in each team
match. In 8-Ball, every individual
ball is worth one (1) point with the eight ball counting as
three (3). A team can score a maximum of 90 points in a team match.
Actually it can score more by getting a break & run and an
8-ball break but that is
more the exception than the rule. The team scoring the most
points wins the match. The teams are ranked in order by the
match win with the tiebreaker being points scored.
TROPHIES AND AWARDS
Trophies, plaques or appropriate
awards will be awarded to each individual on the Arizona Pool
League Championship Team each session. Remember, the Champion
is the team that wins the State Championships, not the team with
the most wins at the end of the regular session.
The AZPL Team Champions’ Host
Location will be awarded a team trophy to be kept on display at
that location. Annual or seasonal awards may also be given in
other categories, such as, most valuable player, most improved
player, sportsmanship, and so forth.
GENERAL RULES
The general rules are those
rules that govern regular weekly play. These rules cover many
of the possible situations that inevitably occur during regular
weekly play, except those pertaining to the game rules. Game
rules are covered later in this manual. Areas covered here
include: forfeits, protest and dispute procedures, grace period,
membership requirements, how matches are started, who pays for
the tables, sportsmanship issues and many more.
All the rules in this section
are the Official AZPL Rules. They are the
result of years of accumulated experience and input from
players, Boards and League Operators. Fairness to players of
all abilities was the prime consideration for adoption or
rejection of a rule or procedure. The general rules are as
follows:
1. PLAYER’S RESPONSIBILITY – It
is the player’s responsibility to be aware of all rules,
regulations and schedules regarding the league. While the
league operator will make every reasonable effort to have all
information readily available to all players, it is still the
responsibility of the player. Ignorance is not a free pass.
2. AGE REQUIREMENTS - You must
be at least 10 years of age and have permission from the
bar/hall to be allowed to play. Players under 21 must be in the
presence of their parents if they wish to play.
3. BYES - Some divisions may
start with a bye (a bye is a missing team), or a bye may appear
in a division because a team dropped out. Concerning scheduling
and byes:
·
If a division begins with
a bye, League Management has up to the fourth week of play to
fill the slot.
·
If a team drops out of a
division, causing a bye to exist, depending on the timing of the
drop out, League Management will make a new schedule for the
remaining teams or replace the team with a new one.
·
Once it is determined by
any means that a team has left the league it will be treated as
a bye with all remaining games for that team rescheduled.
·
There will never be two
byes in a schedule because a new schedule will be issued.
Example: If a second bye should
appear in a 10-team schedule, League Management will issue an
8-team schedule with no byes. The new schedule may cause teams
to have a different home and away pattern and different
match-ups with other teams in the division, so be alert to this
possibility.
How byes are scored - Assuming
no replacement team is found, the team will be awarded 70 points
for all byes. Individuals will not receive any points. Dues
will not be collected.
4. STARTING TIME / FORFEITS
a. A team match will result in a
forfeit if your player is not at the table and ready to begin
within 15 minutes of the appointed time. The Official Start
Time for nightly matches is 7:00. Real Time, as opposed to Bar
Time, is the official League time. Sunday divisions vary in
start time and are posted on the website.
b. Where new teams or new divisions
are involved, there shall be some leniency. You joined to play
- not to receive forfeits. Occasionally a new team misreads or
misunderstands the schedule. Frequent abuse will result in
penalties.
c. The Home Team shall pick the table
in which games are to be played on.
d. A team may and shall begin play
with one player present. Upon completion of each individual
game the team must have another player available for play.
Example: If the third player is not there when his match is
ready he will be skipped in the rotation. The skipped matches
will be played upon his arrival. If the third player isn’t
going to be there you may add a new player as a sub during the
first twelve weeks without penalty. In the 13th week
there is a 3-point penalty. In the final week the penalty is 5
points. In other words, PLAY MUST BE CONTINUOUS ONCE BEGUN.
e. On the flip side of that coin it is
not customary for a player to show up and expect to play all
three of their games first and then leave. It is at the
discretion of the opposing team to allow this to happen. This
is why we have subs.
f. If both Team Captains agree, a
team match may be rescheduled for a different time (forfeit rule
not in effect). The League Operator must be notified and give
approval. This must be done 24 hours prior to the match. You
cannot reschedule a match the night of the match.
g. Both teams must still pay full
weekly fees.
h. Each forfeited game
counts as 10 points. If a team is short one player the
opposing team receives 30 points. If two players are absent the opposing team
is awarded 60 points. If the entire team forfeits the
opposing team will receive 90 points for the victory. Team
forfeits are not recorded in the standings until the team plays
its next match. If the team that forfeited the match
subsequently withdraws from the league, resulting in a bye, the
team that received the 90 forfeit points will have the match rescheduled
with a new opponent.
i. Deliberate forfeits will not be
tolerated. If the League Operator/Board of Governors is
satisfied that the receiving team conspired to receive
deliberate forfeit points, then the
points would not be counted. Depending upon the situation and
evidence, either or both teams would be subject to other
penalties.
j. After two complete team forfeits
the team will be dropped from the active roster. See “Section 3
- Byes” for further explanation on what happens regarding the
schedule.
5. PROTESTS AND DISPUTES - In
general, your Team Captain must make all protests, disputes and
complaints to Local League Management. Make sure you go through
your Team Captain. Penalty points may be assessed to teams who
disrupt League operation by making pointless protest calls to
the League Operator or the Local League Office. Most protests
and disputes should be settled immediately through compromise,
General Rules, common sense, and by referring to this manual.
Your Local League Office will publish its hours of operation
(typically 10:00 a.m. - 10:00 p.m., Monday - Friday) and may be
unavailable to make rulings if your League time is after hours,
so solve as many situations as you can on the spot.
The procedure for settling
disputes will be as follows:
If a dispute between two teams
cannot be resolved by existing rules, the two players and Team
Captains will first attempt to resolve the issue by negotiation
and compromise.
Remember, the League Operator
and the Board (normally not present at the time of dispute)
cannot effectively rule on a good hit/bad hit situation or other
similar occurrences. Therefore, it is up to the two players and
the two Team Captains involved to make every effort to settle
the issue immediately. In league & tournament play, disputes
are settled by replaying the game. The AZPL wishes that
games be decided by shooting rather than by reading. Only a
clear violation would go against the shooting team. It is
essential all parties concerned display good sportsmanship and
conduct during the dispute itself. Poor sportsmanship or
abusive behavior may cause the team that wins the dispute to
face more serious consequences when the Board rules on the
sportsmanship issues. Teams consistently involved in disputes
may incur penalties ranging from point deductions to suspension
or termination.
Example: The shooting player
makes a shot where the hit (good or bad) is questionable and
both teams feel their ruling is correct. The call should go to
the shooter.
In the example above, the
sitting team should have protected itself by stopping the game
prior to the shot and getting a third party, not on either team,
to watch the shot. Now the sitting team is on an even level
with the shooting team and the shooter must be very careful with
the shot. It is usually easy to see when your opponent is going
to face a close situation. Your opponent is required to stop if
you want the shot watched. If they don’t it’s a ball in hand
foul.
Once both teams have agreed to
replay a game, no protest may be filed at a later time
concerning the game issues. You cannot agree to a situation
with the idea that if you win, it’s okay; and if you lose, you
are going to protest anyway.
