B. League Objectives
1) To promote good sportsmanship throughout the league.
2) Enjoy the competition and the sport of billiards.
3) To safeguard the league funds and guarantee the disbursement
of the league funds in prize money, plaques and awards banquet.
C. Location Responsibilities
1) It is the location owner's choice to have a match or any part
of the match to be played on one or multiple pool tables.
2) It is the location owner's choice to require any additional
age requirement in their business.
3) It is the location owner's choice to serve team drinks, it
is not mandatory.
4) Make sure the pool table is in proper working condition before
the match begins.
5) Make sure the proper league materials are available to the
players, along with cues and chalk
6) Reserve the pool table and seating for league play at least
1/2 hour before game time so both teams have an equal opportunity to practice
on the league table before the match.
7) Inform the players of any schedule changes or league announcements
and post the standings each week.
D. Captain Responsibilities
1) Read and understand all of the league rules and check the
standings each week for any schedule changes, league announcements and
handicaps.
2) Make yourself available for all league meetings if necessary.
3) Ensure all your players abide by the league rules.
4) Make sure the correct players are playing in each game.
5) Verify match results and league fees paid each match with
the opposing captain before signing the envelope. The home team is responsible
for any shortage of league fees.
6) Sign the scoresheet and envelope and deposit the envelope
in the dart board mail slot.
7) Watch each match. If called upon, both captains must judge
a legal hit or call.
8) Collect league dues each week along with the yearly sanction
fees.
9) Always be responsible for your team's actions.
10) Ensure good sportsmanship at all times among your players.
11) Support your sponsor and your league system.
E. Team & Individual Awards
1) A minimum of 25% of the teams in every league will receive
team plaques.
2) Awards and bonus money will be distributed for individual
feats.
3) Standings for handicapped leagues are determined by round
wins, non-handicapped leagues are determined by their win percentage. In
handicapped leagues, most wins is used
as the first tiebreaker, most points
is used if wins are tied. A tie for 1st place in non-handicapped leagues
will be played off. All other ties will be broken by their head to head
competition record.
4) The player with the most points in the handicapped leagues
will receive the MVP award. The player with the most wins in the non-handicapped
leagues will win the MVP award.
5) Players scoring individual feats will receive $5.00 for each
one. These feats include an ERO, 100, 8 ball on the break, 9 ball on the
break and 9 ball break and run.
6) All feats must be recorded on the score sheet and signed by
both captains. Feats will not be recorded on the standings if they are
not on the score sheet. NO EXCEPTIONS!
If you have scoring questions see rule section
N.
for explanation of feats.
7) All league players must play in a minimum of 80% of the scheduled
games to be eligible for any individual awards and feat payouts.
F. Match Play
1) Once match play has begun, no equipment protests may be made.
The table is in equal condition for both teams. Any problems about the
cloth or leveling must be taken care of
before the match begins. Only equipment malfunction
or breakage can stop a match.
2) Depending on the league, matches consist of 16 or 20 games.
3) Any match not played at the scheduled location, or moved without
the league director's approval will result in a forfeit for both teams.
4) It is the league policy that once the season begins, teams
cannot change locations without the approval of the location owner and
Troy Vending.
5) Game time is 7:00 p.m. with a fifteen minute grace period.
This is actual time, not bar time.
6) The home team is required to fill out its roster on the score
sheet first.
7) Teams must have a minimum of three players in four player
team leagues to start or play a match. (2 player leagues, both players
must be present to start or play a match)
Only under extenuating circumstances and with
the league director's approval will a player be allowed to play all their
games in a row and leave.
8) If at least three players (four player team) are present at
7:15 p.m., the match must start. The absent player must be passed.
9) Once the cue ball is struck by the cue tip and crosses the
headstring, the game is officially started.
10) If the wrong player starts or completes a game, that game is voided
out and the correct player will re-rack and play the game over. It is the
captain's responsibility to make sure
the correct player is playing. Once
a round is completed the results stand, you cannot go back and replay any
games due to a wrong player.
