Arizona
Pool Leagues
Version
11-12-2006
The
League Structure
THE
AZPL
The
Arizona Pool Leagues is designed for the average pool player.
We offer an easy format of play, a simple scoring system and no
handicap. We were
designed for the not-so-serious player to come down and have some
fun, shoot some pool, drink a few beers (though not necessarily in
that order) and win a little cash too! Teams are competing
for spots in our annual Arizona Pool Leagues 8-Ball Championships
held in February. Every
session teams compete for one of four citywide tournaments that
every team in the league are eligible to play in.
Every team in the league, from first to last, will also win
cash based on their respective point totals at the end of the
session. We at the
Arizona Pool Leagues hope you enjoy your time with us and look
forward to shooting with you.
THE
LEAGUE OPERATOR
The
League Operator is a professional administrator. The LO has full
authority to make rulings concerning all aspects of the League.
Please be aware that the AZPL stays in close contact with all LOs,
keeps them up-to-date with all the latest developments and makes
rulings on questions they may have. Because your League Operator
is a trained professional, you can be confident the schedules,
standings, handicap system, special events and all other League
affairs will be handled promptly and accurately. Only an AZPL
authorized League Operator may administer the League. Your League
Operator may hire assistants and/or representatives to improve
service to you.
BASIC
TEAM LEAGUE ORGANIZATION
The
Team
- A team consists of a minimum of three players, although it is
wise to have at least four, and a maximum of five. All team
members bear the responsibility of verifying their teammates are
AZPL members of legal age and are playing at skill levels that
reflect their true ability. Each team will have a captain.
The
Team Captain
- The Team Captain is an essential part of the team and holds an
important position. The Team Captain is listed on the team roster
in bold. He helps with distribution of
League information and bulletins and posts
information at his home location. The Team Captain must also
collect membership dues and forward them to Local League
Management on a timely basis. He is responsible for having his
team at the appointed place on time. He ensures that all rules
concerning etiquette, sportsmanship and eligibility are observed.
He makes sure proper scorekeeping procedures are followed. The
Team Captain must have a phone. He represents the team and all
communication with Local League Management is handled through the
Team Captain. A team may elect a new Team Captain by a simple
majority vote at any time. Local
League Management must be notified immediately if a new Team
Captain is elected.
The
Division
- A division consists of a number of teams (from 6 to 16)
competing with each other in a set schedule. In some instances a
division may start with only four teams, although a six-team
division is the smallest division recommended.
The
Division Representative
- The AZPL recommends there be a Division Representative for every
division in the League. The Division Representative (DR) may
either be elected by the teams in his division or appointed by the
League Operator. He is a person of integrity and is consistently
active in the League. The DR is a member in good standing and
enjoys the involvement this position offers.
He helps recruit teams and promotes the league.
He helps make sure bulletins and other League information
and materials get distributed to, and are understood by, the Team
Captains in his division(s). He helps improve the League by
passing information between the players and the Local League
Office. He may also assist League Management with the League
Championships and other special events.
The DR may serve on the Representative Committee. He is
knowledgeable concerning League affairs and may be consulted by
other members in the League. Consulted is the key
word here because the DR does not have the authority to make
rulings as an individual. However, it is a logical choice to call
your DR if you have a protest or dispute—he may be able to help
solve it.
Remember,
the DR has no more authority than any other member to make
rulings. Remember,
also, that his advice and interpretations are probably correct.
The
Representative Committee
- The AZPL has a Representative Committee (RC) that will hear and
rule on protests and disputes in the Phoenix Region.
The Representative Committee will consist of three Division
Representatives. This
number will grow accordingly with the league.
The
business conducted by the RC will normally concern proposed rule
changes, protests, disputes, sportsmanship violations and other
similar issues. The RC, in addition to settling such issues, may
also hand down penalties. Penalties may vary from loss of ten
points to a number of points. Penalties can include loss of
eligibility, fines, or suspension of membership. The League
Operator represents a higher authority than the RC, but the AZPL
has asked League Operators to uphold the findings of the RC unless
they are in violation of AZPL League rules or policies. The RC may
not conduct meetings without approval from Local Management. It is
essential for the members of
the RC to understand that the RC is there to assist
the League Operator-not to monitor, criticize, or supervise.
Members who cannot accept their role as just described may be
removed from the RC.
The
existence of a Representative Committee in your area is the best
way to ensure the various situations that can and do occur get
resolved as fairly as possible. Please accept their rulings and
support your Representative Committee at all times. If there is
not a Representative Committee in your area, please contact and
urge your League Operator to get one formed. Volunteer to be a
member! Special
incentives are offered to all Division Reps.
MEMBERSHIP
BENEFITS
Arizona
Pool Leagues is one of the newest pocket billiards organizations
in Arizona. As a
member of the AZPL, you will receive benefits made available to
you, the amateur pool player.
Some of them are as follows:
·
Play
wherever the League is active—we are expanding throughout the
state.
·
An
Arizona Pool Leagues T-Shirt
·
Special
member discounts on a variety of goods and services.
Transferability
- Your membership is transferable to wherever an AZPL sanctioned
League exists. There is no transfer fee. Upon arrival at your new
home, simply notify the League Operator and he will get you in
touch with a team/location. If
there is no AZPL sanctioned League at your new home, call the AZPL;
every effort will be made to get one started.
When you transfer to a new area, you will enter with your
last skill level from your previous area. Memberships are
nonrefundable and are not transferable from one person to another.
ANNUAL
/ WEEKLY DUES
Annual
AZPL Membership Dues
- You must be a current member of the AZPL in order to participate
in any AZPL event. Some
events take place over a period of many months and current
membership must be maintained in order to continue and remain
eligible. Until further notice, your annual AZPL dues are $20.
Annual memberships expire after three consecutive sessions in the
league.
Please
give your membership dues and your AZPL application or renewal
notice to your Local League Management who will forward them to
the AZPL.
IMPORTANT
— Make sure you fill out your membership application completely
or correct any errors on the renewal notice.
Some of your membership items will be mailed directly to
your home address. If
the AZPL does not have a complete and accurate address, you may
not receive some of your benefits.
Neither the AZPL nor your League Operator can be
responsible for making them available at a later time.
·
Basic
Weekly Due
- The weekly dues are $15 per team.
The entire weekly dues are due regardless of how many
players are on the roster or how many players played during the
match. Dues must be
current and fully paid before the start of any post-season play or
the team is ineligible to play.
·
Post
Season Play –
·
There
is a $30 entry fee for all teams in the Citywide Divisional
Championships if they are double elimination.
Single elimination citywide tournament entry is $18 per
team.
·
Cash
or Check?
- The AZPL urges teams to make all League payments by check or
cannot assume responsibility for cash.
You can make checks out to Arizona Pool Leagues, AZPL or
Michael Kerin.
CALENDAR
There
are three sessions during a League year, beginning with the
Spring, followed by the Summer and ending with the Fall Session.
TEAM
ENVELOPES
Each
week your team envelopes will be delivered to the location of your
match that night. The contents in each envelope should be
shown to all teammates so they are aware of upcoming league
events. All the necessary documents for the team to play
will be enclosed in the envelope. When both teams are done
with the scoresheets please return them to the bartender.
SCORING
Matches
are played head-to-head: one team member plays a designated
opponent from the other team.
There are nine individual matches played in each team
match. In 8-Ball,
every individual
ball is worth one point with the eight ball counting
as three. A team can
score a maximum of 90 points in a team match.
The team scoring the most points wins the match.
The teams are ranked in order by the match win with the
tie-breaker being points scored.