In the event the Team Captains
cannot settle the dispute, they will both submit a written
protest to the League Operator. This protest will describe the
circumstances involved and will be submitted along with a $20
protest fee from each team. The League Operator may rule on the
protest/ dispute or may pass it along to the Board of
Governors. The decision of the League Operator or the Board is
final and the loser of the protest will forfeit their $20. The
winner is reimbursed.
Once the League Office has
received your scoresheet, it is too late to protest. Know the
rules and review the match before sending in your scoresheet.
6. CONCERNING TEAMS THAT DROP OUT
- Because it is particularly disruptive to the League for
teams to drop out during mid-session, the following policy will
be observed. A team that drops out during a session will be
required to pay all past dues before they would be allowed to
rejoin the league. After a second occurrence in addition to all
past dues being paid, the balance of all dues they would have
owed had they completed the session, plus two weeks fees deposit
(which will be applied to the final weeks of the session) before
they would be allowed to rejoin the League. A player who was on
such a team and who wishes to rejoin the League as an individual
must first pay his share before being reinstated. A team that
drops out forfeits any prize money they would have received.
7. ORDER OF PLAY OR HOW IT IS
DECIDED WHO PLAYS FIRST – The order of play is predetermined
with each player playing the other teams players one game a
piece in a round robin format. The breaking order is also
predetermined with the Visiting Team breaking the first round,
the Home Team breaking the second round and the third round
being split – Home, Away, Home – in that order.
8. VERIFICATION OF IDENTITY -
Your opponent has every right to request proof of identity from
you and your teammates. Positive identification is a picture
I.D., for example, a photograph on a valid drivers license. If
identification is not adequate, play the match and file a
protest. Give your League Office plenty of time to settle the
matter. The penalty for falsifying a player on your roster will
be suspension and/or disqualification of each member of that
team.
9. WHO PAYS FOR THE GAMES -
Although it can be accomplished in more than one way, both teams
shall pay equally for table use during the match. Loser pays is
not acceptable. Local Bylaws or Local League Management cannot
alter this rule.
a. On coin-operated tables – If the
cost of the table is 50 cents or a dollar then each player shall
provide half. In instances where the tables cost 75 cents the
breaker shall pay one quarter and the racker shall pay two
quarters.
b. On timed tables - On tables where
the proprietor charges by the hour, the total charge would be
divided between the two teams.
10. SPLITTING MATCHES - Normally,
a team match is played on only one table. Occasionally, lengthy
matches make it logical to put a second table in action, if one
is available. So, if the third round has not started by official
League time plus two hours, then it would begin on the second
table. A team is subject to penalty if an available table is
made unavailable for a splitting matches situation and it is
later determined they, in any way, caused it to be unavailable
or resisted using the second table. Splitting matches is waived
if both teams want to continue on one table.
The exception would be Double
Headers – Double headers are played on two tables at the same
time. One match on one table, the other match on an adjacent
table. They are not meant to be played one after the other.
11. SHOT CLOCK – A shot clock may
be requested at any time during a match by the league official
or either player involved in that match. At this point both
teams will be warned that there is a 50-second shot. After a
time-out/coaching period there is a 25-second shot clock. The
shot clock will be started when all balls come to rest,
including spinning balls. The shot clock will end when the cue
tip strikes the cue ball to initiate a stroke or when the
player’s time expires. If the latter occurs it would be ball in
hand
12. COACHING - As is the case in
many sports, coaching is both logical and reasonable. Coaching
gives the more advanced players a chance to help the newer
players with their game under competitive circumstances.
Coaching is defined as giving advice to your teammate during his
turn at the table. Some examples of what is considered coaching
are: giving advice as to which ball to shoot, where to leave the
cue ball, whether to shoot soft or
hard, or whether or not to use English. These types of comments
are considered coaching because they relate to the game
situation.
Some examples of what is not
considered coaching are telling a player which category of balls
is his, reminding him to chalk up or telling a player a foul has
occurred. Comments such as “good hit” or “nice shot” or
answering a player’s question concerning rules are not
considered coaching. Any comments made to a player when it is
not his turn at the table are not considered coaching.
Obviously, judgments will have
to be made. Play it safe-when your opponent finishes his turn,
do not continue talking to your teammates. Go to the table to
begin your turn. Be courteous to your opponent. Observe the
following coaching guidelines:
a.
The Team Captain may be
the coach or he may appoint any other member of the team to be
the coach. The opposing Team Captain must be notified as to who
the coach is if it is not the team’s captain. Once appointed,
the coach cannot be changed until the next individual match,
unless the designated coach has to leave the match site.
b. So that coaching does not cause
excessive delays in the progress of a match, players with a True
Match Average (TMA) of 20 and up may receive one coaching per
game, and players with TMA of 19 or less and non-rated
players may receive two coachings per game. Players 9 and under
can have 3 coachings per game. Mark the coachings (also called
time-outs) on the scoresheet to avoid confusion. It is up to
you to notify your opponent if he is taking a coaching he does
not have coming. Disagreements are handled just as any other
protest or dispute.
c. Only the coach or the shooter of
the shooting team may call for a time-out. In order to
avoid confusion say it loudly and clearly enough for all to
hear. Any member of the team may ask the shooter if he/she
would like a time-out from the sideline. The shooter may ask
for a coach from any one of his/her teammates.
d. Coaching periods should not exceed
one minute. Repeated complaints against offenders could lead to
penalties.
e. During his turn at the table, the
shooter may discuss strategy only with his coach. A shooter
receiving advice regarding game strategy from a fellow player,
besides his coach, has committed a foul. A coach may get a
group consensus from the other players on his team and pass it
on to the shooter, but only the coach may pass it on.
f. Coaches may place the cue ball for
a player in a ball-in-hand situation during a time-out.
No one may mark the playing surface of the table, or guide the
shooter’s cue. The coach must leave the playing area before the
shooter attempts the shot.
Avoid disputes. When your
opponent’s turn is over, go to the table and begin your turn. Do
not sit and talk with your teammates, because your opponent may
think you are being coached.
13. ADDING / DROPPING PLAYERS –
New players may be added to your roster at any point during the
season up to the final two weeks however after the 12th
match you may NOT use any players that are not listed on your
roster without penalty. In the 2nd to last week
there will be a 3-point penalty, in the last week it shall be 5
points.
For an added player to
participate in a League match, the
opposing Team Captain must be notified that you are adding or
dropping a player before the team match begins. You cannot wait
until the end of the night to determine if you will need a new
player. To add a player to your roster, simply write the
player’s name (next to the other names) on your copy of the
weekly scoresheet. All players must fill out the New Player
Enrollment Form.
Players may, with approval from
the League Office, be dropped at any time during the session and
should be dropped if they become unreliable or cause problems in
the League. To request that the League Office drop a player,
simply draw a line through his name on your scoresheet and mark
drop. Note: At least one player that played in the teams
opening match must remain on the roster throughout the session.
14. STATEWIDE TOURNAMENT
ELIGIBILITY –
Tournament eligibility will be based on your TMA. The minimum
number of games (wins + losses) to be eligible for Championship
play is equal to your TMA meaning if you are a 23 you must have
a combined total of 23 wins & losses to qualify for your team.
If you are a 27 you must play in at least 27 games.
