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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.
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. It
is illegal to hold the cue over your shoulder and/or above a
45-degree angle unless the cue ball & object ball are less
than a chalk cube apart.
This refers to masse’ shots.
Masse’ shots that are done with the cue stick above your
shoulder (45 degree rule) 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.
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 call 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.
·
Example C: You miss your object
ball and the cue ball is rolling towards a cluster of balls. You reach out to stop the cue ball and claim that it is ball
in hand. Wrong, it is
loss of game. Do NOT
touch the cue ball until it comes to a complete stop or leaves the
playing surface.
g.
A game is forfeited if it is determined you have disrupted
the shooter either by intimidation or poor judgement (ie. grabbing
their cue, knocking their marker off the table, etc.)
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 without scratching.
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 full name.
First & last!
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 receiving 0
and the winning player receiving 10 points for the win.
If a player prematurely pockets the 8-ball or scratches on
a stroke while pocketing the 8 ball, the opponent receives ten
points automatically with the losing player receiving whatever
points they had at that time.
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 where the cue stick must be
raised above your shoulder or higher than 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 resulting in a double
hit. 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 or shoot at a
right or left angle. 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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