Section 1: Team Match Play Rules
Section 1: Team Match Play Rules
Section 1: Team Match Play Rules
COACHING
v.14.0
If, after the balls have been racked, all balls in the rack are not in contact one another, also known as a loose rack, the shooter who is to break may request a re-rack. At which time the opposing shooter is to re-rack the balls so that all balls in the rack are properly contacting one another, also known as a tight rack. 1.6. LEGAL BREAK SHOT a. The breaker must break with the base of the cue ball behind the head string b. The breaker must strike the 1-ball first and either pocket a ball or drive at least four (4) numbered balls to the cushion. If a shooter fails to meet one of these two requirements the balls are to be re-racked and the incoming shooter takes over the break with cue ball in hand behind the head string. c. If the breaking shooter miscues and the cue ball does not make contact with the racked balls or the breaking shooter interferes with the cue ball at any time before making contact with the racked balls, it is a foul. The incoming shooter takes over the break with cue ball in hand behind the head string. d. If the cue ball is pocketed or driven off the table, it is a foul. The incoming shooter has cue ball in hand anywhere on the table. e. If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming shooter has cue ball in hand anywhere on the table. The object ball is not placed on the spot (exception: if the object ball is the 10-ball, it is spotted). f. Pocketing the 10-ball on the break is a win for the breaker assuming all requirements of a legal break shot are met. 1.7. CONTINUING PLAY If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the shooter misses or fouls, the other shooter begins an inning and shoots until missing, committing a foul, or winning. The game ends when the 10-ball is pocketed on a legal shot, the game is forfeited for an
infraction of the rules, or a shooters opponent forfeits the game. 1.8. CUE BALL IN HAND When the cue ball is in hand, the shooter may place the cue ball anywhere on the bed of the table, except in contact with another ball. When placing the cue ball in position, the shooter is allowed to adjust the placement of the cue ball with the cue stick but may not touch the cue ball with the ferrule or the tip. a. Allowing the cue ball to come into contact with another ball on the bed of the table while the cue ball is in hand is a foul. The incoming shooter has cue ball in hand. b. Touching the cue ball with the ferrule of the cue stick or the tip of the cue stick results in a cue ball in hand foul for the opponent. 1.9. CALLING YOUR POCKET Shooters are required to call their intended ball and pocket when shooting on every shot with the exception of the break. Calling a pocket is done by either, verbally announcing the designated pocket to the opponent, or any shooter on the opposing team, or by pointing at the pocket with your hand or pool cue. The shooter does not need to call number of cushions, banks, kisses, or caroms. If the shooter pockets the 10-ball in the designated pocket, the game is a win. a. If the shooter pockets any numbered ball in any pocket other than the designated pocket, the ball remains pocketed (with the exception of the 10-ball which is to be placed on the spot) and the incoming shooter has a play option. The incoming shooter may take his turn and play the table AS IS in the current position, or he can turn play back over to his opponent who must continue shooting. 1.10. END OF GAME The game ends at the end of a legal shot which pockets the 10-ball, or when a shooter forfeits the game.
SECTION 2: COACHING
2.1. COACHING & TIME OUTS In the NAPA Time Out league format, the following grid must be followed at all times during league and match play:
PLAYER CLASS
Grandmaster Class Master Class Class A Class B Class C Class D Class E
SKILL LEVELS
110 and higher 90 to 109 70 to 89 50 to 69 30 to 49 10 to 29 9 and under
The shooters coach must be a shooter on his or her team. Only the shooter, team captain, acting team captain or designated coach may call a time out. The coach may not at any time consult, converse, or communicate with another person other than the shooter during the time out. The following are NOT considered coaching: a. Wishing your teammate good luck. b. Reminding your teammate to chalk up. c. Reminding your teammate to call their pocket. d. Telling your teammate a foul has occurred. e. Telling your teammate that he has ball-in-hand. f. Answering or asking a rule question. g. Complimenting your teammate for good play. h. Giving your teammate advice when it is NOT their turn. This is considered sideline coaching and is legal, however, ALL sideline coaching must cease immediately after your opponents turn has ended. NOTE: Telling your teammate which ball is the lowest numbered ball on the table is a foul and the incoming shooter receives cue ball in hand. 2.2. TIME OUT TIME LIMIT A shooters time out limit cannot exceed 1-minute. Exceeding 1-minute is a foul and the incoming shooter has cue ball in hand. 2.3. LEGAL COACHING The coach may: a. Offer coaching advice to the shooter b. Touch the table at any time c. Place the shooters cue ball on to the table, into position, in a cue ball in hand situation d. Use the shooters pool cue to show an example of how to line up a shot 2.4. ILLEGAL COACHING The coach may not: a. Mark any part of the table with chalk or any foreign object b. Place markers or any foreign object on the table c. Touch any of the opponents balls at any time
NOTE: Any violation of these three items is cue ball in hand for the opponent.
c.
d.
e.
f.
