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 Players whose membership has been revoked can never participate in TAP sponsored events.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 added to his or her score under the “Made on Break” (MOB) column.).

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 complete your category of balls until you miss, foul, play defense, or fail to pocket the intended ball in the intended pocket. When this happens, your opponent assumes control of the table and does the same until the 8-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 (except during the break).

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 necessary to call bank shots. If the called ball drops into the called pocket without any other foul

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 players 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, 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 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 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 TAP 9-Ball rating, they will start in 8-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
The following categories are noted on your score sheet:

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 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. A player may also call Defense and pocket their ball. In this case, their opponent takes command of the table where the cue ball rests. This is also marked as a defensive 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 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

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 players 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
The following categories are noted on your score sheet:

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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BilliardLife TAP League’s Bylaws, Captain’s Responsibilities and Tournament qualification information

Updated: 01/12/20



BilliardLife TAP League’s By Laws, Captain’s Responsibilities and Tournament qualification information

(Recent item changes will be highlighted)

Captain’s Responsibilities

Scoresheets
Going forward, we will be using mostly the Scorekeeper App to submit your score sheets. Both teams are to keep score, whether on the app or on paper, NO EXCEPTIONS. There will be blank score sheets and envelopes for those teams that do not use the app. Be sure you confirm which teams are home/away. The schedule will show which teams are home/away. Also, the envelope that is marked “H” indicates the home team.  For makeup matches: set it up as if it was the week you were originally supposed to play.
*About Score keeping – IT IS EXTREMELY IMPORTANT to keep score ACCURATELY as this will GREATLY affect one’s handicap. Be mindful of whomever is keeping score that they are PAYING ATTENTION. If not sure about a shot, ask the player if it was an attempt or a safe. Please ask all your players to be respectful & mindful when someone is keeping score. To the player who is racking, please tell the score keepers how many balls are left on the table between games. Scoring will affect your handicaps a lot. All things that should be the same for both teams scoring would be completes, made on break, left on table & dead balls. Remember the score sheet and accurate scorekeeping is the vehicle that determines your handicap and therefore is extremely important that they are entered accurately.

If matches are split, submit the scoresheet as is. Split matches are still to be kept by BOTH teams. Remember, if you do not have access to another scorekeeping device, there are blank scoresheets that are available at all venues of play. Also, write on the envelope “SPLIT MATCHES”
About Rackless
In order to receive a Rackless patch, it requires one to win the lag and all their games of their match with their same skill level or higher and must be noted on the envelope. This is only in effect until the app gets updated to run rackless query.
Forfeits
In the App, select the player that is present, for the opposing team/player, select Forfeit.


Memberships
Memberships are due by the 15th of the month of the renewal date
*If a player’s membership is not paid by the 15th of the month, their name will be dropped from the roster and their matches will go into “Open Stats” and a $10 fee will be assessed for the player to be reinstated on the roster. Any team that start the session & quits all players are responsible for their portion of the remaining balance & will not be able to play till it is paid and will be placed on the blacklist
TEAM CAPTAINS; YOU ARE TO CONTINUE TO PAY YOUR MEMBERSHIP DUES, HOWEVER THE DUES COLLECTED WILL GO TOWARDS THE CAPTAIN'S TOURNAMENT SO LONG AS THE CAPTAIN FULFILLS THIER DUTIES AS A CAPTAIN. PLAYERS WHO ARE PLAYING FOR FOUR TEAMS OR MORE FOR AN ENTIRE YEAR, BILLIARDLIFE TAP WILL COMP YOUR MEMBERSHIP.

Posts & Texts
Please be sure to respond to me text or posts ASAP surrounding tournament events.

Envelopes:

 

Be sure to write/indicate on the envelopes:

Enclose in the envelopes:

Wins & Loses & Any Rackless

Weekly league dues ($40)

Any Rackless matches earned by player(s)

Membership dues ($20) & to whom it applies to

“Split Matches” and/or “Double Matches” if applicable

Membership applications for new members

Any forfeits

Team Registration forms for new teams

Any members played as OPEN players in the App

Scoresheet (if applicable)

 

Weekly Play & Matches
About the session

A Session consists of 16 weeks– 14 weeks scheduled, and the last 2 weeks are positioning weeks.


If a member is not on your roster, the member is not allowed to play

If starting a new player, the team captain must notify the other team captain before the beginning of the match. All new players must be put up in the blind and have their $28.00 to play or it will not count as a played match for the new player and will go into open stats.
If you are adding an existing TAP member to your roster, the team captain must notify the other team captain before the beginning of the match.
No new players can join after the 9th week and existing players after week 11 with no byes, providing they can play enough games to qualify.

