
www.amateurpoolleague.com
Official Team Manual
"A Pool League That Offers Modern Day Pool
Designed For The Amateur Player"
2001-2007
Dear APL Member:
First
of all I would like to welcome you to the Amateur Pool League, Inc. The Amateur Pool League offers modern day
pool for the amateur pool player. This
rulebook contains most of the rules that you would need to enjoy playing either
8-ball or 9-ball in the APL. We
understand that there will be instances that are not covered in this manual. If there is a situation that needs more
clarification we ask that you use good judgment, contact your Division Rep, or
your League Operator.
Good sportsmanship is treating your
opponents with the same respect that you would like to be treated with. Everyone wants to win however, having fun and
playing pool with family and friends is what the APL is all about.
Please
take the time to know the rules and take this manual to all of your league
matches. Let's play pool, have fun and
help promote the game we all love…Pool Everybody's Game…
Sincerely,
Joe Ferris
League Operator
Many
of our members have been playing organized league pool for years; however, some
find themselves participating in league play for the first time. In either case, following these simple rules
of conduct will make your league experience, as well as those of your
teammates, as enjoyable as possible.
1.
Before being allowed to compete in an APL-sponsored event or league, you must
be a member in good standing with the APL and be willing to play under our
General Rules as listed in this booklet.
For example, membership includes filling out a complete membership
application; paying your annual membership dues, league fees and tournament
fees; and staying active for any events, sessions, or tournaments for which you
or your team may have entered or qualified.
2.
When you sign up to play in a league, you make a commitment to your league and
teammates to play the entire league session.
League pool is a team effort, and only through this commitment can we
foster the type of fellowship and sportsmanship that we are looking to develop
through active participation in the APL.
Remember, the time to stop playing is not until you have completed your
obligations and events for that session.
Also, try your best to stay committed to the team you started with:
changing teams is sometimes needed, but should be done only early in the
session. Decisions regarding the ability
of a player to switch from one team to another will be made at the discretion
of the League Operator. Abuse of this
privilege will not be tolerated.
3.
Teams should make it a point to be on time to play league contests. It is a matter of common courtesy not to keep
opponents waiting to start league play.
If you do not start on time, your match could be forfeited. You can start your league contest with only
one player from your team present, and league play can start no later than 15
minutes from scheduled start time.
Individual matches are to start no later than (2) minutes after the
proceeding one ends.
4.
Always be courteous and polite to your opponents and fellow players. While we foster a competitive environment, we
don’t want competition to take precedence over the rights that all players have
to enjoy themselves.
5.
Abusive behavior and foul language will not be tolerated, and may be cause for
suspension or revocation of your APL membership. Suspended players cannot participate in any APL
events.
6.
The APL does not condone gambling during league play.
7.
Every member has an obligation to pay his/her share of league fees. You should remember that if you do not pay,
the people who suffer are your fellow team members, as your shortages may
result in your team being ineligible for post-session league play or other APL
sponsored events. Also, your shortages
will be posted on the weekly league rosters for other league teams to view: a
team or player that is current in all fees may refuse to play any team or
member not current in all fees.
8.
If there is something that you don’t understand about the way your league is
being run, we encourage you to approach your League Operator or call your
Division Rep. All inquiries will be answered.
9. Always respect the house rules of the sites
in which you play.
10.
The APL has the right to revoke your membership at any time and modify
our rules to benefit the league.
11.
The APL recognizes that not all rules can be covered in a
rulebook. Situations arise that require
interpretation on the spot. The League
Operator has the right to interpret the rules during league play and make
decisions on situations not covered in this book. Sometimes your League Operator or Division
Rep may not be available: if this is the case, take good sportsmanship into
account. Both players should mutually
agree on the situation or declare a stalemate and just re-rack that game and
start over.
Table Of Contents
General
Rules for 8-Ball and 9-Ball
Accidental Movement of Balls 12
Adding/Dropping Players 15
Bad Hit 11
Ball-in-hand defined 10
Ball Off Table 23
Ball Frozen on the Rail 13
Bank Shot 23
Between Matches 8
Break and Run 20
Break Shot 21
Byes 18
Call pocket 23
Calling multiple balls 23
Calling Shots 23
Carom Shots 23
Categories Balls 22
Changing cue 13
Changing roster data 14
Cheating 14
Choosing Line-ups 8
Coin toss 6
Coaching 8
Coaching Foul 12
Combination Shots 23
Concession 13
Condensed 8-ball rules 6,7
Continuing play after break 22
Cue-ball-in-hand 10
Def/Safety 20
Defensive Shots 10
Designated coach 8
Disputes 14
Disrupts a ball 12
Double Hit 12
8-ball shots
Early 8-ball 21
8-ball break, Break & Run 20
8-ball not neutral 23
8-ball shot 23
Off-table 23
Equipment Foul 12
Failure to field 25 point Line-up 15
Fielding a Team 14
Foot Foul 11
Forfeits 16
Fouls 10
45-second shot clock 7
Under 5 player line-up 14
Frozen ball 13
Gambling 3
Games Won / Lost 20
General 8-ball Rules 20
Getting Started 8
Good Hit 22
Handicapping 14
Head string 21
House rules 3
Inactive team members 15
Incorrect data 17
Inquiries 3
Interpret rules 3
Introduction 2,3
Judgment to shooter 10
Keeping Score 18,20
Kick 23
Known Player Rule 16
Lagging for Break 9
League fees 16
League Session/ Playoffs 18
Legitimate players 14, 15
Left On Table 20
Make-up Matches 18
Manipulate rules 17
Mark the pocket 23
Match 8, 20