TROPHIES
AND AWARDS
Trophies,
plaques or appropriate awards will be awarded to each individual
on the Arizona Pool League Championship Team each session.
Remember, the Champion is the team that wins the
Citywide Divisional Championships, not the team with
the most points at the end of the regular session.
The
AZPL Team Champions’ Host Location will be awarded a team trophy
to be kept on display at that location. Annual or seasonal awards
may also be given in other categories, such as, most valuable
player, most improved player, sportsmanship, and so forth.
General
Rules
The
general rules are those rules that govern regular weekly play.
These rules cover many of the possible situations that
inevitably occur during regular weekly play, except those
pertaining to the game rules. Game rules are covered later in this
manual. Areas covered
here include: forfeits, protest and dispute procedures, grace
period, membership requirements, how matches are started, who pays
for the tables, sportsmanship issues and many more.
All
the rules in this section are the Official AZPL Rules.
They are the result of years of accumulated experience and
input from players, Boards and League Operators.
Fairness to players of all abilities was the prime
consideration for adoption or rejection of a rule or procedure.
The general rules are as follows:
1.
NO GAMBLING.
2.
AGE REQUIREMENTS - You must be at least 21 years of age
with the exception of our In-House Divisions.
Players under 21 must be in the presence of their parents
if they wish to play.
3.
BYES - Some divisions may start with a bye (a bye is a
missing team), or a bye may appear in a division because a team
dropped out. Concerning
scheduling and byes:
·
If
a division begins with a bye, League Management has up to the
fourth week of play to fill the slot.
·
If
a team drops out of a division, causing a bye to exist, depending
on the timing of the drop out, League Management will make a new
schedule for the remaining teams or replace the team with a new
one.
·
Once
it is determined by any means that a team has left the league it
will be treated as a bye.
·
There
will never be two byes in a schedule because a new schedule will
be issued.
Example:
If a second bye should appear in a 10-team schedule, League
Management will issue an 8-team schedule with no byes.
The new schedule may cause teams to have a different home
and away pattern and different match-ups with other teams in the
division, so be alert to this possibility.
How
byes are scored - Assuming no replacement team is found, the team
will be awarded 70 points for all byes.
Individuals will not receive any points.
Dues will not be collected.
4.
STARTING TIME/ FORFEITS
a)
A team match will result in a forfeit if your player is not
at the table and ready to begin within 15 minutes of the appointed
time. The Official
Start Time for matches is 7:30.
Real Time, as opposed to Bar Time, is the official League
time.
b)
Where new teams or new divisions are involved, there shall
be some leniency. You
joined to play-not to receive forfeits.
Occasionally a new team misreads or misunderstands the
schedule. Frequent
abuse will result in penalties.
c)
The Home Team shall pick the table in which games are to be
played on.
d)
A team may begin play with one player present.
Upon completion of each individual game the team must have
another player available for play.
Example: If the third player is not there when his match is
ready he will be skipped in the rotation.
The skipped matches will be played upon his arrival.
If the third player isn’t going to be there you may add a
new player as a sub during the first six weeks only.
In other words, PLAY MUST BE CONTINUOUS ONCE BEGUN.
e)
On the flip side of that coin it is not customary for a
player to show up and expect to play all three of their games
first and then leave. It
is at the discretion of the opposing team to allow this to happen.
This is why we have subs.
f)
If both Team Captains agree, a team match may be
rescheduled for a different time (forfeit rule not in effect). The
League Operator must be notified and give approval.
g)
Both teams must still pay full weekly fees.
h)
Each forfeited game counts as 10 points.
If a team is short one player the opposing team receives 30
points. If two
players are absent the opposing team is awarded 60 points.
If the entire team forfeits the opposing team will receive
90 points for the victory. If
the team that forfeited the match subsequently withdraws from the
league, resulting in a bye, the team that received the 90 forfeit
points will have the score changed to 70 for the bye.
i)
Deliberate forfeits will not be tolerated.
If the League Operator/Board of Governors is satisfied that
the receiving team conspired to receive deliberate forfeit points,
then the
points would not be counted.
Depending upon the situation and evidence, either or both
teams would be subject to other penalties.
j)
After two complete team forfeits the team will be dropped
from the active roster. See
“Section 3 - Byes” for further explanation on what happens
regarding the schedule.
k)
If you qualify for the Citywide Championship Tournament and
do not show it is considered a forfeit with dues still being
charged.
5.
PROTESTS AND DISPUTES - In general, your Team Captain must
make all protests, disputes and complaints to Local League
Management. Make sure
you go through your Team Captain.
Penalty points may be assessed to teams who disrupt League
operation by making pointless protest calls to the League Operator
or the Local League Office. Most
protests and disputes should be settled immediately through
compromise, General Rules, common sense, and by referring to this
manual. Your Local
League Office will publish its hours of operation (typically 10:00
a.m. - 10:00 p.m., Monday - Friday) and may be unavailable to make
rulings if your League time is after hours, so solve as many
situations as you can on the spot.
The
procedure for settling disputes will be as follows:
If
a dispute between two teams cannot be resolved by existing rules,
the two players and Team Captains will first attempt to resolve
the issue by negotiation and compromise.
Remember,
the League Operator and the Board (normally not present at the
time of dispute) cannot effectively rule on a good hit/bad hit
situation or other similar occurrences.
Therefore, it is up to the two players and the two Team
Captains involved to make every effort to settle the issue
immediately. Frequently,
disputes
are settled by replaying the game or the flip of a
coin. It is essential
all parties concerned display good sportsmanship and conduct
during the dispute itself. Poor
sportsmanship or abusive behavior may cause the team that wins the
dispute to face more serious consequences when the Board rules on
the sportsmanship issues. Teams
consistently involved in disputes may incur penalties ranging from
point deductions to suspension or termination.
In
general, disputed flip-of-a-coin type game rulings would favor the
shooting team rather than the sitting team.
The AZPL wishes that games be decided by shooting rather
than by reading. Only
a clear violation would go against the shooting team.
Example:
The shooting player makes a shot where the hit (good or bad) is
questionable and both teams feel their ruling is correct.
The call should go to the shooter.
In
the example above, the sitting team should have protected itself
by stopping the game prior to the shot and getting a third party,
not on either team, to watch the shot.
Now the sitting team is on an even level with the shooting
team and the shooter must be very careful with the shot.
It is usually easy to see when your opponent is going to
face a close situation. Your
opponent is required to stop if you want the shot watched.
Once
both teams have agreed to replay a game, no protest may be filed
at a later time concerning the game issues.
You cannot agree to a situation with the idea that if you
win, it’s okay; and if you lose, you are going to protest
anyway.
In
the event the Team Captains cannot settle the dispute, they will
both submit a written protest to the League Operator.
This protest will describe the circumstances involved and
will be submitted along with a $10 protest fee from each team.
The League Operator may rule on the protest/ dispute or may
pass it along to the Board of Governors.
The decision of the League Operator or the Board is final
and the loser of the protest will forfeit their $10.
The winner is reimbursed.
Once
the League Office has received your scoresheet, it is too late to
protest. Know the
rules and review the match before sending in your scoresheet.
6.
CONCERNING TEAMS THAT DROP OUT - Because it is particularly
disruptive to the
League for teams to drop out during mid-session, the
following policy will be observed.
A team that drops out during a session will be required to
pay all past dues before they would be allowed to rejoin the
league. After a
second occurrence in addition to all past dues being paid, the
balance of all dues they would have owed had they completed the
session, plus two weeks fees deposit (which will be applied to the
final weeks of the session) before they would be allowed to rejoin
the League. A player
who was on such a team and who wishes to rejoin the League as an
individual must first pay his share before being reinstated.