11) Once the first round is completed, you cannot go back and play
any games from an absent player. The absent player can begin playing in
the second round. If the absent player
is not present by the end of the second
round, their position must be forfeited the remainder of the match. No
player may begin playing the match in the third or fourth round.
12) The players who start the match (listed on the scoresheet) must
finish the match. There are no substitutions once the match begins.
13) If the regular player is present at the match, he/she must play.
Only a medical excuse or permission from the league director will allow
a substitute to play while the regular player is present.
14) Forfeit time is 7:16 p.m. This is actual time, not bar time.
15) If the captain who is present agrees to wait longer, he/she will
waive any forfeit rights and the match must be played.
16) Any team forfeiting two weeks in a row or a total of three weeks
will be dropped from the league. The team will forfeit all monies and awards
earned.
17) The team receiving the forfeit will receive a 5-0 team score and
players will receive their individual averages for handicapped leagues.
A team receiving a forfeit in the doubles league
will receive a minimum 15-5 (20 game
match) or 12-4 (16 game match) team score or their winning percentage.
18) For forfeits during the last two weeks of the league: The round
score or match score will be determined by the league director using their
win percentage along with their opponents
losing percentage and any previous match
score between the two teams. The forfeiting team will receive zero round
wins in handicapped leagues and zero wins in non-handicapped leagues.
19) The league office will notify teams by phone of any league changes
or updates for up to two weeks, and post any changes on the standings sheet.
It is the captain's and sponsor's
responsibility to read the standings
and notify the players of any changes or updates to their schedules.
20) If you are scheduled against a bye during the first two weeks,
check your league standings and call the league office to see if the position
has been filled.
21) Any forfeit after the second week involving a league change, caused
by the captain not reading the standings or the league office not being
able to reach the players by phone will remain a forfeit.
22) Any team that forfeits a match will owe its league dues plus a
$20.00 forfeit fee.
G. Rescheduled Matches
1) All first week matches must be played. Only the first week
matches are mandatory make-ups. The match must take place at the original
scheduled location.
2) If the captain of the team needing to reschedule contacts
the opposing team captain 24 hours or more in advance to reschedule a match,
they will not lose their home location rights.
Anything less than 24 hours and the team will
lose their home location rights. At any time, it is up to the opposing
team's captain whether to reschedule a match, play the match with
substitute player(s) or take a forfeit. If
you need a phone number for a team captain, call the league office between
9:00am and 3:00pm Monday through Friday.
3) ALL MAKE-UP MATCHES: The captain that agrees to a make-up
match must provide a date and time within 24 hours of the original match
to the opposing captain and then call
the league director with the information.
The date and time must be within a 2 week time period of the original match
date. If the match results are not turned in to the league office
by the end of that 2 week time period, it
will be scored as a automatic forfeit against the team that requested the
reschedule.
4) If extenuating circumstances prevent the match, you must call
the league director as soon as possible so a decision can be made.
5) No make-up matches will be allowed during the last two weeks
of the league without the approval of the league director and only if there
are extenuating circumstances.
6) Under no circumstances can a make-up match be scheduled or
played once the season is over. Any match not played by the end of the
season will be considered a forfeit.
7) As a courtesy to the other teams in the league, multiple make-up
matches will not be allowed without the approval of the league director.
PENALTY FOR DISREGARDING THIS RULE:
Teams will have a 48 hour time period to play the match before the forfeit
rule (G.3) goes into effect ..
8) Remember, there are no guaranteed make-up matches. It is the
opposing team captain's option, so be prepared to use substitute players.
CAPTAINS MUST NOTIFY THE LEAGUE OFFICE OF
ALL RESCHEDULED MATCHES!
H. Protest Procedure
1) Most problems can be taken care of before they get this far
by calling the league director.
2) Only the team captain can file a protest. Only match circumstances
or results may be protested. A league directors decision may not be protested.
3) Along with the scoresheet, the captain must include a written
explanation of the protest and a $20.00 protest fee. The protest will not
be accepted without this fee.