Match (s) players’ 8, 14
Membership 2
Moving ball 12
Neutral balls 22
New Players 16
No refunds 15
Not marked 23, 21
Object balls, eligible 22
Object of the Game 20
Object to mark pocket 23
Obviously declare shots 23
Offensive behavior 9
Official clock 13
One-minute limit 8
Open table defined 22
Option to re-break 21
Physically impaired 11
Player Name and ID# 19
Player conduct 2
Player time-out refusal 8
Playoffs 17
Post Season Tournaments 17
Professional Players 16
Protests / Disputes 14
Push shot/Double Hit 12
Race grid 19
Race To 19
Racking the Balls (8-ball) 21
Rankings 14
Re-rack request 21
Referee 11, 13
Refusal of time-out 7
Return balls to position 12
Revoking membership 3
Roster 14
Safety (Def. Shot) 10
Safety not declared 10
Scorekeeping 18, 20
Scratch 11
Shooting the 8-ball 23
Shot Clock 13
Side Line Coaching 9
Skill Shot 22
Slop 22
Slow Play 13
Solid/stripes count 20
Solids/stripe/low/high 20
Split Hit 12
Sportsmanship 3, 9
Spotted ball 22
Stalemate 13
Switch teams 2
Team drop-out 16
Team qualification 17
Team tardy 2
Time-outs 7
Time remaining 13
Undeclared shot 23, 11
Unmarked pocket 23
Unscrewing cue 13
Unsportsmanlike 9
Violation of team 25 point rule 14
Warning slow play 13
Welcome Letter 1
The 9-Ball League
Official Rules and Guidelines
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General 9-Ball Rules
24 Racking the balls 25
Order of break 25 Three
foul rule 26
Push Shot 26 Legal
Break Shot 25
Fouls 25
Coaching foul 27 Coaching
27
Forfeits 27 Make
up matches 27
Adding/dropping players 27 League
fees 28
End of game 28 25
rule handicap 28
Disputes 28 Playoffs
28
Conduct 29 Bad
Hit 26
No Rail 25 Cue
ball-in-hand 25
Balls jumped off table 26 Scoring
26
Post-season tournaments/ Push Out 25
playoffs 28
Condensed
APL Rules for
8-Ball
Coin flip determines
which team calls the first player.
The Match cannot
start until the captain that is supposed to call a player in fact calls his/her
player. Then the captain on the opposing
team can call their player. If a Captain
is not present the match can start if only one-(1) player is present.
Captain or attending
player if Captain is not there has 2 minutes to call a player once the match
starts.
Lag shot determines
first breaker, then the winner breaks.
If the lag hits the side rail or scratches in any pocket it is a loss of
the lag. If the two balls collide, the
players must lag again.
Racking: The 8-ball
is placed in the middle of the rack and the two back corners cannot have the
same category balls. Break must have 4
balls to rails or one to pocket. Failure
to do this will give the opponent a choice to have the same breaker break again
or choose to break. Miscuing or not
hitting the cue ball on an attempted break
is considered a failed break.
The table is always
open after break.
If a player calls a
shot after the break and completes that shot, and scratches, the table is still
open for the opponent.
Skill level 2-3-4 has
two, 1-minute time-outs per game. Skill level 5-6-7 has one 1-minute per game. This rule is in effect for the “Best Of The
Rest” playoffs as well.
A player cannot
refuse a time-out; a coach cannot refuse a time out.
The coach can place
cue ball for the player in a ball-in-hand situation.
No sideline coaching,
except anyone can remind to “mark the pocket”.
If a marker is down
near the selected pocket, the player that originally marked the pocket does not
have to touch it again before he/she shoots the 8-ball.
If both players are
on the 8-ball and one player marked the pocket and misses the opponent must
then mark the pocket.
Safeties must be
declared, or the shot will be the opponent’s judgment.
Fouls are cue
ball-in-hand to opponent. Except on the
break where the cue ball must be placed 100% behind the head string.
Only the player,
captain or coach can call a foul. Please
pay attention to your game.
Moving ball foul,
possible replacement of balls if movement did not have outcome on the game
being won or lost. If the moving ball
(s) had an outcome in the game it is a loss of game.
Frozen ball must be
declared frozen prior to opponent shooting at the frozen ball.
Each shot should be
45 seconds or less.
Handicapping
(Rankings). Ranking limit 25 for 5-player team, 21 for 4, 18 for 3. Your roster must be able to show that 5
players shooting a match on league night cannot exceed 25 points.
A team cannot put up
a player not present and forfeit that match.
A player must be present to forfeit that player’s match.
New players come in
at skill level 4 for males, 3 for females unless known player.
6 matches are needed
for new players to play in any higher level APL tournament and 4 matches are needed for veteran players. The BCA
requires 8 matches played and 40 games played.
If you are playing in any higher level BCA tournament including the Nationals in
Professionals not
allowed. A professional is a player that
has an active pro-card.
League Operator or
the “Board” assigns known Players ranking.
The 8-ball is never
neutral. It can be used in a multiple
ball combination if it is not the first ball hit.
Call shot &
pocket only, the shot does not have to go clean.
Opponent determines
the intent (safety) if the shot was not declared.
All balls driven off
table stay down except the 8-ball, which is a loss of game.
Game loss: scratch,
unmarked 8-ball or 8-ball off the table.
Forfeits: There can be NO team forfeits in the last (2)
weeks of a session, due to a team dropping or make-up matches not being played. This will result in the team receiving 3
points not 5 and all dues would still have to be paid.
Make-up matches: Make-up matches must be rescheduled within 2
weeks of the scheduled match. If not,
the team attempting to schedule the match must inform the league office, who
will schedule the match. If the league
office and opposing team Captain are given 48 hour notice, a make up will be
scheduled. If less then 48 hours notice,
both team Captains must call the office and agree to the make-up, otherwise the
scheduled match time will stand.
When playing the make-up
match both teams must use the current weekly roster regardless of when the
original match was scheduled.
Playoffs/Higher level tournaments: Your team and or players must
stay active before and during the time of any Higher Level team or
singles playoffs sponsored by The Amateur Pool League or the BCA.
