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Except when clearly contradicted by these additional rules, the General Rules of Pocket Billiards apply.
1. OBJECT OF THE GAME
The game is Call Pocket and is played with a cue ball and fifteen object balls, numbered 1 through 15. One player must pocket balls of the group numbered 1 through 7 (solid colors), while the other player has 9 through 15 (stripes). A player is entitled to continue shooting until he/she fails to legally pocket a ball of his group. After a player has legally pocketed all of his group of balls, he/she shoots to pocket the 8-ball. THE PLAYER POCKETING HIS OR HER GROUP FIRST AND THEN LEGALLY POCKETING THE 8-BALL, WINS THE GAME.
2. TEAM FORMAT
In the Corner Pocket Eight Ball Pool League, each team has four players, with a maximum number of 6 players on a roster. During a match, each player from one team will play each of the opposing players .
3. CALL POCKET (GENTLEMEN'S CALL)
In Gentlemen's Call, obvious balls and pockets do not have to be indicated. It is the opponent's right to ask which ball and pocket if he/she is unsure of the shot. Banks, combinations, and non-obvious shots, should be called. Both the object ball and the pocket must be called. When calling the shot, it is NEVER necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. If the object ball is not legally pocketed and other object balls are pocketed, then the balls remain pocketed and it becomes the opponent's right to shoot. It is not a foul if a player calls a ball (e.g. "2 ball in the corner") and misses the called ball, but legally hits another ball of the same denominated (strip or solid).
4. THE RACK
The balls are racked in a triangle at the foot of the table with the 8-ball in the center of the triangle, the first ball of the rack on the foot spot, a striped ball in one corner of the rack and a solid ball in the other corner. All other balls may be in random order.
5. BREAK ORDER
The breaking order in league play is clearly identified on the score sheet.
6. LEGAL BREAK SHOT
To execute a legal break, the breaker (with the cue ball behind the head string) must either (1) pocket a ball, or (2) drive any four numbered balls to the rail. If he/she fails to make a legal break, it is not a foul; however, the incoming player has the option of (1) accepting the table in position and shooting, or (2) having the balls re-racked and shooting the opening break him/herself. It is not necessary to hit the head ball (the ball that is on the foot spot) to initiate a legal break in 8-ball. (NOTE: Nobody can win or lose the game on a break shot - see rule 7 below) On the opening break, the game is considered to have commenced once the cue ball has been struck by the cue tip and the cue ball crosses the head string.
7. SCRATCH ON A LEGAL BREAK
If a player scratches on a legal break shot, (1) all balls remain pocketed, except the 8-ball which is spotted, (2) it is a foul, (3) the table is open. PLEASE NOTE: the incoming player has the cue ball in hand behind the head string and may not shoot an object ball that is behind the head string, unless he/she first shoots the cue ball past the head string and then, by hitting a rail (or a legal object ball), causes the cue ball to come back behind the head string and hit the object ball.
8. 8-BALL POCKETED ON THE BREAK
If an 8-ball is pocketed on the break, the breaker may ask for a re-rack or have the 8-ball spotted and continue shooting. If the breaker scratches while pocketing the 8-ball on the break, the incoming player has the option of a re-rack with the incoming player breaking or having the 8-ball spotted and begin shooting with ball in hand behind the head string.
9. HEAD STRING RULE
This rule applies only when the opening player scratches on the break, and the incoming player has ball in hand behind the head string. The incoming player may place the cue ball anywhere behind the head string. If the player places the cue ball on or in front of the head string and shoots, it is a foul. He may shoot at any object ball as long as the base of the object ball is on or past the head string. He may not shoot at any ball, the base of which is behind the head string, unless he first shoots the cue ball past the head string and then by hitting a rail, causes the cue ball to come back behind the head string and hit the object ball. The base of the ball (the point of the ball touching the table) determines whether it is within or out of the head string. If the incoming player inadvertently places the cue ball in front of the head string, it is a good gesture for the opponent to inform him/her before he/she shoots to avoid confusion.
10. OPEN TABLE
The table is "open" when the choice of groups (stripes or solids) has not yet been determined. When the table is open, it is legal to hit a solid first to make a stripe or vice versa. NOTE: The table is always open immediately after the break shot. However, when the table is open and the 8-ball is the first ball contacted, it is a foul and no stripe or solid may be scored in favor of the shooter. The shooter loses his turn; any balls pocketed remain pocketed; and the incoming player has cue ball in hand and addresses the balls with the table still open. On an open table, all illegally pocketed balls remain pocketed.
