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1 Before The “Break” 8 Ball Express ® provides a competitive and enjoyable experience in the sport of pocket billiards, AND, the opportunity to compete in an exciting session-end tournament for awards and prizes. While players of all skill levels are welcome, the League is specifically designed for the beginner to intermediate pool player. Our unique handicap system gives players of all skill levels the opportunity to compete and WIN. Each person joining 8 Ball Express ® agrees to abide by the rules set forth in this Manual. Rules Are Subject To Change – 8 Ball Express ® reserves the right to make rule modifications as necessary at any time. Any rule changes will be made available to your Captain. We are all in this League to have a good time as well as be competitive. If you feel you cannot participate fairly and in a sportsmanlike manner in the 8 Ball Express ® , please remove yourself from the league and let the rest of the players enjoy themselves in a fun and competitive manner. The rules set forth in this manual do not represent all the rules of the 8 Ball Express ® but rather those rules that you will use most often. When a situation occurs that is not covered by this manual, common sense should prevail or you may contact the League Operator or League Manager for a ruling. League Management 8
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Page 1: 8 Ball Express Rule Book

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Before The “Break”8 Ball Express® provides a competitive and enjoyableexperience in the sport of pocket billiards, AND, the opportunityto compete in an exciting session-end tournament for awardsand prizes.

While players of all skill levels are welcome, the League isspecifically designed for the beginner to intermediate poolplayer. Our unique handicap system gives players of all skilllevels the opportunity to compete and WIN.

Each person joining 8 Ball Express® agrees to abide by therules set forth in this Manual.

Rules Are Subject To Change – 8 Ball Express® reservesthe right to make rule modifications as necessary at any time.Any rule changes will be made available to your Captain.

We are all in this League to have a good time as well asbe competitive. If you feel you cannot participate fairly andin a sportsmanlike manner in the 8 Ball Express®, pleaseremove yourself from the league and let the rest of theplayers enjoy themselves in a fun and competitive manner.

The rules set forth in this manual do not representall the rules of the 8 Ball Express® but rather thoserules that you will use most often. When a situationoccurs that is not covered by this manual, commonsense should prevail or you may contact the LeagueOperator or League Manager for a ruling.

League Management

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TABLE OF CONTENTS

League Organization ________________________ 3Fees ___________________________________________ 4League Calendar ________________________________ 5Scheduling _____________________________________ 5Scoring ________________________________________ 6Membership Meetings ___________________________ 6Trophies and Awards ____________________________ 7

General Rules _______________________________ 7Session Playoffs _______________________________ 13Conduct During League Play____________________ 15Prohibited Conduct ____________________________ 15

Rules of Eight Ball _________________________ 17Fouls _________________________________________ 22Score Keeping _________________________________ 248 BALL END OF SESSIONTEAM CHAMPIONSHIP _________________________ 26

Rules of Nine Ball __________________________ 27Fouls _________________________________________ 31Score Keeping _________________________________ 33

9 BALL END OF SESSIONTEAM CHAMPIONSHIP _________________________ 34

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Section 1

League Organization

Your Team – Teams consist of five (5) to eight (8) players,all of whom must be current league members. The membersof each team shall elect a team captain.

Team Captain – The Team Captain is responsible for theteam. The Team Captain is responsible for communicationswith the League and must keep the league informed as tohis current mailing address and phone numbers. A newTeam Captain may be elected at any time by a majority voteof the team members.

The Division – A division consists of not less than 6 normore than 10 teams.We will do our best to keep you asclose to home as possible when scheduling but may not beable to accommodate every team’s choice. Host Locationsmay request an In-House Division.A division will have thesame play day (Sunday – Friday) for each week of thesession.

League Managers – Because we can’t be everywhere atonce, League Managers are individuals chosen by the Leagueto oversee league play. They make rulings on mattersconcerning league activity including disputes over game ormatch play, rules of play or conduct, and handicap concerns.

Joining – In order to join 8 Ball Express® a person mustsubmit a membership application and pay the required fees(see below). Members should keep us informed of changesin information, such as addresses and phone numbers, sothat league materials can be sent to them. Membershipsexpire after 1 session and must be renewed. In order toparticipate in any League activity, a person must be acurrent 8 Ball Express® member.

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FeesMembership Dues – Membership dues are $10 per session,due at the beginning of each session. Any team that allowsa player to play without paying his annual dues will forfeitall points for the week involved. Players who have notpaid their dues by the 7th week of the session will be removedfrom the league membership roll.

Weekly Team Fees – The weekly team fees are $35.00 perteam. The entire weekly fee is due regardless of how manymatches your team plays.

Payment Of Membership Dues And Weekly Fees – Allpayments must be made in cash. Any other forms of paymentare not acceptable for dues or team fees.

Team Fee Shortages – Teams with a shortage due morethan 2 weeks will not be allowed to resume play until theshortages have been paid.

Players Owing Money To The League – Any playeridentified on the weekly score sheet as owing money to theLeague must pay before they play or all points won forthat night will be forfeited.

The Handling Of Weekly Score Sheets, Team Fees AndApplications -The Home Team Captain is responsible forcollecting all score sheets, money and applications for bothteams and will be responsible for any shortages formoney stated to be in the envelope. The Visiting TeamCaptain should collect all fees, dues, applications and histeam’s score sheet and turn them into the Home TeamCaptain. The Home Team Captain is responsible for turningin all information and money to one of the designated droplocations on the night of play before 12:30 a.m. or within 1/2hour of the match completion time. If the envelope is notturned in on the night of play by the designated time, the

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Home Team will be assessed a one point and $5.00 per daylate penalty. Exception: Division Playoffs – The winningteam will be responsible for turning in the score sheets duringthe playoffs.