Teams who are short a player

If your team is short player(s) for the night, BEFORE BEGINNING the match, ask the opposing team captain if you can play one of your players twice, A YES OR NO answer must be established before starting. Opposing team has the choice of who plays twice. Only one player can play twice. Whomever plays twice will only get credit for one match played, but the team will get credit for both matches played. If both teams don’t have a fifth player then the captain’s choose their own player who plays twice. Players need to stay or decide who is going to play twice BEFORE BEGINNING OF PLAY. If all players leave then the opposing team can take the forfeit because the opposing team has no choices to choose from.
Also, if the opposing team is going to let you play someone twice and it’s agreed upon and your 5th player walk’s in late the opposing team says whether the player can play or not.

If your team has four players but opposing captain won’t let you play someone twice THEN AND ONLY THEN can you use the burnout strategy. This is not a rule but a strategy within the rules. It is only necessary and used when a team is short a player. The strategy is to put up one of your player’s 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. Example: 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”. Both teams have 5 minutes to put up their players in between matches.


If your team is in postioning weeks and are short players, YOUR TEAM IS NOT PERMITTED TO PUT UP A PLAYER TWICE

 

Team member changes
If a member of your team plans on switching to another team, the request must be submitted to Carl no less than 2 weeks from the start of the session. Any changes after the two weeks is at Carl’s sole discretion depending on the circumstances.


The 25 Rule

Remember: The 25 Rule is ALWAYS in effect. In rare instances, if the either team reaches over the 25 rule when the player is declared, the match is forfeited and the match point is awarded to the opposing team. However, if the match happens to start and was determined later that the 25 rule has been broken, the match is to to be played out. The winner of the match will be appointed to the respective team.

Makeup matches
If your team is not able to play a scheduled match, the opposing team must be notified at least 24 hours in advance, If not, the opposing team has the option of taking a forfeit (3-0). All makeup matches must be agreed upon by both teams and obtained approval by league operator Carl Johnson (954)-383-9680 before they are considered official.  All make-up matches should be completed within two (2) weeks of the date of the scheduled match. Also all make-up matches must be made up by the beginning of the 12th week.  “Double Points” matches are NOT ALLOWED. BOTH teams are to keep score for BOTH matches. No Splitting of matches. If you don’t have enough players, remember one player can play twice, if agreed on before the beginning of the night. You CANNOT play 2 this week, 3 the next, etc. All matches needs to be played on the night they were scheduled unless approved by me.

Venue/Location of Play
If your team, the opposing team, or both teams decide to play at a different venue/location, Carl must approve and must be notified 1 week in advance.

 

Two players with the same first name
If you have two players with the same first name you must state their last name or the opposing team can change their player.


Two (2) 7's
If your team has two (2) members who are of Skill Level of 7, only 1 of the two 7's can play in any given match. This rule applies to both Weekly Play and Any Tournament Play.

 

Lagging
All players MUST lag to see who breaks. No flipping coins or anything of the kind to determine who wins the lag.


Marking the 8 Ball

AS OF NOW, I WOULD LIKE ALL TEAMS TO START MARKING THE POCKET ON ALL 8 BALL & 9 BALL GAMES. FAILURE TO DO SO WILL BE A LOSS OF GAME IF THE OTHER PLAYER CALLS IT, YOU LOSE. ABSOLUTELY NO EXCEPTIONS.

 

Declaring Shots & Safeties

When playing a safety, please be sure to verbally declare the safety shot to the scorekeepers. All players should be calling a pocket or defense on every shot.

-Defensive shots: If you don’t call a pocket when shooting, it will be considered a defense.

This is to avoid confusion or misrepresentation for the scorekeepers.

Jumping

Jumping (whether legitimate or not, such as “Scooping”) is prohibited to any players that is a skill level less than 4. This is to prevent unintentional damage to the pool table.


Respecting Time
Please remember that the :45 second shot clock is always in effect and time outs are limited to 1:00 min MAX. Please adhere to these guidelines so that your matches are not running late into the evening. If teams are running late, ie 10:30 -11:00 then the final two (2) matches may ONLY be split.

Four-Second Rule
if a ball hangs in a pocket for longer than four (4) seconds then drops; the ball must be brought out and placed as close to where it was before it dropped.

 

Non-Player Interference
During a game, if a non-player bumps or moves any balls so that play is directly affected, the opposing player should restore the affected balls as closely as possible to their original positions, and play should resume with no foul penalty on the shooting player. Also, if both players can’t agree where the balls were then the game needs to be re-racked. 

Sportsmanship
being disrespectful to another player should not happen. I will take each incident & give a warning for the first time. I am tired of hearing players saying they will get raised next week & calling other players sandbaggers, “You should be 2,3,4,5,6,7”. Also, Cheering out load for another person’s misfortune: The game is between 2 players. All others should stay out of their match & keep their comments to themselves.

