Arizona Pool Leagues

Version 4-17-2007

 

The League Structure

The Arizona Pool Leagues (AZPL)

The Arizona Pool Leagues was created in February 2003 with our first session beginning on May 7th.  The AZPL was designed with the average pool player in mind.  We pride ourselves on being an amateur, beer-drinking, have-fun pool league.  It is meant for the not-so-serious player to come down and have some fun, shoot some pool, drink a few beers (though not necessarily in that order) and win a little cash too!

We use a "the better you play the better it pays" format.  We don't use a handicap system.  You'll play the best and the rest on a weekly basis.  We do use a "call pocket only" format of play to allow the new players to the game a good opportunity to learn it and still be competitive.  Every team will win cash based on their respective point totals at the end of the session therefore encouraging you to shoot your best game and improve your shot.  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 $18 per team ($21 in out-of-town divisions).  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 Statewide Championships if they are double elimination.  Single elimination 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 tiebreaker being points scored.  

TROPHIES AND AWARDS

Trophies, plaques or appropriate awards will be awarded to each individual on the Arizona Pool League Championship Team each session.  Remember, the Champion is the team that wins the Citywide Tournament, not the team with the most wins at the end of the regular session.

The AZPL Team Champions’ Host Location will be awarded a team trophy to be kept on display at that location. Annual or seasonal awards may also be given in other categories, such as, most valuable player, most improved player, sportsmanship, and so forth.

GENERAL RULES

The general rules are those rules that govern regular weekly play.  These rules cover many of the possible situations that inevitably occur during regular weekly play, except those pertaining to the game rules. Game rules are covered later in this manual.  Areas covered here include: forfeits, protest and dispute procedures, grace period, membership requirements, how matches are started, who pays for the tables, sportsmanship issues and many more.

All the rules in this section are the Official AZPL Rules.  They are the result of years of accumulated experience and input from players, Boards and League Operators.  Fairness to players of all abilities was the prime consideration for adoption or rejection of a rule or procedure.  The general rules are as follows:

1.   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 nightly matches is 7:30.  Real Time, as opposed to Bar Time, is the official League time.  Sunday divisions vary in start time and are posted on the website.

b.      Where new teams or new divisions are involved, there shall be some leniency.  You joined to play-not to receive forfeits.  Occasionally a new team misreads or misunderstands the schedule.  Frequent abuse will result in penalties.

c.      The Home Team shall pick the table in which games are to be played on.

d.      A team may 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 Statewide 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 20 and up may receive one coaching per game, and players with averages of 19 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 point during the season 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.

c.      After Week 10 you can only use sanctioned AZPL members as subs.  If you want to use a new player to the league after week 10 they must pay their annual dues in full.  

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. STATEWIDE TOURNAMENT ELIGIBILITY – To be eligible to play in the Statewide Tournament 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 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.  (Exception: In the process of breaking the cue ball leaves the playing surface without touching the rack the other player receives the break.)  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.