League CalendarThere are three (3) sessions during the League year. Theyare the: Summer Session (April – August), Fall Session(August – December), and Winter Session (January - April).

SchedulingSchedules – Division and team schedules for the 14 weeksof regular play during a session and 2 weeks of playoffs willbe published prior to the start of the session.

Rescheduling A Match - If both teams agree, a match maybe rescheduled before the regular scheduled match date. Ifyou do reschedule a match, please notify the League Officeas soon as possible so we may get the score sheet to you ina timely manner. Should the League office feel that a teamhas a valid reason to reschedule; the other team must makea reasonable attempt to reschedule. If the teams cannotagree on which date, within two weeks, to reschedule theLeague office will then determine a rescheduling date thatthose teams will abide by or forfeit the match in question.

Teams Failing To Appear For A Scheduled Match – Anyteam failing to appear for a scheduled match, without a validreason, will be considered dropped from the League. Anyteam that forfeits all five (5) matches twice in a session willbe dropped from the League and that team will become a‘bye’ on the division schedule. Should a team fail to appearfor the final week of play, each member listed on that teamwill be charged a $50.00 drop fee and will not be able toresume play, on any team, until that fee is paid.

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Teams That Drop Out Early – Any team that registers forthe session and drops out before the session is completed,will be charged a $50.00 per player fee for those playerslisted on the roster. Each player must pay their share of thepenalty before they can resume league play.

ScoringA Team Match consists of 5 Individual Matches. EachIndividual Match is worth one (1) point. A maximum of five(5) points can be won in each Team Match. All points aretotaled throughout the fourteen (14) week session. The teamwith the most points will be the Regular Session Winner.The 1st, 2nd and 3rd place Teams along with a WildcardTeam will be seeded in the playoffs to compete for the DivisionChampionship.

Membership MeetingsStart Of Session Meeting -There will be a membershipmeeting at the start of the session to provide information onany rule or policy changes, distribute schedules and rostersfor the new session, and award trophies for the previoussession. Each team represented, by a person registered onthat team, at this meeting will receive 3 points, which will beadded to its point total for the session.

End Of Session Meeting -There will be a meeting at theend of the session for the drawing for wildcard slots. Amember from each team must be present to receive theirpaperwork for the playoffs. Should a team receive thewildcard draw and no member is present to take thepaperwork, they will forfeit their eligibility and a new wildcardteam will be drawn.

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Trophies and AwardsDivision Champion – Each Division Champion Team willreceive individual trophies for each player listed on the team.

Regular Session Winner - Each Regular Session Winnerteam will receive individual awards and the team will receivea 1st place plaque with the team name and the player’snames inscribed on it.

Session Championship – The top 8 teams participating inthe End of Session Championship will receive a team trophy,indicating their finishing place. The winning team will receivetheir choice of a vacation or $10,000.00.

Drop Locations – Convenient drop locations around theCity will be established at the start of each session for teamsto drop their money and score sheets for that night’s matches.

Age Requirement – You must be 18 years old to participatein the 8 Ball Express®. Anyone found to be under the age of18, without the consent of League Management, will beremoved from the league.

Section 2

General Rules

Verification Of Identity – A player has the right to requestthe verification of the identity of his opponent. If asked, aplayer must present a valid state or federal certified pictureID to verify his identity. If his identification is not adequate,he cannot play. A request for a picture ID must be madebefore the match. If the match has already begun, the playerdoes not have to produce the ID. The penalty for falsifying aplayer on your roster will be the removal of the team fromthe league.

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Host Location – Each team will pick a Host Location toserve as its Home Location play for the session.

Members Barred From Host Locations – If a team has amember on its roster that is barred from a Host Location,that member will only be allowed to play with the permissionof the Host Location. Host locations may not bar a memberjust to give their teams an unfair advantage.

Team Rosters – A team may consist of five (5) to eight (8)league members. Teams may consist of a combination ofmen and women, all men, or all women. A player may not belisted on more than one team per division.

Adding/Dropping Players – A team may add or drop playersat any time, during the team match, for the first 7 weeks ofthe session.

Rated Players – Players, who have played in the league,must play at their current 8 Ball Express® skill level. Playinga player below his current skill level will result in a loss of hismatch or all 5 matches should they violate the 23 rule hadthe player played at his correct skill level.

Non-Rated Players – Non-rated players will play their firstmatch as a skill level four (4). Once a player has played inthe League, he may not thereafter play as a non-rated player.

Player’s Skill Levels–All players will be judged on theirshooting ability. Each player’s handicap will be based on thebest 50% of up to the last 10 matches they have played.League Management reserves the right to manually raise aplayer should he be deemed playing below his skill level.

Byes – Occasionally we have an odd number of teams in adivision or a team drops out early, therefore creating a bye.

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Three points will be awarded to the team scheduled to play thebye. No score sheets have to be turned in and no weekly feesneed to be paid when your team is scheduled to play a bye.

Forfeits - A team match will be considered forfeited if atleast one of their players is not ready to play by 7:15 p.m.The player for the next match must be ready to play within 5minutes of the previous match being completed.

Receiving Forfeits – In order to receive points for a forfeit,you must have players present for the match (es) that arebeing forfeited to you, and you cannot violate the 23 Rule. Ifneither team has a player present then neither team willreceive the point. Write down the name of the playerreceiving the forfeit.

Table Choice – Home team will have table choice.

Protests And Disputes – Should protests and disputes ariseduring a match, the match should be stopped until the disputecan be resolved. It is very difficult to make a ruling after thematch has finished.