 

Position Weeks
Positioning rounds last two (2) weeks of session. In order to play in positioning weeks, all players that have played a previous session in TAP need to have a minimum of four (4) matches played by the end of 14 weeks. All new players need to have a minimum of six (6) matches played by the end of the 14 weeks or four (6) matches played if playing multiple nights. Please be mindful of byes. Players who do not qualify to play in positioning weeks will be removed from your roster and will be reinstated back the following session.


If your team is in postioning weeks and are short players, YOUR TEAM IS NOT PERMITTED TO PUT UP A PLAYER TWICE


*At the end of the 14th week any ties will be broken down by the play of the first 14 weeks for home field advantage if teams are still tied, total games won will determine home field advantage.

*After the first positioning round any 2 teams that are still tied, home field will be determined by head to head battle only if they have played each other, otherwise it will be determined by their wins & losses of the matches between those 2 teams. If three teams tie, home field will be determined by the play of the first 14 weeks. If the teams are still tied, the total games won will determine home field advantage.

*After the second positioning round any teams that are tied will have a play off for that spot, race to three home field will be determine by the wins & losses during the session with that team.  If 3 teams are tied, your weekly play of the first 14 weeks will determine which team has the bye as long as they have played each other the same amount of times of matches. If they didn’t play each other, then a coin toss will be used to determine the bye. The other two teams will then play each other. The winner of that match will then play the bye team.  All race to 3.

 

About Team Points

Your team earns a point for each match won.
If a team forfeits all 5 matches, your team will only earn 3 points (3-0).
Remember for forfeits:
In the App, select the player that is present, for the opposing team/player, select Forfeit.

At least three of the matches must have been played by 3 different players, in order for a team to win ALL 5 matches. NO EXCEPTIONS.

 

Byes
Bye matches will be 3-2.


Bonus Points
4 bonus points (2 for each category) to be awarded each week for:

(1) - Properly submitting the match from the app or filling out the scoresheet CORRECTLY & NEATLY

(2) - Weekly league dues. If the envelope is short money, your team will forfeit the bonus points for that week and every week thereafter until the money is paid in FULL.
*All envelopes are to be in drop boxes by Thursday night of that week. No exceptions
*At the end of the 14th week if you received all your points your team should have 56 extra points and will not be shown until the beginning of the 15th week. Be mindful of these bonus points because it only takes one point to keep your team out of FIRST PLACE OR THE TITLEHOLDER.


About Tournaments
*Qualified players are defined as follows:           

-New player to TAP: 8 matches, unless playing multiple nights then they only need 6

-Existing player to TAP: 6 matches for Titleholders & 10 Lifetime matches for Singles Qualifier, Local & Singles
In Titleholders & Best of the Rest Tournaments, each qualified member must meet the following criteria:

                -Be on an active roster

                -Membership is up to date

                -Must not owe money to the league
In National Qualifiers & Nationals/Rally Tournaments, each qualified member must meet the following criteria:

                -Membership is up to date

                -Be on an active roster

                -Must have been qualified for that team

                -Within guidelines of Code of Conduct

                -A minimum number of matches must be played within a date range for Rally/Nationals


Each session is 16 weeks. There should be no reason that your players cannot get 6 matches in.  If a team had multiple rosters for the year and a player failed to get their matches in on a particular session, then the team will be forced to play without that player or play a different qualified team. There are no exceptions made for this rule.

Tournament Modules
All teams are entered into the Tournament Module and it tells BilliardLife TAP what players handicaps are going to be for the tournament.  

The handicaps will be recorded prior to posting. If a player changes between now and the Tournament for some unforeseen reason, that player will be put into open stats for the Tournament recorded. This is to allow the Tournament module run as how it is supposed to be run.

Some players may go up in handicap and some may go lower.  There will be no discussion about handicaps unless there is a large discrepancy between reported skill levels.  There may be a time in which the player will play at a different skill level then the Tournament Module provides; this is at that the sole discretion of BilliardLife TAP but it will be at a very minimum. I am very proud of the fact that we have had only two disqualifications since 2010!  This is a testament to the league and to its players!

 

Sudden Death Process
The purpose of Sudden Death is to ensure the matches complete within the allotted time.  
During the Titleholder, Best of the Rest and Local National Qualifier Semi-Finals & Finals, sudden death will not decide a winner. If the 3rd match has not started at the (2) hour mark, the 3rd match and subsequent matches must be played on two tables at the same time. At the 3 hour and 30 minute mark, if the 5th match has not started, all remaining matches will be played on two tables at the same time.