Occasionally we have a team who for whatever reason cannot meet
those requirements. In that situation they can use a player that
hasn't met the minimum requirements but has played on their team
during the season. The penalty for this is 2 points for every 3
games they are short. Meaning a 22 that has a 6-6 record (12
games) would have a 7-point penalty (22-(6+6)=10/3=3.33x2=6.66
(round up to 7)) for the tournament. This rule is in place to
A) prevent teams from bringing a minimum match ringer in without
penalty and B) allow a team in a pinch to still play without
forfeiting. It’s all about good roster management.
15. ANNUAL TOURNAMENT ELIGIBILITY
– You must win a Championship to be qualified for the annual
championship singles tournament.
16. NEW TEAMS - New teams can be
added up to the 4th week however teams that join after the 3rd
week will not be eligible for 100% of their earned prize money
unless the missed matches are made up. They would only be
eligible for a pro-rated portion of the prize money based on how
many matches they played. Don’t worry. We love double-headers!
17. NEW PLAYERS - A membership
application must be received with the team scoresheet when a new
player shoots. Captains, have your new players fill out their
applications before they play. If a membership application is
unavailable where you are playing then you should put the
players first AND last name on the scoresheet
along with their contact information on the back of the
scoresheet.
Regarding subs – Every week a team
needs a sub. While it is common practice to just grab someone
from the bar to play on your team you must at the very least get
the player’s first AND last name and write it on the
scoresheet. If you fail to do so then the score will be
recorded as a forfeit with dues still being collected. Come
on. They’re right there. ASK them. Make my life easier.
Note:
New men start at a 25 while women start at a 22 unless it is
determined that the player should be higher.
Your rating will
adjust every time you play. It takes a full season (14 matches)
plus the championships to get all the data required to get a
true rating. If you are a Fargo Superstar (Fargo above 550) you
come in at no less than 25 and increases as follows: 550-559 (25), 560-569 (26) 570-579 (27) 580-589
(28) 590-599 (29) 600-609 (30) 610-619 (31) 620-629 (32) 630-639
(33) 640-649 (34) 650-659 (35) 660-669 (36) 670-679 (37) 680-689
(38) 690-699 (39) 700&up (45)
As a strong
player don’t be afraid of that number. It’s not all about how
many you can score. It’s about how many you let your opponent
score. Win 10-2, not 10-7. The key is defense.
Match averages (MA) are
calculated whenever a player plays. The averages of new players
sometimes do not reflect their true ability due to the lack of
scores. For the same reason, the averages of new players
sometimes move around a little during the first few weeks.
Please allow for this and hold your complaints concerning new
players for a few weeks.
18.
HANDICAP
– Beginning with the Spring 2014 season the AZPL will be using a
player’s True Match Average to determine the handicap. The True
Match Average (TMA) is determined equally between a players
Career Match Average, their Tournament Match Average & the
player’s most recent 14 matches.
Add the three players TMA
together to get the team total.
Subtract the lower from the
higher and those are the points to be applied to the lower
ranked teams' total.
In an extreme example: Three
12’s (36) vs. a team of two 27s & a 28 (82). 82 minus 36 would
be 46. That would be the points give to the lower team.
In a more moderate example: A 63
(Three 21s) vs. Three 24s (72). 9 apart is 9 points.
The team with 3 -21s would receive the points.
·
Players that have
a TMA of 30 or higher cannot be on more than one team together.
You can play on more than one night but you cannot have any
common members 30 & up with your other team. Not even as a
sub.
19.
CONCERNING
PLAYER ENTRIES
– Each player is required to pay a $15 player entry fee at the
start of each season for each division they play in. This
covers all league operating costs.
20. YOU MAY NOT CHANGE TEAMS
within a division during a session unless approved by the League
Operator, and then only once. Once you are removed from a
team’s roster you cannot rejoin that team until the next
session. Some divisions have “floating subs”. A floating sub
can play on any team.
21. YOU MAY APPEAR ON A DIVISION
ROSTER IN ONLY ONE PLACE - You may not play for more than
one team in the same division. Meaning once you play for a team
your name will be removed from the previous teams roster and you
will be ineligible to play for that team again until the next
season. We do use ‘house subs’ which can ‘float’. Once a sub
plays 3 times for a team he is considered a part of that team
for the remainder of the season. If a player plays for a
different team AFTER playing 3 matches for a team then they are
no longer qualified to play for that team during the current
season, including the championships.
22. YOU MAY PLAY ONLY ONCE
in a team match meaning you cannot play for a missing player.
23. TEAMS MAY NOT CHANGE HOME
LOCATIONS DURING A SESSION unless the location closes, the
location requests it, or the League Operator approves the move.
24. MAKE SURE YOU KEEP SCORE PROPERLY
- Refer to the section “How to Keep Score” later in this manual
for complete instructions. Make sure you keep score properly,
especially in the areas for total points per team and per
round. Your scoresheet will not always agree with your
opponent’s in these two categories. You keep your score and let
your opponent keep his.
25. NO PROFESSIONAL PLAYERS ALLOWED
- This League is intended for amateurs, and the AZPL reserves
the right to reject or cancel the memberships of those
individuals whom the AZPL deems to be professionals. The AZPL
has a variety of criteria for determining professional or
amateur status. They include a touring (tournament) membership
in any men’s or women’s professional billiards organization,
winning tour points from any of those organizations, being a
nationally known money player (a judgment call), or
otherwise being recognized as a billiards professional,
billiards celebrity or entertainer (noted performers of
exhibitions, retired professionals, etc.). The AZPL reserves
the right to rule on the amateur/professional status of any
member, and we may consider all, some, or none of the above
criteria. Just remember, if you enter a professional event,
perform exhibitions, or otherwise behave as a professional, you
risk your amateur standing in our association.
Locally, the League Operator
and/or the Board of Governors has the option of disallowing
participation by an individual who has consistently demonstrated
professional characteristics. An individual, who is a known
money player and is perceived by the League Operator/Board
of Governors to make a substantial portion of his living playing
pool, rather than having other employment, could fall into this
category. An individual who gives exhibitions or lessons for
money may fall into this category. A highly skilled
individual who is employed as a manager/assistant manager of a
billiard room may be categorized as a house pro and could be
ineligible for amateur play. The AZPL does not wish League
Operators/Boards of Governors to disallow participation based
strictly on ability. There are many skilled amateurs and they
are welcome to play in the League.
26. EQUIPMENT – In general, any
piece of equipment designed specifically for pocket billiards
with the exception of laser devices, is acceptable in AZPL
League play.
a)
Cue Stick – The player is
permitted to switch between cue sticks during the match, such as
break, jump and normal cues. He/she may use either a built-in
extender or an add-on extension to increase the length of the
stick.
b)
Chalk – The player may
apply chalk to his tip to prevent miscues, and may use his own
chalk, as long as its color is compatible with the cloth.
c)
Bridges – The player may
use up to two mechanical bridges to support the cue stick during
the shot. The configuration of the bridges is up to the
player. You may use your own bridge as well.
d)
Gloves – The player may
use gloves if he/she chooses.
e)
Powder – A player is
allowed to use powder in a reasonable fashion as deemed by the
L.O.