A team that drops out forfeits any prize money they would
have received.
7.
ORDER OF PLAY OR HOW IT IS DECIDED WHO PLAYS FIRST – The
order of play is predetermined with each player playing the other
teams players one game a piece in a round robin format.
The breaking order is also predetermined with the Visiting
Team breaking the first round, the Home Team breaking the second
round and the third round being split – Home, Away, Home – in
that order.
8.
VERIFICATION OF IDENTITY - Your opponent has every right to
request proof of identity from you and your teammates.
Positive identification is a picture I.D., for example, a
photograph on a valid drivers license.
If identification is not adequate, play the match and file
a protest. Give your
League Office plenty of time to settle the matter.
The penalty for falsifying a player on your roster will be
suspension and/or disqualification of each member of that team.
9.
WHO PAYS FOR THE GAMES - Although it can be accomplished in
more than one way, both teams shall pay equally for table use
during the match. Loser
pays is not acceptable. Local Bylaws or Local League Management
cannot alter this rule.
a.
On coin-operated tables – If the cost of the table is 50
cents then each player shall provide one quarter.
In instances where the tables cost 75 cents the breaker
shall pay one quarter and the racker shall pay two quarters.
b.
On timed tables - On tables where the proprietor charges by
the hour, the total charge would be divided between the two teams.
10.
SPLITTING MATCHES - Normally, a team match is played on only one
table. Occasionally, lengthy matches make it logical to put a
second table in action, if one is available. So, if the third
round has not started by official League time plus two hours, then
it would begin on the second table. A team is subject to penalty
if an available table is made unavailable for a splitting matches
situation and it is later determined they, in any way, caused it
to be unavailable or resisted using the second table.
Splitting matches is waived if both teams want to continue
on one table.
11.
COACHING - As is the case in many sports, coaching is both logical
and reasonable. Coaching gives the more advanced players a chance
to help the newer players with their game under competitive
circumstances. Coaching
is defined as giving advice to your teammate during his turn at
the table. Some
examples of what is considered coaching are: giving advice as to
which ball to shoot, where to leave the cue ball, whether to shoot
soft or
hard, or whether or not to use English.
These types of comments are considered coaching because
they relate to the game situation.
Some
examples of what is not considered coaching are telling a player
which category of balls is his, reminding him to chalk up or to
mark the pocket when shooting the 8-ball, or telling a player a
foul has occurred. Comments
such as “good hit” or “nice shot” or answering a
player’s question concerning rules are not considered coaching.
Any comments made to a player when it is not his turn at
the table are not considered coaching.
Obviously,
judgments will have to be made.
Play it safe-when your opponent finishes his turn, do not
continue talking to your teammates.
Go to the table to begin your turn.
Be courteous to your opponent.
Observe the following coaching guidelines:
a)
The Team Captain may be the coach or he may appoint any
other member of the team to be the coach.
The opposing Team Captain must be notified as to who the
coach is if it is not the team’s captain.
Once appointed, the coach cannot be changed until the next
individual match, unless the designated coach has to leave the
match site.
b)
So that coaching does not cause excessive delays in the
progress of a match, players with averages of 16 and up may
receive one coaching per game, and players with averages of 15 or
less and non-rated players may receive two coachings per
game. Mark the
coachings (also called time-outs) on the scoresheet to avoid
confusion. It is up
to you to notify your opponent if he is taking a coaching he does
not have coming. Disagreements
are handled just as any other protest or dispute.
c)
Only the coach or the shooter of the shooting team may call
for a time-out. In
order to avoid confusion say it loudly and clearly enough for all
to hear. While only
the coach may call a time-out from the sideline the shooter may
ask for a coach from any one of his/her teammates.
d)
Coaching periods should not exceed one minute.
Repeated complaints against offenders could lead to
penalties.
e)
During his turn at the table, the shooter may discuss
strategy only with his coach.
A shooter receiving advice regarding game strategy from a
fellow player, besides his coach, has committed a foul.
A coach may get a group consensus from the other players on
his team and pass it on to the shooter, but only the coach may
pass it on.
f)
Coaches may place the cue ball for a player in a ball-in-hand
situation during a time-out. No one may mark the playing surface
of the table, or guide the shooter’s cue.
The coach must leave the playing area before the shooter
attempts the shot.
Avoid
disputes. When your
opponent’s turn is over, go to the table and begin your turn. Do
not sit and talk with your teammates, because your opponent may
think you are being
coached.
12.
ADDING / DROPPING PLAYERS – New players may be added to your
roster at any time during the session up to week 10 however you must either:
a)
Have an open roster spot or,
b)
Drop a player. If
you don’t have an open spot someone must be removed from your
active roster. Any
player that is removed from the team will not be allowed to return
to your roster until the following session.
For
an added player to participate in a League
match, the opposing Team Captain must be notified
that you are adding or dropping a player before the team match
begins. You cannot
wait until the end of the night to determine if you will need a
new player. To add a
player to your roster, simply write the player’s name (next to
the other names) on your copy of the weekly scoresheet.
All players must fill out the New Player Enrollment Form.
Players
may, with approval from the League Office, be dropped at any time
during the session and should be dropped if they become unreliable
or cause problems in the League.
To request that the League Office drop a player, simply
draw a line through his name on your scoresheet and mark drop.
Note: At least one player that played in the teams opening
match must remain on the roster throughout the session.
13.
CITYWIDE TOURNAMENT ELIGIBILITY – To be eligible to play in the
Citywide Divisional Championships you must play in at least 5 full
matches and your dues must be current.
If you fail to meet either of these requirements you will
not be eligible to play in the tournament.
14.
ANNUAL TOURNAMENT ELIGIBILITY – If you've made it this
far, you're qualified.
15.
EVERY PLAYER MUST BE A CURRENT AZPL MEMBER - You must have your
dues paid up-to-date. Any
team that allows a player to play without having their dues
current will forfeit all points scored by that player.
Their opponent will receive ten points for each game they
played involving the illegal player(s). The League Operator will
remove players from the roster who have not paid their membership
dues by the end of the sixth week.
It is the Team Captain’s responsibility to make sure all
team members have paid their renewal or submitted a completed
membership application along with the required dues by the first
week they play. If a
player has not played by the sixth week, his fees must be paid
then, or he will be dropped.
Note:
The League Operator is the only person qualified to determine the
status of a player’s
membership, so play all matches and check later.
16.
NEW TEAMS - New teams can be added up to the 4th week however
teams that join after the 3rd week will not be eligible for 100%
of their earned prize money unless the missed matches are made up.
They would only be eligible for a pro-rated portion of the prize
money based on how many matches they played.
17.
NEW PLAYERS - A membership application along with the annual AZPL
membership fee ($20) must be received with the team scoresheet
when a new player shoots. Captains,
have your new players fill out their applications and pay you
their fees before they play.
Note:
The averages of new players sometimes do not reflect their true
ability due to the lack of scores.
For the same reason, the averages of new players sometimes
move around a little during the first few weeks.
Please allow for this and hold your complaints concerning
new players for a few weeks.
18.
KEEP YOUR MEMBERSHIP CARD - You must produce proof of current AZPL
membership in order to receive trophies or other AZPL awards and
member discounts.
19.
CONCERNING RENEWALS - Renewal notices will be circulated to all
players at the end of their third consecutive Session.
Teams with players on their rosters who are unavailable to
renew are advised to renew for them because the League Operator
will drop any member from the team roster who has not renewed by
the end of the sixth week of play.
