Rules & Bylaws
Rules & Guidelines
If you have any questions, please feel to contact the League Operator
It is a privilege to play in TAP. We have NO tolerance for people that treat their fellow pool players, league operators, and the TAP Pool League with extreme disrespect repetitively. If drama and problems follow whereever you go, you will wear out your welcome to play in TAP. We recently had a player that would often violate these rules of conduct and they are now banned from the TAP Pool League. We strive for a drama-free league and that's one of the many reasons people enjoy TAP league over other leagues. 1. Abusive behavior and foul language will not be tolerated, and may be cause for suspension or revocation of your TAP membership. Suspended players cannot participate in any TAP sponsored events. Players whose membership has been revoked can never participate in TAP sponsored events.2. TAP does not condone gambling during league play. 3. There is an old adage that goes “It’s not whether you win or lose, but how you play the game.” That aptly sums up our approach to league play. While we consider all of our members to be “winners,” for every match that is played there has to be an official “loser.” We expect “winners” to conduct themselves like champions, and our “losers” to conduct themselves like ladies and gentlemen. 4. Always respect the house rules of the establishment in which you are playing. 5. BilliardLife TAP League has the right to revoke your membership at any time. 6. TAP recognizes that not all rules can be covered in a rule book. Situations arise that require interpretation on the spot. The League Operator has the right to interpret the rules during league and make decisions on situations. Sometimes your League Director may not be present. If this is the case take good sportsmanship into account. |
Beginning Play Choosing Your
First Player Games commence with the two Team Captains
tossing a coin to determine who will be the first to announce a player. The
winner of the coin toss has the option to either choose a player from his or
her team, or have the opposing Team Captain or player choose a player from
their team to start the first game of the match. After this has been
determined, player selections will be alternated for the following matches
until all league matches are completed. A team will forfeit the 1st match if
they are not ready to play within 15 minutes of their scheduled start
time. Thereafter, a team will forfeit a
match every 5 minutes if they are not ready to play. A player can represent their team in active
play once per night and represent that specific division on only one team per
night. A player may only play on one table at a time. Multiple nights and
division play are accepted and encouraged. Lagging For the
Break Once two players have been selected, they
must simultaneously “lag” for the
break. The “lag shot” is executed by striking an object ball from behind the head string to the foot rail
and attempting to have it come to rest as close to the head rail as possible. The winner of the “lag” is the player whose
ball stops closest to the head rail. The “lag” is considered a skill
shot and should never be aborted in favor of a coin toss. The winner of the
“lag” has the option of either
breaking or awarding his/her opponent the break. In subsequent games, the
winner of the previous game breaks. In cases where the cue ball is of different
weight or size from the other balls, it should not be used for the “lag.” If your lagging ball is pocketed
or contacts a side rail you
lose the lag. If the two lagging balls make contact players must re-lag. Racking the Balls The
fifteen object balls are racked in a triangular shape, with the 8-Ball in the
center and the other balls distributed throughout the rack in random fashion
with a solid in one bottom corner and a stripe in the other. The object ball at
the top of the triangle should be centered on the foot spot. The player
breaking may request a rack check before breaking the balls. The Break Shot The player entitled to the break has cue
ball-in-hand 100% behind the head string. The breaking player must first drive
the cue ball directly into the rack of balls, striking the first or second
ball, and causing at least five (5) balls, (the cue ball can be one of the five
balls) to hit a rail. Pocketing any ball, except the cue ball constitutes a
legal break. If this task has not been accomplished, the opposing player is
entitled to ask for a new rack and may elect to break. This is at the
non-breaking player’s discretion. An
attempt to break that results in the cue ball crossing the head string, but not hitting the rack, is a
foul. In this case, the opposing player has the option to take the break or
allow the breaking player another attempt at the break. If any balls, other than the 8-Ball, are
driven off the table during the break shot, those balls stay down and it is a
ball in hand foul behind the head string or the shooter can play it where it
lays. If the cue ball is pocketed, or driven off the table during the break
shot, the incoming player has cue ball-in-hand 100% behind the head string. All
object balls that are
pocketed “remain down.” In either ball in hand case, the incoming player has his/her choice of object balls
that are 100% past the head string on an “open
table.” (NOTE: For scoring, the
breaker gets the number of balls pocketed A player pocketing the 8-Ball during a legal break wins the game.
If the breaking player pockets the 8-Ball and scratches or drives the cue ball
off the table, which is another form of a “scratch,” that player loses the game. If the player drives the 8-Ball
off the table during a legally executed break, he/she loses the game. If a
player pockets the 8-Ball and drives an object ball off the table, the player
losses the game (NOTE: In either of these instances, the remaining balls left
on the table are added to both players LOT column on the score sheet with the
breaking player credited with the lower count of stripes or solids and the opponent the higher count. “Win” and
“Loss” columns on the score
sheet for both players must also be properly marked.) Continuing Play After the Break If
the player pockets a ball on the break, that player continues to shoot until
he/she misses or commits a foul. Regardless of which category of balls is made (“low balls” or “high balls”), the
table remains “open” until a shooter has completed a skill shot by calling a ball in an assigned pocket. Once this has
been accomplished, that category of balls belongs to that shooter for the
remainder of the game and the remaining category of balls belongs to the
opponent. Combination shots can begin with either category of balls on
an open table with the exception of the 8-Ball, which is never neutral. In an
open table situation, if a legal hit is made, the called ball goes in the
called pocket and the cue ball scratches or is driven off the table, the
shooter is now that category of balls. The table is no longer open. To execute
a legal hit in an open table situation, you must strike any ball on the table
except the 8-Ball and drive some ball to a rail or pocket a ball. Once your category of balls has been determined, you
Once the category of balls has been
determined and a player shoots the wrong category of balls, the opponent must
immediately notify the player that a foul has occurred. Should the opponent not
inform the shooting player and another ball is pocketed, the shooting player
now has that category of balls. Skill Shots/Good
Hits Our leagues are “call your pocket” which is
also known as skill play or
skill shots. Once a player has a particular category of balls, the first ball
on the table that the cue ball strikes must be that category. After that, a
ball on the table (any ball) must contact a rail. Pocketing a ball also
constitutes contacting a rail or a good hit. If the player pockets the called ball in a
pocket other than the called pocket, that ball stays down and play passes to
the opponent with the cue ball where it stopped. If the player pockets the opponent’s ball,
without pocketing the called ball in the called pocket, the opponent’s ball
stays down and the opponent
comes to the table with shooting the cue ball where it stopped. Anytime the
8-Ball is pocketed out of turn it is a loss of game. If a player pockets the called ball in the
called pocket and also pockets any other balls, other than the 8-Ball or cue
ball, the additional balls stay down and the player continues
. A player successfully pocketing the called
ball in the called pocket, without committing a foul, is considered to have
completed their shot and continues shooting no matter how the ball arrives in
the pocket. This means that
the pocketed ball can “kiss” every
ball on the table or hit every rail and if it still goes in the called pocket
it is a good shot. Jumping/Masse/Switching
Cues: During a match jump cues and switching of cues
are permitted. At anytime you may switch cues or use
a jump cue without notifying your opponent. If a shooting player intends on
switching shafts during the match, he/she must notify the opponent of their
intentions (see concessions). Jumping and Masse are allowed in TAP; however,
you must respect the host location rules. Scooping the cue ball is not a legal
shot. Jump shots must be performed by hitting the cue ball into the table's
surface so that it rebounds from the cloth. Scooping under the cue ball to jump
another ball is a ball-in-hand foul. Accidently scooping a ball while
attempting a regular shot is not a foul. Using a shaft only is not allowed. “Bank” Shots Since this is a call ball and call pocket
league it is not situation occurring, it
counts as a skill shot. It does not matter how many rails the object ball
strikes, as long as it drops into the called pocket. This stands with all forms
of bank or kick shots.
Completing
Multiple Balls In One Shot If you call your ball and pocket and
complete a skill shot, it is marked as a completed shot. When completing a
skill shot, any other balls, regardless
of whether they are “high-balls”(stripes) or
“low-balls (solids),” that drop into a pocket stay
down and are marked as a dead
ball on your score sheet. You cannot call two balls at the same time. You
must declare one or the other. Note: anytime the 8-Ball goes in a pocket
out of turn it is a loss of game. Shooting the
8-Ball When shooting the 8-Ball, you must mark the
pocket you are calling. As long as the 8-Ball goes in the marked pocket after a
good hit, the player wins. Any form of a scratch on the 8-Ball is loss of game.