Getting Started
League
play contests commence with opposing Team Captains (or players) flipping a
coin, with the winner of the coin toss
deciding which team will first declare
players for the upcoming. At the
beginning of each match each captain
declares one player. The match
cannot start until a captain declares a player.
A
player may compete on only one table at a time.
Both multiple-day and
multiple-division play by teams and players are acceptable and encouraged.
Between
Matches
After
the latest-commenced match has been completed each team has 2 minutes to select and field another
player or the succeeding match is subject to forfeit.
A
player with a skill level of 2-3-4 is allowed two- (2) one-minute time outs and
players with a skill level of 5-6-7 are allowed one- (1) one-minute time out
per game. These are the only times when
advice of any kind can be given while that player is at the table. In
higher-level tournaments only (1) 1-minute time out is allowed. The “Best Of
The Rest” playoffs time outs will be the same as in regular weekly session
play.
Prior
to the start of each match, a player's teammate must be designated as the sole
coach for that match who may give coaching to that player. This designation may not be changed during
that match unless approved by the opposing team. Teammates may have unlimited communication while
an opponent has control of the table except in post-season tournaments. A coach cannot refuse a time out from a player
and a player cannot refuse a time out from a coach. This will eliminate the
problem of anyone “asking” if a time out should be taken in a questionable
situation. It is a cue-ball-in-hand foul if during a time-out the coach touches
any object balls on the table. The
coach can place the cue ball for the player. It is also a foul to mark the playing area of
the table, but simply touching the table is not a foul. Once a time-out's one minute expires, the
coach must cease communication with the player and the shooter must execute
his/her shot in the remainder of the 45-second shot clock if applicable. If the 1-minute time limit is exceeded and
called by the opposing team, the shooter can take an additional one-minute at
the cost of another time-out if available.
An outside player on the team can talk to the coach, who can then relay
information to the player during a present time-out within the time limit
except in post season tournaments. The
link to the player is through the coach; no other passages to that player are
allowed, including notifying a player that an opponent has fouled.
Any
player on either team who interferes with the course of the match by offering
advice, distracting a player, or otherwise disturbing play can subject the
shooter to a foul. In this instance, the
opposing Captain must warn the individual/s involved, that player’s Team
Captain/Coach, and the shooter. After
the warning, any reoccurrence of the offensive behavior results in a
cue-ball-in-hand foul. However, anyone
can call "mark the pocket" for an 8-ball shot as long as a certain
pocket is not specified. As a team
player on the sideline we encourage support for the player, however there is
always the responsibility to provide it in a sportsmanlike manner.
Once
two opponents have been selected for a match, they must “lag” for the
break. The winner of the lag has the
option of selecting which opponent breaks in that match’s first game; each
game’s winner breaks for the remainder of the match. The “lag shot” is executed by striking a ball
which is 100% behind the head string, bouncing it off the foot cushion and
having it come to rest as close as possible to the head cushion. The winner of the lag is the player whose
ball stops closest to the head cushion, whether or not the ball makes contact
with the head cushion. If a lagged ball
is pocketed or contacts a side cushion it is disqualified. If both lagging balls are disqualified as
above or contact each other, the players must re-lag. The cue ball should not be used for lagging.
A
player must declare a defensive shot (or “safety”) whenever he/she is about to
perform a shot with the intent to have the opponent shoot next. That player must surrender the table after
the safety, and any object balls (either category) pocketed by slop play stay
down. If the opposing player feels that
a defensive shot, successful or not, was intended but not declared, he/she must
direct the scorekeeper to record that shot as a defensive shot. Repeatedly failing to declare or note
defensive shots the Def column on the score sheet is unsportsmanlike, and
disciplinary actions could be taken against that player or team. The players should work out any disputes
first, but if necessary the League Operator or Division Rep has the final
say. The following example is a
defensive shot: A player can purposely call a pocket and make the ball and
call safe. Other examples of a
defensive shot: Fouling on purpose, such as when the shooter has a difficult
chance of making a good hit and decides to hit the opponent’s ball to tie them
up and avoid opponent from completing the rack. In this case the opponent will
have ball in hand. It is not automatically a defensive shot when a shooter is
in a situation with very little chance of completing a skill shot and/or not
fouling. The player should still call
some low-chance pocket. Fouling on
purpose is always defensive, and the opponent has the final say on whether a
shot was defensive, especially if it was undeclared.
A
player committing a foul must relinquish his/her turn at the table and is
penalized by having to at least give his/her opponent cue-ball-in-hand. (As
noted elsewhere in these rules, some fouls are also penalized by loss of game,
ball replacement, re-rack, etc.) If a player is shooting a questionable shot a
third party should be asked to watch the shot.
If a third party is not called to watch the shot and there is a
discrepancy the call will go to the shooter.
Cue-ball-in-hand
Is
defined as placing the cue ball anywhere on the playing surface without any
part of the shooter touching another ball. The player may continue to adjust
the position of the cue ball by hand or by cue stick until shooting. If any other balls are touched when placing
the cue ball or if the shooter is in position and touches the cue ball while
stroking it is a foul and the incoming player has ball in hand; for a foul on
the break in 8-Ball, the placement must be 100 % behind the head string. If the opponent places the ball below the
head string and pockets a ball he must be told immediately after the shot that
he fouled giving the breaker ball in hand.
If the opponent was not informed he placed the cue ball below the head
string and is allowed to shoot a second ball the balls that are shot will be
their category of balls.
The
opponent has the final judgment of whether a shot was defensive and/or fouled
on purpose, especially if it was undeclared.
The
following are examples of commonly occurring fouls:
A
shooter has fouled if during any shot he/she does not have at least one shoed
foot touching the floor. (Note: This
rule does not apply to players who are applicably physically impaired.)
If
the first ball contacted by the cue ball is not of the player’s category, or if
no balls are contacted, the shot is a bad hit and considered a foul. If an opponent suspects that a player is
about to play a shot that might foul by not achieving a proper hit, the
opponent must stop play and ask that a league official, referee, or another
mutually-accepted third party observe the shot.