20.
YOU MAY NOT CHANGE TEAMS within a division during a session unless
approved by the League Operator, and then only once.
Once you are removed from a team’s roster you cannot
rejoin that team until the next session.
21.
YOU MAY APPEAR ON A DIVISION ROSTER IN ONLY ONE PLACE - You may
not play for more than one team in the same division.
22.
YOU MAY PLAY ONLY ONCE in a team match meaning you cannot play for
a missing player.
23.
TEAMS MAY NOT CHANGE HOME LOCATIONS DURING A SESSION unless the
location closes, the location requests it, or the League Operator
approves the move.
24.
MAKE SURE YOU KEEP SCORE PROPERLY - Refer to the section “How to
Keep Score” later in this manual for complete instructions.
Make sure you keep score properly, especially in the areas
for total points per team and per round.
Your scoresheet will not always agree with your
opponent’s in these two categories.
You keep your score and let your opponent keep his.
25.
NO PROFESSIONAL PLAYERS ALLOWED - This League is intended for
amateurs, and the AZPL reserves the right to reject or cancel the
memberships of those individuals whom the AZPL deems to be
professionals. The
AZPL has a variety of criteria for determining professional or
amateur status. They
include a touring (tournament) membership in any men’s or
women’s professional billiards organization, winning tour points
from any of those organizations, being a nationally known money
player (a judgment call), or otherwise being recognized as a
billiards professional, billiards celebrity or entertainer (noted
performers of exhibitions, retired professionals, etc.).
The AZPL reserves the right to rule on the
amateur/professional status of any member, and we may consider
all, some, or none of the above criteria.
Just remember, if you enter a professional event, perform
exhibitions, or otherwise behave as a professional, you risk your
amateur standing in our association.
Locally,
the League Operator and/or the Board of Governors has the option
of disallowing participation by an individual who has consistently
demonstrated professional characteristics. An individual, who is a
known money player and is perceived by the League
Operator/Board of Governors to make a substantial portion of his
living playing pool, rather than having other employment, could
fall into this category. An
individual who gives exhibitions or lessons for money may fall
into this category. A
highly skilled individual who is employed as a
manager/assistant manager of a billiard room may be categorized as
a house pro and could be ineligible for amateur play.
The AZPL does not wish League Operators/Boards of Governors
to disallow participation based strictly on ability.
There are many skilled amateurs and they are welcome to
play in the League.
26.
EQUIPMENT - In general, any piece of equipment designed
specifically for pocket billiards with the exception of jump cues
and laser devices, is acceptable in AZPL League play.
Special equipment, such as bridges and cue extenders, are
legal. A player may
use one cue stick for breaking and a different cue stick for
shooting. During the
course of a game a player may not change cue sticks or shafts
unless their cue becomes damaged.
A player can change shafts or cue sticks between games, but
once he has made a shot in a game he must continue playing with
that cue stick until that game is over.
Jump shots are not legal.
27.
PLAYERS RECEIVING INCENTIVES - It is contrary to the best interest
of the League and it leans toward professionalism for members to
solicit or accept incentives to play for a location or for a team.
Teams or players may face disqualification for soliciting
such incentives. Incentives
include, but are not limited to:
·
Free
drinks
·
Free
table usage
·
Payment
of all or part of League fees
If
a Host Location offers the same benefit to all members
participating out of that location, it is probably acceptable.
Special deals to just a few highly skilled players are not
acceptable.
28.
SPORTSMANSHIP - Good sportsmanship is essential in pocket
billiards as in any sport. Repeated
complaints against you can lead to cancellation of your membership
in the AZPL. In
addition, if you disrupt the League by consistently arguing and
disagreeing with League rules, rulings and policies you may face
loss of membership.
29.
RULES ARE SUBJECT TO CHANGE - Due to the ever changing nature of
sports and the situations that can and do occur, the AZPL reserves
the right to make rulings and rule
modifications as necessary and at any time.
Any rule changes will be sent to your League Operator and
will be made available to all members through posted bulletins,
Team Captains meetings and will be published on the league
website.
30.
AZPL IS HIGHEST AUTHORITY – The Arizona Pool Leagues Main Office
is the highest authority concerning all League rulings.
31.
APPEALS - Your League Operator automatically reviews all
disciplinary actions of any RC established in your area and would
notify you or your Team Captain of the decision.
If you wish to appeal disciplinary action taken by Local
League Management to the AZPL, you may do so.
To appeal, you must send a written notice to AZPL addressed
to the AZPL Appeals Committee at the address on the back of this
manual or send an email to Michael@Arizonapoolleagues.com.
The notice must state the disciplinary action taken and why
AZPL should review the decision of Local League Management.
The AZPL has the sole
authority and absolute discretion to act on the
matter and its decision shall be final.
32.
BONUS – A $20 bonus will be given out to any player that brings
in a new three (3)-player team.
To qualify, the new team cannot have more than one (1)
existing Arizona Pool League member and at least two (2) new
members. The new team
cannot replace an existing team that has dropped out of the
league. The new
team’s weekly dues need to be current.
It is the responsibility of the player bringing in the new
team to notify the league office to collect the $20.
The money will be paid out during the final week of the
session.
Note:
The AZPL does not, nor does it authorize its League Operators or
their employees to, discriminate against any individual based on
race, creed, religion, sex, sexual preference, or any other
criteria related to discrimination that has been established by
the Federal Government. All
individuals who meet the minimum age requirements are eligible for
AZPL membership, are eligible to take advantage of AZPL membership
benefits, and are eligible to participate in AZPL leagues and
events unless they have violated rules that are specifically
detailed in this Team Manual.
Understanding
that AZPL’s most popular programs involve teams, it is logical
to assume the AZPL cannot dictate the composition of each team.
Teams are typically made up of friends,
relatives and/or co-workers and neither the AZPL, nor
its League Operators, nor their employees, have the authority to
guarantee any individual that he or she can be on any particular
team.
Please
understand that AZPL team play typically takes place in public
locations, such as billiard rooms, taverns and clubs.
The AZPL cannot force a team to participate in a location
where the members of that team feel uncomfortable.
The AZPL and its League Operators will exert best efforts
to promote harmony, security, and satisfaction among AZPL members
as related to the composition of teams and the types of
establishments they participate in.
8-Ball
Game Rules
GENERAL
DESCRIPTION
- 8-Ball is played with a cue ball and a normal rack of fifteen
(15) object balls. The
primary purpose of this game is for one player to pocket the solid
balls numbered from 1 to 7 or the striped balls numbered from 9 to
15, and then marking and
pocketing the 8-ball before his opponent.
Choice of balls to be pocketed is made by the player
legally pocketing the first ball of the game.
For
example, if the first ball pocketed in the game is the 3-ball,
then the player must pocket the rest of the balls from 1 to 7
while the opposing player attempts to pocket all the balls from 9
to 15. The turn
passes from one player to the next whenever the shooter fails to
pocket a ball of his category or fouls.
A player legally pocketing a ball of his category must
continue to shoot. Winner
of the game is the player pocketing his numerical group of balls
first, followed by legally pocketing the 8-ball.
The 8-ball must be pocketed in a marked pocket. For a shot
to be legal you must call the pocket your category of balls is
going to go in. Example:
You are shooting at the three ball in the side however the
five ball goes in the side. This
is legal due to the correct category of object balls going in the
side pocket. It does
not matter how the ball gets to the pocket as long as it goes in
the correct pocket.
1.