3.5. SCRATCHING Scratching at any time during a shooters shot is a foul. 3.6. SCRATCHING ON THE 10-BALL a. If a shooter is shooting at the 10-ball, fails to pocket the 10-ball and scratches, it is a foul. b. If a shooter is shooting at the 10-ball, pockets the 10-ball and scratches, it is a foul and the 10-ball is to be placed on the spot. 3.7. CONTACTING THE CUE BALL AFTER SHOOTING If a shooter makes a shot and after the shot is made makes contact with the cue ball in any way before the cue ball has come to a complete stop or final resting position, it is a foul. Any object balls that were pocketed shall remain pocketed with the exception of the 10-ball which is to be placed on the spot. 3.8. OBJECT BALLS JUMPED OFF THE TABLE An un-pocketed ball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not re-spotted (exception: if the object ball is the 10-ball, it is to be placed on the spot) and play continues with the incoming shooter having cue ball in hand. 3.9. FOREIGN OBJECT BOUNCE BACK If an object ball is knocked off of the table and returns to the playing surface after hitting a person or an object, it is a foul. The balls (or balls) that came back on to the table shall remain in their final resting position. The incoming shooter has cue ball in hand. 3.10. BAD HIT If the first object ball contacted by the cue ball is not the lowest numbered ball on the table, it is a foul.
3.11. NO CUSHION If, after the cue ball first strikes a legal ball, and neither the cue ball nor any other ball hits a cushion or is pocketed, it is a foul. 3.12. FOOT ON THE FLOOR Failure to have at least one foot on the floor at the moment the cue tip strikes the cue ball is a foul, unless the shooter is prevented by an obvious, physical handicap and that handicap is very clearly declared to both team captains and all participating shooters before the team match commences. 3.13. JUMP SHOT Any miscue on a jump shot is a cue ball in hand foul. A legal jump shot must be executed by stroking down through the cue ball (no scooping or miscues). 3.14. MOVING BALL Shooting while any ball is moving or spinning is a foul. 3.15. DOUBLE HIT If the cue tip strikes the cue ball twice on the same stroke it is a foul. 3.16. HEAD STRING The base of the cue ball must be inside the head string on the break . 3.17. MARKING THE TABLE Marking the table in any way, which could provide a shooter with an advantage in executing a shot, is a ball in hand foul. Placing of the cue chalk on the rail by the shooter is not considered marking the table. 3.18. OUT OF PLAY BALLS Out of play balls may not be used to measure gaps or spaces of any kind. Using any equipment in a non-customary manner is a foul. 3.19. EXHAUSTING TIME ALLOTMENT After a time clock (or watch) has been instituted, any violation of the allotted shot time, is a cue ball in hand foul. See rule Time Allotment under the section titled General Rules. 3.20. ONE FOUL PER TURN A shooter can only commit one foul per turn. If a shooter commits several fouls on one shot, they are counted as only one foul.
a. b. c.
3 points if a shooter loses their match but has at least one game won in their match 1 point if a shooter loses their match and has no games won in their match 0 points if a shooter loses their match due to forfeit
5.3. BONUS POINTS a. 1 point for a rackless match b. 1 point for each break and out c. 1 point for each 10-ball on the break 5.4. FORFEITING INDIVIDUAL MATCHES When a team must forfeit individual matches they are to write Forfeit in the player 2 shooter's name section of their score sheet on the match they must forfeit. When forfeiting a match the team that had to forfeit receives 0 points for that match. The opposing team receives 20 points for the forfeited match if they pay their nightly dues for the forfeited match. If nightly dues are not in their team packet no points will be awarded for the win. The team getting the win may elect which shooter on their team will be credited with the 20 points for the NAPA individual point race. The shooter's name must be placed on the score sheet; the shooter MUST be present and must NOT have already played a match that day, in that division. 5.5. FORFEITING TEAM MATCHES If a team is a no show or a team has to forfeit an entire match, the opposing team is awarded a standard win (14 points) for each match on their score sheet. The team which is awarded the forfeited wins must pay their entire teams nightly league dues in order to receive points. If the nightly league dues are not in the team packet at the end of match night, no points will be awarded. The team that has forfeited the match will receive 0 points. NOTE: If a team has at least one shooter, their team does NOT have to forfeit the entire team match. The lone shooter should go ahead and play their individual match. If the shooters teammates are still a no show at the end of the individual match the team will be credited with the one individual match played and all points accumulated during that match and simply forfeit the remaining individual matches. The remaining forfeited matches are considered individual matches and the opposing team is credited with 20 points for each one as stated in rule #58 (above). If an entire team forfeits three weeks during a session the team will be dropped from the division. 5.6. LOSS OF RACKLESS MATCH If the breaking shooter commits a foul on any break during his match that shooter is no longer qualified for the one bonus point given in a rackless match score. 