Anyone can remind the shooter to mark the pocket without it being considered a
time-out. If the marker is already at the intended pocket, regardless of how it
got there, the shooter does not have to physically touch the marker. The pocket
intended is the closest pocket to the marker. When a shooter is on the 8-Ball,
impeding the movement of the cue ball, and or 8-Ball, while either is still in
motion results in a loss of game. The 8-ball does not have to go clean. Any
object can be used as a marker except a standard piece of chalk. Combination Shots Combination shots are legal during league
play. You must strike your category of balls first to execute a skill shot. The
8-Ball is never neutral, but can be used as part of a combination after the
appropriate category of balls has first been hit. Any
ball on the table can be used as part of the combination providing the cue ball
strikes your category of balls first. If a category has not been determined,
all balls are neutral with the exception of the 8-Ball as listed above. Defensive Shots A player must call a defensive (or safety)
shot when not attempting to pocket an object ball. To execute a defensive shot
the shooter must make a legal hit. Any ball pocketed after the hit stays down
and the shooter surrenders their shot to their opponent where the cue ball
rests. The opposing player has the right to ask the scorekeeper to record that
shot as a defensive shot. Any disputes should be worked out by the players
first and, if necessary, contact the League Director for the final say. Not
noting a defense shot repeatedly is unsportsmanlike and disciplinary actions
could be taken against that player. You can call defense and pocket your ball;
however, your opponent now has command of the table where the cue ball rests.
Pocketing a ball of a Defense is marked on the score sheet as a (DEF) defensive
shot and a dead ball. There is no limit on the amount of times a player can
call defense. (NOTE: Calling a Defense and pocketing a ball on an open table
does not give the shooter control of that category of balls. In this case the
table is still open for the opponent.) Ball Frozen to the
Rail This occurs when an object ball is touching
the rail and becomes part of the rail. The opponent must declare the ball
frozen before the shot is executed. If the intended object ball is frozen the
shooter must do one or all of the following: (1) have the cue ball touch a rail
after contacting the intended ball; (2) drive the intended ball to another
rail; or (3) drive any other ball to a rail after contacting the intended ball.
Remember, the match belongs to the two players. Teammates and coaches can be
charged a time out for any assistance. Stalemated Game If both players agree they have reached a
point in the game where progress towards completion cannot be made, they have
the option of mutually declaring a stalemated game and should re-rack and
replay the game. This occurs when neither player wants to attempt a shot.
Please mark re-rack on the score sheets and count the balls left on the table
as dead balls. The original breaking player of that game breaks again. If one
of the two players wishes to continue play, the game must go on until a winner
is determined. Fouls: A player committing a foul must relinquish
his/her turn at the table. If a skill shot is correctly executed when the foul
occurs, the shooter is awarded the shot but is penalized by having to give
his/her opponent cue ball-in-hand. The following are examples of commonly
occurring fouls: Foot Foul – During any shot, a shooter must have one
foot on the floor prior to and during the contact of the cue ball or they have
fouled and the incoming player has cue ball-in-hand anywhere on the table.
(NOTE: This rule does not apply to players who are physically impaired). Bad Hit – If the first
ball contacted by the cue ball is not of the player’s category, or it is the 8-ball before it is that players legal turn
at the 8-ball, it is a bad hit and considered a foul. If the table is open and
a ball does not hit a rail this is considered a foul. Scratch – If a player
pockets the cue ball or drives the cue ball off the table, it is a foul. If you
scratch and you are shooting the 8-Ball, it is loss of game. If a player
executes a skill shot and then scratches, the shot is considered complete and
the ball stays down, but the opponent is awarded cue ball-in-hand. Failure to Drive a Ball to a Rail – A player must either legally pocket a ball
or drive a ball to a rail after making a good hit or they have fouled. (NOTE: If the table is
“open,” any ball except the 8-Ball
may be struck and then any ball must subsequently be driven to a rail to
constitute a good shot, unless a ball is pocketed during the execution of the
shot). Ball Off the Table – Should a player drive the cue ball off the
table, they have scratched and their opponent is awarded cue ball-in-hand,
except on the break, upon which the opponent gets cue ball-in-hand behind the
head string. If a player is shooting the 8-Ball and the cue ball, or the
8-Ball, is driven off the table, it is loss of game. If a player drives one of
his own balls off the table, the opponent is awarded cue ball-in-hand and the
ball off the table is spotted. If a player drives one of his opponent’s balls off the table the ball
stays down and the opponent is
awarded cue ball-in-hand. On an Open Table, should a player drive an object
ball off the table, that ball is pocketed and the opponent has cue
ball-in-hand. NOTE: (Two balls that are stuck in the jaws of the pocket have
two outcomes: 1st, if the two balls are
below the playing surface and/or not touching the felt they are considered
pocketed; 2nd, if the two balls are on the felt
and not below the playing surface, they are in play and not pocketed.)
Placing the cue ball - In a ball in hand situation the cue ball
is alive at all times. If while placing the cue ball, the cue ball, or the hand
holding the cue ball, touches another ball a foul has occurred. A cue ball can
be adjusted with your hand, or any part of the cue stick, so long as the player
is not attempting to stroke the cue ball. Push Shot – If the cue ball is frozen to the object
ball, pushing through the cue ball is a legal hit. If there is separation
between the two balls equal to or less than the width of a piece of chalk, the
shooter must keep from double hitting the cue ball. To make a legal hit the
shooter must either 1) When shooting directly at the two balls elevate the back
of the cue in an attempt to put draw on the cue ball, or 2) Shoot at an angle
not directly in line with the two balls. As long as an honest attempt at either
is made, no foul can be called. If the distance between the two balls is
greater than the width of a standard size piece of billiard chalk, a double hit
of the cue ball is a ball-in-hand foul. When confronted with this situation, it
is strongly recommended that a third party or referee be called to watch the
hit to avoid controversy. If a third
party is not called, it is the shooting player’s decision. Note: Should the cue ball travel past the object
ball, a foul has been committed. “Split Hits” – When
a player contacts one of his or her balls and an opponent’s ball
(or the 8-Ball) at the same time, this does not constitute a foul. If it is
suspected that a player may play a shot that might result in a “split hit,” the non-shooting player should ask that a league
official, referee or another player observe the shot. In this instance, it would be that individual’s duty
to watch, and if necessary, call
the hit. In the absence of an observer, should a controversy over the hit
arise, the call will go to the shooter. Accidental Movement of a Ball – If a player moves the cue ball, in any way,
prior to their shot it is a foul and results in ball-in-hand to the player’s opponent; this does not apply
in ball-in-hand situations
when a player is placing the cue ball. However, should a player accidentally
move, or pocket, any other ball(s) in preparing to shoot or in the execution of
a shot, it is not a foul (NOTE: Should a player accidentally pocket the 8 ball,
it is loss on game.) The opposing player has the right to replace the ball(s)
or leave them where they are. Should the shooter, by reflex action, attempt to
replace the moved ball(s), this is not a foul, but the opposing player has the
option of placing the ball(s) back to where they were originally resting or
leaving them where they were moved to by the shooter. If a player touches any
moving ball, moved as a result of the shot, or the moved ball is struck by
another moving ball during the shot, it is a ball-in-hand foul for the
opponent. If any moving ball strikes the shooters cue, bridge stick or their
person it is a ball-in-hand foul to the opponent. NOTE: (If, after missing a shot, a player
swings their cue in disgust and hits any balls, it is automatic loss of game.) Payment of League
Fees All teams and individual players are
responsible for the payment of league fees. Forfeited matches are no exception.
The full amount agreed upon should be paid at the end of play. Any team or
player(s) owing any fees can result in that team or player(s) having match
points deducted from their standings at any time. This can also result in a
player(s) losing the opportunity to participate in an event regardless of the team’s qualification. This
also includes annual memberships.
There are no league fees due for teams that are on a bye week. Membership
Payment: All memberships must be paid before a NEW
player shoots their first match. A player may not be added to a roster unless
they submit a Membership Application and pay the $20.00 annual membership fee
($25.00 in Canada). Renewing members can look at the weekly stats and see their
renewal date. All renewals must be paid in the beginning of the month they are
due. Owners are responsible for player’s dues once they shoot a match. A player is responsible for
paying the $20 renewal fee the
moment they shoot one match in the month of their renewal date. Any points won
by a player that is not within good membership standing may be reversed. Coaching A
player is allowed to receive coaching from a fellow teammate who has been
designated as the coach prior to the start of each match. Only one coach may be designated for each player’s
match and may not be changed
during that match unless approved by the opposing team. The player or team
coach for each team is entitled to call two (2) “time-outs” per game, lasting no more than one-minute each. Once a time out has been
called, both players can communicate with their coach during that time out.