In this instance, it would be that individual’s duty to watch and, if
necessary, judge the hit. If the
opponent fails to stop play or find an observer, the judgment will go to the
shooter if a controversy should arise.
If
a player causes the cue ball to leave the playing surface, either by pocketing
it or launching it off the table, it is a foul.
In an 8-Ball game, if this occurs during any 8-ball shot or while
pocketing the 8-ball on the break, the shooter loses the game.
Within
a shot, after making a good hit an unfrozen ball or the cue ball must hit a
rail or else a foul has occurred.
Push Shot / Double Hit
When
the cue ball and its target object ball are touching (frozen) or the distance
(width) of a piece of chalk, it is best for the shooter to elevate the cue’s
butt and to strike the cue ball below center to reduce the chance of double hit,
which is a foul. If the shooter strikes
the cue ball below center and shoots straight into the line of the cue ball and
object ball and the cue ball travels more than (1) inch it is not a foul. The player is asked to make a bona fide
attempt to execute this shot in the proper manner, but a third party should be
asked to watch the shot to determine if the shooter is striking the cue ball
below center.
If
a player’s cue ball shot makes simultaneous first contact with both a proper
ball and an improper ball, this does not constitute a foul, but steps
should be taken to have close hits observed by a third party. A split hit goes to the shooter.
Except
after a ball-in-hand award, a shooter commits a foul if he/she in any way
causes the cue ball to move prior to the shot.
It is not considered a foul if a player moves any resting non-cue ball,
but the opponent has discretion to return a moved ball to where he/she thinks
it was or leave it as moved.
It
is a foul if the player disrupts any moving ball immediately after a shot. If a ball, which was inadvertently moved,
makes contact with a moving ball it is a cue-ball-in-hand foul. If the shooting player inadvertently bumps a
ball into a pocket (for example with his/her arm or the side of the cue), the
opponent has the option of leaving the ball down (this includes the 8-ball
which would be loss of game) or having it returned to its original position. Any cost of retrieving such a ball is to be
paid by the offending player.
It
is a foul if during a time-out a coach touches any object ball or marks the
table in any way. The table may be
touched, and the coach may place the cue ball for the player during a time out.
Equipment Fouls
The
APL does not prohibit any equipment
a player might elect to use to play pool, subject to house rules. This includes the general principle that any
cues, including jump sticks may be used.
A player cannot break down their cue and use the shaft to jump a
ball. A player moves a ball while
positioning the bridge into shooting position: This is a foul.
This
is when an object ball is touching a cushion or touching another ball, which is
touching a cushion. If the opponent
correctly declares a ball frozen before the shot is commenced, then to prevent
a ball-to-rail foul on that shot the shooter must (1) move the frozen ball to a
different cushion and/or (2) contact the frozen ball and then move any ball(s),
including the cue ball, to any cushion(s).
If the two players do not agree whether a ball is frozen, a third
non-team party must be consulted for determination.
There
is a 45-second time limit to every shot.
The time measurement commences when the shooter’s shot ends and all the
balls come to rest. If a player is
taking a significantly long amount of time to execute a shot, the opposing
player or coach has the right to direct a league official or the player’s coach
to administer a slow-play warning. If
after being warned the player continues to play past the 45-second limit, the
player has fouled and the opponent will immediately receive cue-ball-in-hand
after each violation. In all matters
concerning slow play, the decision of the League Operator and or Division Rep
will be final.
Stalemate Game
If
both players agree they have reached a point in the game where progress toward
completion cannot be made, they have the option of mutually declaring a
stalemated game and then re-racking and replaying the game.
A
player loses the game if he/she concedes or takes some action, which could
distract an opponent who is attempting a game-winning shot. For example, the unscrewing of a jointed cue
stick, except to change a shaft, is considered to be a concession unless
undisruptive prior notification was provided to the opponent. Also grabbing the
rack before the 8-ball is shot.
In our league the match belongs to the two players at the
table. With this comes their
responsibility of paying attention to each shot no matter who else is
observing. Both have a right to protest
a situation, but any protest needs proof in order to be evaluated. If a protest cannot be substantiated with
proof, the protesting player can lose a match point for a frivolous
protest. If both players are paying
attention and sportsmanship and common sense are utilized, there will be no
reason for protests or disputes.
Players’
league rankings range from 2 up to 7.
These rankings are based on data taken from score sheets for each league
match. Complete, clear, and accurately
marked score sheets are a must! Players,
Team Captains, League Representatives, League Operators and Division Reps do
not have the right to change any data on the official roster. (The forging of rosters is a serious
violation that will be dealt with.) There is always the possibility that an
error has been made when posting data. If this seems to be in question, the
matter should be called to the attention of the League Operator, who will be
responsible for addressing the matter.
Ranking reviews (audits) of any players may be requested by contacting
the League Operator.
The
handicapping formula developed by the APL
is copyrighted, and as such is proprietary property belonging to the APL.
(The 25 Rule)
To
field a legitimate five-player line-up for a specific 5-match contest, the sum
total of the 5 players’ rankings (from the roster of up to 8 players) may not
exceed 25. A team can play its players
in any order it chooses as long as the 25 Rule is not violated, and each player
is disclosed to the opposing team only as the individual matches commence.
If
a team’s roster cannot supply a legitimate 5-player line-up according to the 25
Rule, the team must then field the line-up as follows. This rule applies when the totaled rankings
of the roster’s 5 lowest-ranked players exceed 25: totaled rankings for a 4-player
line-up cannot exceed 21, totaled rankings for a 3-player line-up cannot exceed
18.
The team must also show they are within the 25
point team handicap with 5 players on the score sheet. At the end of the 3rd or 4th match a team
must show they can make the 25 point team handicap. If they cannot they loose the entire match.