Resolving Protests And Disputes - Most protests anddisputes can be resolved by referring to this manual. In theevent that a resolution cannot be achieved, the match playersinvolved should attempt to work out a settlement of the issue.This may involve agreeing to replay the game or match orby agreeing to abide by the flip of a coin. Once a method ofsettlement has been agreed upon, the issue giving rise tothe dispute may not be the basis of a future protest. If thematch players are not able to work out a settlement, thematter should be brought to the League Operator’s attention.The League Operator or League Manager’s ruling will befollowed without further question. Anyone not agreeing tofollow the League Operator’s or League Manager’s ruling

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will forfeit the game in question and the match if the protestpersists. All complaints to the league office MUST be inwriting.

Deciding Who Puts Up First – One member of each teamwill flip a coin to decide who puts up the first player. Thewinner of the coin toss may choose which team puts up thefirst player. The teams will alternate for the remainingmatches. Once a player has been put up, he must play. Youcannot change players once a player has been named forthat match unless the other team agrees.

Splitting Matches – If both teams agree you may splitmatches if a table is available. After league time plus 3 hours,the teams must split tables if one (1) captain requests such.

Coaching – Giving advice to your teammate during his gameplay is coaching. Any player on a team may be a coach duringa match. Only one coach may coach a player at any onetime out although a coach may be changed during the nexttime out. When in general conversation with your player,make sure you are speaking loud enough so the other teamknows you are not coaching your player. Only the coachmay approach the table.

Coaches may not:• Mark the table• Guide the shooter’s cue during a shot• Talk about possible shooting situations when a time out

has not been called• Approach the table when a time out has not been called.

What is not considered coaching:• Cheering for your teammate• Reminding your player to chalk his stick or mark his

pocket on the eight ball• Answering a rule question

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• Reminding a player which category of balls he is shooting• Telling a player to “relax” or “calm down”• Talking to the player when racking the balls• Similar banter and non-situation specific conversation.

Who Can Call A Foul – It is the responsibility of the 2 playersto call any fouls during their match. Any player on the teammay suggest that a foul has occurred but the final call mustbe made by the player. You must call a foul when it occurs.Should you let the game continue without calling a foul, thefoul is negated. No foul can be called once the match iscomplete.

Timeouts - Players with a skill level of four (4) to eight (8) mayreceive one (1) time out per game. Non-rated and players with askill level of one (1) to three (3) may receive 2 timeouts per game.

• Timeouts should be no more than one (1) minute.• Although the coach may ask the player if he would like

a timeout, the player must agree to it.• If the coach asks a 2nd time, the player must accept

the timeout or forfeit the timeout.• Coaches must leave the playing area before the player

shoots.

Slow Play – It is very difficult and unsportsmanlike to playslow. The average shot should take approximately 20seconds and a difficult shot approximately 45 seconds.Players taking more than 1 minute per shot will be given averbal warning once during the match. Should they exceed1 minute again they will be guilty of violating the slow playrule. Ball-In-Hand will be awarded to their opponent. Be readyto shoot when it is your turn at the table.

Sandbagging – Sandbagging is intentionally missing shotsor losing games on purpose to hold your handicap downand gain an unfair advantage over your opponent. All formsof sandbagging or other unfair tactics are considered

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cheating and will not be tolerated. Teams that engage inattempting to cheat by miscounting innings or coaching theirplayers to miss shots or lose games will be dropped fromthe league.

Team Skill Limit – In order for every team to have an equalchance to win, the League has adopted the 23-Rule. Thisdoes not allow anyone to stack a team. The 23-Rule meansthat a team must play 5 matches and the total skill levels ofthe 5 players cannot exceed 23 points. Should a team playmore than 23 points per team match, without the consentof the opposing team, they would forfeit all points forthat night. A team playing less than five (5) matches mustshow, with the remaining players listed on the roster, theywould not have exceeded 23 points had all five (5) matchesbeen played. This rule is also in effect in the Playoffs andSession Championship. Should a team be unable to meetthe 23-Rule by adding the 5 lowest handicaps of the playerslisted on the roster (whether they are present or not) theymay play 4 players and the total skills of the 4 players maynot exceed 19 points. You must tell the opposing Captainprior to the start of the matches that you cannot make the23-Rule.

Violation Of The 23-Rule - The score sheet must be markedto indicate a win of 5-0 for the team receiving the wins andyou must notify the opposing Team Captain in order to receivecredit for the violation.

Proper Jump Shots - A legal jump shot is performed bydriving the cue ball down into the bed of the table and forcingit to jump into the air by rebounding from the bed of thetable. It is illegal for a player to “scoop” the ball up and overanother ball.

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Massé Shot - A stroke made by striking the cue ball off centerwith the cue held nearly vertically, so that the cue ball movesin a curve around one ball before hitting another ball.

Sportsmanship – Good sportsmanship is essential to anysport including pocket billiards. Sportsmanship violations mayresult in loss of your membership. It is important that thoseladies and gentlemen who cannot act in a ladylike orgentlemanly manner adjust their attitude or they will beremoved from the league. Every member has the right to betreated in a sportsmanlike manner.

Sharking - Any one of numerous tactics which unethicalplayers employ to rattle or upset their opponent. Talking,making noise, and chalking your cue while your opponent isshooting are all considered sharking tactics. The penalty forsharking is ball-in-hand.

Session PlayoffsDivision Champion - At the end of the session, there willbe a playoff in each division for the top three (3) finishingteams and a wildcard team. The team that wins this playoffbecomes eligible to participate in the End of SessionChampionship.

Tie Breaking Procedure – Should there be a tie in pointswon for the regular session; the team with the most pointswon against the other will be declared the winner. If they arestill tied, a coin toss will be done at the end of session meetingto determine the winner.