11. LEGAL SHOT
On all shots (except on the break and when the table is open), the shooter must hit one of his/her group of balls first and, (1) pocket an object ball, or (2) cause the cue ball or any object ball to contact a rail. PLEASE NOTE: It is okay for the shooter to bank the cue ball off a rail before contacting his object ball. However, after contact with his/her object ball, an object ball must be pocketed, OR the cue ball or any object ball must contact a rail.
12. SAFETY PLAY
Safety play is defined as a legal shot. If the shooting player intends to play safe by pocketing an obvious object ball, then prior to the shot, he/she must declare a safety to the opponent. If this is NOT done, the shooter will be required to shoot again.
13. FOULS
The following infractions result in a foul:
13.1 SCRATCH
Pocketing the cue ball or driving it off the table is a foul. Any time an object ball is driven off the table, it is also considered a foul. In both cases the incoming player has ball in hand.
13.2 BAD HIT
If the first object ball contacted by the cue ball is not of the correct denomination (i.e. solid, stripe or the 8 ball if all the players balls are pocketed), the shot is a foul.
13.3 NO RAIL
If no object ball is pocketed, failure to drive the cue ball or some object ball to a rail after the cue ball contacts the object ball is a foul.
13.4 FOOT
Failure to have at least one foot in contact with the floor at the moment the cue tip contacts the cue ball is a foul.
13.5 MOVING BALL
Shooting while any ball is moving or spinning is a foul.
13.6 PLACEMENT
Touching any object ball with the cue ball while it is in hand is a foul. With "cue ball in hand", the player may position the cue ball on the table by hand (more than once if necessary). After placing the cue ball, the shaft, ferrule, or tip of the cue stick may also be used for positioning the cue ball for shooting.
13.7 USING POCKETED OBJECT BALLS AS A MEASURE
It is illegal to use a pocketed object ball in any way to help judge a shot. A player may only touch pocketed object balls to move them from a full pocket to another pocket to make space.
13.8 SCOOP SHOT
If a player plays a shot with extreme draw with the intention of miscuing to make the cue ball jump over some obstruction, he/she has fouled.
13.9 INTERFERENCE
If the non-shooting player distracts his/her opponent or interferes with his/her play, he/she has fouled. If a player shoots out of turn, or moves any ball except during his/her inning, it is considered to be interference.
13.10 DEVICES
Using any device in an uncustomary manner in lining up or executing a shot is a foul, i.e. placing a cube of chalk or marking the table as an alignment device.
13.11 JUMP AND MASSE SHOT FOUL
It will be deemed a foul if during an attempt to jump over or masse around an opponents ball, should the opponents ball move (regardless of whether it was moved by a hand, cue stick follow-through or bridge).
14. FOUL PENALTY
The opposing player gets the cue ball in hand. This means that the player can place the cue ball anywhere on the table (does not have to be behind the head string except on opening breaks). This rule prevents a player from making intentional fouls which would put his opponent at a disadvantage. With "cue ball in hand", the player may position the cue ball on the table by hand (more than once if necessary). After placing the cue ball, the shaft, tip, or ferrule of the cue stick may also be used for positioning the cue ball for shooting.
15. COMBINATION SHOTS
Combination shots are allowed. However, the 8-ball cannot be used as a first ball in the combination even when the table is open.
16. ILLEGALLY POCKETED BALLS
An object ball is considered to be illegally pocketed when (1) that object ball is pocketed on the same shot a foul is committed, or (2) the called ball did not go in the designated pocket, or (3) a safety is called prior to the shot. All illegally pocketed balls remain off the table, and play is passed to the opponent.
17. OBJECT BALLS JUMPED OFF THE TABLE
If any object ball is jumped off the table, it is a foul. The object balls that are jumped off the table remain off the table and are assumed pocketed. The opponent is awarded ball-in-hand.
18. PLAYING THE 8-BALL
When shooting at the 8-ball, a scratch is loss of game. When shooting the eight ball, to win the game, the pocket must be called. This may be done verbally or by pointing, however the opponent must be made aware of which pocket is to be called.
19. LOSS OF GAME
A player loses the game if he commits any of the following infractions:
a. Scratches when pocketing the 8-ball.
b. Pockets the 8-ball on the same stroke as the last of his group of balls.
c. Jumps the 8-ball off the table at any time (other than the break).
d. Pockets the 8-ball in a pocket other than the one designated.
e. Pockets the 8-ball when it is not the legal object ball.
f. The player concedes the game.
20. STALEMATED GAME
If in 3 consecutive turns at the table by each player (6 turns total) they purposely foul or scratch and both players agree that attempting to pocket or move an object ball would result in immediate loss of game, then the game will be considered a stalemate. The balls will then be re-racked and the breaker of the stalemated game will break again. PLEASE NOTE: Three consecutive fouls by one player is not a loss of game.