In addition, the league director must be contacted
within 24 hours of the match. If any of these steps are not followed, the
match results will be final.
I. Sportsmanship During League Play
1) Sportsmanship is all about courtesy and respect. Shake the
hand of your opponent and acknowledge your opponent's good shots. Make
good sportsmanship your team's trademark.
2) If a player's action is determined to be unsportsmanlike and
detrimental to the league, he/she will receive one warning from the league
director. The second instance will result in
expulsion from all Troy Vending leagues, tournaments
and all other activities until further notice.
3) Any physical violence or fighting will lead to immediate expulsion
from the league for all parties involved.
4) Any intentional abuse of league equipment or a sponsor's location
will also result in immediate expulsion from the league.
5) Any player not allowed (86'd) in a location must either work
out arrangements with the location owner to play or get a substitute.
J. Player Dues & Fees
1) Weekly player dues are $6.00 per person. 100% of these fees
will be paid back in prize money, bonus money, sponsor plaques and the
awards banquet.
2) League fees are due each week. If you are scheduled against
a bye or receive a forfeit, you still must pay your fees. The number of
teams and the number of weeks scheduled
in each league determines the prize money
payouts.
3) LEAGUE FEES PAYMENT RULE: Any team that has not paid at least
40% oftheir league fees by the mid-season point will receive one warning
along with a one week grace period to pay this
amount. If this amount is not paid, the team
will be dropped. Any team that has not paid at least 80% of their league
fees by the end of the season will not be eligible for any team or individual
awards. These players will be placed on the
probation list and will be required to pre-pay 25% of the leagues fees
if they are allowed to play in future Troy Vending leagues and tournaments.
If circumstances warrant, you must call the
league director to make alternative payment arrangements.
3) The captain is responsible to pay for any substitute player's
fees. The missing player can reimburse the captain the following week.
4) All players become members of the VNEA (Valley National Eight-Ball
Association) and or BCA after the fourth week of play. The once a year
sanction fee for the VNEA is $6.00 per year
and the BCA fee is $10.00 per year. The sanction
fees will start to be collected during the July /August season. This will
entitle you to the VNEA quarterly magazine, membership patch and will
qualify you to play in the VNEA and or BCA
world tournaments held each spring in Las Vegas. Players must play in 12
weeks of league play to be eligible for tournament.
5) Players must have permission from the league office to write checks.
Checks may only be written for the maximum amount of the league fees for
one team. ($12.00 or $24.00) There will be
a $20.00 service charge for any returned checks.
If more than one check has been returned, that player will not be allowed
to play until all checks and fees have been paid. This also applies to
any checks written to locations for league fees.
No checks will be accepted for league fees for the last two weeks of the
season without approval. No post-dated checks will be accepted.
K. Regular Team Players & Substitutes
1) Age Requirement: All players must be of legal drinking age
to play in a licensed liquor establishment where the league event is taking
place and able to show proper ID. The only exception to this
rule is if the team captain has prior
authorization from the location owner and the minor must be at least 18
years old (minimum age for VNEA world championships) and accompanied by
the
parent or legal guardian. (this rule
complies with the Arizona state liquor law - also see rule C.2)
2) After the fourth week of play, the regular team player roster
is established. The captain must note who the regular team players are
if they differ from the original players listed on the sign-up sheet.
If not, the league office will assign
the players with the majority of games played to be the regular team players
at this time. All regular team players must participate in at least 75%
of the league
matches to continue to be considered
a regular team player. If not, they will be considered a substitute and
are subject to the substitute rules. Any substitute player listed on the
standings with no
last name will be deleted after two
weeks.
3) After the fourth week of play, it is open substitution. Each
team may carry a maximum of four substitutes (four player teams) or two
substitutes (two player teams) on the roster at any time.
4) Substitute players may carry their handicaps over from one
team to another within the same league.
5) A regular team member on one team cannot substitute for another
team from within the same league at any time.