27. PLAYERS RECEIVING INCENTIVES
- It is contrary to the best interest of the League and it leans
toward professionalism for members to solicit or accept
incentives to play for a location or for a team. Teams or
players may face disqualification for soliciting such
incentives. Incentives include, but are not limited to:
·
Free drinks
·
Free table usage
·
Payment of all or part of
League fees
If a Host Location offers the
same benefit to all members participating out of that location,
it is probably acceptable. Special deals to just a few highly
skilled players are not acceptable.
28. SPORTSMANSHIP - Good
sportsmanship is essential in pocket billiards as in any sport.
Repeated complaints against you can lead to cancellation of your
membership in the AZPL. In addition, if you disrupt the League
by consistently arguing and disagreeing with League rules,
rulings and policies you may face loss of membership. While
everyone wants to win, the purpose of the league is to have fun
playing billiards in the company of friends in a friendly
atmosphere.
By following a few simple
guidelines, you can help ensure everyone gets the most out of
their AZPL experience.
A. Know the rules! Most
disputes can be avoided if both players are knowledgeable about
the rules of the game.
B.
Play to your potential!
Being a good sport doesn’t mean taking it easy on your opponent
it’s actually quite the opposite. You’ll be respected far more
if you give it your best each and every turn at the table.
Don’t sandbag by keeping your wins/points as modest as
possible. Handicaps are meant to be a genuine measure of your
skill. It’s poor sportsmanship to give anything but your best
effort all the time!
C.
No ‘Sharking’! Sharking
is any act designed to upset your opponent or disrupt their
concentration at any time during the game. Examples are using
profanity, making sarcastic comments, refusing to acknowledge an
obvious foul, standing close to your opponent’s line of vision
or creating sudden noise. These rules apply not only to you but
your teammates and anyone else ‘on your side’.
D.
Respect your host and
their equipment. Billiard rooms & bars help to sponsor the
league and provide use of their facilities and equipment.
Whether at home or away, you represent that bar/club. Treat the
host like your best friend & the equipment like it was your own!
E.
Don’t be an asshole!
Word travels fast. If you want to be known for all the wrong
reasons don’t follow this rule.
29. RULES ARE SUBJECT TO CHANGE -
Due to the ever changing nature of sports and the situations
that can and do occur, the AZPL reserves the right to make
rulings and rule modifications as
necessary and at any time. Any rule changes will be sent to
your League Operator and will be made available to all members
through posted bulletins, Team Captains meetings and will be
published on the league website.
30. AZPL IS HIGHEST AUTHORITY –
Arizona’s Pool League Main Office is the highest authority
concerning all League rulings.
31. APPEALS - Your League
Operator automatically reviews all disciplinary actions of any
RC established in your area and would notify you or your Team
Captain of the decision. If you wish to appeal disciplinary
action taken by Local League Management to the AZPL, you may do
so. To appeal, you must send a written notice to AZPL addressed
to the AZPL Appeals Committee at the address on the back of this
manual or send an email to AZPL@COX.NET. The notice must state
the disciplinary action taken and why AZPL should review the
decision of Local League Management. The AZPL has the sole
authority and absolute discretion to act on the matter
and its decision shall be final.
32. BONUS – A $20 bonus will be
given out to any player that brings in a new three (3)-player
team. To qualify, the new team cannot have more than one (1)
existing Arizona Pool League member and at least two (2) new
members. The new team cannot replace an existing team that has
dropped out of the league. The new team’s weekly dues need to
be current. It is the responsibility of the player bringing in
the new team to notify the league office to collect the $20.
The money will be paid out during the final week of the session.
Note: The AZPL does not, nor
does it authorize its League Operators or their employees to,
discriminate against any individual based on race, creed,
religion, sex, sexual preference, or any other criteria related
to discrimination that has been established by the Federal
Government. All individuals who meet the minimum age
requirements are eligible for AZPL membership, are eligible to
take advantage of AZPL membership benefits, and are eligible to
participate in AZPL leagues and events unless they have violated
rules that are specifically detailed in this Team Manual.
Understanding that AZPL’s most
popular programs involve teams, it is logical to assume the AZPL
cannot dictate the composition of each team. Teams are
typically made up of friends,
relatives and/or co-workers and neither the AZPL, nor its League
Operators, nor their employees, have the authority to guarantee
any individual that he or she can be on any particular team.
Please understand that AZPL team
play typically takes place in public locations, such as billiard
rooms, taverns and clubs. The AZPL cannot force a team to
participate in a location where the members of that team feel
uncomfortable. The AZPL and its League Operators will exert
best efforts to promote harmony, security, and satisfaction
among AZPL members as related to the composition of teams and
the types of establishments they participate in.
8-Ball Game Rules
GENERAL DESCRIPTION - 8-Ball
is played with a cue ball and a normal rack of fifteen (15)
object balls. The primary purpose of this game is for one
player to pocket the solid balls numbered from 1 to 7 or the
striped balls numbered from 9 to 15, and then marking and
pocketing the 8-ball before his opponent. Choice of
balls to be pocketed is made by the player legally pocketing the
first ball of the game.
For example, if the first ball
pocketed in the game is the 3-ball, then the player must pocket
the rest of the balls from 1 to 7 while the opposing player
attempts to pocket all the balls from 9 to 15. The turn passes
from one player to the next whenever the shooter fails to pocket
a ball of his category or fouls. A player legally pocketing a
ball of his category must continue to shoot. Winner of the game
is the player pocketing his numerical group of balls first,
followed by legally pocketing the 8-ball. The 8-ball must be
pocketed in a designated pocket. If your match average is 16 or
higher you must call the ball and pocket your category of balls
is going to go in. Meaning you must call the designated ball
and pocket for your shot to be legal. If your match average is
15 or lower you only have to call the pocket. Example: You are
shooting at the three ball in the side however the five ball
goes in the side. This is legal due to the correct category of
object balls going in the side pocket. It does not matter how
the ball gets to the pocket as long as it goes in the correct
pocket.
1. PLAYING ORDER
- Each team member plays against a different player on the
opposing team each round, according to the score sheet
directions, and all players play 3 games per match. On the score
sheets, players for the Home team are assigned the numbers 1
through 3, and players for the Visiting team are assigned
numbers 4 through 6.
In the first round, player 1 on
the Home team plays player 4 on the Visiting team, player 2 on
the Home team plays player 5 on the Visiting team, and so on.
Starting in the second round, the order of play for the Visiting
team is rotated so that player 1 on the Home team plays player 5
on the Visiting team.
The following table shows the
playing order for all three rounds:
Round 1
|
Round 2
|
Round 3
|
1 plays 4
|
1 plays 5
|
1 plays 6
|
2 plays 5
|
2 plays 6
|
2 plays 4
|
3 plays 6
|
3 plays 4
|
3 plays 5
|
To help you remember the playing
order, the bottom of the score sheet includes a summary of the
above table. To further help you determine the correct playing
order, the score sheet indicates the opponent's number at the
bottom right of the player's score field.
Player Substitutions
Player substitutions are not
allowed once a match has started ------ the same three players
who started the match must finish.
2. RACKING
- All balls should be frozen (touching) as tightly as possible.
Balls are racked with the front ball on the foot spot and the
8-ball in the center of the triangle. The breaking player may
request and receive a re-rack.