Players that are a two (2) level handicap, receive two (2) one (1) minute time
outs and unlimited assistance with their coach however, the coach cannot
approach the table except during an official time out. However the player must
still execute their shot within the 45 second shot clock or it will be deemed
one of their time outs. If a time out is called or inferred by either the coach
or player, a timeout must be taken and the player is still charged with the
timeout. If no time outs are available to that player the first offense will be
a verbal warning the second offense will be a ball- in-hand foul. The third
offense will be a loss of game. The fourth is loss of match. During a time-out, the coach may not
disrupt any balls on the table or mark the playing area of the table. Doing so
constitutes a foul and the opponent is entitled to cue ball-in-hand. In a ball
in hand situation the coach may not place the cue ball, if he/she does it is a
foul and ball in hand to the opponent. The coach may not use a cue stick or any other
object other than their hand to line the shot up for their player. The coach
must leave the table prior to the execution of the shot. The first offense,
should either of these instances happen, is a verbal warning. The second and
subsequent is a ball in hand foul. After the time-out, coaches must cease
communication with their players, and the player must execute his or her shot
in the prescribed 45 seconds. (NOTE: An outside player on the team can talk to
the coach, who can then relay that information to the player during a present
time-out within the time limit. If the (1) minute time limit is exceeded and
called by the opposing team, the player can take an additional (1) minute at
the cost of another time-out, if they have a time-out remaining. Note:
The link to the player is through the coach. No other passages to that player
are allowed. Only the Player or Coach can ask the opposing team if they have
any time outs remaining. If the coach disrupts the balls, moves the
balls, or marks the table in any way, it is ball-in-hand to the player’s opponent. If the coach touches the table it is not a foul. To
avoid controversy, the coach should avoid touching the felt. During National & major events, each
player will receive only (1), one minute time out per game because of specific
time restraints. Interference and
“Side-Line” Coaching Any person, who interferes with the course
of the match by offering advice, distracting a player or otherwise disturbing
play, can subject their player to a foul. In this instance, the match referee,
if one is available, or opposing captain must warn the individual involved and that player’s Team Captain/Coach. After the warning, any reoccurrence of the
offensive behavior results in a ball in hand foul to your opponent. A second
occurrence will result in loss of game for your teammate. A third violation will
result in loss of match for your teammate. Anyone on the team can announce to a player to mark their pocket for the 8-Ball. As a team player on the sideline, we encourage you to support your player. However, you are responsible to do so in a sportsmanlike manner.
Speaking Another Language:
All conversations during match play involving players, teammates, coaches and spectators are requested to
be in English. An exception to this rule can be made should both players
competing in the match speak and understand the shared language AND both
players must agree that it is acceptable. If one of the players does not agree,
regardless if they speak and understand the second language then English shall
be the only language spoken. Please consult your local by-laws for penalties of
violating this rule. The reason for this rule is to avoid coaching controversy.
NOTE: While
in regular team play your Owner may relax restrictions on conversation between
players involved in a match with their teammates. However, when teams are
involved in National events or other major tournaments, no conversation will be
allowed between shooting players and other members of their team. Only the
designated coach can communicate with the shooting player during an official
time-out called by either team. Violations of this rule may result in
ball-in-hand for the opposing player. It is our suggestion that all teams
follow this rule at all times while participating in TAP league play. Slow Play It is important for every player in the
league to ensure that his or her league match progresses in a timely fashion. A
45-second shot rule exists and will be used as the benchmark for assessing slow
play. If a player is taking a significantly long amount of time to execute a
shot, the opposing player or coach has the right to ask a league official or
the player’s coach to administer a slow play warning.
If, after being warned, the player continues to play slowly, the opponent will
receive cue ball-in-hand. In all matters concerning slow play, the decision of
the League Director or referee will be final. Note: Before confronting the
opponent’s coach, you must actually time the shooter
in question with a stopwatch to determine that a violation is occurring. Real
time and perceived time are very different. Most of our leagues are played at night and it is important
for the matches to be completed in a timely fashion. All players should note
that after a match has been completed, a team has five (5) minutes to field
another player, or the match may be subject to forfeit). This also stands true
when picking your player for the next match. Please do so in a timely manner. A
player should be picked and ready to shoot no later than five (5) minutes after
each match. Shot Clock All sports have a time limit and billiards
is no exception. In our leagues, there is a 45-second time limit to execute
your shot. The time limit commences
after your opponent’s shot ends and all the balls come to rest. If a time-out commences in
the middle of your decision-making process, after the coaching period has
ended, a new 45 seconds will be in effect.
Note: (The 45 second shot clock is a benchmark average. Some
shots can take longer or shorter depending on the level of difficulty.) Time-Outs A player with a handicap of 3-4-5-6-7 is
entitled to two (2) time-outs per game. Each time-out is one (1) minute in
duration. A player at a 2-handicap level has two (2) one (1) minute time outs
and unlimited coaching within the 45-second time limit. NOTE: (See the section marked “Coaching” for additional
information about local, major,
and national play.) Protests and
Disputes In our league the match belongs to the two
players at the table. With this comes the responsibility of paying attention to
your match whether you or your opponent is on the table. You have the right to
protest a situation. Just remember, a protest needs proof in order to be
evaluated. If your protest cannot be substantiated with proof, you could lose
your match point for a false protest. If you and your opponent are paying
attention and sportsmanship/common sense is utilized, there will be no reason
for protests or disputes. Fielding a Team – The “25 Rule” Team Total
Handicap Rules/Criteria (The “25 Rule”) To field a legitimate five (5) player team,
the sum total of the shooting player’s
handicaps may not exceed twenty-five
(25). A team can play their players in any order they choose as long as the “25 Rule” is
not violated. Violation of the
“25 Rule” If
a Team Captain cannot field a legitimate five (5) player Total
handicap for four (4) player teams cannot exceed 21 (If Total handicap for three (3) player teams
cannot exceed 18 (If your 4 lowest handicaps of players on your roster
exceed 21 then you have to play 3 to 18.) Failure to Field a
Legitimate Team If a Team Captain cannot field a legitimate
team in accordance with the criteria set forth above, they will forfeit ONLY
those matches that are in violation of the rule. (NOTE: It is the well-rounded
team that stays the strongest throughout the league session, so choose your
players wisely.) Lower level players play a big part in allowing your higher
level player(s) to remain active on your team. Adding and
Dropping Players No team should have more than eight (8)
players on its roster. A team may add a player to its roster at any time during
the league session as long as there are enough weeks remaining in the current
session for that player to complete the six (6) matches required to make
him/her a legitimate member of that team. Byes and forfeited matches do not apply towards any
Teams competing in events they qualified
for during the session are to use their team roster of players from that session.
There are no substitutions. When choosing your team, make sure your
teammates understand they are expected to complete the session and session
events. Note: Deadlines for adding and dropping players may vary in
different areas. Be sure to consult your local by- laws for specific rules in
your area. The “Known
Player” Rule A player that is brought into the league
that has, or does not have a previous handicap or league experience may be
assigned a handicap by the League Director or other league official if his or
her skill level is known. Professional
Players Individuals who hold current membership in a
men’s or women’s professional billiards association are not allowed to compete
in TAP’s handicapped league events. If an individual’s primary source of income is from competing in
pool or the individual attempts to derive their income from pool that person
will also be considered a pro. The decision of who meets the above is at the league’s discretion.
Although we have all skill
levels of players in TAP, we still need to provide a comfortable level of
protection for the recreational player. This is where our first concern lies.
We also need to protect the prize funds to which our players contribute so that
everyone has a fair chance of winning. Make-up Matches Some
operators allow make-up matches and some do not. For those teams wishing to
make matches up, it is important that the match be noted on your score sheet so
that the credit can be applied to the correct team. Also, make-up matches must
be agreed upon by both teams and have approval by the League Owner before they are
considered official. All make-up matches should be completed within two (2)
weeks of the date of the scheduled match. No matches can be made up within the
last two weeks of league play. When a new division is starting, the League
Owner may offer a new team make-ups or what is referred to as position rounds
to allow that team to catch up. (NOTE: All make-ups are at the sole discretion
of the League Owner.) Forfeits League matches can be forfeited. The
following circumstances are some examples: A
scheduled team match does not commence within fifteen (15) minutes of
the scheduled match time. Points will be awarded depending on your local
by-laws. A team is unable to field a player whose
handicap is appropriate for the given match, as described by the criteria set
forth under the “Team Total
Handicap Rules/Criteria” clause. If you do not post a player within the required 5 minute time frame, that
match can be forfeited. Un-sportsmanlike conduct can result in a match being
forfeited. A match can be forfeited if the player
shooting the match is not current with league fees, or submits wrong data or
involves himself in any form of cheating. A match will be forfeited by both teams if
both teams only have 4 players. NOTE:
(Check with your League Owner for variations on forfeits) All forfeits should be properly marked on
the score sheets. For a team to claim a forfeit, the team that has the player
present will write that player in, the team that is short player(s) will write ‘forfeit’ for their player. The Win / Loss circles
are then marked accordingly. All forfeited matches assigned to a player will
not count as one of their six (6) required
matches. Note: Your league fees for the forfeited match are still due
regardless of whether the match was played or not. It is impossible to document all cases
where forfeitures may apply. We recommend that you stay within the guidelines
of the rules and play within the spirit and intent of the rules as good
sportsmen should. Note: There will always be players who, for whatever
reason, try to test the system and manipulate the rules to their advantage.