21. SPECTATOR COACHING
Spectators on the sidelines are not allowed to advise or coach a player during competition. If after asking a spectator not to coach a player he/she continues to do so, the captains or sponsor should ask the spectator to leave the area.
22. TEAMMATE COACHING
Any or all teammate(s) may coach a player for a given shot. A total of 8 timeouts per night can be used at any time. All coaching infractions are a foul, and the opponent is awarded ball-in-hand.
Note that any member of that team (playing or spectating that evening) is allowed to coach. It is perfectly legal for players to talk to their teammates while the opponent is shooting. As soon as the opponent leaves the table and it is the players turn to shoot, all conversation with that player pertaining to the game must cease. It is not a foul to offer nonspecific encouragement to a player such as "good shot", or "take your time". However, comments such as "Don't shoot that" or "in the side" will influence the players next shot and are therefore considered coaching infractions. As a rule of thumb, you can encourage, but not influence a player.
23. SHOOTING TIME RULE
As a courtesy to all players, be available and ready when your turn to play approaches. Once a game has started, the two players should concentrate on the game and avoid leaving the playing area. Consistent slow play is to be avoided. On rare occasions a player make take several minutes before playing a shot, but if a player frequently takes longer than one minute to play each shot, the opposing player may ask the team captains to determine whether a one minute time limit should be enforced. When a one minute time limit is enforced a team captain must police the remainder of the game. If a one minute time limit is enforced and that limit is exceeded, a foul will be called and the incoming player shall have ball in hand.
24. CLOSE OR QUESTIONABLE SHOTS
It is the opponent's responsibility to ask the player to wait before making a close shot where there is the potential for a (disputable) foul. Both team captains (or designees) must watch the shot and determine a ruling. If the player proceeds with the shot (having been asked by the opponent to wait), it is a foul and the opponent is awarded ball-in-hand. Having watched the shot, it is the sole responsibility of the two "referees" to determine the legality of the shot and announce the ruling -- the players may not influence the decision as they have relinquished their responsibilities to their captains.
25. DISPUTED SHOTS
It is the opponent's responsibility to ask the player to wait before making a shot when the opponent believes the previous shot was a foul. If the players cannot agree on the status of the last shot, the captains must make a ruling. If the captains cannot reach an agreement, the game must be replayed (with the same player breaking). IMPORTANT NOTE: If the player proceeds with the next shot (having being asked by the opponent to wait), it is a foul and the opponent is awarded ball-in-hand. If the opponent does not dispute the shot before the next shot is played, the shot cannot be questioned and is assumed legal.
26. OBJECT BALL FROZEN TO CUSHION
This rule applies when the object ball to be struck by the cue ball is frozen to the rail. After the cue ball contacts the object ball you must (1) pocket the frozen ball or any other object ball, or (2) drive the frozen object ball to another cushion, or (3) drive the cue ball or another object ball to any cushion. Failure to do so is a foul. When there is any doubt about whether the object ball is frozen to a cushion, the opponent should ask for a ruling before shooting.
27. BALLS MOVING SPONTANEOUSLY
If a ball shifts, settles, turns or otherwise moves "by itself," the ball shall remain in the position it assumed and play continues. A hanging ball that falls into a pocket "by itself" after being motionless for 5 seconds or longer shall be replaced as closely as possible to its position prior to falling, and play shall continue.
If an object ball drops into a pocket " by itself" as a player shoots at it, so that the cue ball passes over the spot the ball had been on, unable to hit it, the cue ball and object ball are to be replaced to their positions prior to the stroke, and the player may shoot again. Any other object balls disturbed on the stroke are also to be replaced to their original positions before the shooter replays
28. CONCESSION
If a player concedes, he/she loses the game.
29. DISQUALIFICATION
A League Director has the right to disqualify any player or team from competition and the player forfeits the right to prize money and/or any other awards for unsportsman-like conduct or tactics detrimental to the league or tournament.
30. LEAGUE DIRECTOR/REFEREE RULINGS
All rule interpretations mandated by a League Director or Referee are final. Failure to accept the ruling is a loss of game.
Playing Order
Each player plays against a different player on the opposing team each round, according to the score sheet directions, and all players play 4 games per match. On the score sheets, players for the Home team are assigned the letters 1 though 4, and players for the Visiting team are assigned letters A through D.
In the first round, player 1 on the Home team plays player A on the Visiting team, player 2 on the Home team plays player B 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 B on the Visiting team.