3. PLAYING OUT OF ORDER - On
occasion, errors occur whereby two players commence a game out
of order. Once a game has started, the game must be played to
completion, even if the wrong player took the break shot. The
game scores are then entered into the score sheet in the
location where the match should have been played. As soon as the
out-of-order game is concluded, the match should continue using
the normal rotation, with the game between the two players being
skipped (since it was played earlier).
4. BREAKING ORDER - The
breaking order is indicated on the score sheet by a (B) placed
adjacent to the team name above the round in which that team
will break. In summary, the Visiting Team will break in round 1
and the Home Team will break in round 2. The Home Team will
break in games 1 and 3 in the third round with the Visiting Team
breaking in game 2. A game is not restarted when a player
allows his/her opponent to break (because he/she didn't realize
it was their turn to break).
Note:
Although it is not sportsman-like, it is not a foul for an
opponent to mislead you (deliberately or by mistake) into
thinking it is not your turn to break. It is each player's
responsibility to check the score sheet and determine when it is
his/her turn to break -- don't just ask the opponent.
5. BREAKING – To be a legal
break, players must break from behind the head string, the head
ball or second ball must be struck first and at least four
object balls must be driven to the rails or a ball must be
pocketed. The cue ball may not be shot into a rail before the
rack. If the break does not qualify as legal, the balls are
re-racked and broken by the opposing player. Breaking safe
or soft is not allowed. The League Operator may make
judgments and issue penalties to teams and players who are not
breaking hard. Breaking just hard enough to comply with this
rule is not a guarantee against penalties. Remember break as
hard as you can with control. Occasionally when breaking the
cue ball will leave the playing surface by going airborne. If,
when airborne, a player catches the cue ball on the fly the
breaking player will be considered out with a score of 13-0 for
the catcher.
6. AFTER THE BREAK - Various
circumstances can occur upon completion of the break. They are:
a. No balls are pocketed and
it is the other player’s turn.
b. The 8-ball is pocketed.
This is a win unless the player scratches, in which case he
loses.
c. One ball is pocketed. As an
example, the 3-ball, now it is still the breaker’s turn and the
table is open.
d. One ball of each category is
pocketed (for example, the 6-ball and the 12-ball). The breaker
has open table. He may shoot any ball except the 8-ball; if he
does not foul, anything that goes in counts. If he were to miss
or foul on his second shot, his opponent would have an open
table. If the opponent then shoots and makes a ball, but
also fouls on the shot, it is still an open table.
Open table means a player can shoot a combination
involving a stripe and a solid and whichever he makes, without
committing a foul, would be his category.
Example:
If a player has an open table, and he shoots the 6-ball
into the 10-ball, and the 10-ball goes in the pocket, he has
high balls (stripes) and must strike the high balls first
from that point on.
e. If two balls of one category and
one ball of the other category are pocketed (for example, the
3-ball, the 6-ball, and the 10-ball) it is the shooter’s choice
just as in 4d above.
f. A foul on a legal break results in
ball in hand behind the head string and the incoming
player may shoot at any ball on the table forward of the head
string. For an object ball to be outside the “kitchen” its
center point must be on or past the line.
g. Occasionally it occurs after the
break, or anytime during the game for that matter, that a player
mistakenly starts shooting the wrong category of balls.
Although it is sportsmanlike for the sitting player to remind
the shooting player that he is about to foul by shooting the
wrong category of balls, it is not a requirement for him to do
so. Once the shooter has hit the wrong category of balls, the
foul has occurred whether the ball is pocketed or not. If the
ball is pocketed, it is permissible, though not recommended,
that the sitting player allow the shooting player to continue
shooting his balls in until he feels inclined to call the foul.
The shooting player can escape penalty by quietly realizing his
error and returning to shoot the correct category of balls and
legally contacting one of them before his opponent calls a foul,
or by finishing off the wrong category of balls and legally
contacting the 8-ball prior to his opponent calling a foul.
In other words, the sitting
player must call the foul before the shooter returns to the
correct category and legally contacts one, or before the shooter
pockets the remaining balls of the wrong category and legally
contacts the 8-ball. Before any foul has occurred, the shooter
also may avoid penalty by asking the sitting player which
category of balls he has. The sitting player must tell him the
truth.
7. COMBINATION SHOTS -
Combination shots are legal, but striking the correct ball first
is required except in the open table situation. The
8-ball is not neutral. A player is credited with all balls he
legally pockets. When a player does not pocket one of his
balls, but pockets an opponent’s ball, he loses his turn. The
opponent gets credit for the pocketed ball. No pocketed ball is
ever spotted.
8. BALLS ON THE FLOOR - If the
8-ball is knocked on the floor, it is loss of game. Other
object balls that get knocked on the floor will be spotted. If
the spot is taken, then the ball would be placed on a line
directly behind the spot as close to the spot as possible.
Knocking a ball other than the cue ball on the floor is not a
foul. It might occur that a player pockets his ball while
simultaneously knocking some other ball on the floor. In this
situation, it is still his turn and the ball is not spotted
until he misses. If the ball on the floor is one of the
shooter’s balls, then it is spotted when the shooter has
pocketed all of his other balls or misses.
9. POCKETED BALLS - Balls must
remain in a pocket to be legal. If a ball goes in a pocket, but
bounces back onto the playing surface, it is not considered
pocketed. If it is the 8-ball, it is not to be considered as
either a win or a loss. If it is the cue ball, it is not to be
considered a scratch.
·
Note 1:
If a ball that has been hanging in a pocket for more than a few
seconds suddenly falls in, it is to be placed back on the table
where it was originally sitting. Once a ball has stopped
all motion, it cannot move again without outside forces
affecting it. So, if it falls in a pocket, it is to be placed
back on the table where it was before it fell.
·
Note 2:
It occasionally happens on tables with small pockets that two
balls become jammed in a pocket and are leaning over the edge of
the slate to some degree. They are off the playing
surface and are pocketed. Drop them in and resume
playing the game unless the pocketing ends the game (8-ball or
cue ball scratch when shooting the 8-ball).
10. ONE FOOT ON THE FLOOR - At
least one foot must be on the floor at all times while shooting
if a bridge is present. There is no foul—simply stop the
shooter and hand him the bridge. League Management cannot
guarantee the presence of bridges, and some Host Locations do
not have them.
11. FOULS - If any of the
following fouls are committed, the penalty is ball-in hand
for the incoming player. Make certain you have
ball-in-hand before you touch the cue ball. Confirm it with
your opponent before touching the cue ball. Ball-in-hand
might be new for many members and therefore warrants further
explanation. Ball-in-hand means you get to put the cue
ball anywhere on the table and shoot any of your balls (or the
8-ball, if all of your balls have been pocketed) regardless of
where that ball is.
A player exercising his rights
under the ball-in-hand rule may place the cue ball on the
table anywhere he desires. Even after having addressed the cue
ball a player may, if not satisfied with the placement, make
further adjustments with his hand, cue stick or any other
reasonable piece of equipment. A foul may be called only if the
player fouls the cue ball while actually stroking the cue ball,
meaning a double hit of the cue ball (sometimes called double
clutching). The ball-in-hand rule penalizes a player for
an error. Without this rule, a person can actually benefit by
accidentally or purposely scratching or otherwise fouling. In
the unlikely event that a game should ever become stalemated,
meaning that neither player wants or can make use of
ball-in-hand, then the balls are re-racked, the same player
breaks and the points for the stalemated game are crossed off
the scoresheet.