League Owners and officials easily come to recognize these people, and will
take the appropriate steps necessary to control their behavior. These teams or
players may be disbanded from the league or tournaments at any time. Burnout Strategy:
For Play-offs & Upper-Level Play Only This is not a rule, but a strategy within
rules. It is only necessary and used when a team is short players. The strategy
is to put up one of your players that are not present in order to burn out one
of the opponent’s players.
You may also wait for them to put up a player that your team does not want to play and burn that player.
Ex. Team A puts up a 6 and Team B puts up a player that is not present for the
match. This results in a forfeit (win) for that match for Team A. Regardless of
whether a player is present or not, the team must always adhere to the “25 Rule”. Concession Concession consists of; 1) A player
breaking down their playing cue into two pieces except to change shafts. (A
player must notify their opponent if they plan to change shafts.) Breaking
down your break cue after the last game of the match has been broken is not
loss of game. 2) The player intentionally rakes the balls on the table
before the game is complete. 3) The opponent picks up the rack in an
attempt to re-rack before the opponent has taken their last shot. 4) The
opponent offers to shake hands before the 8-Ball is shot..
5) Putting your hand in the pocket as to catch the cue ball from
scratching on the 8-Ball. Byes In some leagues, there will be an uneven
number of teams competing during a league session. When this happens, a BYE
will be written into the schedule to even out the schedule. On a night when a team is scheduled to receive a “BYE,” they
will be credited three (3) points
for that match. In the event of a team dropping out of a session, the BYE will
come in the next week of play or the existing Bye will be eliminated. Teams,
dropping out of a session, are uncontrollable and can happen. When it does, it
creates a problem for the teams scheduled to play. This is out of our control
as a league. We hope you will do your best as a team to complete your session. Handicapping League handicaps are based on raw data
taken from your score sheets for each league match. Complete, clear and
accurately marked score sheets are a must. Players, Team Captains, League
Representatives, League Directors or Operators do not have the right to change
any data on the official roster. There is always the possibility that an error
has been made when posting data. If this seems to be in question, the matter
should be called to the attention of the League Owner, who will be responsible
for addressing the matter. If you question your League Owner’s response, please feel free to contact the corporate office through our website @ www.tapleague.com, or call our toll-free number, 1-800-984-7665. Falsifying a
roster is a serious issue that will be addressed. New Players A player joining the league who has not had
a previously established handicap will play a “Race to 3” and will be counted as a “4” for purposes of
the “25 Rule”. NOTE: (Owners
may choose to set a “standard’ handicap for all unrated players. Captains
should call their League Owner for clarification). Under
the Known Player Rule, any player with an established handicap from any other
Pool system will start at a comparable TAP handicap determined by the League
Director and will shoot under the handicapped race grid. If a player is joining an 8-Ball team and has an established
When a player with an
established handicap plays a new player, his or her established handicap will be counted towards
the “25 Rule.” After this match, the new player’s handicap will be subject to the same criteria as all other players, and
will be evaluated based on his or her performance in subsequent league matches Note:
The handicapping formula developed by TAP is copyrighted, and as such, is
proprietary property belonging to TAP. While players are entitled to an
explanation of how the system works, under no circumstances will they be provided with documentation of TAP’s proprietary
computer algorithms) Our handicaps range from two (2) through seven (7). A seven
(7) handicap is the highest level. Score Keeping A league score sheet must be fully
completed for every match played. This is the vehicle that determines your
handicap and therefore is extremely important that these forms be completed
accurately and neatly. Make sure either the Team Captain or a team player
reviews or compares the sheets before leaving. Once the sheets have left the
league location, they are final. As a rule, each team should assign a score
keeper; however, there are cases where one person keeps score for both teams.
In this case, these are the scores that will be used for accounting purposes
without dispute. It is a matter of courtesy during league play that a player
never keeps his or her own score because of their need to be able to
concentrate on the game. However, after a player shoots, it is suggested that
they keep score for the next team player. Note: Your league score sheets
are the result of your paperwork. If
there are make-up matches or players to add/drop from your team they should be
noted on the score sheet. If there are players with no "Player ID #’s" write it out in a note to the
league office and put it in
your team folder/packet so it can be properly taken care of. Make sure you have
first and last names, along with the player(s) handicap, and their “race to” number on the sheet. This allows us
to cross- reference the player
if needed. Do not use nick names on the score sheets. Score Sheet Categories COMPLETE (A
Completed Skill Shot) Every time a player completes a skill shot,
it should be marked on his or her side or column of the score sheet as a “COMP.” In an open table situation, if the player
completes the skill shot and scratches, it is still marked as a “COMP” and the player is now
that category of balls. If a
player completes a skill shot and other balls go in, either the players or the opponent’s balls, it is still recorded as
one (1) “COMPLETE” and the other ball(s) are dead. It is the score keeper’s
responsibility to make sure the total “COMPLETES” are correct and legible in the appropriate areas for data
entry MISS (A Shot Not
Completed) Every time a player misses a shot, it is
recorded as a “MISS.” If a player
misses and pockets one of his or her opponent’s balls, it is still marked as a
“MISS” and the opponent’s ball(s) stay down. If the player misses and pockets one of his or her balls, it
stays down and is marked as a
“MISS.” Any balls pocketed as a result of a miss are marked under dead balls. All score keeping
responsibilities also apply for misses. DEF (Defense) When a player announces that he or she is playing a
sheet as a “DEF.” If this player does not successfully execute
the shot, When pocketing a ball on
Defense, mark it as a “DEF” and a dead ball. All score keeping responsibilities also
apply to defensive shots, also known as a safety shot. Note: On each shot after the break, only make one hash mark for
each shot, either a “COMP”
“MISS” or “DEF.” Never make
a hash mark in two different categories for the same shot MOB (Made on
Break) This is the number of balls made on the
break or flung off the table as a result of the break at the beginning of each
game even if you scratch. Mark the appropriate number in this area on the score
sheet. Use whole numbers, NOT hash marks for the MOB box. If a player
does not make any balls on the break, nothing is marked. Do not mark a “COMP” or “MISS” for the break shot. If a
player makes the 8-Ball on the
break, put a hash mark under 8OB, LOTs need to be marked for both players. All
score keeping responsibilities also apply to Made on Break. LOT (Left On Table) This column refers to the number of balls
that a player has left on the table after his or her opponent has won the game.
After each game, the person that lost, in most cases, has balls of their
category left on the table. Add the number of balls and mark it in this column.
Use whole numbers, NOT hash marks for the LOT box. Note: If a game has
an early 8-Ball, there will be balls left on the table for both the winner and
the loser. All score keeping responsibilities also apply to Left On Table. GAMES These two columns refer to the number of
games each player has won and lost. After each game, mark whether each player
won or lost that game. All score keeping responsibilities also applies to the
GAMES column. MATCH After the appropriate number of games has been played for
TIME-OUTS Time-outs must be marked in the appropriate
boxes by crossing out the game number as each game ends to minimize confusion
over whether a marked time-out is from the current game or a previous game. All
score keeping responsibilities also apply to TIME-OUTS. RACE Use the Handicap Race Grid to determine the
number of games you need to win the match. This varies, depending upon the
skill level of the players involved. Simply mark the handicap and number of
games needed to win in the appropriate area on the score sheet. All score
keeping responsibilities also apply to the RACE column. NAME On your score sheet, please clearly print
your player’s first and last
name as well as their Player ID#. Please do not use nick names. All score
keeping responsibilities also apply to the NAME column. League
Session/Playoffs A league session consists of a specified
number of weeks, meeting on a designated night and consisting of two opposing teams
playing a specified number of consecutive matches. The winner of these matches
will be awarded one (1) point for each match. Points accumulate over the course
of the league session with the top teams qualifying to play in the Titleholders
Event. There are different Play-off formats. Ask your League Owner for the
format used in your local area. TAP corporate has the final say on how a
play-off runs, allowing no disruptions for the main event. If you do not feel
your finals are within our format at a local level, please feel free to contact
the corporate office. Slop Shots All slop shots stay down and are marked as
a MISS and a dead ball on the score sheet. The player’s opponent has command of the table where the cue ball comes to rest.