More Than 2 Teams Tied – Should more than 2 teams betied each team will be compared to all the teams that theyare tied with and the team with the most points against theothers will be declared the winner. If they are still tied, a

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blind draw will be done at the end of session meeting todetermine the winner.

Playoff Schedule -Playoffs are played the two (2) weeksfollowing the regular session. The first place team will playthe wildcard team and the second place team will play thethird place team. The winning teams will then play thefollowing week to determine the Division Champion.

Playoff Site – During the first week of the playoffs, the firstplace team and the wildcard team will play at the homelocation of the first place team. The second place team willplay the third place team at the home location of the secondplace team. The final week of the playoffs will be played atthe home location of the highest-ranking team remaining.

Wild Card Team Selection–All teams remaining in thedivision that did not finish in the top 3 places will becomeeligible for the wildcard draw. A blind draw will be doneat the end of session meeting. Teams must be repre-sented by a registered player in order to be consideredfor the wildcard draw.

Number Of Scores Needed To Participate In The Playoffs– A player must have shot at least 6 times, with that team,during the session to be eligible to participate in the playoffs.A player may use one (1) forfeit he has received in thatsession, on that team, as a match played if he needs it toqualify. We will go back and add the best score he hasreceived out of his last ten (10) scores as the forfeit score.In some cases it will cause a player to move up a skill level.Try to play all players their required amount of times to avoidthis situation. Byes do not count as matches played.

Equipment – Any piece of equipment designed specificallyfor pocket billiards is acceptable for use in 8 Ball Express®

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play. A player may change sticks during his match and jumpsticks are allowed.

Jump Shots and Massé Shots – Properly executed jumpshots and massé shots are allowed if the host locationallows such shots. Be sure to consult the host location beforeattempting these shots. You may use a jump cue or breakdown your stick and use the shaft to jump a ball.

Conduct During League PlayAll play is to take place in a courteous and sportsmanlike

atmosphere. In order to foster that atmosphere playersshould:

• Introduce themselves to the opposing team.• Give opponents ample room to play and be courteous

and wait until they are finished shooting beforeapproaching the table.

• Not cut in between tables while a player is shooting.• Be prepared to shoot when it is their turn.• Not cheer against the other team or taunt, ridicule,

intimidate or make fun of the other player or team.• Shake your opponent’s hand at the end of the match.• Follow the Golden Rule; treat others as you wish to be

treated.

Prohibited ConductSome forms of conduct are so disruptive of a good playingatmosphere that they cannot, and will not, be tolerated. Suchconduct may consist of hostile physical contact or verbalabuse. Persons who are at the site of a match with a memberof a team are considered to be members of that team forpurposes of these rules. In the event ANY prohibited conductoccurs contact the League Staff or the League Office ASAP!

Hostile Physical Contact – Such conduct can be in theform of bumping, shoving, pushing or hitting whether betweenleague members or between league members and non-

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members. If hostile contact occurs, the match is over!When this situation occurs, the league will assess penaltiesfor such actions.

Only One Team Involved – If it is found that only one teamis involved, that team loses all points for that match duringthe regular session or loses the team match if it is a playoffmatch. The non-offending team will receive all points for thatmatch during the regular session or will advance to the nextround of the playoffs during a Session Playoff event. Theoffending players may be removed from the league.

Both Teams Involved – If it is found that both teams wereguilty, neither team would receive any points for that match,if during regular session, and both teams would bedisqualified if during Session Playoff. The offending playersmay be removed from the league.

Verbal Abuse – Verbal abuse is defined as any name-calling,threats or any other language that could be consideredoffensive or harassment or could cause embarrassment tothe opponent. If this situation occurs, the league will assesspenalties for such actions.

Only One Team Involved – If it is found that verbal abusewas entirely one-sided, than the individual match must beawarded to the non-offending player. If it is determined thatthe abuse put the offending team in an unfair advantage,the league may declare the entire team match be forfeitedto the non-offending team. The offending players may beremoved from the league.

Both Teams Involved – If it is found that both teams wereguilty of verbal abuse, neither player would receive any pointsfor that match, if during regular session and both playerswould be disqualified if during Session Playoff. The offendingplayers may be removed from the league.

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Behavior Towards League Management – Anyone whouses foul or abusive language or consistently argues withthe League Management will be removed from the league.

Board Of Governors – Should disputes or conduct issuesarise; League Management may select League Memberswho will make up a Board of Governors who will hear bothsides of the issue and make a ruling as to the outcome of adispute or consequence of a conduct issue. These rulingswill be followed without further question. Anyone not agreeingto follow the Board of Governor’s ruling will be removed fromthe league if the protest persists.

Handicap Review Board – Should League Managementdesire, a player who is deemed to be sandbagging may bebrought before the Handicap Review Board. Selected Leaguemembers will be appointed to the Handicap Review Boardto help determine whether a player is playing at his correctlevel. The board will then make a ruling and distribute anyconsequences thereof. Anyone not agreeing to follow theHandicap Review Board’s ruling will be removed from theleague if the protest persists.

Section 3

Rules of Eight Ball

Description – Eight Ball is played with the cue ball and a rack of15 object balls. The goal of the game is for a player to pocket hisgroup of balls, either solids – 1 thru 7, or stripes – 9 thru 15, andthen to legally pocket the 8 ball in a pre-designated pocket. If aplayer legally pockets a ball in his group, he must continue toshoot. The turn passes when a player fails to legally pocket one ofhis balls or commits a foul.

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Lagging – Each player selects any ball (other than the cueball) and places it behind the head string, one player to theleft of the head spot and one to the right of the head spot.The balls are then shot simultaneously to the foot cushionand back to the head rail of the table. The player whose ballis closest to the head cushion wins the right to break. It is anautomatic loss of lag if:

1. The ball fails to contact the foot cushion2. The ball drops into the pocket3. The ball makes contact with the side rail

4. The ball jumps the table.

Should the balls make contact or it cannot be determinedwhich ball is closer, the players will re-lag.