6) The last four weeks of the league: No roster changes (regular
team members or substitutes) are allowed without the approval of the league
director. Any new substitute used during this period
must have had a Troy Vending handicap
rating (8 game minimum-within 1 year) that is equal to or less than that
of the regular team member they are replacing and must play as a 10 handicap.
If a player has multiple handicap ratings
within 1 year with 8 games or more in comparable leagues, the higher rating
must be used. In order for a substitute player to use an established handicap,
they must be listed on the current standings
sheet and have a minimum of 8 games in that league. If the substitute has
no Troy Vending handicap rating at all, they must be approved by the league
director before the match begins and
play as a 10 handicap. In non-handicapped leagues, substitute players must
be within 1 rating point. (phoenix Tournament rating system) The final
four weeks
the substitute player must be an equal
rating or less. If there are any questions, the captain must contact the
league director for player approval before the match begins.
7) Any illegal player will lose all games played.
8) Each team must have a minimum of 50% of the regular
team players present for each match.
9) Captains have 24 hours to contact the league director
to challenge an illegal player. The full protest procedure is not necessary,
but you must call within this time period.
10) If a captain agrees to allow an illegal player to play in a match,
both captains must state this and sign the back of the scoresheet before
the match begins. All protest rights will then be waived.
L. Scoring For Handicapped Leagues
1) The handicap leagues play the first week matches with
no handicaps. The handicaps will be posted on the standings and must be
used beginning week two.
2) Under the 4 player/16 game format, there will be a MAXIMUM
TEAM HANDICAP OF 10 POINTS PER ROUND. (total of 40 points) For handicapping
purposes, no player may be
rated less than a "5" until they
have at least 8 games of league play.
3) For make-up matches, use the most recent standings.
If the standings available are more than two weeks old, call the league
director for the current handicaps.
4) In handicapped leagues, every ball of his/her
group pocketed is worth 1 point. Pocketing the 8 ball is worth 3 points.
The winner of the game will always receive 10 points. This is how your
average and your team's total
handicap is calculated. A player's group of balls must be determined in
order to receive any points for pocketed balls. After the 8-ball is pocketed,
both players
will receive a point for every
ball pocketed from their group. (even if balls were pocketed by their opponent)
Pocketed balls on an automatic win, (8 on the break) or an automatic loss
of game
foul does not determine a group
of balls for either player, therefore it is scored 10-0 for the winning
team, but there is no 10-0 feat recorded for the player.
5) If a team had a make-up match or a bye for week one,
no handicaps will be used for either team when this team plays their week
two match.
6) If a team is missing a player, the absent player's average
is used to calculate the team handicap. The absent player receives 0 points
for each game he/she misses while their opponent receives
their average each game, they do not
receive 10 points.
7) Any new substitute entering the league will be entered as
a 10 handicap for their first night of play.
8) If the event of a points tie at the end of a round (including
the handicap), ties will be broken in this order: (a) the team with the
most wins (10's) will win the round point. If there is still a tie,
(2 wins each team) (b) the team with the most
points before the handicap will win the round point. If there is still
a tie, which is possible in a week one match or any non-handicapped match,
the teams will split the round point. (112
round point for each team) The same process is followed if the overall
points are tied for the fifth round.
8 BALL RULES OF PLAY
A. Object of the Game
1) The game of 8 ball is played with fifteen numbered object
balls, the 8 ball and the cue ball. The 8 ball is considered your object
ball after your group of balls has been pocketed. The player
who legally pockets his/her group of balls
and then calls and pockets the 8 ball wins the game.
2) You only have to call your ball and your pocket. Any caroms,
kisses or rails do not have to be called.
3) For a shot to be legal, one of the following must occur after
you contact one of your group balls first and then: (a) pocket the called
ball or any other ball. (b) cause the cue ball to contact a rail.
(c) cause any other ball to contact a rail.
If one of these does not occur, it is a foul and your opponent receives
cue ball in hand.
4) Remember, if you play a kick shot off a rail, one of the above
has to occur after the cue ball comes off the rail and contacts one of
your group balls. If not, your opponent receives cue ball in hand.