Slop shots refer to any ball that goes into a pocket that was not called. If
the ball goes into the intended or called pocket, no matter how it gets there,
it is a good shot. Glossary of Common Pool Terms English – A term used to refer to spin placed on the
cue ball by striking the cue ball to the right or left side of
the cue ball’s vertical axis. Follow Stroke – A stroke
executed by striking the cue ball above its center line in an effort to impart
forward spin on the ball so that it moves forward after striking the object
ball. This stroke is usually executed for purposes of position play. Follow Through – Accelerating the cue stick “through” the cue
ball after actual contact in an effort to ensure that the cue ball
follows a true course of roll. Foot Spot – A point marked on the playing surface
centered between the side rails and two diamonds from the foot rail. Foul – An infraction of the rules, which can
terminate a player’s turn at
the table. “Frozen” – Balls that are touching each other on the
table, or touching a cushion, are said to be “frozen.” “Getting Shape”
– This is acquiring good
position on the next ball to be shot. Going in Clean – The pocketed object ball drops into the
pocket without touching another ball. Head Spot – A point marked on the playing surface
centered between the side rails and two diamonds from the head rail. Head String – An imaginary line on the playing surface
connecting the side rails at the position of the two diamonds from the head
rail. High Balls – The set of balls in 8-Ball consisting of
the nine (9) through fifteen (15). See “Stripes.” “Kick” – Shooting the cue ball into one or more
rails in order to contact or pocket a specific object ball. “Kiss” – When the object ball or cue ball makes
contact with a ball to deflect its trajectory during a shot. Lagging – A procedure for
determining who shoots first in any match. To lag, each player places a ball
behind the head string and banks it off the foot rail. The player whose ball
stops closest to the head rail can elect to break. NOTE: Contacting the head
rail is legal. Low Balls – These are the set of balls in 8-Ball
consisting of the one (1) through seven (7). See “Solids.” Miscue – This occurs
when the tip of a cue stick slides off the cue ball because of inadequate
chalking, a defective tip, or misapplication of “English.” A miscue could lead to a ball-in-hand situation for your opponent,
especially if the miscue causes the cue ball to jump over any balls on the
table. Miss – Any shot that is not successfully completed.
Object Ball – The object ball
is the ball that the shooter is attempting to hit, or any other ball that is of the player’s category. In 8-Ball, “low-balls” are the type numbered one (1) through
seven (7), and “high-balls” are the type numbered nine (9) through
fifteen (15). Masse’-When a player
attempts to curve the cue ball around a ball in order to strike an intended ball. A masse’ is accomplished by
raising the butt end of the cue and using either right or left English.
Even raising the butt end of the cue a little and using right or left English
will cause the cue ball to curve a little. A masse’ is allowed in TAP but please respect the host locations rules. Position – Intentional placement of the cue ball after
a shot. Rack – A device used
to arrange balls on the foot spot to begin a new game. Rail – The cushion of the table. Run – A series of
consecutive shots that have been successfully completed. Safety – A defensive
move in which the shooter attempts to prevent his or her opponent from having a
high percentage shot. “Sandbagging” (Cheating)
– When a player intentionally plays well
below his or her ability in order to maintain or lower their handicap, they are said to be “sandbagging.” This is a
form of cheating and is not
allowed in TAP. “Scratch” – This is pocketing the cue ball, or the cue
ball leaving the playing area. Snooker – A pocket game
played on a six (6) by twelve (12) foot table with a cue ball, fifteen red
balls and seven colored object balls. “Solids” – The set of balls in 8-Ball consisting of
the one (1) through seven (7). See Low Balls. “Spotting” – Returning the balls to the table as
specified by the rules of the game. The ball in question is returned to the “foot” spot. Stop Shot – A shot executed with the intent of bring
the cue ball to a complete stop immediately upon striking the object ball. “Stripes” – The set of balls in 8-Ball consisting of the nine (9) through fifteen (15). See High Balls. |
Object of the Game Team Tap 9-ball is played with nine object balls numbered 1 through 9 and the cue ball. On any shot the cue ball must contact the lowest numbered ball on the table first to begin a legal shot. Once you have contacted the lowest numbered ball, any completions that follow allow you to continue your turn at the table. On balls numbered 1 thru 8 the shooter does NOT have to call their pocket. A player wins the game when he/she has legally pockets the 9-ball in a called pocket. Beginning Play Choosing your first player Games commence with opposing Team Captains or player tossing a coin to determine who will be the first to announce a player. The winner of the coin toss has the option to either choose a player from his or her team, or have the opposing Team Captain or player choose a player from their team to start the first game of the first match. After this has been determined, player selections will be alternated for the following matches until all league matches are completed. A player can represent their team in active play once per night and represent that specific division on only one team per night. A player may only play on one table at a time. Multiple nights and division play are accepted and encouraged. Lagging For the Break Once you have selected your players, they must lag to see who breaks. Once two players have been selected, they must simultaneously "lag" for break. The "lag shot" is executed by striking an object ball from behind the head string, to the foot rail, and attempting to have it come to rest closest to the head rail. If your lagging ball is pocketed or contacts a side rail you lose the lag. If the two lagging balls make contact, players must re-lag. Racking the Balls The objects balls, numbered 1 through 9, are racked in a diamond shape with the 1-ball on the foot spot and the 9-ball in the center of the diamond. The rack should be tight with all balls touching. The Break Shot The player entitled to the break has cue ball-in-hand 100% behind the head string. The breaking player must first drive the cue ball directly into the one-ball, causing at least 4 balls to hit a rail, including the cue ball. Pocketing a ball also constitutes a legal break. If either task has not been accomplished, the opposing player is entitled to ask for a new rack and may elect to break. This is at the non-breaking player's discretion. An attempt to break resulting in the cue ball crossing the head string, but not hitting the rack, is a foul. The incoming player now has cue ball in hand anywhere on the table. If any balls, other than the 9-ball, are driven off the table during the break shot a foul has occurred, the balls are pocketed and the opponent has cue ball in hand . All objects balls that are pocketed remain down. If the 9-ball is driven off the table a foul has occurred, the opponent has cue ball in hand and the 9-ball is spotted. It is then ball-in-hand for the incoming player anywhere on the table. On a legal break with no fouls committed, pocketing the 9-ball is a win. (NOTE: For scoring, the breaker gets the number of balls added to his or her score under the "made on break" (MOB) column). Any balls off the table are recorded as Dead Balls. Cue ball off the table If a player drives the cue ball off the table (including the break) it is the incoming player’s turn, ball in hand anywhere on the table. Continuing Play After the Break If the player pockets a ball on the break, that player continues to shoot until he/she misses, commits a foul or plays defense without pocketing a ball. When this happens, your opponent assumes control of the table and does the same until the 9-ball is legally pocketed. NOTE: If a foul is committed on any shot, the incoming player has cue ball-in-hand anywhere on the table. "Push out" After a Legal Break The "push out", also known as "roll out", is allowed one time only on the shot immediately following the break. The player executing this shot must clearly announce their decision to their opponent before shooting or it is treated as a normal shot. Push Outs are recorded as a Defensive shot. To execute this shot you may shoot the cue ball anywhere on the table. The cue ball is not required to contact a rail nor is the shooter required to contact the lowest numbered ball on the table. Any balls pocketed on a push out stay down and count as a Dead Ball on your score sheet, with the exception of the 9-ball, which is spotted. Spotted balls are not counted as completions in this case. Following the push out the opponent has the option to shoot or pass the shot back to the player who executed the push out. (NOTE: Scratching on a push out is a foul). When the push is given back to the player that performed it, it is considered a Defensive shot on the score sheet. Continuing Play After a legal break or legal push out, the player who has command of the table continues to shoot until they miss, foul or win the game. This is continued until a winner is determined. Skill Shot/Good Hits The shooter must make the cue ball contact the lowest numbered ball on the table before any other ball to execute a legal hit. You do not have to call your pocket except for the 9 ball. After that, a ball on the table (any ball) must contact a rail. Pocketing a ball is also a good hit. If the cue ball first strikes any ball other than the lowest numbered ball on the table, or the cue ball is pocketed or a ball fails to hit a rail, it is a "bad hit". A bad hits means a foul has been committed and the opponent comes to the table with cue ball in hand anywhere on the table. Shooting the 9-ball In TAP team 9-ball the 9-ball is always the game ball for both players. The 9 ball is the only ball a shooter is required to call, and mark, a pocket for. If the 9-ball is pocketed legally, the game is over, however, if a foul is committed while the 9-ball is pocketed then the 9-ball is spotted and it is ball-in-hand for the incoming player. If the 9-ball is shot into the wrong pocket, it will be spotted and it’s the opponent’s turn playing the cue ball where it rests. The shot is scored as a Miss. Players cannot call out “mark your pocket” to the shooter unless the 9-ball is the only ball on the table. If other balls are in play it will result in a ball in hand foul for the opponent. Defensive/Safety Shot To play a defensive (safety) shot, you still must execute a legal shot by hitting the lowest numbered ball on the table first, and drive a ball to the rail. A player must call a defensive (or