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Arizona Pool Leagues
Version 8-24-2008
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
In the Phoenix
metropolitan area 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.
In out-of-town divisions
the envelopes are sent to a primary location.
It is the visiting teams responsibility to pick up both
envelopes (home & away teams) and take them to the match that
night AND return both envelopes to the primary location before
noon the next day so that the envelopes can be returned to the
AZPL home office.
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 certain 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 with all remaining games for that team
rescheduled.
·
There
will never be two byes in a schedule because a new schedule will
be issued.
Example:
If a second bye should appear in a 10-team schedule, League
Management will issue an 8-team schedule with no byes.
The new schedule may cause teams to have a different home
and away pattern and different match-ups with other teams in the
division, so be alert to this possibility.
How
byes are scored - Assuming no replacement team is found, the team
will be awarded 70 points for all byes.
Individuals will not receive any points.
Dues will not be collected.
4. STARTING TIME/ FORFEITS
a.
A team match will result in a forfeit if your player is not
at the table and ready to begin within 15 minutes of the appointed
time. The Official
Start Time for nightly matches is 7:30.
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 twelve 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.
This must be done 24 hours prior to the match. You cannot reschedule a match the night of the match.
g.
Both teams must still pay full weekly fees.
h.
a.
Each forfeited game counts as 10 points.
If a team is short one player the opposing team receives 30
points. If two
players are absent the opposing team is awarded 60 points.
If the entire team forfeits the opposing team will receive
90 points for the victory. Team
forfeits are not recorded in the standings until the team plays
its next match. If
the team that forfeited the match subsequently withdraws from the
league, resulting in a bye, the team that received the 90 forfeit
points will have the match rescheduled with a new opponent.
i.
Deliberate forfeits will not be tolerated.
If the League Operator/Board of Governors is satisfied that
the receiving team conspired to receive deliberate forfeit points,
then the
points would not be counted.
Depending upon the situation and evidence, either or both
teams would be subject to other penalties.
j.
After two complete team forfeits the team will be
dropped from the active roster.
See “Section 3 - Byes” for further explanation on what
happens regarding the schedule.
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.
The exception would be Double Headers – Double headers
are played on two tables at the same time.
One match on one table, the other match on an adjacent
table. They are not
meant to be played one after the other.
11.
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 up to the final two weeks
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 the 12th match you may NOT use any players
that are not listed on your roster. NO EXCEPTIONS. Any
team using unauthorized players will receive 0 points for that
person’s matches.
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 for the team you will be playing with 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.
If a membership application is unavailable where you are
playing then you should put the players first AND last name on the
scoresheet along with their information on the back of the
scoresheet.
Regarding subs – Every week a team needs a sub.
While it is common practice to just grab someone from the
bar to play on your team you must at the very least get the
player’s first AND last name and write it on the scoresheet.
If you fail to do so then the score will be recorded as a
forfeit with dues still being collected.
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.
Some divisions have “floating subs”.
A floating sub can play on any team but once they go to a
different team they cannot play for the previous team until the
next season. Meaning
you can go forward but you can’t go back.
21.
YOU MAY APPEAR ON A DIVISION ROSTER IN ONLY ONE PLACE - You
may not play for more than one team in the same division.
Meaning once you play for a team your name will be removed
from the previous teams roster and you will be ineligible to play
for that team again until the next season.
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 AZPL@COX.NET.
The notice must state the disciplinary action taken and why
AZPL should review the decision of Local League Management.
The AZPL has the sole
authority and absolute discretion to act on the
matter and its decision shall be final.
32.
BONUS – A $20 bonus will be given out to any player that
brings in a new three (3)-player team.
To qualify, the new team cannot have more than one (1)
existing Arizona Pool League member and at least two (2) new
members. The new team
cannot replace an existing team that has dropped out of the
league. The new
team’s weekly dues need to be current.
It is the responsibility of the player bringing in the new
team to notify the league office to collect the $20.
The money will be paid out during the final week of the
session.
Note: The AZPL does not,
nor does it authorize its League Operators or their employees to,
discriminate against any individual based on race, creed,
religion, sex, sexual preference, or any other criteria related to
discrimination that has been established by the Federal
Government. All
individuals who meet the minimum age requirements are eligible for
AZPL membership, are eligible to take advantage of AZPL membership
benefits, and are eligible to participate in AZPL leagues and
events unless they have violated rules that are specifically
detailed in this Team Manual.
Understanding that
AZPL’s most popular programs involve teams, it is logical to
assume the AZPL cannot dictate the composition of each team.
Teams are typically made up of friends,
relatives and/or co-workers and neither the AZPL, nor
its League Operators, nor their employees, have the authority to
guarantee any individual that he or she can be on any particular
team.
Please understand that
AZPL team play typically takes place in public locations, such as
billiard rooms, taverns and clubs.
The AZPL cannot force a team to participate in a location
where the members of that team feel uncomfortable.
The AZPL and its League Operators will exert best efforts
to promote harmony, security, and satisfaction among AZPL members
as related to the composition of teams and the types of
establishments they participate in.
8-Ball Game Rules
GENERAL DESCRIPTION
- 8-Ball is played with a cue ball and a normal rack of fifteen
(15) object balls. The
primary purpose of this game is for one player to pocket the solid
balls numbered from 1 to 7 or the striped balls numbered from 9 to
15, and then marking and
pocketing the 8-ball before his opponent.