Only the player or the coach may
officially call a foul, although anyone may suggest to the
player or the coach that a foul should be called.
These are the only fouls
resulting in ball-in-hand. All other violations are
sportsmanship violations. The ball-in-hand fouls are as
follows:
a. Anytime the cue ball goes in a
pocket, on the floor, or otherwise ends up off the playing
surface.
b. Failure to hit a correct ball
first. (A player who is shooting stripes must hit a striped
ball first.) In general, the shooter has the advantage in close
hit situations unless his opponent
has asked an outside party to watch the hit. Protect yourself.
If you think your opponent is getting ready to shoot a shot that
could possibly be a bad hit, stop him from shooting and get
someone to watch the shot. Potential bad hit situations are
usually fairly obvious and protests and disputes over these
close situations can almost always be avoided if someone is
asked to watch the shot. If the outside party cannot determine
which ball was struck first, the call goes to the shooter.
Teams involved in repeatedly calling bad hits without outside
party verification may be subject to penalty points for
disruptive unsportsmanlike behavior.
c. Failure to hit a rail after
contact. Either the cue ball or any other ball must hit a rail
after the cue ball and the object ball contact. A pocketed ball
counts as a rail. Even if the ball bounces back onto the
playing surface, it is considered to have hit a rail, as the
pocket liner is part of the rail.
d. If the cue stick contacts the cue
ball more than once on a shot it is a foul. If the cue ball is
close to but not touching an object ball and the cue ti is still
on the cue ball when the cue ball contacts that object ball, the
shot is a foul. If the cue ball is very close to an object ball,
and the shooter barely grazes that object ball on the shot, the
shot is assumed not to violate the first few lines of this rule,
even though the tip is arguably still on the cue ball when
ball-ball contact is made.
However, if the cue ball is
touching an object ball (frozen) at the start of the shot, it is
legal to shot towards or partly into that ball (provided it is a
legal target within the rules) and if the object ball is moved
by such a shot, it is considered to have been contacted by the
cue ball.
The object ball is frozen to a
rail and the player is contemplating playing a safety
(see SAFETY described in Definitions). In order for the
following frozen ball rule to be in effect, the opponent
must declare that the ball is frozen and the player
should verify. Once it is agreed that the ball is frozen,
then the player must either drive the object ball to
another rail (of course, it could hit another ball, which
in turn hits a rail), or drive the cue ball to the rail after it
touches the object ball. If the latter method of safety
is chosen then the player should take care that he quite
obviously strikes the object ball first. If the cue ball
strikes the rail first or appears to hit both the rail and ball
simultaneously, then it would be a foul unless either the cue
ball or object ball went to some other rail.
e. It is a foul to use your cue to in
order to align a shot by placing it on the table without having
a hand on the stick. This applies in Vegas, not in Arizona.
f. Receiving illegal aid (coaching
from person(s) other than the coach) during your turn at the
table. To determine what is and is not considered coaching,
refer to COACHING in the General Rules Section of this manual.
g. Causing even the slightest movement
or altering the course of the cue ball or any ‘in-motion’ ball,
even accidentally, is a foul. Even dropping the chalk on the
cue ball is a foul. It is not a foul, however, to accidentally
move 1 of the other balls (including the 8-ball) unless, during
the process of shooting, a player moves a ball and it in turn
comes in contact with the cue ball or having any ball, including
the cue ball, going through the area originally occupied by the
moved ball. Moving 2 or more balls, while even accidentally, is
ball in hand. It is at the opposing players discretion for the
shooter to position any balls moved accidentally during a shot
after the shot is over and all balls have stopped rolling. If
it occurs before the shot, it must be replaced before the shot
is taken.
h. If, during the course of a shot,
the cue ball does not touch anything.
i. Exercise caution when picking up or
placing the cue ball in a ball-in-hand situation. The
cue ball is always alive. If the cue ball, or the hand
holding or moving it, touches another
ball it is a cue ball foul and your opponent has
ball-in-hand. Be especially careful when you are picking up
or placing the cue ball in a tight spot.
The player or his coach (during
a time-out) may place the cue ball in a ball-in-hand
situation. The same rule regarding placing the cue ball applies
to the coach as it applies to the player. If the player, or
coach fouls in the process of placing the cue ball, it will be
ball-in-hand for the opponent. Therefore, it should be
the player’s choice if he wishes to place the cue ball or allow
his coach to do so.
12. THERE ARE VARIOUS WAYS TO
LOSE:
a. Your opponent pockets his numerical
group and legally pockets the 8-ball.
b. You pocket the 8-ball out-of-turn
or knock it on the floor.
c. When playing the 8-ball, you pocket
the 8-ball in the wrong pocket or fail to properly call the
pocket where the 8-ball went in.
d. You foul the cue ball and then
pocket the 8-ball.
e. When playing the 8-ball, you
scratch. You lose whether or not you pocket the 8-ball.
Note: If you are shooting at the 8-ball
and miss it altogether, you have fouled and your opponent has
ball-in-hand, but you don’t lose because of this foul.
f. A game is forfeited if you alter
the course of the 8-ball or the cue ball in a game-losing
situation.
·
Example A:
You are shooting the 5-ball, miss the pocket, and the 5-ball
hits the 8-ball. The 8-ball is going towards the pocket and you
reach out and stop it and try to claim that it is only a
ball-in-hand foul. Wrong, it is loss of game.
·
Example B:
You are shooting at the 8-ball and miss the pocket and the
8-ball is heading towards the wrong pocket or the cue ball is
heading towards a pocket. You reach out and stop the ball and
claim that it is only a ball-in-hand foul. Wrong, it is
loss of game.
·
Example C:
You miss your object ball and the cue ball is rolling towards a
cluster of balls. You reach out to stop the cue ball and claim
that it is ball in hand. Wrong, it is loss of game. Do NOT
touch the cue ball until it comes to a complete stop or leaves
the playing surface.
g. A game is forfeited if a player
unscrews his jointed playing cue while the opponent is at the
table. That is conceding.
h. Ripping the felt while taking shot
is an automatic loss.
i. A game is forfeited if it is
determined you have disrupted the shooter either by intimidation
or poor judgement (ie. grabbing their cue, knocking their marker
off the table, etc.)
13. HOW TO WIN - You have won the
game when all the balls of your numerical group have been
pocketed and you have legally pocketed the 8-ball without
scratching.
Note:
You may not play the 8-ball at the same time you play the last
ball of your category. The 8-ball must be a separate shot.
How to Keep Score in 8-Ball
The weekly 8-Ball scoresheet is
very important and should be filled out neatly, completely, and
correctly, and then signed by both Team Captains. Penalties
will be assessed for repeated illegible, incomplete or incorrect
scoresheets.
The following instructions
explain how to complete the scoresheet properly.
1. PLAYER INFORMATION - List
the player’s full name. First & last!
2. THE SCORE BLOCKS – After
each game the balls are counted and each player receives the
appropriate score. Each ball is worth one point with the eight
ball counting as three good or bad.
3. THE ROUND TOTAL BLOCKS – At
the bottom of each round you should fill in the round totals.
This is the total number of points each team scored that round.
To the right of the individual round scores are the player
totals. Put each player’s score in these boxes.