(Example: if a team uses 20 handicap points in the first 3 matches they must
have a 3 and a 2 or two 2’s left on their roster or they will loose the entire
match. If a team uses 23 handicap points
in the first 4 matches they must have a 2 left on their roster or they will
loose the entire match.
A
team can have no more than 8 players on its roster. A team has 4 weeks to add or drop a player from
its roster. A player must be added before the match starts and the
opposing captain must be informed of the addition before the match starts. Teams competing in higher-level APL events for which they qualified during the session are to use
at least 4 players from the original team that qualified that session.
Substitutions of players are allowed only in the National Qualifier, not in the
Regional (Cash) tournament. The player that was not with the original National qualifying
team cannot play until the 4th match of this tournament. In the
Regional (Cash) tournament held after each session, the team that qualified is
the team that plays! However, a new player to the league needs (6) matches to
compete in any higher-level tournament and if they are veteran players they
need (4) matches to compete in any higher-level tournament. When choosing
players, a team must make sure all teammates understand they are expected to
complete the session and associated session events. When players come in too late in the session
that team could lose all points contributed by that player and the team could
lose its qualification from session events.
Choosing teammates is the responsibility of the team, not the league
players or the League Operator. There
are no refunds for any league events due to a team’s inability to field that
team or be present at the events for which it qualified or if the team drops
before the end of the session. Teams
that drop before the end of the session will be charged for the remaining weeks
left in the session.
The
League Operator or the Handicap Review Board may assign a player who is brought
into the league a ranking if his/her skill level is already known. This is regardless of whether he/she has
previous ranking or league experience.
Unless
the Known Player Rule applies, a player (male) joining the league who has not
had a previously established ranking will come in a 4 a female as a 3. After his/her first match, the new player’s
ranking will be subject to the same criteria as all other players and will be
evaluated based on his/her performance in subsequent league matches and the
also by the Handicap Review Board.
Individuals
who hold current membership by way of a pro card in a professional billiards association is not allowed to compete
in APL handicapped league
events.
All
teams and individual players are responsible for the payment of league
fees. Please enclose minimum of (3)
bills that total $30.00. Forfeit matches are no exception. If a team forfeits a match you may put up a
player and that player will receive the win.
The full amount agreed upon should be paid weekly at the end of play. Any team or player(s) owing any fees or
annual memberships can result in those persons having match points deducted
from their standings at any time, as well as losing the opportunity to
participate in any event that the team or player(s) is qualified for,
regardless of when the teams or divisions qualified or will qualify.
A
team can forfeit an individual match only if the player is present.
(1)
A scheduled
team match does not commence within 15 minutes of the contest time and 5
minutes thereafter for each match until all five matches are forfeited (Up to
five points can be awarded to the team present with no less than 5 players);
(2) a team is unable to field a player whose ranking is eligible for the given
match as described by the criteria set forth under the Team Total Ranking
Criteria clause; (3) a team does not post a player within the required 2-minute
time frame (that sole match can be forfeited); (4) unsportsmanlike conduct; (5)
a shooting player is not current with league fees; (6) willful submission of
incorrect data; and (7) any form of cheating.
A forfeiting team is not required to declare in advance when forfeits
will occur and may use a forfeit for any match.
All forfeits must be properly marked on the score sheets. For a team to claim a forfeit a Player’s Name
must be listed for the winning team and as Forfeit for the losing team. Forfeited matches do not count toward any new
player’s (6) required matches. Only (1)
forfeited match can count toward an established player’s required matches
(Note: Forfeited match league fees are still due.) There can be no team forfeits
the last (2) weeks of play. If a team forfeits more matches then the amount of
weeks in their schedule they will be dropped from the league. An example is: If there are 14 weeks in a
session and a team has forfeited their 14th match they will be dropped.
There will always be players who, for whatever reason, try
to test the system and manipulate the rules to their advantage. The League will take the appropriate steps
necessary to ban a team or player from post session tournaments. In these cases the APL has the right to drop
these teams and or players from the league.
Post-season tournaments/playoffs
Teams competing in the
National Qualifier event for which
they qualified during the session are to use at least 4 players from the
original team that qualified that session. Substitutions of players are allowed
but the player that was not with the original qualifying team cannot play until
the 4th match. Teams competing in the APL Regional
(Cash) Tournament held after each session must field the team with the same
players that were on the team when they qualified. In addition, if they are a
new player to the league they need (6) matches to compete in any higher-level
tournament and if they are veteran players they need (4) matches to compete in
any higher-level tournament. Your team and or players must be active to participate in any Higher Level team or
singles playoffs sponsored by The Amateur Pool League or the BCA. Your player
must be present to forfeit their individual match!
In
some leagues there will be an uneven number of teams competing during a league
session. When this happens, a “Bye” will
be written into the schedule to even it out.
On a night when a team is scheduled to receive a bye it will be credited
with a 3-2 match with no league fees due.
Make-up Matches
All make-up matches
should be completed within 2 weeks of the date of the scheduled match, and no
matches can be made up within the last two weeks of regular-session play. There can be NO team forfeits in the last (2)
weeks of a session, due to a make-up match not being played or due to a team
dropping. This will result in the team
receiving 3 points not 5 and all dues would still have to be paid. Make-up matches must be rescheduled within 2
weeks of the scheduled match. If not,
the team attempting to schedule the match must inform the league office, who
will schedule the match. The league
office will give the opposing team Captain 48 hour notice to make up the match. If less then 48 hours notice, both team
Captains must call the office and agree to the make-up, otherwise the scheduled
match time will stand. When playing the
make-up match both teams must use the current weekly roster regardless of when
the original match was scheduled. When a new division is starting, the League Operator may
offer new team make-ups to allow that team to catch up.
A
league session consists of a specified number of weekly contests, meeting on a
designated day and consisting of two opposing teams playing a specified number
of consecutive matches. The winning team
of each match is awarded 1 point.
A
league score sheet must be fully completed for every team contest played. This is the vehicle, which determines
rankings, making it extremely important that these forms be completed accurately
and neatly. Please record all
defense shots!