The Break – In the first game “The Break” is determined bylagging. Thereafter, “The Break” goes to the winner of theprevious game. A player may elect to give up “the break” atany time.

The Rack – All balls should be touching as tightly as possiblewith the 8 ball in the center of the rack. The player who has“The Break” may request and receive a re-rack.

Shooting – If a bridge is available, a player must have onefoot on the floor when shooting. Violation of this rule IS NOTa foul. If a player appears to be about to violate this rule, he/she should be handed a bridge. If a bridge is not available,house rules apply.

Breaking – The cue ball must be placed behind the headstring. For a break to be legal the cue ball must hit the heador second object ball, and either 4 balls must be driven tothe rail or a ball must be pocketed. A player may not shootthe cue ball into the rail before striking the rack. If a playerfails to accomplish a legal break the balls are re-racked and

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the same player re-breaks. In the event, a scratch or fouloccurs during an illegal break the balls are re-racked andthe opposing player breaks. A foul may not be called unlessthe cue ball strikes the rack.

Soft Breaking – The break must be as hard as possible. Soft orsafe breaks are not allowed. The League Staff shall determinewhether or not a break is hard and may assess penaltiesagainst teams and/or players who are not breaking hard.

Foul Or Scratch On The Break – If a foul or scratch occursafter a legal break, the opposing player has the cue ball ball-in-hand behind the head string and an open table. That playermust place the cue ball in hand behind the head string andmay shoot at any object ball that is out. A ball is consideredout if it is on the opposite side of the head string or is deadcenter on the head string. If the players cannot agree onwhether an object ball is in or out a third party, whose decisionwill be final, should be consulted. If no third party is available,the question will be decided by a coin toss. It is theresponsibility of the non-shooting player to make sure thecue ball is in. Failure to place the cue ball behind the headstring is a foul.

Ball Group Assignment – A player’s group assignment (balls1 thru 7 or balls 9 thru 15) is determined as follows:

On The Break – The table is always open immediatelyafter the break shot. If a player pockets any numbered ballon the break the breaking player may elect to shoot eithercategory of balls and may continue to do so until a ball orballs from only 1 of the groups is/are pocketed on a shotthus, at which point, the breaking player is assigned the ballsfrom that group and the opposing player is assigned the ballsfrom the other group. If the breaking player fouls, scratchesor fails to pocket any ball, on the break or on any subsequent

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shot prior to ball group assignments having been made, theturn passes to the opposing player who has an open table.

Eight Ball On The Break – If the eight ball is pocketedon the break, the breaking player wins the game, unless hescratches, in which case he loses.

After The Break – If the turn passes to a player prior toball group assignment having been made, he has an open tableand may shoot at balls in either group until he pockets a ball orballs from only one of the groups; thus at which point, he isassigned the balls from that group and the opposing player isassigned the balls from the other group. If the shooting playerfouls, scratches, or fails to pocket any ball prior to groupassignments having been determined, the turn passes to theopposing player who has an open table.

Play After Group Assignments – After groupassignments have been determined, a player may legallyshoot only at the balls in his assigned group. A playercontinues to shoot for as long as he pockets balls from hisgroup without fouling or scratching. If the cue ball hits a ballfrom the opposing players group prior to hitting one from theshooting players group a foul occurs. If a player fouls,scratches, or fails to pocket a ball from his assigned group,the turn passes to the opposing player.

A Player Accidentally Shoots The Wrong CategoryOf Balls – This is a foul and would be ball-in-hand to theopposing player. If the foul is not called before the playermakes all the incorrect balls and then legally pockets the 8-ball, then the game will stand. If a player asks which categoryof balls he has, you must tell the truth.

During Play The Following Rules Apply:Combination Shots – Combination shots are allowed,

however, the cue ball must first strike a ball from the shooting

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player’s group, except in an open table situation. Striking aball from the opposing player’s group or the 8 ball first resultsin a loss of turn.

Pocketing Balls – For a ball to have been consideredpocketed, the ball must stay in the pocket. If a ball bounces backout of the pocket onto the table it is still in play. Once a ball ispocketed it is not placed back into play. Balls which come to acomplete stop hanging over the edge of a pocket and then dropinto the pocket after 5 seconds are not considered to have beenpocketed and are placed back on the table in the position atwhich they came to a complete stop.

Balls Off The Table – Knocking the 8 ball off the tableresults in loss of the game. Knocking the cue ball off thetable is a scratch. Other balls that are knocked off the tableare placed back where they were, prior to initial contact. If aplayer pockets a ball from his/her assigned group ANDknocks another ball off the table, that ball is not spotted untilthe player’s turn ends, EXCEPT in the situation where theball knocked off the table is from the shooting player’sassigned group AND he/she pockets all other balls from theassigned group. In that instance, the ball knocked off thetable is placed back where it was and the player continuesto shoot.

Balls Accidentally Moved – If any balls are accidentallymoved, they must be placed as close to the original position,after all the balls have stopped moving. If there is a questionas to where the ball was, the two players should work it outto the best of their ability.

Jawed Balls – If two or more balls are locked betweenthe “jaws” or sides of the pocket then they are consideredoff the playing surface and are to be pocketed.

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Frozen Ball – If a ball is touching the rail it must bedeclared frozen to the rail, by the opposing player prior tothe player shooting. Once it is agreed that the ball is frozen,the shooting player must either drive the object ball to anotherrail or drive another ball (any ball) to the rail.