PLAYING
ORDER
- Each team member plays against a different player on the
opposing team each round, according to the score sheet directions,
and all players play 3 games per match. On the score sheets,
players for the Home team are assigned the numbers 1 through 3,
and players for the Visiting team are assigned numbers 4 through
6.
In
the first round, player 1 on the Home team plays player 4 on the
Visiting team, player 2 on the Home team plays player 5 on the
Visiting team, and so on. Starting in the second round, the order
of play for the Visiting team is rotated so that player 1 on the
Home team plays player 5 on the Visiting team.
The
following table shows the playing order for all three rounds:
Round
1
|
Round
2
|
Round
3
|
1
plays 4
|
1
plays 5
|
1
plays 6
|
2
plays 5
|
2
plays 6
|
2
plays 4
|
3
plays 6
|
3
plays 4
|
3
plays 5
|
To
help you remember the playing order, the bottom of the score sheet
includes a summary of the above table. To further help you
determine the correct playing order, the score sheet indicates the
opponent's number at the bottom right of the player's score field.
Player
Substitutions
Player
substitutions are not allowed once a match has started ------ the
same three players who started the match must finish.
2.
RACKING
- All balls should be frozen (touching) as tightly as possible.
Balls are racked with the front ball on the foot spot and
the 8-ball in the center of the triangle.
The breaking player may request and receive a re-rack.
3.
PLAYING OUT OF ORDER - On
occasion, errors occur whereby two players commence a game out of
order. Once a game has started, the game must be played to
completion, even if the wrong player took the break shot. The game
scores are then entered into the score sheet in the location where
the match should have been played. As soon as the out-of-order
game is concluded, the match should continue using the normal
rotation, with the game between the two players being skipped
(since it was played earlier).
4.
BREAKING
ORDER
- The breaking order is indicated on the score sheet by a (B)
placed adjacent to the team name above the round in which that
team will break. In summary, the Visiting Team will break in round
1 and the Home Team will break in round 2. The Home Team
will break in games 1 and 3 in the third round with the Visiting
Team breaking in game 2. A game is not
restarted when a player allows his/her opponent to break
(because he/she didn't realize it was their turn to break).
Note:
Although it is not sportsman-like, it is not a foul for an
opponent to mislead you (deliberately or by mistake) into thinking
it is not your turn to break.
It is each player's responsibility to check the score sheet
and determine when it is his/her turn to break -- don't just ask
the opponent.
5.
BREAKING
– To be a legal break, players must break from behind the head
string, the head ball or second ball must be struck first and at
least four object balls must be driven to the rails or a ball must
be pocketed. The cue
ball may not be shot into a rail before the rack.
If the break does not qualify as legal, the balls
are re-racked and re-broken by the same player.
If it happens a second time the break goes to the opposite
player. If the break
does not qualify as legal and results in a scratch, the balls are
re-racked and broken by the opposite player.
THE RACK MUST BE STRUCK BEFORE A FOUL CAN OCCUR.
Breaking safe or soft is not allowed.
The League Operator may make judgments and issue penalties
to teams and players who are not breaking hard.
Breaking just hard enough to comply with this rule is not a
guarantee against penalties.
Remember break as hard as you can with control.
6.
AFTER THE BREAK
- Various circumstances can occur upon completion of the break.
They are:
a.
No balls are pocketed and it is the other player’s turn.
b.
The 8-ball is pocketed.
This is a win unless the player scratches, in which case he
loses.
c.
One ball is pocketed.
As an example, the 3-ball, now it is still the breaker’s
turn and the table is open.
d.
One
ball of each category is pocketed (for example, the 6-ball and the
12-ball). The breaker
has open table. He
may shoot any ball except the 8-ball; if he does not foul,
anything that goes in counts.
If he were to miss or foul on his second shot, his opponent
would have an open table.
If the opponent then shoots and makes a ball, but also
fouls on the shot, it is still an open table.
Open table means a player can shoot a
combination involving a stripe and a solid and whichever he makes,
without committing a foul, would be his category.
Example:
If a player has an open table, and he shoots the
6-ball into the 10-ball, and the 10-ball goes in the pocket, he
has high balls (stripes) and must strike the high balls first
from that point on.
e.
If
two balls of one category and one ball of the other category are
pocketed (for example, the 3-ball, the 6-ball, and the 10-ball) it
is the shooter’s choice just as in 4d above.
f.
A
foul on a legal break results in ball in hand behind the
head string and the incoming player may shoot at any ball on the
table.
g.
Occasionally
it occurs after the break, or anytime during the game for that
matter, that a player mistakenly starts shooting the wrong
category of balls. Although
it is sportsmanlike for the sitting player to remind the shooting
player that he is about to foul by shooting the wrong category of
balls, it is not a requirement for him to do so.
Once the shooter has hit the wrong category of balls, the
foul has occurred whether the ball is pocketed or not.
If the ball is pocketed, it is permissible, though not
recommended, that the sitting player allow the shooting player to
continue shooting his balls in until he feels inclined to call the
foul. The shooting
player can escape penalty by quietly realizing his error and
returning to shoot the correct category of balls and legally
contacting one of them before his opponent calls a foul, or by
finishing off the wrong category of balls and legally contacting
the 8-ball prior to his opponent calling a foul.
In
other words, the sitting player must call the foul before the
shooter returns to the correct category and legally contacts one,
or before the shooter pockets the remaining balls of the wrong
category and legally contacts the 8-ball.
Before any foul has occurred, the shooter also may avoid
penalty by asking the sitting player which category of balls he
has. The sitting
player must tell him the truth.
7.
COMBINATION SHOTS
- Combination shots are legal, but striking the correct ball first
is required except in the open table situation.
The 8-ball is not neutral.
A player is credited with all balls he legally pockets.
When a player does not pocket one of his balls, but pockets
an opponent’s ball, he loses his turn.
The opponent gets credit for the pocketed ball.
No pocketed ball is ever spotted.
8.
BALLS ON THE FLOOR
- If the 8-ball is knocked on the floor, it is loss of game.
Other object balls that get knocked on the floor will be
spotted. If the spot
is taken, then the ball would be placed on a line directly behind
the spot as close to the spot as possible.
Knocking a ball other than the cue ball on the floor is not
a foul. It might occur that a player pockets his ball while
simultaneously knocking some other ball on the floor.
In this situation, it is still his turn and the ball is not
spotted until he misses. If
the ball on the floor is one of the shooter’s balls, then it is
spotted when the shooter has pocketed all of his other balls or
misses.
9.
POCKETED BALLS
- Balls must remain in a pocket to be legal.
If a ball goes in a pocket, but bounces back onto the
playing surface, it is not considered pocketed.
If it is the 8-ball, it is not to be considered as either a
win or a loss. If it
is the cue ball, it is not to be considered a scratch.
·
Note
1:
If a ball that has been hanging in a pocket for more than a few
seconds suddenly falls in, it is to be placed back on the table
where it was originally sitting.
Once a ball has stopped all motion, it cannot
move again without outside forces affecting it.
So, if it falls in a pocket, it is to be placed back on the
table where it was before it fell.
·
Note
2:
It occasionally happens on tables with small pockets that two
balls become jammed in a pocket and are leaning over the edge of
the slate to some degree. They
are off the playing
surface and are pocketed.
Drop them in and resume playing the game unless the
pocketing ends the game (8-ball or cue ball scratch when shooting
the 8-ball).
10.
ONE FOOT ON THE FLOOR
- At least one foot must be on the floor at all times while
shooting if a bridge is present.
There is no foul—simply stop the shooter and hand him the
bridge. League
Management cannot guarantee the presence of bridges, and some Host
Locations do not have them.