B. Racking the Balls
1) The balls must be racked in the following order: (a) the base
of the front ball must be on the foot spot. (b) the 8 ball must be in the
middle of the rack. (c) there must be a solid and a stripe at
each corner of the rack. The position of a
ball is always determined by where the base rests.

C. Break Shot
1) The base of the cue ball must be behind the headstring
before taking the break shot.
2) The break shot must drive at least four balls to a rail
or pocket a ball to be considered a legal break. If a player fails to do
this, it is not considered a foul. Their opponent (original racker) has
3
options, (1) accepting the table as
is and begin shooting (2) have the balls re-racked by the original breaker
and breaking the balls themselves or (3) allow the original breaker to
re-break.
3) Any stopping or deflecting the cue ball during or after
the break shot is a foul. The opponent will receive ball in hand behind
the headstring.
4) If a player scratches or flies the cue ball off the
table, it is a foul. The opponent receives ball in hand behind the headstring.
5) Whenever a player has ball in hand behind the headstring,
only balls outside the headstring are considered legal object balls. In
order for a ball that is behind the headstring to be considered a
legal object ball, the cue ball must
travel in front of the headstring and back to legally hit or pocket a ball.
6) When positioning the cue ball before a break or after a foul,
it
is the opponent's responsibility to inform the shooter of improper positioning
before he/she shoots. If not, the position of the cue ball
and the shot is considered to be legal
..
7) If the 8 ball is pocketed on the break, it is an automatic
win.
8) If the 8 ball is pocketed on the break and the cue ball
scratches or flies off the table, it is a automatic loss.
9) If a player flies or jumps an object ball(s) off the
table during the break shot, it is a foul. The opponent has the option
of playing the table and cue ball as is or taking cue ball in hand behind
the
headstring. The flown or jumped balls
must be replaced and spotted on the foot spot. The spotted ball(s) should
be positioned and frozen in numerical order as close as possible to the
foot spot
in a direct line to the foot of the
table.
D. Open Table
1) The table is always open after the break shot no matter
how many balls or what group of balls has been pocketed.
2) On an open table it is legal to hit any ball first (stripe,
solid or 8 ball) to pocket a combination for your called ball. However,
if you use the 8 ball as your first ball, you will your lose turn and
any pocketed balls do not count to establish
your group. It is not a foul, this may be used as a safety shot and the
opponent must accept the table as is.
3) A player's group of balls is only determined by calling
and legally pocketing a ball.
E. Playing the Game
1) Obvious balls and pockets do not need to be called.
If there is a questionable shot, it is the opponent's responsibility to
ask the shooter which ball or pocket is being played before the shot is
taken.
Once the shot has been played, it is
too late to be questioned. If during a shot where both captains judged
a call or hit and an agreement cannot be reached, the call will go in favor
of the shooter.
2) One foot must remain on the floor at all times during
a shot.
3) Any ball may be used in a combination as long as you
hit your group first. This includes the 8 ball, which may be used as a
"middle ball" at anytime.
4) If a player flies or jumps the cue ball or any object
ball off the table, this is a foul. The ball(s) is spotted on the foot
spot using the same method as the break rule and your opponent receives
cue
ball in hand.
5) If a player flies or jumps the 8 ball off the table,
it is an automatic loss of game.
6) Shooting a ball or stopping a ball while any other balls
are in motion is a foul. (includes cue ball)
7) Any spinning ball is considered to be still in motion.
8) Maximum time between shots is one minute. The opposing
player must inform both captains of slow play. The opposing captain must
issue one warning, and that player will be on the clock for
the remainder of that game. If slow
play continues, it will result in a foul and the opponent will receive
cue ball in hand.
9) If both players intentionally scratch or foul for three
consecutive turns (a total of six shots) in fear of knocking out a ball
that may cause a loss of game, it is considered a stalemate.
10) Both captains and both players involved must agree that the game
is at a stalemate. The balls must be re-racked and the game will be started
over with the original breaker. The stalemate rule
can be used with any number of balls
left on the table.