Cue Ball-In-Hand Rule – A player may place the cue ballanywhere on the table he desires (exception: foul on the break).The player may use his hand or any part of his cue. Coachesmay place the cue ball in a timeout ball-in-hand situation.

Fouls – Only the following fouls result in ball-in-hand forthe opposing player:

1. Shooting while the cue ball is still in motion.2. A player fails to make contact with his object ball first.3. The cue ball does not touch anything.4. Any ball does not make contact with a rail after contact

with his object ball. A pocketed ball counts as a rail.5. The cue ball is pocketed.6. Striking, touching or in any way making contact with

the cue ball with anything except the cue tip, whilenot in a ball in hand situation. This includes chalk,bridges, the cue shaft, etc.

7. Illegal Coaching.8. Touching any object ball with the cue ball while it is ball in

hand. Your fingers are considered an extension of the cueball.

9. Illegal jump shots. (You may not scoop the cue ball)10. Jumping the cue ball off the table.11. Causing a forward stroke motion contacting the cue

ball on a ball-in-hand placement.12. Illegally marking the table to assist in executing a shot.13. Using an object ball or device to determine if there is

“room” for an object ball to pass through.14. Failure to strike another rail when a ball is declared

frozen.

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15. Excessive slow play.16. “Double kissing” of the cue ball.17. Not placing the cue ball behind the line after a scratch

on the break18. Sharking

Always confirm with the opposing player that you haveball-in-hand. Touching the cue ball while not having ball-in-hand is then a ball-in-hand foul to your opponent.

Stalemated Game – A game is considered stalematedif neither player is able to pocket or move their object ballwithout resulting in loss of game. The stalemate may onlybe used if both players agree. The game is re-racked andplayed as if the stalemated game never occurred.

Marking The 8 Ball Pocket – You may mark the designatedeight ball pocket with anything except chalk. Should the 8-ball make contact with the marker it is not considered a foul.The opposing player may ask the shooter to adjust the markershould they feel it would aid the player in making the 8-ballshot. Should both players agree, the 8 ball pocket may becalled rather than marked.

Loss Of Game – The following results in the shooting playerlosing the game:

1. Pocketing the 8 ball prior to pocketing all balls from theshooters assigned group.

2. Knocking the 8 ball off the table3. Pocketing the 8 ball in other than the marked pocket4. Fouling the cue ball and pocketing the 8 ball5. Scratching when shooting at the 8 ball.

Winning – The first player to pocket all the balls in his/herassigned group and then pocket the 8 ball in the marked orcalled pocket, without fouling or scratching in doing so, WINS.

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Number of Games Needed – The amount of games a playerwill need to win his match will be as follows:

Score Keeping – Keeping proper score is essential to thecorrect handicapping of a player. Intentionally keeping scoreimproperly will be grounds for a team being removed fromthe league.

Player Information – In each match, whoever wins the lagis listed first. List the player’s skill level, player number (ornew if they do not have a number) and games needed. Theopposing player is listed below their opponent with his skilllevel, player number and his games needed.

Innings – An inning is marked after the player who lost thelag misses. If a player makes the 8 ball, the game is overand you do not mark an inning. If the player makes the 8ball and then scratches, you do mark an additional inning.You do not change the player you mark an inning after evenif he breaks the next game.

Ball In Hand – Mark each time a player receives ball-in-hand.

Skill

1

2

3

4

5

6

7

8

Skill

1 2 3 4 5 6 7 8

1-1 1-2 1-3 1-4 1-5 1-6 1-7 1-8

2-1 2-2 2-3 2-4 2-5 1-5 1-6 1-7

3-1 3-2 2-2 2-3 2-4 2-5 2-6 2-7

4-1 4-2 3-2 3-3 3-4 3-5 2-5 2-6

5-1 5-2 4-2 4-3 4-4 4-5 3-5 3-6

6-1 5-1 5-2 5-3 5-4 4-4 4-5 3-5

7-1 6-1 6-2 5-2 5-3 5-4 4-4 4-5

8-1 7-1 7-2 6-2 6-3 5-3 5-4 4-4

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Time Outs – Make a check mark each time a player takes atime out during that game.

Defense (Non Performance) – Make a mark each time thatplayer plays a “safety” (defense) or has a low percentagethat he can pocket a ball (non performance). For example; aplayer is left with a situation that he is only hoping to makea “good hit” and is unlikely to make a ball, it is considered anon-performance shot. Each shot should be evaluated basedon the player’s ability.

Balls Remaining – Note how many balls were remaining onthe table at the end of each game, not including the cue ball.

Win/Loss – Mark or color in which player won (W) the gameand which player lost (L) the game.

Team Won – Make a check mark for which team won thatmatch.

8 Out Of Turn Or 8-Ball Scratch – If a player loses thegame by

• making the 8 ball out of turn (early 8) mark the gamewith an E-8.

• scratching while attempting to make the 8-ball (8 scratch)mark the game with an S-8.

• making the 8 ball in a pocket other than designated, markthe game with a WP-8 (wrong pocket).

Please keep score accurately so that we can make thisleague fun and competitive for all players. If you do notkeep score properly, it may not reflect the player’s trueability and therefore give teams an unfair advantage.

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Section 4

8 BALL END OF SESSIONTEAM CHAMPIONSHIP

Division Champions from the session will compete for the titleof Session Champion. The Session Championship will be heldshortly after the end of that session. Each Session Championwill receive their choice of a vacation for their team or $10,000.00.The precise amount of prizes will depend on the number ofteams that participated during that league session.

Additional teams may be randomly drawn from the remainingteams that did not qualify for the Session Team Champion-ship to fill Byes. The League Operator, at the end of sessionmeeting, will determine the criteria for those teams drawn.

Skill Level – You must participate in the Session TeamChampionship with the handicap you were at the time yourteam qualified.