4. THE GAMES WON BLOCK -
Indicate how many games each team won during the match.
5. THE NOTES SECTION – Team
Captains should complete the financial section, located in the
lower right portion of the scoresheet. All money placed in the
envelope with the scoresheet should be itemized. It is
important to list annual membership dues along with the names of
the members who are paying, as well as any unusual payments.
Any notes should be written here also.
6. TEAM CAPTAIN’S SIGNATURE BLOCK
– When your team match is over, add up the total number of
points shown in the Total blocks earned by each team, compare
the scoresheets making sure they are identical and then sign
both scoresheets.
SCORING -
In scoring,
each player receives one point for each of his/her group of
balls (solids or stripes) pocketed, plus three points for
legally pocketing the 8-ball. Thus, a win is always worth ten (10) points to a player, while a loss can never be worth
more than seven (7) points to the opponent. An easy way to
determine the losing player's score is to subtract the number of
balls remaining on the table from seven. For example, if there
are two striped balls left on the table after the 8 ball was
legally pocketed, the losing player would be awarded a score of
5 (since five balls must have been pocketed). The score should
be entered in the appropriate column adjacent to the player's
name.
·
NOTE: If a player makes
the 8-ball on the break, he/she will receive 12 points with the
losing player receiving zero. If the cue ball is made along with
the 8-ball on a break, it is considered a loss with the losing
player receiving 0 and the winning player receiving 10 points
for the win. If a player prematurely pockets the 8-ball or
scratches on a stroke while pocketing the 8-ball, the opponent
receives 10 points automatically with the losing player
receiving whatever points they had at that time.
·
Break & Runs – If you
break and run out all of your balls AND sink the 8-ball for the
win the opposing player will not receive credit for any balls
that YOU sunk whether on the break or accidentally while
shooting. The score will be 11-0.
*In the instance where the
breaking player doesn’t make anything and the incoming player
gets a run-out but on the way knocks in the opponent’s ball the
breaking player would get 0 points. You don’t get the free
balls until you make at least one on your own or shoot AFTER the
table has been closed.
Conduct During League Play
The purpose of this section is
to provide you with specific guidelines concerning player
conduct during League play. The AZPL has charged your Local
League Management with the responsibility of enforcing these
guidelines. League Management includes League Operators, Boards
of Governors, or any other individual or committee that might
pass judgments on misconduct. The guidelines contained herein
deal with PHYSICAL CONTACT and VERBAL ABUSE. There is room for
judgment in some areas and there is no room for judgment in
other areas. The AZPL has cautioned League Management to
strictly adhere to those areas where there is no room for
judgment.
There are two kinds of action
taken by League Management in these types of misconduct cases:
IMMEDIATE ACTION and FOLLOW UP ACTION. Immediate action is the
action taken that immediately affects the actual results of the
team match. Immediate action affects the entire team and it is
recognized there are sometimes innocent individuals involved.
Follow-up action is the action taken later, specifically against
the individual involved in whatever incident occurred. The
innocent members of the teams involved are not affected by
follow-up action.
1. PHYSICAL CONTACT
Physical contact is the hostile
physical contact between two players. This contact could be in
the form of bumping, shoving, pushing, or hitting. Although this
contact normally involves only the team members, League
Management should impose the same penalty when a nonmember is
involved if it is deemed the nonmember(s) involved is with one
of the teams. With could mean a number of things; in general,
if an offending person is deemed to be with the team, it would
mean they came with the team or the team should have had some
control over the persons actions which is a judgment. IMMEDIATE
ACTION - If hostile physical contact occurs, THE MATCH IS OVER!
There are only two possibilities to consider: only one team was
guilty of hostile physical contact or both teams were guilty of
hostile physical contact. LEAGUE MANAGEMENT MUST EXERCISE ONE
OF THE FOLLOWING TWO OPTIONS:
a.
Only one side was
involved. In this case, the offending team loses all points if
it is a regular night of play on the weekly schedule, or loses
the team match if it is a Session Playoff or any kind of a
tournament match. The non-offending team receives all points in
the case of a regular night of play, or advances to the next
level in the event of Session Playoffs or some sort of
tournament play.
b.
Both teams were guilty of
hostile physical contact. In this case neither team would
receive any points for the night in the case of a regular night
of play on the weekly schedule, or if it is a Session Playoff or
tournament play, both teams lose the match,
which is the same as saying both teams are disqualified.
League Management has no alternative other than to enforce one
of the above two options. When considering the above options,
League Management cannot consider who started it, nor can League
Management consider that the retaliation, if it occurred,
was justified. The only way both teams can avoid the same
penalty is for one of the teams to refuse to retaliate no matter
what provocation they may have to endure.
2. VERBAL ABUSE
Verbal abuse consists of any
name-calling, threats, or any other language that could be
considered to be harassment or could cause embarrassment to the
opponent. League Management will always have to make judgments
in this area. It is not considered harassment to root for your
team, just do not do it while your opponent is shooting.
IMMEDIATE ACTION
If League Management can
determine the verbal abuse was entirely one-sided then the
individual match must be awarded to the non-offending player.
This is the standard immediate action taken by League
Management. The verbal abuse could be coming from the opponent,
anyone on the opponent’s team, or anyone who is with the
opponent. It is only considered to be a one-sided situation if
no one from the other side responds or retaliates in any way.
League Management may call for forfeiture of the entire match if
it determines the abuse and harassment put the non-offending
team in an unfair competitive situation. If both players or
both teams are involved in the verbal abuse, a situation
commonly referred to as a shouting match, then the match results
may or may not be affected based upon the decision of
League Management. If it is in a tournament or playoff
situation, both teams could be disqualified, as it is extremely
disruptive to other matches and to the tournament in general.
FOLLOW-UP ACTIONS
It is during follow-up action
that League Management is given the opportunity to decide who
started the problem and whether or not the degree of retaliation
was reasonable. Follow-up action addresses the long-term
issues.
It is important that those
ladies and gentlemen who cannot act like ladies and gentlemen
adjust their demeanor appropriately or they will be removed from
the League.
League Management must take
action against any members involved in physical contact
violations, no matter how remotely League related they are. It
is not acceptable for a couple of members to take their fight
outside, or to agree to meet and fight it out at a later date.
If, indeed, they do fight at a later date and League Management
determines it was as a result of League play, then League
Management must take action. This action would be in the form
of follow-up action. A fight that occurs outside, but during
League time, will be considered to be the same as one that
occurred inside. If a player threatens to wait outside until
the match is over, League Management should rule that the entire
team match is forfeited. How can a player and his teammates
possibly concentrate on finishing a match if they feel they will
be facing a brawl later on? In other words, a threat could be
treated as physical contact in terms of immediate action. There
is certainly room for a lot of judgment in this area.
Follow-up action by League
Management results in penalties such as probation, suspension
and permanent termination of League and AZPL membership. The
latitude of these penalties is left mainly up to League
Management, but the following guidelines should be observed:
a. To any person who starts a fight or
brawl, permanent termination of League and AZPL membership.
b. To a person who gets into a fight
or a brawl defending himself, a minimum one month suspension if
first offense, and much longer if otherwise.
c. To someone who consistently uses
foul and intimidating language, six month suspension, and longer
for a second offense.
d. To someone who uses lesser degrees
of verbal abuse, probation and suspension as deemed
appropriate. It is important that all team members are aware of
these conduct guidelines. Your team should consider dropping
anyone from your roster who does not agree with them. Any
individual or team suspended from League play will immediately
lose certain other membership privileges, including eligibility
for AZPL tournaments, until and unless the suspension is
lifted. You joined this League to have a good time and so did
the vast majority of other members. Every member has the right
to be treated in a sportsmanlike manner, and members who display
offensive behavior will not be tolerated.