Once
the sheets have left the site they cannot be altered except by a League
Official making corrections. As a rule,
each team should assign a scorekeeper.
It is a matter of courtesy during league play that a player never be
forced to keep his/her own score because of the need to concentrate on the
game. However, it is suggested that
after a player shoots he/she keeps score for the next team player. Team Captains must review and/or compare the
sheets before signing the score sheet and leaving a match site.
Score Sheet Categories
It
is the scorekeeper’s and Captains responsibility to make sure the scoring
totals are correct and legible in the appropriate areas for data entry. This applies to all of the categories
on score sheets. If a player wins
games with totals, which aren’t possible, the team could be flagged for using
improper scoring to cheat.
In
the proper spaces on the score sheet, please clearly print each player’s first
and last names along with the membership number as found on the roster. If a player is new, print N/P instead in the
Player ID# section of the score sheet.
Use
the Ranking (Handicap) / Race Grid on score sheet to determine the number of
games each player needs to win the match.
The races vary depending on the skill level rankings of the players
involved. Simply mark the rankings and
resulting number of games needed to win in the appropriate areas on the score
sheet. If a player is a 5 skill level
5/4 should be placed in the race grid box.
Mark
time-outs in an area near players name.
The
inning ends with the player that looses the lag, even if he is the home
team. This player will end the inning
throughout the match. After this player
misses it should be marked as an inning.
If they have more then (8) innings you do not stop keeping track
of innings. Place the total innings in
the “Total Inning” box. If the player
that ends the inning win the game an inning is not added since that player did
not miss.
Def (Defense)
When
a player shoots a defensive shot, you must mark it in the defense column and if
it ends the inning the inning but be marked as well. The opponent always has the final say on
whether a shot is defensive, also known as a safe shot. Place the total amount of defenses in the
“Defense” box.
This
column refers to the number of category balls that each player has left on the
table at the end of a game. (If a game
ends on an early 8-ball, probably there will be balls left on the table for
both the winner and the loser.) Count
the number of category balls and mark that number in this column (for both
players if necessary). If a player makes
the 8-ball on the break,
8-B and B&R (8 ball on the Break and Break and Run)
8
on the break and break and runs must be noted to clarify ball totals for later
audits. An 8-B is accompanied by up to
14 LOT marks between the two players, and B-R would have up to 7
Indicate
who wins the game by placing a “W” in the appropriate small box of each
inning. When the match is over, the
number of wins/losses in these blocks needs to be totaled. Write the total
number of games won/lost in the score column.
Indicate a “W for a win or an “L” for a loss in the W/L column.
Rules for APL Team 8-Ball
The
game of APL Team 8-Ball is played
with the cue ball plus fifteen object balls numbered 1 to 15. The usual method to win the game is to pocket
either all of the solids (numbers 1-7) or all of the stripes (numbers 9-15),
after which the player is entitled to win by pocketing the 8-ball in a marked
pocket. Pocketing the 8-ball before all
category of balls are legally pocketed is called an Early 8-ball (E-8), or
scratching (S-8), and is loss of game.
Pocketing the 8-ball on the opening break wins the game immediately,
except that it is an immediate loss of game is the cue ball scratches or leaves
the table. Any time a player scratches while pocketing the 8-ball, or while
attempting to pocket a called 8-ball is a loss of game. You must mark the pocket you are going
to shoot the 8-ball in. A player only has to mark the same pocket
once. If opposing player is shooting the
8-ball in the same marked pocket they must mark that pocket with their
marker. Any time a player marks the
wrong pocket and pockets the 8-ball it is a loss of game.
The
fifteen object balls are racked in the standard triangular pattern and oriented
in the customary placement on the foot spot.
The 8-ball must be in the center of the third row; the fifth row must
have a solid ball at one end and a stripe at the other. The other 12 balls are distributed throughout
the rack at the racking player’s discretion.
Loose racking is not allowed, before breaking the rack the breaking
player may request a re-rack by the racking player.
The
player entitled to break the rack, either by the lag decision or by winning a
preceding game, has cue-ball-in-hand anywhere 100% behind the head string. To accomplish a legal break the breaking
player must drive the cue ball directly into the first or second row of racked
balls causing at least any 4 balls to hit any cushions, or causing at least one
object ball to be pocketed. Otherwise,
the opposing player has discretion to re-rack and may also elect to break. If
on any break shot any object balls leave the playing surface, either by
pocketing or launching off of the table, they are out of play. On any shot if the cue ball leaves the
playing surface this is a foul and the incoming player is awarded
cue-ball-in-hand, but on a scratch break the cue ball is placed 100% behind the
head string. In this case, the player
shooting after the break can shoot at his/her choice of any non-8-ball that is
at least 50% outside the head string. As
mentioned under Object of the Game, a player pocketing the 8-ball during a
legal break wins the game. If the
breaking player also scratches on that same break, that player loses the game
instead. If the player launches the
8-ball off the table during any shot, he/she loses the game. If a player pockets the 8-ball and launches a
non-cue ball off the table, the player wins the game.
If
a player pockets one or more category balls on the break without fouling, that
player shoots again. The categories remain
unassigned (the table is open) until a shooter has completed a skill shot by
pocketing a called ball in a called pocket.
If that player scratches on the completed skill shot, after the
break, the table is still open.
Multi-category combination shots (Except hitting the 8-ball first) are
legal on an open table until the players’ categories have been determined. Once categories of balls have been assigned,
players continue shooting their categories until they miss, foul, play defense,
or win/lose the game. Accidentally pocketing balls (slop) does not allow a
shooter to continue. If a player doesn’t
win/lose, the opponent assumes control of the table and does the same until the
game ends.