Number Of Scores Required – Each player must have shota minimum of 6 times on the team that you qualified on toparticipate in the Session Team Championship.

Players May Play On More Than One Team – A playermay play on more than one team at the Session TeamChampionship. If the teams meet with common players, thecommon players may not participate for either teamand will automatically advance to the next round with thewinning team.

Disqualifying Teams – Any team who is deemed by theLeague Operator to have a severely under-rated player will bedisqualified.

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Rules – All 8-ball game rules will be the same at the SessionTeam Championship as they are in regular weekly play.

Section 5

Rules of 9 BallDescription – Nine Ball is played with nine object ballsnumbered one through nine and a cue ball. The goal of thegame is for a player to strike or pocket the lowest numberedball on the table and then legally pocket the 9 ball.

Lagging – Each player selects any ball (other than the cueball) and places it behind the head string, one player to theleft of the head spot and one to the right of the head spot.The balls are then shot simultaneously to the foot cushionand back to the head rail of the table. The player whose ballis closest to the head cushion wins the right to break. It is anautomatic loss of lag if:

1. The ball fails to contact the foot cushion2. The ball drops into the pocket3. The ball makes contact with the side rail4. The ball jumps the table.

Should the balls make contact or it cannot be determinedwhich ball is closer, the players will re-lag.

The Break – In the first game The Break is determined bylagging. Thereafter, The Break goes to the winner of theprevious game. A player may elect to give up the break atany time.

The Rack – The balls are racked in a diamond shape, with theone ball at the top of the diamond and on the head spot and thenine ball in the center with all balls touching as tightly aspossible. The remaining balls may be placed in random order.

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Shooting – If a bridge is available, a player must have onefoot on the floor when shooting. Violation of this rule IS NOTa foul. If a player appears to be about to violate this rule, he/she should be handed a bridge. If a bridge is not available,house rules apply.

Breaking – The cue ball must be placed behind the headstring. For a break to be legal the cue ball must hit the oneball, and either 4 balls (the cue ball is considered a ball)must be driven to the rail or a ball must be pocketed. A playermay not shoot the cue ball into the rail before striking therack. If a player fails to accomplish a legal break, the ballsare re-racked and the same player re-breaks. In the event,a scratch or foul occurs during an illegal break, the balls arere-racked and the opposing player breaks. A foul may notbe called unless the cue ball strikes the rack.

Soft Breaking – The break must be as hard as possible.Soft or safe breaks are not allowed. The League Staff shalldetermine whether or not a break is hard and may assesspenalties against teams and/or players who are not breakinghard.

Foul Or Scratch On The Break – If a foul or scratch occursafter a legal break, the opposing player has the cue ballball-in-hand anywhere on the table.

Nine Ball On The Break – If the nine ball is pocketed on thebreak, the breaking player wins the game, unless he scratches, inwhich case the nine ball is spotted and play resumes.

After The Break – If a player pockets a ball on the break, hecontinues to shoot until he misses or wins the game. Theplayer who shoots immediately after the break may electto play a “push out”. The player must announce his intentionto play a push out before the shot, or the shot will be

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considered to be a normal shot. Non-ranked and handicaps1 through 3 will receive an additional “push out” time out ifneeded. A “push out” timeout is NOT marked on the scoresheet nor is it counted toward their NORMAL timeouts.

Push Out – A push out is an attempt to move the cue ball ina better position. After a “push out” the opposing player hasthe option to elect to shoot the cue ball or make his opponentshoot again. No ball is required to strike a rail during the“push out” shot. The cue ball is not required to strikeany ball during the “push out” shot.

Should a shooter pocket a ball on the “push out” shot isconsidered a dead ball and the ball remains pocketed.

Play After The Break – The first ball the cue ball comes incontact with must be the lowest numbered ball on the table.If a ball (any ball other than the nine ball) is pocketed, theplayer continues to shoot for as long as he pockets ballswithout fouling or scratching. If the cue ball hits a ball otherthan the lowest numbered ball on the table first, a foul occurs.If a player fouls, scratches, or fails to pocket a ball, the turnpasses to the opposing player. Should a player make thenumber of balls required of their skill level and not wish toshoot the 9 ball, he may then choose to continue to pocketthe balls in numerical order until he desires to make the 9ball. If the player fails to pocket a ball, the turn passes to theopposing player.

During Play The Following Rules Apply:Combination Shots – Combination shots are allowed,

however, the cue ball must first strike the lowest numbered ball.

Pocketing Balls – For a ball to have been consideredpocketed, the ball must stay in the pocket. If a ball bounces backout of the pocket onto the table it is still in play. Once a ball is

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pocketed it is not placed back into play. Balls which come to acomplete stop hanging over the edge of a pocket and then dropinto the pocket after 5 seconds are not considered to have beenpocketed and are placed back on the table in the position at whichthey came to a complete stop.

Balls Off The Table – It is a cue ball-in-hand foul todrive an object ball off the table. Any ball that is driven off thetable and comes to rest on any surface other than the bed ofthe table is considered to be off the table. Any ball driven offthe table is not spotted with the exception of the nine ball.Should the nine ball be jumped off the table it is spotted asclose as possible to the foot spot and play resumes.

Balls Accidentally Moved – If any balls are accidentallymoved, they must be placed as close to the original position,after all the balls have stopped moving. If there is a questionas to where the ball was, the two players should work it outto the best of their ability.

Jawed Balls – If two or more balls are locked betweenthe “jaws” or sides of the pocket then they are consideredoff the playing surface and are to be pocketed.

Frozen Ball – If a ball is touching the rail it must bedeclared frozen to the rail, by the opposing player prior tothe player shooting. Once it is agreed that the ball is frozen,the shooting player must either drive the object ball to anotherrail or drive another ball (any ball) to the rail.