The following table shows the playing order for all four rounds:
|
Round 1 |
Round 2 |
Round 3 |
Round 4 |
|
1 plays A |
1 plays B |
1 plays C |
1 plays D |
|
2 plays B |
2 plays C |
2 plays D |
2 plays A |
|
3 plays C |
3 plays D |
3 plays A |
3 plays B |
|
4 plays D |
4 plays A |
4 plays B |
4 plays C |
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).
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 Visitors will break in rounds 2 and 4 and the Home team will break in rounds 1 and 3. A game is not restarted when a player allows his/her opponent to break (because he/she didn't realize it was there 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.
Scoring
The winning player receives ten points, 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, remember that it is neither a win nor a loss (see the Rules of Play section). If a player prematurely pockets the 8-ball or scratches on a stroke while pocketing the 8 ball, the opponent receives ten points automatically.
Handicapping
Corner Pocket Pool League uses a score keeping and handicapping system for eight ball pool. The System for score keeping and handicapping is probably the easiest to use and understand of all systems. Using this system, each individual develops an average throughout the season, but the total team averages and team points are used to determine the success of the team.
Every player is assigned an average based on the average number of points scored per match. The league directors will maintain a list of averages for all league players, and these statistics will be distributed to the team captains on a weekly basis.
Important Note: A player average is based on the games played in specific division. If a player plays in two divisions, then that player will have two averages: one for each division. If a player is playing in a new division for the first time, the player is treated as a new player for handicapping purposes.
Completing the Score Sheets
Two score sheets must be submitted (with the dues) for each match: one completed by the Home team, and the other by the Visiting team. Both team captains must review the score sheets at the end of the match to make sure they are identical. Captains should check that all individual game scores and sub-totals are the same, and that all break-and-runs are circled. Make sure that the team names and the date of play have been entered. To avoid disputes the two team's score sheets should be compared at the end of each round to ensure they are identical. After checking them, each completed sheet must be signed by both captains.
Team Standings
Each week that team standings are entered into the computer and a weekly standings sheet is produced. The teams are arranged in descending points order; the top team being the one that has the most points. In the event that two or more teams have won the same number of points the team with the most total wins will be given the highest position.
New Players
When a new player joins a team, that player is assigned a temporary average of 8. The new player will play with a handicap of 8 until he has played 16 games, he will then be assigned an individual handicap. A team may add a player at any time during the season as long as the team maintains a maximum of 6 players on their roster. A player must have played at least 20 games during the regular season in order to qualify for playoffs.
Player Substitutions
Player substitutions are not allowed once a match has started ------ the same four players who started the match must finish.
Using a Second Table
Teams are permitted to use only one table unless your match is not in the fourth round by 10:00pm. At this time team captains may play on two tables to speed up the match.
Rescheduling Matches
Each team can reschedule only one match. The date and time will be determined by the league director.
Forfeited Matches
If a match results in a forfeit the winning team will score the average number of points of the winning teams that week, the forfeiting team will score the average number of points of the losing teams that week.
Forfeits
When a team fails to field a full team the opposing team may draw one player. If this still doesn't give the team a full field the opposing team may pick an absent player who is on the roster, this player's handicap will be used. Write "absent" on the score sheet for that player. The score for that game will be as follows:
Handicap 5 or Below 1-10
6 2-10
7 3-10
8 4-10
9 5-10
9 or Above 6-10
Membership Fee
A $5.00 membership fee will be imposed at the start of each session. Each player has 3 weeks to pay. If adding a player after the 3rd week the players membership fee must be paid on the first night the new player plays.
Weekly Dues
Weekly dues will be $7.00 per player for a total of $28.00 per team per week. $28.00 must be submitted each week regardless of how many players actually played. All dues must be paid prior to starting the first match. As you fill out your score sheet with your players for that week, collect each player's dues. $6.00 per player per week will go into the prize fund. $1.00 per week goes to the house for green fees.
Start Time
Match play will start at 8:00pm. If a team fails to field by 8:15pm the team can elect to take a make up match or start with the available players.
Drawing a Player
During regular weekly play, if you have three players the opposing team will be allowed to draw one of your players. Only one player may be drawn. If a team has 2 players the opposing team may draw one player and the remaining match will result in a forfeit.
Practice Tables
One table per match will be available for practice, if necessary you may be asked to give up this table at which time you are welcome to practice on another teams table.
Special Playoff Rules:
A player must have played at least 20 games during the season to qualify for playoffs.
A Team cannot draw a player during playoffs.
A Team may play with fewer than 4 players but the team will take a forfeit for the absent player/players with a forfeit score(s) for that player/players handicap(s).
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