11) There is no coaching allowed at the table at any time. You will
receive one warning from the opposing captain. The second time will be
a foul.
12) There is no spectator coaching permitted. The player will receive
one warning. The second time will be a foul. It is the captain's responsibility
to control this. If necessary, the spectator must leave.
13) If a captain or another team member coaches by calling a foul or
automatic loss foul for a player is a foul and ball in hand for the opponent,
there is no warning.
14) Accidentally moving or touching an object ball(s) before or during
a shot with your cue stick or hand is not a foul unless the moved ball
is the cue ball or a moved ball makes contact with the cue
ball or is pocketed. Only the opponent
may replace the moved ball(s) as close as possible to the original position
or leave it where it rests. If the shooter replaces the moved ball, it
will be a foul.
If the cue ball is moved due to items
used at the table, (chalk, bridge etc.) this is a foul. If the accidentally
moved ball is the 8·ball and is pocketed, this is an automatic loss
of game foul.
15) If any other object ball (exception being the 8-ball-rule E.14)
is accidentally pocketed by one of the above actions, the ball must be
spotted as close as possible to the original position.
This also pertains to a ball that is
pocketed after coming to a complete stop on the edge of a pocket.
16) If a player intentionally hits the outside of the table or the
bed of the table and causes a ball resting on the edge of a pocket to be
jarred and pocketed, this is a foul and the ball does not count
as a legal pocketed ball, therefore
no point is scored for that ball. If the 8 ball is pocketed in this manner,
it is a loss of game.
17) Non-Player Interference: If the balls are moved (or a player is
bumped such that play is directly affected) by a non-player during a match,
the balls shall be replaced as near as possible to their
original positions prior to the incident,
and play shall resume with no penalty on the player affected. This rule
also applies to interference caused from outside objects falling on the
table. (such
as lights, clothing, hats, etc.)
18) It is a foul if a player intentionally marks the table in any way
(including placement of chalk) to assist a shot.
F. Scotch Doubles
1) In scotch doubles games players rotate every shot. Coaching
is allowed but is limited to 15 seconds at the table between shots. The
captain must issue one warning to the opposing captain
for excessive coaching. If excessive
coaching continues it will be a loss of turn foul and ball in hand.
2) The player who is at the table shooting is the only
player to call a pocket, ball or safety for a legal shot. If the partner
calls any of the above, it will not be considered a legal call.
G. Fouls & Positioning the Cue Ball after Fouling
1) A no-hit foul cannot be called on an open table. Remember,
a ball group must be determined before a no-hit foul can be called.
2) Confirm with your opponent that you have cue ball in
hand before touching the cue ball. This prevents committing a foul on yourself
if it is a questionable foul call.
3) It is not necessary to notify your opponent on an obvious
cue ball in hand foul such as a scratch or an obvious miss.
4) Only the two players involved in the game can call a
foul, touch or position the cue ball. In scotch doubles your teammate is
allowed to call a foul. However, it is not allowed to have your
teammate touch or position the cue ball.
This is a foul and your opponents receive ball in hand.
5) If a player makes contact with an object ball and the
cue ball while positioning the cue ball, this is a foul.
6) Players may use their hand or cue stick to position
the cue ball. However, it is a foul if you make contact with the tip (shooting
area) while positioning the cue ball with a forward stroke
motion of your cue. Contact with the
shaft or ferrule is allowed with no foul.
7) Remember, ball in hand means you can place the cue ball
anywhere on the table except on fouls except after the break shot.
H. Automatic Loss of Game Fouls
1) Scratching (includes cue ball flying off the table)
while shooting the 8 ball.
2) Pocketing the 8 ball on the same stroke as the last
shot.
3) Jumping or flying the 8 ball off the table at anytime.
4) Pocketing the 8 ball in any other pocket than the one
called.
5) Pocketing the 8 ball when it is not your legal object
ball.
6) Use of illegal cue sticks. (see rule I.5)
7) Automatic loss of game fouls must be called by the opponent
before another shot is taken. If the opponent does not see or call the
foul, it will be considered that no foul has occurred and
play continues.