safety) shot when not attempting to pocket an object ball. The opposing player has the right to ask the scorekeeper to record that shot as a defensive shot. Players must call defense prior to the shot and mark it as a (def) defensive shot. When calling a defensive shot, if you pocket a ball, you must continue shooting. That shot is marked as a COMP on the score sheet. If the 9 Ball is pocketed on a defensive shot, it is spotted and the opponent gets to shoot. Note: Some shots in 9 Ball are made simply to make contact with your object ball because the ball is hidden from a clear shot. In these cases, a Miss should be marked instead of a Defense. Scorekeepers should use good judgment when making this decision. Fouls: There is no "Three foul" rule in TAP 9-ball league. A player committing a foul must relinquish his/her turn at the table. The following are examples of commonly occurring fouls. Scratch/Ball Off the Table - If a player pockets the cue ball or drives the cue ball off the table, it is a foul. If a player executes a shot and then scratches, the shot is considered complete and the ball stays down, unless the 9-ball drops or is driven off the table then it is spotted. Any other ball stays down and ball-in-hand for the incoming player. Any balls driven off the table, with the exception of the 9 ball, are recorded as Dead Balls. NOTE: (Two balls that are stuck in the jaws of the pocket have two outcomes: 1st, if the two balls are below the playing surface and/or not touching the felt they are considered pocketed; 2nd, if the two balls are on the felt and not below the playing surface, they are in play and not pocketed.) Push Shot - If the cue ball is frozen to the object ball, pushing through the cue ball is a legal hit. If there is separation between the two balls equal to or less than the width of a piece of chalk, the shooter must keep from double hitting the cue ball. To make a legal hit the shooter must either 1) When shooting directly at the two balls elevate the back of the cue in an attempt to put draw on the cue ball, or 2) Shoot at an angle not directly in line with the two balls. As long as an honest attempt at either is made, no foul can be called. If the distance between the two balls is greater than the width of a standard size piece of billiard chalk, a double hit of the cue ball is a ball-in-hand foul. When confronted with this situation, it is strongly recommended that a third party or referee be called to watch the hit to avoid controversy. If a third party is not called, it is the shooting player’s decision. Note: Should the cue ball travel past the object ball, a foul has been committed. "Split Hits" - When a player contacts the lowest numbered ball on the table and another ball at the same time, this does not constitute a foul. Simultaneous contact of two balls is a good hit. If it is suspected that a player may play a shot that might result in a "split hit," the non-shooting player should ask that a league official, referee or another player (that is not on either team) observe the shot.In this instance, it would be that individual's duty to watch, and if necessary, call the hit. In the absence of an observer, should a controversy over the hit arise, the shot goes to the shooter. Accidental Movement of Balls If a player moves the cue ball, in any way, prior to their shot it is a foul and results in ball-in-hand to the player’s opponent; this does not apply in ball-in-hand situations when a player is placing the cue ball. If while placing the cue ball, the cue ball, or the hand holding the cue ball, touches another ball a foul has occurred. Should a player accidentally move, or pocket, any other ball(s) in preparing to shoot or in the execution of a shot, it is not a foul (NOTE: Should a player accidentally pocket the 9 ball, it is automatically replaced.) The opposing player has the right to replace the ball(s) or leave them where they are. Should the shooter, by reflex action, attempt to replace the moved ball(s), this is not a foul, but the opposing player has the option of placing the ball(s) back to where they were originally resting or leaving them where they were moved to by the shooter. If a player touches any moving ball, moved as a result of the shot, or the moved ball is struck by another moving ball during the shot, it is a ball-in-hand foul for the opponent. If any moving ball strikes the shooters cue, bridge stick or their person it is a foul and ball in hand for their opponent. NOTE: (If, after missing a shot, a player swings their cue in disgust and hits any balls, it is automatic loss of game.) Interference and "Sideline" Coaching Any person, who interferes with the course of the match by offering advice, distracting a player or otherwise disturbing play, can subject their player to a foul. In this instance, the match referee must warn the individual involved and that player's team captain/coach and player. After the warning, the penalties go as follows. 1st a warning, 2nd ball-in-hand for opponent, 3rd loss of game, 4th loss of match, 5th-team disqualified. Penalties do not start over after each match. They continue from first match to last match, for both teams. As a team player on the sideline we encourage you to support your player. However, you are responsible to do so in a sportsmanlike manner. GENERAL RULES Payment of League Fees All teams and individual players are responsible for the payment of league fees. Forfeited matches are no exception. The full amount agreed upon should be paid at the end of play. Any team or player(s) owing any fees can result in that team or player(s) having match points deducted from their standings at any time. This can also result in a player(s) losing the opportunity to participate in an event regardless of the team’s qualification. This also includes annual memberships. There are no league fees due for teams that are on a bye week. Membership Payment: All memberships must be paid before a NEW player shoots their first match. A player may not be added to a roster unless they submit a Membership Application and pay the $20.00 annual membership fee ($25.00 in Canada). Renewing members can look at the weekly stats and see their renewal date. All renewals must be paid in the beginning of the month they are due. Owners are responsible for player’s dues once they shoot a match. A player is responsible for paying the $20 renewal fee the moment they shoot one match in the month of their renewal date. Any points won by a player that is not within good membership standing may be reversed. Coaching A player is allowed to receive coaching from a fellow teammate who has been designated as the coach prior to the start of each match. Only one coach may be designated for each player’s match and may not be changed during that match unless approved by the opposing team. The player or team coach for each team is entitled to call two (2) “time-outs” per game, lasting no more than one-minute each. Once a time out has been called, both players can communicate with their coach during that time out. Players that are a two (2) level handicap, receive two (2) one (1) minute time outs and unlimited assistance with their coach however, the coach cannot approach the table except during an official time out. However the player must still execute their shot within the 45 second shot clock or it will be deemed one of their time outs. If a time out is called or inferred by either the coach or player, a timeout must be taken and the player is still charged with the timeout. If no time outs are available to that player the first offense will be a verbal warning the second offense will be a ball- in-hand foul. The third offense will be a loss of game. The fourth is loss of match. During a time-out, the coach may not disrupt any balls on the table or mark the playing area of the table. Doing so constitutes a foul and the opponent is entitled to cue ball-in-hand. In a ball in hand situation the coach may not place the cue ball, if he/she does it is a foul and ball in hand to the opponent. The coach may not use a cue stick or any other object other than their hand to line the shot up for their player. The coach must leave the table prior to the execution of the shot. The first offense, should either of these instances happen, is a verbal warning. The second and subsequent is a ball in hand foul. After the time-out, coaches must cease communication with their players, and the player must execute his or her shot in a timely fashion. (NOTE: An outside player on the team can talk to the coach, who can then relay that information to the player during a present time-out within the time limit. If the (1) minute time limit is exceeded and called by the opposing team, the player can take an additional (1) minute at the cost of another time-out, if they have a time-out remaining. Note: The link to the player is through the coach. No other passages to that player are allowed. Only the Player or Coach can ask the opposing team if they have any time outs remaining. If the coach disrupts the balls, moves the balls, or marks the table in any way, it is ball-in-hand to the player’s opponent. If the coach touches the table it is not a foul. To avoid controversy, the coach should avoid touching the felt. Speaking Another Language: All conversations during match play involving players, teammates, coaches and spectators are requested to be in English. An exception to this rule can be made should both players competing in the match speak and understand the shared language AND both players must agree that it is acceptable. If one of the players does not agree, regardless if they speak and understand the second language then English shall be the only language spoken. Please consult your local by-laws for penalties of violating this rule. The reason for this rule is to avoid coaching controversy. NOTE: While in regular team play your Owner may relax restrictions on conversation between players involved in a match with their teammates. However, when teams are involved in National events or other major tournaments, no conversation will be allowed between shooting players and other members of their team. Only the designated coach can communicate with the shooting player during an official time-out called by either team. Violations of this rule may result in ball-in-hand for the opposing player. It is our suggestion that all teams follow this rule at all times while participating in TAP league play. Slow Play It is important for every player in the league to ensure that his or her league match progresses in a timely fashion. A 45-second shot rule exists and will be used as the benchmark for assessing slow play. If a player is taking a significantly long amount of time to execute a shot, the opposing player or coach has the right to ask a league official or the player’s coach to administer a slow play warning. If, after being warned, the player continues to play slowly, the opponent will receive cue ball-in-hand. In all matters