5.7. BREAK & OUT In NAPA 10-ball a typical break and run is called a break and out. A break and out is when a shooter breaks the rack and is able to end the game before their opponent gets a turn. This can be achieved by doing a break and run or legally pocketing the 10-ball before their opponent gets a turn at the table. Achieving a break and out earns the shooter a bonus point on the score sheet. 5.8. FOUL. BREAK & OUT If the breaking shooter commits a foul on the break, and the break is turned over to their opponent, and their opponent executes a break and out, the shooter achieving the break and out shall receive full bonus points for the break and out on the score sheet. 5.9. INCOMPLETE TEAM PACKETS Any team packet that is incomplete will result in a 30 point deduction from that teams total session points. In order to submit a complete team packet every team must do the following: a. Submit a completed score sheet in their packet at the end of each league night. b. Submit all shooter dues along with the team packet at the end of each league night. c. Submit all venue/bar dues along with the team packet at the end of each league night if venue/bar dues are required by the local NAPA league operator. 5.10. LACK OF SHOOTER MONIES Any team packet that is missing a shooters nightly league dues will result in that shooters game being forfeited even if the match was played. There will also be a 30 point deduction from that teams total session points for an incomplete team packet. Every team is responsible for their packet containing the full nightly league dues for each match played. 5.11. FINAL SCORE SHEETS The NAPA recognizes a signed score sheet as a final agreement, between both team captains, that the score sheet is correct and should be submitted to the NAPA main office. However, the NAPA recognizes that there are times, when, after a signed score sheet has been submitted to the NAPA, there may be a mistake on the score sheet, later recognized, and a change needs to be made to the score of a game or an entire match. The NAPA gives all local NAPA league operators six (6) days to submit a change request to the NAPA, after the date of the match played. Any change requests submitted to the NAPA, more than six (6) days after the date the match was played will be rejected.
shooters height to five (5) feet tall, when shooting at the table. 6.3. PROOF OF SHOOTER IDENTITY Your opponent has the right to request the proof of identity from you and your teammates. Positive identification is a picture I.D., for example a legal state I.D., a drivers license or passport. 6.4. ONE TEAM Shooters cannot play for multiple teams in the same division. Shooters can only play for one team, per division, on league day/night. 6.5. NUMBER OF MATCHES Shooters may only play one match, per division, per game format, per league day/night. 6.6. CHANGING TEAMS Shooters cannot change teams, if they have already played a match during the current session, without the approval of the NAPA main office. To request a shooter change teams, you must: a. Contact your local NAPA league operator and inform him/her of the change request b. The local NAPA league operator must then submit the request to the NAPA main office c. The NAPA will then make a decision on the team change request and inform the local NAPA league operator on the decision 6.7. ADDING SHOOTERS Teams are allowed to recruit new shooters for their team up through week five (5) of each session. This includes BYE weeks. If a team already has a full 8-man roster with the league the team can only recruit new shooters to their roster if an existing shooter on the roster is removed from the roster. Once a shooter is removed from the roster they cannot be placed back onto the roster in the same session or season. If you are adding a new shooter for your team on league night and the shooter is not yet listed on your roster you must notify the opposing teams captain who the new shooter is and their skill level before the team match begins. If you do not notify the opposing team captain before the team match begins the new shooter will be ineligible to play on that league night. Team captains can pencil in the shooters name on the score sheet and the NAPA will officially add the shooter to the roster after league night has completed. 6.8. SHOOTERS WITH NO PREVIOUS LEAGUE EXPERIENCE Any new shooter having previously never played in the NAPA or any organized billiard league should receive the following skill level: a. Female shooters start with a skill level of 40 b. Male shooters start with a skill level of 50 6.9. SHOOTERS WITH PREVIOUS LEAGUE EXPERIENCE If a shooter has previous NAPA league experience the shooter must be entered into the division at their most recent skill level of the same game format. If the shooter does not have a skill level for the game format being played the shooter must be entered into the division at his highest current NAPA skill level from any NAPA game format. If a shooter does not have NAPA league experience, yet has previous organized league experience, and their league experience is from the BCA, APA, or TAP then the shooter should start with the following:
BCA
BCA 2 3 4 5 6 7 8 9 10 NAPA 20 30 40 50 60 70 80 90 100 APA 1 2 3 4 5 6 7 8 9
APA
NAPA 20 30 40 50 60 70 80 90 100 TAP 2 3 4 5 6 7
TAP
NAPA 40 50 60 70 80 90
NOTE: If a new shooter does have previous league experience, yet the league is not any of the leagues mentioned above, then the shooter should be entered at a skill level determined by the local NAPA league operator or entered into the NAPA as if the shooter does not have previous league experience.
c.