I. Terms and Circumstances
1) When a ball is frozen on a cushion, the opposing player must
notify the shooter before the shot takes place. Then one of the following
must occur: (a) pocket the frozen ball or any other ball.
(b) cause the cue ball to contact any cushion
after contacting the frozen ball. (c) drive the frozen ball to a different
cushion. (d) cause another object ball to contact any cushion after contacting
the frozen ball. Failure to do anyone of these
is a foul. If there is a difference of opinion on whether a ball is frozen
or not, the two captains must decide before the shot is taken.
2) Push shots or double hits are fouls. If there is less than
an inch between the cue ball and object ball, the two captains should judge
the hit. The cue ball must be struck at an angle down or away
from the cue ball. A level stroke into the
cue ball is considered a push shot and double hit, and is a foul.
3) The captains should also judge split hits. If the hit cannot
be determined to be good or not, it will be ruled in the shooter's favor.
There are no split hits allowed while shooting the 8 ball.
The opponent and the captains must determine
this before the shot is taken.
4) Safety shots are legal and are part of the game. For tactical
reasons, a player may choose to play a safety. The shooter is forfeiting
his/her next turn after a legal hit has been made, even if a
bal1(s) is pocketed. A safety played while
pocketing a ball on an open table will not determine the player's ball
group. The shooter must inform his/her opponent of the safety, and the
opponent
must acknowledge it before the shot is taken.
If not, the shooter must continue shooting.
5) Jump shots are legal. To perform a legal jump shot, you must
strike down on the back of the cue ball. If you intentionally dig under
the ball in order to jump the ball, it is a foul. An accidental
"scoop or dig" type of miscue is not a foul.
Specialized jump cues must conform to VNEA regulations to be legal - maximum
14mm - leather tip - 40" minimum length. Players will be held
responsible for any damage caused by this
shot. Accomplished players should only attempt this shot.
9 BALL RULES OF PLAY
A. Object of the Game
1) The game of 9 Ball is played with nine object balls numbered
1 through 9 and the cue ball. On each shot the first ball the cue ball
contacts must be the lowest numbered ball on the table,
but the balls need not be pocketed in order.
If a player pockets any ball on a legal shot, he remains at the table,
and continues until he misses, fouls, or wins the game by pocketing the
9 ball at any time.
2) After a miss, the incoming player must shoot the lowest numbered
ball from the position left by the previous player, but after any foul
the incoming player may start with the cue ball anywhere on the table.
3) Players are not required to call any shot.
B. Racking the Balls
1) The object balls are racked in a diamond shape, the 1 ball
must be at the front of the rack and on the foot spot, the 9 ball must
be the middle ball in the rack. The other balls can be in any order.
The game begins with cue ball in hand behind
the head string.

C. Legal Break Shot
1) The breaker must strike the 1-ball first and either pocket
a ball or drive at least 4 balls to a rail. If the cue ball scratches,
is driven off the table, or the requirements of the break are not met,
this is a foul. The incoming player has cue
ball in hand anywhere on the table.
2) If on the break shot, the breaker causes an object ball to
jump off the table, it is a foul and the incoming player has cue ball in
hand anywhere on the table. The jumped ball(s) are considered
to be "pocketed" and should be dropped in
the pocket, not spotted. Only the 9 ball gets spotted.
D. Continuing Play
1) If the breaker pockets a ball(s) on a legal break, he/she
continues to shoot until he/she misses, fouls, or wins the game. If the
player misses or fouls, the other player begins his inning and shoots
until he/she misses, fouls, or wins. The game
ends when the 9 ball is pocketed on a legal shot.
E. PushOut
1) The player who shoots immediately after a legal break may
choose to play a push out in an attempt to move the cue ball into a better
position for themselves or a disadvantage for their opponent.
On a push out the cue ball is not required
to contact an object ball or rail, but all other foul rules still apply.