Choice of balls to be pocketed is made by the player
legally pocketing the first ball of the game.
For example, if the first
ball pocketed in the game is the 3-ball, then the player must
pocket the rest of the balls from 1 to 7 while the opposing player
attempts to pocket all the balls from 9 to 15. The
turn passes from one player to the next whenever the shooter fails
to pocket a ball of his category or fouls.
A player legally pocketing a ball of his category must
continue to shoot. Winner
of the game is the player pocketing his numerical group of balls
first, followed by legally pocketing the 8-ball. The 8-ball must be pocketed in a designated/marked pocket. If
your match average is 20 or higher you must call the ball and
pocket your category of balls is going to go in.
Meaning you must call the designated ball and pocket for
your shot to be legal. If
your match average is 19 or lower you only have to call the
pocket. Example: You
are shooting at the three ball in the side however the five ball
goes in the side. This
is legal due to the correct category of object balls going in the
side pocket. It does
not matter how the ball gets to the pocket as long as it goes in
the correct pocket.
1.
PLAYING ORDER
- Each team member plays against a different player on the
opposing team each round, according to the score sheet directions,
and all players play 3 games per match. On the score sheets,
players for the Home team are assigned the numbers 1 through 3,
and players for the Visiting team are assigned numbers 4 through
6.
In
the first round, player 1 on the Home team plays player 4 on the
Visiting team, player 2 on the Home team plays player 5 on the
Visiting team, and so on. Starting in the second round, the order
of play for the Visiting team is rotated so that player 1 on the
Home team plays player 5 on the Visiting team.
The
following table shows the playing order for all three rounds:
|
Round 1
|
Round 2
|
Round 3
|
|
1 plays 4
|
1 plays 5
|
1 plays 6
|
|
2 plays 5
|
2 plays 6
|
2 plays 4
|
|
3 plays 6
|
3 plays 4
|
3 plays 5
|
To
help you remember the playing order, the bottom of the score sheet
includes a summary of the above table. To further help you
determine the correct playing order, the score sheet indicates the
opponent's number at the bottom right of the player's score field.
Player Substitutions
Player
substitutions are not allowed once a match has started ------ the
same three players who started the match must finish.
2.
RACKING - All balls should
be frozen (touching) as tightly as possible.
Balls are racked with the front ball on the foot spot and
the 8-ball in the center of the triangle.
The breaking player may request and receive a re-rack.
3.
PLAYING OUT OF ORDER - On occasion, errors occur
whereby two players commence a game out of order. Once a game has
started, the game must be played to completion, even if the wrong
player took the break shot. The game scores are then entered into
the score sheet in the location where the match should have been
played. As soon as the out-of-order game is concluded, the match
should continue using the normal rotation, with the game between
the two players being skipped (since it was played earlier).
4.
BREAKING ORDER - The breaking order is indicated on
the score sheet by a (B) placed adjacent to the team name above
the round in which that team will break. In summary, the Visiting
Team will break in round 1 and the Home Team will break in round
2. The Home Team will break in games 1 and 3 in the third
round with the Visiting Team breaking in game 2. A game is
not restarted when a player allows his/her opponent to break
(because he/she didn't realize it was their turn to break).
Note: Although it is not sportsman-like, it is not a
foul for an opponent to mislead you (deliberately or by mistake)
into thinking it is not your turn to break.
It is each player's responsibility to check the score sheet
and determine when it is his/her turn to break -- don't just ask
the opponent.
5.
BREAKING – To be a legal break, players must break
from behind the head string, the head ball or second ball must be
struck first and at least four object balls must be driven to the
rails or a ball must be pocketed.
The cue ball may not be shot into a rail before the rack. If the break does not qualify as legal, the balls are
re-racked and broken by the opposing player.
Breaking safe or soft is not allowed.
The League Operator may make judgments and issue penalties
to teams and players who are not breaking hard.
Breaking just hard enough to comply with this rule is not a
guarantee against penalties. Remember break as hard as you can with control.
6.
AFTER THE BREAK - Various circumstances can occur
upon completion of the break. They are:
a.
No balls are pocketed and it is the other player’s turn.
b.
The 8-ball is pocketed.
This is a win unless the player scratches, in which case he
loses.
c.
One ball is pocketed.
As an example, the 3-ball, now it is still the breaker’s
turn and the table is open.
d.
One ball of each category is pocketed (for example, the
6-ball and the 12-ball). The
breaker has open table. He
may shoot any ball except the 8-ball; if he does not foul,
anything that goes in counts.
If he were to miss or foul on his second shot, his opponent
would have an open table.
If the opponent then shoots and makes a ball, but also
fouls on the shot, it is still an open table.
Open table means a player can shoot a
combination involving a stripe and a solid and whichever he makes,
without committing a foul, would be his category.
Example:
If a player has an open table, and he shoots the 6-ball
into the 10-ball, and the 10-ball goes in the pocket, he has high
balls (stripes) and must strike the high balls first
from that point on.
e.
If two balls of one category and one ball of the other
category are pocketed (for example, the 3-ball, the 6-ball, and
the 10-ball) it is the shooter’s choice just as in 4d above.
f.
A foul on a legal break results in ball in hand behind
the head string and the incoming player may shoot at any ball on
the table forward of the head string.
For an object ball to be outside the “kitchen” its
center point must be on or past the line.
(This eliminates any shooting of balls inside the kitchen
on a break & scratch.)
g. |