11.
FOULS
- If any of the following fouls are committed, the penalty is ball-in
hand for the incoming player.
Make certain you have ball-in-hand before you
touch the cue ball. Confirm
it with your opponent before touching the cue ball.
Ball-in-hand might be new for many members
and therefore warrants further explanation.
Ball-in-hand means you get to put the cue
ball anywhere on the table and shoot any of your balls (or the
8-ball, if all of your balls have been pocketed) regardless of
where that ball is.
A
player exercising his rights under the ball-in-hand
rule may place the cue ball on the table anywhere he desires.
Even after having addressed the cue ball a player may, if
not satisfied with the placement, make further adjustments with
his hand, cue stick or any other reasonable piece of equipment.
A foul may be called only if the player fouls the cue ball
while actually stroking the cue ball, meaning a double hit of the
cue ball (sometimes called double clutching).
The ball-in-hand rule penalizes a player for
an error. Without
this rule, a person can actually benefit by accidentally or
purposely scratching or otherwise fouling.
In the unlikely event that a game should ever become stalemated,
meaning that neither player wants or can make use of ball-in-hand,
then the balls are re-racked, the same player breaks and the
points for the stalemated game are crossed off the scoresheet.
Only
the player or the coach may officially call a foul, although
anyone may suggest to the player or the coach that a foul should
be called.
These
are the only fouls resulting in ball-in-hand.
All other violations are sportsmanship violations.
The ball-in-hand fouls are as follows:
a.
Anytime the cue ball goes in a pocket, on the floor, or
otherwise ends up off the playing surface.
b.
Failure to hit a correct ball first.
(A player who is shooting stripes must hit a striped ball
first.) In general,
the shooter has the advantage in close hit situations unless his
opponent
has asked an outside party to watch the hit.
Protect yourself. If
you think your opponent is getting ready to shoot a shot that
could possibly be a bad hit, stop him from shooting and get
someone to watch the shot. Potential
bad hit situations are usually fairly obvious and protests and
disputes over these close situations can almost always be avoided
if someone is asked to watch the shot.
If the outside party cannot determine which ball was struck
first, the call goes to the shooter.
Teams involved in repeatedly calling bad hits without
outside party verification may be subject to penalty points for
disruptive unsportsmanlike behavior.
c.
Failure
to hit a rail after contact.
Either the cue ball or any other ball must hit a rail after
the cue ball and the object ball contact.
A pocketed ball counts as a rail.
Even if the ball bounces back onto the playing surface, it
is considered to have hit a rail, as the pocket liner is part of
the rail.
d.
The
object ball is frozen to a rail and the player is
contemplating playing a safety (see SAFETY
described in Definitions). In
order for the following frozen ball rule to be in
effect, the opponent must declare that the ball is frozen
and the player should verify.
Once it is agreed that the ball is frozen, then
the player must either drive the object ball to
another rail (of course, it could hit another ball,
which in turn hits a rail), or drive the cue ball to the rail
after it touches the object ball.
If the latter method of safety is chosen then
the player should take care that he quite obviously strikes the
object ball first. If
the cue ball strikes the rail first or appears to hit both the
rail and ball simultaneously, then it would be a foul unless
either the cue ball or object ball went to some other rail.
e.
It is illegal and, therefore, a foul to jump a cue ball
over another ball on purpose.
Also you may not hold the cue stick above your shoulder
unless the balls are within a chalk cubes distance apart or
closer.
This refers to masse’ shots.
Masse’ shots are not allowed in the league.
Accidental miscuing is not a foul unless other rules in
this section are violated.
f.
Receiving illegal aid (coaching from person(s) other than
the coach) during your turn at the table.
To determine what is and is not considered coaching, refer
to COACHING in the General Rules Section of this manual.
g.
Causing even the slightest movement or altering the course
of the cue ball, even accidentally, is a foul.
Even dropping the chalk on the cue ball is a foul.
It is not a foul, however, to accidentally move any other
balls (including the 8-ball) unless, during the process of
shooting, a player moves a ball and it in turn comes in contact
with the cue ball. It
is at the opposing players discretion for the shooter to position
any balls moved accidentally during a shot after the shot is over
and all balls have stopped rolling.
If it occurs before the shot, it must be replaced
before the shot is taken.
h.
If, during the course of a shot, the cue ball does not
touch anything.
i.
Exercise caution when picking up or placing the cue ball in
a ball-in-hand situation.
The cue ball is always alive.
If the cue ball, or the hand holding or moving it, touches
another
ball it is a cue ball foul and your opponent has ball-in-hand.
Be especially careful when you are picking up or placing
the cue ball in a tight spot.
j.
The
player or his coach (during a time-out) may place the cue ball in
a ball-in-hand situation.
The same rule regarding placing the cue ball applies to the
coach as it applies to the player.
If the player, or coach fouls in the process of placing the
cue ball, it will be ball-in-hand for the opponent.
Therefore, it should be the player’s choice if he wishes
to place the cue ball or allow his coach to do so.
12.
THERE ARE VARIOUS WAYS TO LOSE:
a.
Your opponent pockets his numerical group and legally
pockets the 8-ball.
b.
You
pocket the 8-ball out-of-turn or knock it on the floor.
c.
When playing the 8-ball, you pocket the 8-ball in the wrong
pocket or fail to properly mark the pocket where the 8-ball went
in.
d.
You foul the cue ball and then pocket the 8-ball.
e.
When playing the 8-ball, you scratch.
You lose whether or not you pocket the 8-ball.
Note:
If you are shooting at the 8-ball and miss it altogether, you have
fouled and your opponent has ball-in-hand, but you
don’t lose because of this foul.
f.
A game is forfeited if you alter the course of the 8-ball
or the cue ball in a game-losing situation.
·
Example
A:
You are shooting the 5-ball, miss the pocket, and the 5-ball hits
the 8-ball. The
8-ball is going towards the pocket and you reach out and stop it
and try to claim that it is only a ball-in-hand foul.
Wrong, it is loss of game.
·
Example
B:
You are shooting at the 8-ball and miss the pocket and the 8-ball
is heading towards the wrong pocket or the cue ball is heading
towards a pocket. You
reach out and stop the ball and claim that it is only a ball-in-hand
foul. Wrong, it is
loss of game.
13.
HOW TO WIN
- You have won the game when all the balls of your numerical group
have been pocketed and you have legally pocketed the 8-ball in a
properly marked pocket without scratching.
To properly mark the pocket, a coaster or some other
reasonable marker (other than chalk or quarters) must be placed
next to the pocket the 8-ball is intended to enter.
Both teams may use the same marker.
Only one marker should be on the table.
However, if more than one marker is on the table, as long
as you clearly mark the pocket where you intend to pocket the
8-ball you have properly marked the pocket.
If the marker is already at the intended pocket from a
previous attempt or game, it is not
necessary for you to touch it, pick it up, or
reposition it.
Note:
You may not play the 8-ball at the same time you play the last
ball of your category. The
8-ball must be a separate shot.
How
to Keep Score in 8-Ball
The
weekly 8-Ball scoresheet is very important and should be filled
out neatly, completely, and correctly, and then signed by both
Team Captains. Penalties
will be assessed for repeated illegible, incomplete or incorrect
scoresheets.
The
following instructions explain how to complete the scoresheet
properly.
1.
PLAYER INFORMATION - List the player’s name and
player number (from team roster).
That is the number listed to the right of the player’s
name on the roster.
2.
THE SCORE BLOCKS – After each game the balls are
counted and each player receives the appropriate score.