2) The player must announce his/her intention of playing a push
out before the shot is taken, or the shot is considered to be a standard
shot and all foul rules apply. Any ball pocketed on a push out
does not count but remains pocketed. If the
9 ball is pocketed on a push out, it is spotted. Following a legal push
out, the incoming player has the option to shoot from that position or
to pass the
shot back to the player who pushed out. A
push out is not a foul as long as you make your opponent aware of it. If
a player scratches on the break shot, the incoming player cannot play a
push out.
F. Fouls
1) If a player commits a foul, the incoming player receives ball
in hand. If there are balls pocketed on the foul shot, they remain down.
Only the 9 ball, if pocketed is spotted.
2) If a player commits several fouls on one shot, they are counted
as only 1 foul.
G. Bad Hit During Shot
1) If the first object ball contacted by the cue ball is not
the lowest-numbered ball on the table, the shot is a foul.
H. No Rail During Shot
1) If no object ball is pocketed, failure to drive the cue ball
or any numbered ball to a rail after the cue ball contacts the object ball
is a foul.
I. Ball in Hand
1) When the cue ball is in hand, the player may place the cue
ball anywhere on the bed of the table, except in contact with an object
ball. The player may continue to adjust the position of the
cue ball until he/she takes a shot.
J. Object Balls Jumped off the Table
1) A ball is considered driven off the table if the ball comes
to rest on anything other than the bed of the table. It is a foul if you
drive an object ball off the table. A driven off or jumped object ball(s)
is considered down and should be placed in
the pocket. They are not spotted. The only object ball ever spotted is
the 9 ball. The 9 ball is spotted on the foot spot and play continues with
the
opponent having ball in hand.
K. Jump and Masse Shot Foul
1) It is a foul if during an attempt to jump, curve or masse
the cue ball over or around a ball, the cue ball strikes any other ball
besides the object ball. (lowest numbered ball)
L. Three Consecutive Fouls
1) If a player fouls three consecutive times on three successive
shots without making a legal shot, he/she loses the game. The three fouls
must occur in one game. A warning must be given between
the second and third fouls.
M. Start and End of Game
1) The game is officially started as soon as the cue ball is
struck by the cue stick and crosses the head string.
2) The game ends when a player legally pockets the 9-ball; or
when a player forfeits the game as the result of a foul.
N. 8 Ball & 9 Ball Definitions & Scoring Feats
1) ERO - The eight ball run out is ONL Y recorded when one of
the following occurs: (a) during your first turn at the table, you break
and pocket all of your group balls and then pocket the 8 ball or,
(b) if no balls were made by your opponent
on the break, the incoming player must pocket all their group balls and
then pocket the 8 ball. Remember, all 15 balls must be on the table when
you
approach it for your first turn in order to
score an ERO. If you are the second (incoming) player and your opponent
has pocketed a ball(s) on the break or their first turn, you can not score
an ERO
because there were not 15 balls on the table
for your first turn. The two examples above are the only ways you can score
a ERO. A 10-0 may be scored along with an ERO only if your opponent
has all seven balls left on the table when
you pocket the 8 ball. If you have any questions, call the league director.
2) 10-0 - The 10-0 is only recorded if you have pocketed all your balls
along with the 8 ball and your opponent has all seven balls remaining on
the table. A 10-0 feat is not recorded on an 8 ball on
the break or when a game has ended with an
automatic loss foul involving the 8 ball because a "group of balls" has
not been determined by either player. The game is still scored a 10-0 for
scorekeeping purposes in handicapped leagues.
3) 9 ball break & run - The 9 ball break and run feat is
only recorded if you pocket a ball(s) on the break and pocket the remaining
balls in order and then pocket the 9 ball all within your first inning
at the table. (no 9 ball combinations)
4) 8/9 ball on the break - This is recorded when you pocket the
8 or 9 ball on the break, this also includes pocketing the 8 or 9 ball
on a re-rack.
5) In scotch doubles games, the only individual feat that can
be recorded is the 9 ball or 8 ball on the break.
6) All feats must be recorded on the score sheet in the proper
places and signed by both captains.