concerning slow play, the decision of the League Director or referee will be final. Note: Before confronting the opponents coach, you must actually time the shooter in question with a stopwatch to determine that a violation is occurring. Real time and perceived time are very different. Most of our leagues are played at night and it is important for the matches to be completed in a timely fashion. All players should note that after a match has been completed, a team has five (5) minutes to field another player, or the match may be subject to forfeit). This also stands true when picking your player for the next match. Please do so in a timely manner. A player should be picked and ready to shoot no later than five (5) minutes after each match. Shot Clock All sports have a time limit and billiards is no exception. In our leagues, there is a 45-second time limit to execute your shot. The time limit commences after your opponent’s shot ends and all the balls come to rest. If a time-out commences in the middle of your decision-making process, the time remaining on the clock is still in use. Note: The 45 second shot clock is a benchmark average. Some shots can take longer depending on the level of difficulty. Time-Outs A player with a handicap of 3-4-5-6-7 is entitled to two (2) time-outs per game. Each time-out is one (1) minute in duration. A player at a 2-handicap level has two (2) one (1) minute time outs and unlimited coaching within the 45-second time limit. See the section marked “Coaching” for additional information. Protests and Disputes In our league the match belongs to the two players at the table. With this comes the responsibility of paying attention to your match whether you or your opponent is on the table. You have the right to protest a situation. Just remember, a protest needs proof in order to be evaluated. If your protest cannot be substantiated with proof, you could lose your match point for a false protest. If you and your opponent are paying attention and sportsmanship/common sense is utilized, there will be no reason for protests or disputes. Fielding a Team – The “25 Rule” Team Total Handicap Rules/Criteria (The “25 Rule”) To field a legitimate five (5) player team, the sum total of the shooting player’s handicaps may not exceed twenty-five (25). A team can play their players in any order they choose as long as the “25 Rule” is not violated. Violation of the “25 Rule” If a Team Captain cannot field a legitimate five (5) player team according to the “25 Rule,” he or she must then field their team accordingly: Total handicap for four (4) player teams cannot exceed 21 (If your 5 lowest handicaps of players on your roster exceed 25 then you have to play 4 to 21.) Total handicap for three (3) player teams cannot exceed 18 (If your 4 lowest handicaps of players on your roster exceed 21 then you have to play 3 to 18.) Failure to Field a Legitimate Team If a Team Captain cannot field a legitimate team in accordance with the criteria set forth above, they will forfeit ONLY those matches that are in violation of the rule. (NOTE: It is the well-rounded team that stays the strongest throughout the league session, so choose your players wisely.) Lower level players play a big part in allowing your higher level player(s) to remain active on your team. Adding and Dropping Players No team should have more than eight (8) players on its roster. A team may add a player to its roster at any time during the league session as long as there are enough weeks remaining in the current session for that player to complete the six (6) matches required to make him/her a legitimate member of that team. Byes and forfeited matches do not apply towards any player’s required matches. Teams competing in events they qualified for during the session are to use their team roster of players from that session. There are no substitutions. When choosing your team, make sure your teammates understand they are expected to complete the session and session events. Note: Deadlines for adding and dropping players may vary in different areas. Be sure to consult your local by- laws for specific rules in your area. The “Known Player” Rule A player that is brought into the league that has, or does not have a previous handicap or league experience may be assigned a handicap by the League Director or other league official if his or her skill level is known. Professional Players Individuals who hold current membership in a men’s or women’s professional billiards association are not allowed to compete in TAP’s handicapped league events. If an individual’s primary source of income is from competing in pool or the individual attempts to derive their income from pool that person can also be considered a pro. The decision of who meets the above is at the league’s discretion. Although we have all skill levels of players in TAP, we still need to provide a comfortable level of protection for the recreational player. This is where our first concern lies. We also need to protect the prize funds to which our players contribute so that everyone has a fair chance of winning. Make-up Matches Some Owners allow make-up matches and some do not. For those teams wishing to make matches up, it is important that the match be noted on your score sheet so that the credit can be applied to the correct team. Also, make-up matches must be agreed upon by both teams and have approval by the League Owner before they are considered official. All make-up matches should be completed within two (2) weeks of the date of the scheduled match. No matches can be made up within the last two weeks of league play. When a new division is starting, the League Owner may offer a new team make-ups or what is referred to as position rounds to allow that team to catch up. (NOTE: All make-ups are at the sole discretion of the League Owner.) Forfeits League matches can be forfeited. The following circumstances are some examples: A scheduled team match does not commence within fifteen (15) minutes of the scheduled match time. Points will be awarded depending on your local by-laws. A team is unable to field a player whose handicap is appropriate for the given match, as described by the criteria set forth under the “Team Total Handicap Rules/Criteria” clause. If you do not post a player within the required 5 minute time frame, that match can be forfeited. Un-sportsmanlike conduct can result in a match being forfeited. A match can be forfeited if the player shooting the match is not current with league fees, or submits wrong data or involves himself in any form of cheating. A match will be forfeited by both teams if both teams only have 4 players. . NOTE: (Check with your operator for variations on forfeits) All forfeits should be properly marked on the score sheets. For a team to claim a forfeit, the team that has the player present will write that player in, the team that is short player(s) will write ‘forfeit’ for their player. The Win / Loss circles are then marked accordingly. All forfeited matches assigned to a player will not count as one of their six (6) required matches. Note: Your league fees for the forfeited match are still due regardless of whether the match was played or not. It is impossible to document all cases where forfeitures may apply. We recommend that you stay within the guidelines of the rules and play within the spirit and intent of the rules as good sportsmen should. Note: There will always be players who, for whatever reason, try to test the system and manipulate the rules to their advantage. League Owners and officials easily come to recognize these people, and will take the appropriate steps necessary to control their behavior. These teams or players may be disbanded from the league or tournaments at any time. Burnout Strategy: For Play-offs & Upper-Level Play Only This is not a rule, but a strategy within rules. It is only necessary and used when a team is short players. The strategy is to put up one of your players that are not present in order to burn out one of the opponent’s players. You may also wait for them to put up a player that your team does not want to play and burn that player. Ex. Team A puts up a 6 and Team B puts up a player that is not present for the match. This results in a forfeit (win) for that match for Team A. Regardless of whether a player is present or not, the team must always adhere to the “25 Rule”. Concession Concession consists of; 1) A player breaking down their playing cue into two pieces except to change shafts. (A player must notify their opponent if they plan to change shafts.) Breaking down your break cue after the last game of the match has been broken is not loss of game. 2) The player intentionally rakes the balls on the table before the game is complete. 3) The opponent picks up the rack in an attempt to re-rack before the opponent has taken their last shot. 4) The opponent offers to shake hands before the 9-Ball is shot. 5. Putting your hand in the pocket as to catch the cue ball from scratching on the 9-Ball. Byes In some leagues, there will be an uneven number of teams competing during a league session. When this happens, a BYE will be written into the schedule to even out the schedule. On a night when a team is scheduled to receive a “BYE,” they will be credited three (3) points for that match. In the event of a team dropping out of a session, the BYE will come in the next week of play or the existing Bye will be eliminated. Teams, dropping out of a session, are uncontrollable and can happen. When it does, it creates a problem for the teams scheduled to play. This is out of our control as a league. We hope you will do your best as a team to complete your session. Handicapping League handicaps are based on raw data taken from your score sheets for each league match. Complete, clear and accurately marked score sheets are a must. Players, Team Captains, League Representatives, League Directors or Operators do not have the right to change any data on the official roster. There is always the possibility that an error has been made when posting data. If this seems to be in question, the matter should be called to the attention of the League Owner, who will be responsible for addressing the matter. If you question your League Owner’s response, please feel free to contact the corporate office through our website @ www.tapleague.com, or call our toll-free number, 1-800-984-7665. Falsifying a roster is a serious issue that will be addressed. New Players A player joining the league who has not had a previously established handicap will play a “Race to 3” and will be counted as a “4” for purposes of the “25 Rule”. NOTE: (Owners may choose to set a “standard’ handicap for all unrated players. Captains should call their League Owner for clarification). Under the Known Player Rule, any player with an established handicap from any other Pool system will start at a comparable TAP handicap determined by the League Director and will shoot under the handicapped race