7.2. MOVING HOME LOCATION Teams are allowed to move their home location at any time. Any sponsorship monies paid to the league for the team by the previous home location becomes the teams responsibility. 7.3. TEAM CAPTAINS Every team must have a team captain. The team captain is responsible for the sportsmanship of their team, ensuring the team score sheet is accurate and having the team packet delivered to the proper drop off location at the end of league night. The NAPA does not allow co-captains. 7.4. CHANGING TEAM CAPTAIN A teams captain can be changed at anytime by majority vote amongst the teams shooters. If the captain of a team is changed, the team must notify their local NAPA league operator of the change, immediately. 7.5. NUMBER OF TEAM SHOOTERS Teams can have no more than maximum allowed shooters on their team roster during any session. In 3-man team leagues the maximum is five (5) shooters, in 4-man team leagues the maximum is six (6) shooters and in 5-man team leagues the maximum is eight (8) shooters. Teams are required to have a minimum number of shooters on their roster. The minimum number of shooters is three (3) for 3-man team leagues, four (4) for 4-man team leagues and five (5) for 5-man team leagues. 7.6. MAXIMUM TEAM SKILL LEVEL The total skill level of all shooters fielded on league night for each team cannot exceed the maximum team skill level set forth by the NAPA. Any matches played on league night that exceed the maximum team skill level will be forfeited. a. In 3-man team leagues the maximum team skill level on league night is 195. b. In 4-man team leagues the maximum team skill level on league night is 260. c. In 5-man team leagues the maximum team skill level on league night is 325. The maximum liability a shooter can have against his teams total skill level on league night is 110 points. For example, if a shooter, who has a skill level of 125, is fielded to play for his team, only 110 points will count towards his teams total skill level.
9.11. MULTIPLE TABLES Team matches may be played on multiple tables at the same time, at anytime, during a league match. Playing on only one table is not required. 9.12. RULES ARE SUBJECT TO CHANGE Due to the ever-changing nature of sports and the situations that can and do occur, the NAPA reserves the right to make rulings and rule modifications as necessary and at any time. The NAPA also reserves the right to make exceptions to rules in order to promote fairness. 9.13. PROTESTS AND DISPUTES In general, all protests, disputes and complaints should be made by your team captain to your NAPA representative. Most protests and disputes should be settled immediately through compromise, common sense, and by referring to this manual. 9.14. HIGHEST AUTHORITY The NAPA is the highest authority concerning all league rulings. 9.15. NO CHOOSING THE FORFEITED MATCHES If a team is forced to forfeit an individual match during league night, either due to the Max Team Skill Level rule or being short on the required number of shooters, the team is not allowed decide on which match can be forfeited. All eligible shooters who are present MUST play before the forfeited match occurs. Secondly, anytime a team has to forfeit an individual match, because of a no-show, every match afterwards that evening is automatically a forfeit a well. 9.16. BALLS MOVING SPONTANEOUSLY 5 SECOND RULE A shooters shot is considered completed 5 seconds after all balls on the table have come to a final resting position. If a ball shifts, settles, turns or otherwise moves by its self, after a shooters shot is completed, the ball shall remain in the position it assumed and play continues. A hanging ball that falls into a pocket by its self after being motionless for 5 seconds or longer shall remain pocketed and play will continue. If the hanging ball is the 10ball, the 10-ball should be replaced and play continues. If the hanging ball is the cue ball, the cue ball should be replaced as near as possible to their original position immediately prior to the incident.
b.
c.
physical or verbal violence are subject to being permanently banned from NAPA league play by the local NAPA league operator. 10.2. CHEATING The NAPA reserves the right to ban any shooter, for any reason, at any time for cheating. Sandbagging, false scoring, hidden signals or illegal coaching will result in you being banned from play in the NAPA. 10.3. GAMBLING The NAPA reserves the right to ban any shooter, for any reason, at any time for gambling on any NAPA held event. 10.4. CONCESSION OF A GAME In order to concede a game, you need only: a. Say Good Game, Good match, Congratulations, or any congratulatory phrase that acknowledges your loss; anytime during your opponents turn at the table b. Break down your shooting cue anytime during your opponents turn at the table c. Pick up or grab the rack anytime during your opponents turn at the table d. Pick up a ball or touch a ball anytime during your opponents turn at the table. NOTE: A shooter may break down his or her shaft during a match, only to change shafts, and only after telling their opponent ahead of time.
10