Each ball is worth one point with the eight ball counting
as three good or bad.
3.
THE ROUND TOTAL BLOCKS – At the bottom of each
round you should fill in the round totals.
This is the total number of points each team scored that
round. To the right
of the individual round scores are the player totals.
Put each player’s score in these boxes.
4.
THE GAMES WON BLOCK - Indicate how many games each
team won during the match.
5.
THE NOTES SECTION – Team Captains should complete
the financial section, located in the lower right portion of the
scoresheet. All money placed in the envelope with the scoresheet
should be itemized. It
is important to list annual membership dues along with the names
of the members who are paying, as well as any unusual payments.
Any notes should be written here also.
6.
TEAM CAPTAIN’S SIGNATURE BLOCK – When your team
match is over, add up the total number of points shown in the
Total blocks earned by each team, compare the scoresheets making
sure they are identical and then sign both scoresheets.
SCORING
- In scoring, each player receives one point for each of his/her
group of balls (solids or stripes) pocketed, plus three points for
legally pocketing the 8-ball. Thus, a win is always worth ten
points to a player, while a loss can never be worth more than
seven points to the opponent. An easy way to determine the losing
player's score is to subtract the number of balls remaining on the
table from seven. For example, if there are two striped balls left
on the table after the 8 ball was legally pocketed, the losing
player would be awarded a score of 5 (since five balls must have
been pocketed). The score should be entered in the appropriate
column adjacent to the player's name.
·
NOTE:
If a player makes the 8-ball on the break, he/she will receive 11
points with the losing player receiving zero. If the cue ball is
made along with the 8-ball on a break, it is considered a loss
with the losing player losing three points (-3) and the winning
player receiving 10 points for the win.
If a player prematurely pockets the 8-ball, sinks it in an
unmarked pocket or scratches on
a stroke while pocketing the 8 ball, the opponent receives ten
points automatically with the losing player losing three (-3)
points off of their score at that time.
Example: Balls
sunk (7) minus 3 for scratching on the 8 gives you a score of 4
for the game. Another
example: You sink the 8 ball prematurely.
You have four balls in.
Four minus three gives you a score of one.
Negative numbers are possible.
Conduct
During League Play
The
purpose of this section is to provide you with specific guidelines
concerning player conduct during League play.
The AZPL has charged your Local League Management with the
responsibility of enforcing these guidelines.
League Management includes League Operators, Boards of
Governors, or any other individual or committee that might pass
judgments on misconduct. The
guidelines contained herein deal with PHYSICAL CONTACT and VERBAL
ABUSE. There
is room for judgment in some areas and there is no room for
judgment in other areas. The
AZPL has cautioned League Management to strictly adhere to those
areas where there is no room for judgment.
There
are two kinds of action taken by League Management in these types
of misconduct cases: IMMEDIATE ACTION and FOLLOW UP ACTION.
Immediate action is the action taken that immediately
affects the actual results of the team match.
Immediate action affects the entire team and it is
recognized there are sometimes innocent individuals involved.
Follow-up action is the action taken later, specifically
against the individual involved in whatever incident occurred. The
innocent members of the teams involved are not affected by
follow-up action.
1.
PHYSICAL CONTACT
Physical
contact is the hostile physical contact between two players.
This contact could be in the form of bumping, shoving,
pushing, or hitting. Although this contact normally involves only
the team members, League Management should impose the same penalty
when a nonmember is involved if it is deemed the nonmember(s)
involved is with one of the teams.
With could mean a number of things; in general, if an
offending person is deemed to be with the team, it would mean they
came with the team or the team should have had some control over
the persons actions which is a judgment.
IMMEDIATE ACTION - If hostile physical contact occurs, THE
MATCH IS OVER! There
are only two possibilities to consider: only one team was guilty
of hostile physical contact or both teams were guilty of hostile
physical contact. LEAGUE
MANAGEMENT MUST EXERCISE ONE OF THE FOLLOWING
TWO OPTIONS:
a.
Only one side was involved.
In this case, the offending team loses all points if it is
a regular night of play on the weekly schedule, or loses the team
match if it is a Session Playoff or any kind of a tournament
match. The
non-offending team receives all points in the case of a regular
night of play, or advances to the next level in the event of
Session Playoffs or some sort of tournament play.
b.
Both teams were guilty of hostile physical contact.
In this case neither team would receive any points for the
night in the case of a regular night of play on the weekly
schedule, or if it is a Session Playoff or tournament play, both
teams lose the match,
which is the same as saying both teams are
disqualified. League
Management has no alternative other than to enforce one of the
above two options. When
considering the above options, League Management cannot consider
who started it, nor can League
Management consider that the retaliation, if it
occurred, was justified. The
only way both teams can avoid the same penalty is for one of the
teams to refuse to retaliate no matter what provocation they may
have to endure.
2.
VERBAL ABUSE
Verbal
abuse consists of any name-calling, threats, or any other language
that could be considered to be harassment or could cause
embarrassment to the opponent.
League Management will always have to make judgments in
this area. It is not
considered harassment to root for your team, just do not do it
while your opponent is shooting.
IMMEDIATE
ACTION
If
League Management can determine the verbal abuse was entirely
one-sided then the individual match must be awarded to the
non-offending player. This
is the standard immediate action taken by League Management.
The verbal abuse could be coming from the opponent, anyone
on the opponent’s team, or anyone who is with the opponent.
It is only considered to be a one-sided situation if no one
from the other side responds or retaliates in any way.
League Management may call for forfeiture of the entire
match if it determines the abuse and harassment put the
non-offending team in an unfair competitive situation.
If both players or both teams are involved in the verbal
abuse, a situation commonly referred to as a shouting match, then
the match results may or may not be affected based upon the
decision of
League Management.
If it is in a tournament or playoff situation, both teams
could be disqualified, as it is extremely disruptive to other
matches and to the tournament in general.
FOLLOW-UP
ACTIONS
It
is during follow-up action that League Management is given the
opportunity to decide who started the problem and whether or not
the degree of retaliation was reasonable.
Follow-up action addresses the long-term issues.
It
is important that those ladies and gentlemen who cannot act like
ladies and gentlemen adjust their demeanor appropriately or they
will be removed from the League.
League
Management must take action against any members involved in
physical contact violations, no matter how remotely League related
they are. It is not
acceptable for a couple of members to take their fight outside, or
to agree to meet and fight it out at a later date.
If, indeed, they do fight at a later date and League
Management determines it was as a result of League play, then
League Management must take action.
This action would be in the form of follow-up action.
A fight that occurs outside, but during League time, will
be considered to be the same as one that occurred inside.
If a player threatens to wait outside until the match is
over, League Management should rule that the entire team match is
forfeited. How can a
player and his teammates possibly concentrate on finishing a match
if they feel they will be facing a brawl later on?
In other words, a threat could be treated as physical
contact in terms of immediate action.
There is certainly room for a lot of judgment in this area.
Follow-up
action
by League Management results in penalties such as probation,
suspension and permanent termination of League and AZPL
membership. The
latitude of these penalties is left mainly up to League
Management, but the following guidelines should be observed:
a.
To any person who starts a fight or brawl, permanent
termination of League and AZPL membership.
b.
To a person who gets into a fight or a brawl defending
himself, a minimum one month suspension if first offense, and much
longer if otherwise.
c.
To someone who consistently uses foul and intimidating
language, six month suspension, and longer for a second offense.
d.
To someone who uses lesser degrees of verbal abuse,
probation and suspension as deemed appropriate.