DEFINITIONS / TERMS
BALL-IN-HAND: Ball-in-hand is
the term used to describe the advantage granted to your opponent
when you scratch or otherwise foul. Your opponent may choose
where to place the cue ball on the table before shooting any of
his category of balls.
BANK SHOT: A bank shot is when
a player drives the object ball to the cushion in the course of
making the shot.
BREAK (Break Shot): Refers to
the first shot of the game.
BRIDGE: Refers to the hand
that holds and guides the cue shaft, also the type of hold.
Also refers to a cue-like stick with a specially shaped plate
mounted on the end or other such device that serves as a support
for the cue when the shooter cannot reach the spot where he
would normally place his bridge hand.
BYE: A bye is a missing team
on a schedule. Schedules are always set up to accommodate an
even number of teams. When there are an odd number of teams in
a division, there will be a bye. For example, a 9-team division
will be playing a 10-team schedule with one bye. If your team
is scheduled to play a bye, that means you do not have a match
on that occasion. A bye is a missing team.
CAROM: A term describing the
glancing of one ball off another.
DEFENSIVE SHOTS: A defensive
shot is a shot where the shooter deliberately misses so as to
pass his turn at the table on to his opponent. A safety (see
SAFETY in these Definitions) is a defensive shot because the
shooter had no intention of making a ball of his category.
Remember that defensive means deliberately missed. Players with
integrity call all safeties and intentionally missed shots.
DRAW: A method of stroking
that causes the cue ball to spin backwards after contact with an
object ball. The cue’s tip must contact the cue ball below
center to cause the draw.
ENGLISH: A method of stroking
that causes the cue ball to react to the right or left after
contact with an object ball or cushion.
FOLLOW: A method of stroking
that causes the cue ball to follow in the same direction as the
object ball when struck.
FOLLOW THROUGH: An important
and desirable motion of the cue carrying through the area
previously occupied by the cue ball.
FOOT OF TABLE: The end not
marked with the maker’s nameplate, or on tables with ball
returns, the end to which the balls return.
FOOT SPOT: A spot placed in
the exact center of an imaginary line drawn across the pool
table between the second diamonds from the foot rail.
FORFEIT: When one or more
players on a team do not show up for their respective match.
FOUL: An illegal shot
resulting in loss of turn at the table and cue ball-in-hand for
the opponent.
FROZEN BALL: A frozen ball is
a ball that is touching either another ball or a rail. If it is
touching another ball, it is frozen on that ball; if it is
touching a rail, it is frozen on the rail.
HEAD OF TABLE: Opposite of the
foot.
HEAD STRING: The imaginary
line drawn across the pool table between the second diamonds
from the head rail.
JUMP SHOT: A jump shot is when
the cue ball is struck with the cue tip in a downward fashion
for the purpose of elevating or jumping the cue ball over an
impeding object ball to achieve a legal hit. It is a foul to
jump the cue ball by “scooping” it over the impeding ball.
KICK SHOT: A kick shot is when
a player drives the cue ball to a cushion before contacting the
object ball.
LOCAL BYLAWS: Local Bylaws are
additional rules, policies, and procedures unique to an area.
They are designed to cover local situations, such as exactly how
the scoresheets are picked up and delivered, local League times
and the like. Local Bylaws may also contradict portions of this
manual, especially in the General Rules Section, but only with
the approval of the APL. The League Operator and the Board of
Governors normally write local Bylaws.
MASSE’ SHOT: A masse’ shot is
when a player attempts to curve the cue ball around a ball in
order to strike an intended ball. A masse’ is accomplished by
raising the butt end of the cue and using either right or left
English. Even raising the butt end of the cue a little and
using right or left English will cause the cue ball to curve a
little. The more the cue is raised, the more the cue ball will
curve. Extreme masse’ shots, improperly executed, can cause
damage to pocket billiard equipment.
MISCUE: A miscue occurs when
the cue’s tip does not hit the cue ball squarely enough and
glances off without driving the cue ball on its desired course,
often caused by not enough chalk on the tip, an improperly
shaped tip or an attempt at too much English. Miscuing is not
illegal unless the shooter is deliberately miscuing to scoop the
cue ball over a ball that is in the shooter’s way. Sometimes a
miscue may result in a foul because the cue ball was struck
twice or struck the 8-ball or one
of the opponent’s balls first. It wasn’t the miscue that was a
foul, however, it was the fact that the cue ball was struck
twice or struck the wrong category of balls that became the
foul.
OBJECT BALL: The object ball
is the ball you are trying to hit, or any other ball of your
category.
PUSH-OUT: The push-out was
developed to take some of the luck out of pool. A player could
protect his turn with a push-out. Although push-outs have been
used more often in the past, currently, push-outs can only be
used immediately after the break by the breaker if he pocketed a
ball on the break, or by the incoming player if no balls were
pocketed on the break. A player can elect to push-out if he
doesn’t like the shot he is faced with. Pushing-out involves
announcing the intent to push-out, and then shooting the cue
ball to a new position. The shooter doesn’t need to satisfy the
legal shot rule (driving a ball to a rail after a legal hit).
The shooter’s opponent then has the option to shoot from the new
position or tell the shooter to take the shot. Normal game
rules apply from that point on. Push-outs are fairly standard
in pro events; however, AZPL rules for all competition does not
allow push-outs because they give the more highly skilled player
a big advantage, for obvious reasons.
PUSH SHOTS: A push shot
involves a situation where the cue ball is frozen or nearly
frozen to the object ball. The problem faced by the shooter is
to keep from pushing or keeping the tip of the cue on the cue
ball resulting in a double hit. In general, you can lessen your
chances of being accused of shooting a push shot if you elevate
the butt of your cue about 30 degrees or shoot at a right or
left angle. This automatically cuts down the length of the
follow through which is the principal cause of a push shot.
Players who repeatedly guide the cue ball with force through
object balls that are frozen or nearly frozen to the cue ball,
using a level cue and long follow through, may be subject to a
sportsmanship penalty.
SAFETY: A defensive action
taken when a player either has no “make able” or “high
percentage” shot or chooses to leave his opponent in a difficult
situation. It is a legal shot and is not considered to be dirty
pool. It is considered defense. A safety must still conform to
the rule concerning hitting the correct ball first and striking
a rail afterwards. If a correct ball is accidentally pocketed
while playing safe, the shooter still forfeits his turn.
Players with integrity call their safeties.
SANDBAGGING: Sandbagging, in
any handicapped sport, is the unethical practice of deliberately
playing below your ability in order to alter your handicap so it
does not reflect your true ability.
SCRATCH: Pocketing of the cue
ball or driving the cue ball off the playing surface and onto
the floor.
SESSION:
In the AZPL session refers to the season in which League play
took place. There are three sessions in each League Year:
Spring Session, Summer Session and Fall Session. |