Cue Ball-In-Hand Rule – A player may place the cueball anywhere on the table he desires. The player may usehis hand or any part of his cue stick to adjust the cue ball.The coach may place the cue ball in a timeout ball-in-handsituation.

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Fouls – Only the following fouls result in ball-in-hand forthe opposing player:

1. Shooting while the cue ball is still in motion.2. A player fails to make contact with the lowest numbered

ball for their handicap first.3. The cue ball does not touch anything.4. Any ball does not make contact with a rail after contact

with his object ball (except on a push out). A pocketedball counts as a rail.

5. The cue ball is pocketed.6. Striking, touching or in any way making contact with the

cue ball with anything except the cue tip, while not in aball in hand situation. This includes chalk, bridges, thecue shaft, etc.

7. Illegal Coaching.8. Touching any object ball with the cue ball while it is ball in hand.

Your fingers are considered an extension of the cue ball.9. Illegal jump shots. (You may not scoop the cue ball)

10. Jumping the cue ball off the table.11. Causing a forward stroke motion contacting the cue ball

on a ball-in-hand placement.12. Illegally marking the table to assist in executing a shot.13. Using an object ball or device to determine if there is “room”

for an object ball to pass through.14. Failure to strike another rail when a ball is declared frozen.15. Excessive slow play.16. “Double kissing” of the cue ball.17. Jumping a ball off the table18. Sharking

Always confirm with the opposing player that you have ball-in-hand. Touching the cue ball while not having ball-in-handis then a ball-in-hand foul to your opponent.

Scratching While Shooting The 9 Ball – Should a playerpocket the 9 ball and then scratch, the 9 ball is spotted andthe opposing player receives ball in hand and play resumes.

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Marking The 9 Ball Pocket – You are not required to markthe nine ball pocket.

Winning – The first player to make the number of ballsrequired of their skill level and legally pockets the 9 ball,WINS.

Number Of Balls A Player Must Make – The number ofballs a player will need to win his match will be as follows:

Skill Number of Balls*1 12 23 34 45 56 67 78 8

*If there are not enough balls remaining for the player tomake their required number of balls, the player can shootthe remaining balls in rotation, on the table and then legallypocket the 9 ball.

Scratching – When a player pockets a ball and thenscratches, the ball remains in the pocket but the ball doesnot count toward his required number of balls.

Making the 9 Ball Early – Making a legal combination shotand pocketing the 9 ball either purposely or accidentally isconsidered a win even if the player has not made theirrequired number of balls.

Number Of Games Needed – The first player to win 5 gamesis considered the winner of the match

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Winning Score – Each match won is worth 1 point for theirteam.

Score Keeping – Keeping proper score is essential to thecorrect handicapping of a player. Teams found to bedeliberately keeping improper score may be removed fromthe league.

Player Information – In each match, whoever wins the lagis listed first. List the player’s player number, skill level (ornew if they do not have a number) and name. The opposingplayer is listed below their opponent with his player number,skill level and name.

Balls Made – Strike through the numbered ball each playermade during that game. If a player makes a ball and thenscratches, or does not pocket a ball legally, circle thenumbered ball made by that player, but do not count thoseballs made in the player’s total balls made.

Innings – An inning is marked after the player who lost thelag misses. If a player makes the 9 ball, and does not scratch,the game is over and you do not mark an inning. You do notchange the player you mark an inning after even if he breaksthe next game.

Ball In Hand – Mark each time a player receives ball-in-hand.

Time Outs – Make a check mark each time a player takes atime out during that game. Do NOT mark “push” timeouts.

Defense (Non Performance) – Make a mark each time thatplayer plays a “safety” (defense) or has a low percentagethat he can pocket a ball (non performance). For example; aplayer is left with a situation that he is only hoping to make a

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“good hit” and is unlikely to make a ball, it is considered anon-performance shot. Each shot should be evaluated basedon the player’s ability.

Number Of Balls Made– Add the number of balls each playermade during that game.

Win/Loss – Mark which player won (W) the game and whichplayer lost (L) the game.

Games Won – Add the amount of games each player wonduring their match.

Please keep score accurately so that we make this leaguefun and competitive for all players. If you do not keepscore properly, it may not reflect the player’s true abilityand therefore give teams an unfair advantage.

9 BALL TEAM CHAMPIONSHIP

The 9 Ball Championship will be held every other session.The winners from the previous 2 sessions will compete forthe title of 9 Ball Champion. Each 9 Ball Champion will receivetheir choice of a vacation for their team or $10,000.00. Theprecise amount of prizes will depend on the number of teamsthat participated during that league year.

Additional teams may be randomly drawn from the remainingteams that did not qualify for the 9 Ball Team Championshipto fill Byes. The League Operator will determine the criteriafor those teams drawn.

Qualified Team – The team that you qualified with will bethe one that participates in the 9 Ball Team Championship.

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Skill Level-You must participate in the 9 Ball Team Champ-ionship with the handicap you were at the time your teamqualified or your current handicap, which ever is greater.

Number of Scores Required – Each player must have shota minimum of 6 times on the team that you qualified on toparticipate in the 9 Ball Team Championship.

Players May Play On More Than One Team - A player mayplay on more than one team at the 9 Ball Team Champ-ionship. If the teams meet with common players, the commonplayers may not participate for either team and willautomatically advance to the next round with the winningteam.

Disqualifying Teams – Any team who is deemed by theLeague Operator to have a severely under-rated player willbe disqualified.

Rules – All 9 ball game rules will be the same at the AnnualTeam Championship as they are in regular weekly play..

Revised: 12/15/2008

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8

Notes