The
APL 8-ball league is a call your
pocket format to improve a players’ game (also known as skill play). Once a player’s particular category of balls
is determined, the player must make contact with that category with the cue
ball first. For a shot to be judged a
good hit, it must make proper contact, and then at least one ball of that
player’s category, their opponent’s category or the cue ball must make contact
with a cushion or be pocketed. It is a
bad hit if the cue ball first strikes the 8-ball prematurely, the opponent’s
category of balls, or if no balls are struck.
A bad hit means a foul has been committed; the opponent comes to the
table with cue-ball-in-hand anywhere on the table, except on the break where
the cue ball must be placed 100 % behind the head string. If the player pockets any object balls other
than the called shot (slop), those balls stay pocketed. (If the 8-ball is pocketed out of turn it is
loss of game.) During play uninterrupted
by fouls, a player successfully pocketing the declared called ball in the
called pocket, regardless of how the ball is pocketed in that pocket, is
considered to have completed the shot and continues shooting until he/she wins
or loses; otherwise play passes to the opponent for him/her to shoot the cue
ball where it stopped. This means that the
pocketed ball can touch any balls and cushions on the table, but if it went
into the called pocket it is a legally called and completed shot.
Because
this is a call pocket league, it is not necessary to predict cushions or
secondary balls to be used in bank, kick, and carom shots. If a player does not call the pocket his
opponent could determine that the simplest shot was a slop shot. For these rules, players should protect
themselves by calling all their pockets.
NOTE:
Please remember we are all out to have a good time. If a shot is evident and a player does not
call it please do not construe the above statement as a means to cheat the
player out his shot. The game goes to the best pool player not the best interpreter
of rules.
Combination
shots are legal during league play. The
shooter must strike his/her category of balls first to execute such a skill
shot, and if the categories have not been determined all solid/stripe balls are
neutral. The only call the shooter must
make is which ball will be pocketed in which pocket, and if the table was open
the pocketed ball becomes the first of the shooter’s category. The 8-ball is never neutral for first cue
ball contact but can be used as part of a combination as long as it is not the
first ball in the combination chain.
In
8-Ball games, if a player launches one or more of the opponent’s balls off the
table, except for the 8-ball, those balls stay down. Unless a completion was achieved, the
opponent then shoots from where the cue ball came to rest. The shooter loses the game immediately if the
launched ball is the 8-ball, but a game is not lost if a completed 8-ball shot
is accompanied by some other object ball being launched off the table.
Shooting the 8-ball
When
shooting the 8-ball to win the game, the shooter must use an object to
physically mark the pocket called, and this object must be visible to the
opponent and something other than a generic cube of pool chalk. That player wins as
long as the 8-ball goes in that marked pocket during a good, non-foul hit. It is a loss of game if there is a scratch on
this shot, or if the 8-ball goes into an unmarked pocket, or if the shooter touches
any ball preventing these two occurrences.
With other fouls the game continues with a cue-ball-in-hand award plus
the opponent’s replacement of any balls, which were illegally moved due to a
pre-contact foul. Without using a
time-out, anyone may remind the shooter to mark an unspecified pocket. If a marker, placed by the original shooter
is at the intended pocket, they do not have to remark that pocket. If the opponent is shooting the 8-ball in the
same pocket they have to mark the pocket. The pocket closest to the marker is
the designated pocket.
Rules for APL Team 9-Ball
General 9-Ball Rules
Object of the game
Nine-Ball is played
with nine object balls numbered one through nine and a 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 for another shot, and continues
until missing, committing a foul, or wining the game by marking and pocketing
the 9-ball. After a miss, the incoming player must shoot 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. Players are not required to call any
shot, however, the shooter must mark the pocket when shooting the 9-ball. The 9-ball must be marked when shooting the
9-ball including combinations on the 9-ball.
A coaster or something visible (not chalk) can be used as a marker. A match ends when one of the players has won
the required number of games needed to win.
Racking the balls
The object balls are
racked in a diamond shape, with the 1-ball at the top of the diamond and on the
foot spot, the 9-ball in the center of the diamond, and the other balls in
random order, racked as tightly as possible. The game begins with cue ball in
hand behind the head string.
Order of break
Winner of the lag has
the option to break. In APL 9-Ball, the winner of each game breaks next.
Legal break shot
The rules governing
the break shot are:
1. The breaker must
strike the1-ball first and drive at least four numbered balls to the rail or
pocket a ball. If the requirements of
the break are not met, the incoming player has a choice of breaking or having
the same player break over.
2. If the cue ball is
pocketed or driven off the table, it is a foul, and the incoming player has cue
ball in hand anywhere on the table.
3. If on the break
shot, the breaker causes an object ball to jump off the table, it is not a foul
and the object ball stays down, except the 9-ball, which is spotted. If no
balls are pocketed on the break the incoming player shoots next.
Push out
There is no push
after the break.
Fouls
When a player commits
a foul, he must relinquish his run at the table and any balls pocketed on the
foul shot are not re-spotted (exception: if a pocketed ball is the 9-ball, it
is re-spotted). The incoming player is awarded ball in hand; prior to his first
shot he may place the cue ball anywhere on the table. If a player commits
several fouls on one shot, they are counted as only one foul.
A player must have
one foot on the floor while shooting a shot.
If he/she does not the incoming player has ball in hand. (This rule does not apply to the physically
impaired).
Bad hit
If the first object
ball contacted by the cue ball is not the lowest numbered ball on the table,
the shot is foul.
No rail
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.
Cue ball-In-hand
When the cue ball is
in hand, the player may place the cue ball anywhere on the bed of the table.
The player may continue to adjust the position of the cue ball by hand or by
cue stick until shooting. If any other balls
are touched when placing the cue ball or if the shooter is in position and
touches the cue ball while stroking it is a foul and the incoming player has
ball in hand.
Balls jumped off
table
An un-pocketed ball
is considered to be driven off the table if it comes to rest other than on the bed
of the table. The jumped object ball(s)
is not re-spotted (exception: if the object ball is the 9-ball, it is
re-spotted) and the incoming player shoots where the cue ball came to rest.