grid. If a player is joining a 9-Ball team and has an established TAP 8-Ball rating, they will start in 9-Ball at that rating. When a player with an established handicap plays a new player, his or her established handicap will be counted towards the “25 Rule.” After this match, the new player’s handicap will be subject to the same criteria as all other players, and will be evaluated based on his or her performance in subsequent league matches Note: The handicapping formula developed by TAP is copyrighted, and as such, is proprietary property belonging to TAP. While players are entitled to an explanation of how the system works, under no circumstances will they be provided with documentation of TAP’s proprietary computer algorithms) Our handicaps range from two (2) through seven (7). A seven (7) handicap is the highest level. Score Keeping A league score sheet must be fully completed for every match played. This is the vehicle that determines your handicap and therefore is extremely important that these forms be completed accurately and neatly. Make sure either the Team Captain or a team player reviews or compares the sheets before leaving. Once the sheets have left the league location, they are final. As a rule, each team should assign a score keeper; however, there are cases where one person keeps score for both teams. In this case, these are the scores that will be used for accounting purposes without dispute. It is a matter of courtesy during league play that a player never keeps his or her own score because of their need to be able to concentrate on the game. However, after a player shoots, it is suggested that they keep score for the next team player. Note: Your league score sheets are the result of your paperwork. If there are make-up matches or players to add/drop from your team they should be noted on the score sheet. If there are players with no "Player ID #’s" write it out in a note to the league office and put it in your team folder/packet so it can be properly taken care of. Make sure you have first and last names, along with the player(s) handicap, and their “race to” number on the sheet. This allows us to cross- reference the player if needed. Do not use nick names on the score sheets. Score Sheet Categories COMPLETE (A Completed Skill Shot) Every time a player completes a skill shot, it should be marked on his or her side or column of the score sheet as a “COMP.” If the player completes the skill shot and scratches, it is still marked as a “COMP” for that player. If a player completes a skill shot and other balls go in it is still recorded as one (1) “COMPLETE” and the other ball(s) are dead. It is the score keeper’s responsibility to make sure the total “COMPLETES” are correct and legible in the appropriate areas for data entry. MISS (A Shot Not Completed) Every time a player misses a shot, it is recorded as a “MISS.” Failure to make a good hit is also recorded as a miss. Any balls pocketed as a result of a bad hit are marked under dead balls. All score keeping responsibilities also apply for misses. DEF (Defense) When a player announces that he or she is playing a defensive shot, which is required, it is marked as such on the score sheet as a “DEF.” If this player does not successfully execute the shot, it is still marked as a defensive shot and the opponent takes control of the table with cue ball in hand. When pocketing a ball on a Defense, the shot is recorded as a “COMP” and the shooter must continue. All score keeping responsibilities also apply to defensive shots, also known as a safety shot. Note: On each shot after the break, only make one hash mark for each shot, either a “COMP” “MISS” or “DEF.” Never make a hash mark in two different categories for the same shot MOB (Made on Break) This is the number of balls made on the break or flung off the table as a result of the break at the beginning of each game even if you scratch. Mark the appropriate number in this area on the score sheet. Use whole numbers, NOT hash marks for the MOB box. If a player does not make any balls on the break, nothing is marked. Do not mark a “COMP” or “MISS” for the break shot. If a player makes the 9-Ball on the break, put a hash mark under 9OB, LOTs need to be marked for the opposing player. All score keeping responsibilities also apply to Made on Break. LOT (Left On Table) If a player wins the game with an early 9-Ball, there will be balls left on the table. Those balls are to be credited to the opponent in “LOT”. All score keeping responsibilities also apply to Left On Table. GAMES These two columns refer to the number of games each player has won and lost. After each game, mark whether each player won or lost that game. All score keeping responsibilities also applies to the GAMES column. MATCH After the appropriate number of games has been played for the match, check or color in the “W” (Won) or “L” (Lost) for the appropriate player. All score keeping responsibilities also apply to the MATCH column. TIME-OUTS Time-outs must be marked in the appropriate boxes by crossing out the game number as each game ends to minimize confusion over whether a marked time-out is from the current game or a previous game. All score keeping responsibilities also apply to TIME-OUTS. RACE All players will play “Race to Handicap” matches. Simply mark the handicap and number of games needed to win in the appropriate area on the score sheet. All score keeping responsibilities also apply to the RACE column. NAME On your score sheet, please clearly print your player’s first and last name as well as their Player ID#. Please do not use nick names. All score keeping responsibilities also apply to the NAME column. League Session/Playoffs A league session consists of a specified number of weeks, meeting on a designated night and consisting of two opposing teams playing a specified number of consecutive matches. The winner of these matches will be awarded one (1) point for each match. Points accumulate over the course of the league session with the top teams qualifying to play in the Titleholders Event. There are different Play-off formats. Ask your League Owner for the format used in your local area. TAP corporate has the final say on how a play-off runs, allowing no disruptions for the main event. If you do not feel your finals are within our format at a local level, please feel free to contact the corporate offices. Bad Hits Should a ball be pocketed on a bad hit the ball stays down and marked as a MISS and a dead ball on the score sheet (with the exception of the 9-ball, which is spotted). The opponent then has command of the table with cue ball in hand. Glossary of Common Pool Terms English – A term used to refer to spin placed on the cue ball by striking the cue ball to the right or left side of the cue ball’s vertical axis. Follow Stroke – A stroke executed by striking the cue ball above its center line in an effort to impart forward spin on the ball so that it moves forward after striking the object ball. This stroke is usually executed for purposes of position play. Follow Through – Accelerating the cue stick “through” the cue ball after actual contact in an effort to ensure that the cue ball follows a true course of roll. Foot Spot – A point marked on the playing surface centered between the side rails and two diamonds from the foot rail. Foul – An infraction of the rules, which can terminate a player’s turn at the table. “Frozen” – Balls that are touching each other on the table, or touching a cushion, are said to be “frozen.” “Getting Shape” – This is acquiring good position on the next ball to be shot. Going in Clean – The pocketed object ball drops into the pocket without touching another ball. Head Spot – A point marked on the playing surface centered between the side rails and two diamonds from the head rail. Head String – An imaginary line on the playing surface connecting the side rails at the position of the two diamonds from the head rail. High Balls – The set of balls in 8-Ball consisting of the nine (9) through fifteen (15). See “Stripes.” “Kick” – Shooting the cue ball into one or more rails in order to contact or pocket a specific object ball. “Kiss” – When the object ball or cue ball makes contact with a ball to deflect its trajectory during a shot. Lagging – A procedure for determining who shoots first in any match. To lag, each player places a ball behind the head string and banks it off the foot rail. The player whose ball stops closest to the head rail can elect to break. NOTE: Contacting the head rail is legal. Low Balls – These are the set of balls in 8-Ball consisting of the one (1) through seven (7). See “Solids.” Miscue – This occurs when the tip of a cue stick slides off the cue ball because of inadequate chalking, a defective tip, or misapplication of “English.” A miscue could lead to a ball-in-hand situation for your opponent, especially if the miscue causes the cue ball to jump over any balls on the table. Miss – Any shot that is not successfully completed. Object Ball – The object ball is the ball that the shooter is attempting to hit, or any other ball that is of the player’s category. In 8-Ball, “low-balls” are the type numbered one (1) through seven (7), and “high-balls” are the type numbered nine (9) through fifteen (15). Masse’-When a player attempts to curve the cue ball around a ball in order to strike an intended ball. A masse’ is accomplished by raising the butt end of the cue and using either right or left English. Even raising the butt end of the cue a little and using right or left English will cause the cue ball to curve a little. A masse’ is allowed in TAP but please respect the host locations rules. Position – Intentional placement of the cue ball after a shot. Rack – A device used to arrange balls on the foot spot to begin a new game. Rail – The cushion of the table. Run – A series of consecutive shots that have been successfully completed. Safety – A defensive move in which the shooter attempts to prevent his or her opponent from having a high percentage shot. “Sandbagging” (Cheating) – When a player intentionally plays well below his or her ability in order to maintain or lower their handicap, they are said to be “sandbagging.” This is a form of cheating and is not allowed in TAP. “Scratch” – This is pocketing the cue ball, or the cue ball leaving the playing area. Snooker – A pocket game played on a six (6) by twelve (12) foot table with a cue ball, fifteen red balls and seven colored object balls. “Solids” – The set of balls in 8-Ball consisting of the one (1) through seven (7). See Low Balls. “Spotting” – Returning the balls to the table as specified by the rules of the game. The ball in question is returned to the “foot” spot. Stop Shot – A shot executed with the intent of bring the cue ball to a complete stop immediately upon striking the object ball. “Stripes” – The set of balls in 8-Ball consisting of the nine (9) through fifteen (15). See High Balls. |
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