It is important that all team members are aware of these
conduct guidelines. Your
team should consider dropping anyone from your roster who does not
agree with them. Any
individual or team suspended from League play will immediately
lose certain other membership privileges, including eligibility
for AZPL tournaments, until and unless the suspension is lifted.
You joined this League to have a good time and so did the
vast majority of other members.
Every member has the right to be treated in a sportsmanlike
manner, and members who display offensive behavior will not be
tolerated.
DEFINITIONS
/ TERMS
BALL-IN-HAND:
Ball-in-hand is the term used to describe the advantage granted to
your opponent when you scratch or otherwise foul.
Your opponent may choose where to place the cue ball on the
table before shooting any of his category of balls.
BANK
SHOT: A bank shot is when a player drives the object ball to the
cushion in the course of making the shot.
BREAK
(Break Shot): Refers to the first shot of the game.
BRIDGE:
Refers to the hand that holds and guides the cue shaft, also the
type of hold. Also
refers to a cue-like stick with a specially shaped plate mounted
on the end or other such device that serves as a support for the
cue when the shooter cannot reach the spot where he would normally
place his bridge hand.
BYE:
A bye is a missing team on a schedule.
Schedules are always set up to accommodate an even number
of teams. When there
are an odd number of teams in a division, there will be a bye.
For example, a 9-team division will be playing a 10-team
schedule with one bye. If
your team is scheduled to play a bye, that means you do not have a
match on that occasion. A
bye is a missing team.
CAROM:
A term describing the glancing of one ball off another.
DEFENSIVE
SHOTS: A defensive shot is a shot where the shooter deliberately
misses so as to pass his turn at the table on to his opponent.
A safety (see SAFETY in these Definitions) is a defensive
shot because the shooter had no intention of making a ball of his
category. Remember
that defensive means deliberately missed.
Players with integrity call all safeties and intentionally
missed shots.
DRAW:
A method of stroking that causes the cue ball to spin backwards
after contact with an object ball.
The cue’s tip must contact the cue ball below center to
cause the draw.
ENGLISH:
A method of stroking that causes the cue ball to react to the
right or left after contact with an object ball or cushion.
FOLLOW:
A method of stroking that causes the cue ball to follow in the
same direction as the object ball when struck.
FOLLOW
THROUGH: An important and desirable motion of the cue carrying
through the area previously occupied by the cue ball.
FOOT
OF TABLE: The end not marked with the maker’s nameplate, or on
tables with ball returns, the end to which the balls return.
FOOT
SPOT: A spot placed in the exact center of an imaginary line drawn
across the pool table between the second diamonds from the foot
rail.
FORFEIT:
When one or more players on a team do not show up for their
respective match.
FOUL:
An illegal shot resulting in loss of turn at the table and cue
ball-in-hand for the opponent.
FROZEN
BALL: A frozen ball is a ball that is touching either another ball
or a rail. If it is
touching another ball, it is frozen on that ball; if it is
touching a rail, it is frozen on the rail.
HEAD
OF TABLE: Opposite of the foot.
HEAD
STRING: The imaginary line drawn across the pool table between the
second diamonds from the head rail.
JUMP
SHOT: A jump shot is when the cue ball is struck with the cue tip
in a downward fashion for the purpose of elevating or jumping the
cue ball over an impeding object ball to achieve a legal hit.
It is a foul to jump the cue ball by “scooping” it over
the impeding ball. Any
type of jump ball is illegal in the AZPL.
KICK
SHOT: A kick shot is when a player drives the cue ball to a
cushion before contacting the object ball.
LOCAL
BYLAWS: Local Bylaws are additional rules, policies, and
procedures unique to an area.
They are designed to cover local situations, such as
exactly how the scoresheets are picked up and delivered, local
League times and the like. Local
Bylaws may also contradict portions of this manual, especially in
the General Rules Section, but only with the approval of the APL.
The League Operator and the Board of Governors normally write
local Bylaws.
MASSE’
SHOT: A masse’ shot is when a player attempts to curve the cue
ball around a ball in order to strike an intended ball.
A masse’ is accomplished by raising the butt end of the
cue and using either right or left English.
Even raising the butt end of the cue a little and using
right or left English will cause the cue ball to curve a little.
The more the cue is raised, the more the cue ball will
curve. Extreme
masse’ shots, improperly executed, can cause damage to pocket
billiard equipment. League
rules do not allow masse’ shots.
A rule of thumb is you cannot hold the cue stick above your
shoulder nor can the cue be held over a 45 degree angle.
MISCUE:
A miscue occurs when the cue’s tip does not hit the cue ball
squarely enough and glances off without driving the cue ball on
its desired course, often caused by not enough chalk on the tip,
an improperly shaped tip or an attempt at too much English.
Miscuing is not illegal unless the shooter is deliberately
miscuing to scoop the cue ball over a ball that is in the
shooter’s way. Sometimes
a miscue may result in a foul because the cue ball was struck
twice or struck
the 8-ball or one of the opponent’s balls first.
It wasn’t the miscue that was a foul, however, it was the
fact that the cue ball was struck twice or struck the wrong
category of balls that became the foul.
OBJECT
BALL: The object ball is the ball you are trying to hit, or any
other ball of your category.
PUSH-OUT:
The push-out was developed to take some of the luck out of pool.
A player could protect his turn with a push-out. Although
push-outs have been used more often in the past, currently,
push-outs can only be used immediately after the break by the
breaker if he pocketed a ball on the break, or by the incoming
player if no balls were pocketed on the break.
A player can elect to push-out if he doesn’t like the
shot he is faced with. Pushing-out
involves announcing the intent to push-out, and then shooting the
cue ball to a new position. The
shooter doesn’t need to satisfy the legal shot rule (driving a
ball to a rail after a legal hit).
The shooter’s opponent then has the option to shoot from
the new position or tell the shooter to take the shot.
Normal game rules apply from that point on.
Push-outs are fairly standard in pro events; however, APL
rules for all competition does not allow push-outs because they
give the more highly skilled player a big advantage, for obvious
reasons.
PUSH
SHOTS: A push shot involves a situation where the cue ball is
frozen or nearly frozen to the object ball.
The problem faced by the shooter is to keep from pushing or
keeping the tip of the cue on the cue ball.
It looks bad and is generally thought of as illegal.
Push shots are controversial.
Push shots will not be called in this amateur League.
Even the professional players cannot agree about what is
and isn’t a push shot. In
general, you can lessen your chances of being accused of shooting
a push shot if you elevate the butt of your cue about 30 degrees.
This automatically cuts down the length of the follow
through which is the principal cause of a push shot.
Players who repeatedly guide the cue ball with force
through object balls that are frozen or nearly frozen to the cue
ball, using a level cue and long follow through, may be subject to
a sportsmanship penalty.
SAFETY:
A defensive action taken when a player either has no “make
able” or “high percentage” shot or chooses to leave his
opponent in a difficult situation.
It is a legal shot and is not considered to be dirty pool.
A safety must still conform to the rule concerning hitting
the correct ball first and striking a rail afterwards.
If a correct ball is accidentally pocketed while playing
safe, the shooter still forfeits his turn.
Players with integrity call their safeties.
SANDBAGGING:
Sandbagging, in any handicapped sport, is the unethical practice
of deliberately playing below your ability in order to alter your
handicap so it does not reflect your true ability.
SCRATCH:
Pocketing of the cue ball or driving the cue ball off the playing
surface and onto the floor.
SESSION:
In the AZPL session refers to the season in which League play took
place. There are
three sessions in each League Year: Spring Session, Summer Session
and Fall Session.
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