Touching object ball
foul
If an object ball is
moved by the player while shooting it is not a foul (regardless of whether it
was moved by a hand, cue stick follow-through).
The opponent has the option to let the ball stay where it came to rest
or have the shooter place the object ball where it was. (Exception: if the moving ball/s caused the
9-ball to be pocketed in a marked pocket it is then a foul, the 9-ball
must be spotted, and the opponent has cue ball in hand from anywhere on the
table.
Scoring
Please keep track of
innings, ball count, defensive shots and games won and lost. If the innings are longer then (8) innings
you still must keep track of the innings for the remainder of the game.
Three consecutive
fouls
If a player fouls
three consecutive times on three successive shots without making an intervening
legal shot, the game is NOT lost.
Push shot
When a cue ball and
object ball are close together (width of a cube of chalk) or frozen, the
shooter must either elevate their cue or shoot away (on an angle) to avoid a
double hit on the cue ball. See 8-ball rule. The player must stroke the cue
ball not PUSH it!
When a player hits
both the lowest number ball on the table and the 9-ball at the same time it is
not a foul. It is best to have a neutral
player or referee observe the shot. If
no one has observed the shot and there is a controversy the call will go to the
shooter.
Coaching foul
If the coach moves
the balls, marks the table or touches any object ball with the cue ball it is
ball in hand to the opponent. The coach
may place the cue ball for the shooter.
The coach may touch the table.
Any person who coaches from the sidelines or distracts a player will be
given a warning. If the offense occurs again the incoming player will be given
ball in hand. Any one on the team can
tell the shooter to mark the 9-ball in a sportsmanlike manner. If a player or coach calls a time out and the
coach comes to the table and starts to talk to the player, when there are no
time outs left, is a ball in hand foul to opponent.
Coaching
A player with a skill
level of 2-3-4 is allowed two- (1) one-minute time outs and players with a
skill level of 5-6-7 are allowed one- (1) one-minute time outs. A player must keep the coach they started
with for the remainder of their match unless agreed by both captains. (See 8-ball
rule for time-outs during higher level tournaments).
Forfeits
If a player is called
and the opposing team does not respond within 15 minutes from the starting time
the first match will go the team that has called their first player. After every 5 minutes if a shooter is not
available it is a loss of a match until all 5 matches are forfeited. If the match starts then a team only has (2)
minutes to call their next shooter. Please
remember all reasonable efforts must be made before taking the forfeit. Your player must be present to forfeit their
individual match.
Make up matches
All matches must be
made up within two- (2) weeks unless your league operator has made other
arrangements. No make up matches can be
made up within the last two- (2) weeks of regular session play. This will result in the team
receiving 3 points not 5 and all dues would still have to be paid. (See 8-ball rule).
There can be NO forfeits the within the last (2) weeks of the session.
Same rule applies.
Adding/dropping
players
New players can be
added to your roster or dropped from your roster during the first four- (4)
weeks of the session.
League fees
All teams and players
are responsible for payment of league fees (forfeits are no exception). The league fees are $30.00 per night per
team. Please enclose a minimum of (3)
bills equaling $30.00
End of game
The game ends at the
end of a legal shot which pockets the 9-ball, or when a player forfeits the
game as the result of a foul. YOU MUST MARK THE 9-BALL. If a player does not mark the pocket when
shooting the 9-ball and makes the 9-ball it is loss of game. If the player marks the pocket when shooting
the 9-ball and makes the 9-ball in another pocket (not the marked pocket) the
9-ball is spotted and the incoming player must shoot from the position (cue
ball) left by the previous player. If
the player marks the pocket on a 9-ball combination and makes the 9-ball in
another pocket the 9-ball is spotted for the incoming player. If the player marks the pocket on a 9-ball
combination and makes the 9-ball in another pocket and makes the lower number
ball he is shooting, the 9-ball is spotted but the player continues to
shoot. If a player marks the pocket and
makes the 9-ball and scratches the 9-ball is spotted and the opposing player
has cue ball-in-hand. In 9-ball the player can shoot the 9-ball in with the cue
ball or any other ball and it is not loss of game. If the player uses the tip or any part of
their stick or their hand to knock in the 9-ball it is loss of game.
A player cannot call
safe and pocket a ball. If they do they
must shoot again.
25-rule handicap
A team of (5) players
must not go over the sum total of 25 points when playing a match. (See 8-ball ruling)
Disputes
Not all rules and
situations can be covered in a rulebook. Using common sense and being courteous
can settle most disputes. The players
involved and the Captains should make every effort to settle the dispute using
good sportsmanship. If the dispute
cannot be resolved the Division Rep or League Operator should be contacted and
their decision is final.
Post-season
tournaments/playoffs
Teams competing in
the National Qualifier event for
which they qualified during the session are to use at least 4 players from the
original team that qualified that session. Substitutions of players are allowed
but the player that was not with the original qualifying team cannot play until
the 4th match. Teams competing in the APL Regional
(Cash) Tournament held after each session must field the team with the same
players that were on the team when they qualified. In addition, if they are a
new player to the league they need (6) matches to compete in any higher-level
tournament and if they are veteran players they need (4) matches to compete in
any higher-level tournament. Your team and or players must be active to participate in any Higher Level team or
singles playoffs sponsored by The Amateur Pool League or the BCA.
Conduct
Verbal abuse consists
of threats, name-calling, harassment or just being a generally argumentive
person. This can result in loss of game,
match or suspension. Physical contact in any way shape or form including
pushing, bumping, shoving, or hitting could result in loss of game or match and
the player or players involved could be removed from the League. League
Management is not a judge and cannot consider who started the problem and if
retaliation was justified. If a problem
occurs League Management must take action on one or both teams.
Conduct toward the
APL
Derogatory remarks or argumentive behavior toward the APL office, staff,
Division Reps or players will result in ejection from the league. Any actions that would be considered
detrimental or harmful to the APL will result in ejection from the league.

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Pool League, Inc.
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