Titleholder
– A tournament of teams who made it in the top 50% of your Division with no byes. Example: A Division with 4 teams, the top 2 teams would qualify OR another example, a Division with 5 Teams, the top 2 teams would qualify. In order to qualify, they must meet the criteria above. Also, six players of the original qualified team must still be actively playing the following session. It is played using a Round Robin Format (a format in which each team plays in turn against every other). If your team does not complete the Round Robin Format, your team will not be allowed to participate in another Titleholder event. The only exception would be an emergency, as approved by BilliardLife TAP. In that case, a 3-2 would be given to the other teams in the Round Robin for whatever round you could not complete or attend. The winner earns a spot in the Local National Qualifiers and funds as determined by the Titleholder Payouts.

 

Wildcards - Wildcards are issued as needed when a board in the Titleholder needs to be filled.  Wildcards will be drawn from teams competing in the Best of the Rest tournament.  If a team plays in the Titleholder due to a wildcard, they will be ineligible to play in the Best of the Rest tournament for the same session.

 

Best of the Rest– A tournament of teams who had not yet earned a spot for the Local National Qualifiers. In order to qualify, four players of the original qualified team must still be actively playing in the following session. Any teams that dropped out for the session, that team will not be qualified. The Best of the Rest tournament is played as a Single Elimination Bracket. The winner earns a spot in the Local Nationals Qualifiers and funds as determined by the Best of the Rest Payouts. However if your team has already earned 1 Local National Qualifiers spot, you will not be allowed to play in the Best of the Rest. This will allow other teams who have not earned a Local National Qualifiers spot.

 

Local National Qualifiers – A tournament of teams who have earned a spot via Titleholders or Best of the Rest. In order to qualify, they must meet the above criteria and one or more of the following:

a) Come in first place for your division of any of the 3 sessions

b) Play in Titleholders advance to the Bracket Round by winning a Board in the Round Robin format

c) Win one round of the Bracket Round if a wild card was received from the Round Robin Format.
If your team comes in first place for all 3 sessions, your team will have 2 spots of your choice from the three sessions to play for the Local National Qualifiers. Also, do know that your team must still continue to play in the Summer session because the Nationals Tournament has a qualifying window that must be met in order to play. In addition, for a team to play in the Local National Qualifiers there must be 4 original players that are still active in the league and is qualified in the SUMMER session. The 2nd place team from the summer session will take the third spot. The winner earns a spot to play in Nationals. Venue and Payouts are determined by TAP Corporate.

 

Singles Qualifiers – A qualifying tournament of members who compete on an 8 bracket board single elimination format. In order to qualify, they must meet the above criteria and pay the entry fee. Quantity, venues, dates, times, and entry fees may vary depending on attendance. If there are enough qualified players to make a board, but not enough to make a second board, the board may be expanded to accommodate the additional players.  Your handicaps will be determined from the most previous Tournament Module that was ran. Remember you need 10 lifetime matches played in the system to be eligible to play no exceptions will be made about how many matches are in the system. No scoring will be required, only wins and losses of the games will be tracked. Winner(s) will earn a spot to play in a Singles National Qualifiers. Semi-finalists in the Singles Qualifiers do have the option to split the final match to go to Singles National Qualifier, the semi-finalists would need to pay $70. All monies taken in will be paid 100% back to the players to send as many winners(s) of the Singles National Qualifiers to Nationals depending on the amount collected.

 

Singles National Qualifiers – A tournament of winners from the Singles Qualifiers who compete on a bracket board in a double elimination format. In order to play, they must meet the above criteria. Handicaps will be determined from the most previous Tournament Module that was ran. If a player has not been through the module, the player would be played as their highest attainable handicap. No scoring will be required, only wins and losses of the games will be tracked. Winner(s) will earn a spot to play in the Singles Nationals. Semi-finalists in this tournament do NOT have the option to split the final match to go to Singles Nationals. If there is not enough qualified players for the Singles National Qualifiers for a certain format such as 8 ball, 9 ball, etc. then the entry fee will be refunded back to the player plus $20.

*In order to play in Nationals, Singles or Rally the player must have 10 lifetime matches.

BilliardLife TAP is only responsible for your travel costs (transportation & hotel) shared accommodations & team entry for Nationals for 1 of every 20-25 teams that are playing for EACH week per session (depending on the scheduled dates along with start & end times of National Team Events only). Note: The average amount of teams must remain an average between 20-25 Teams for the three sessions. This is to maintain the budget for the funding of the travel costs & team entry for Nationals. BilliardLife TAP will not pay for the team’s family members, significant others, etc. BilliardLife TAP is also not responsible for any other additional bookings (transportation & hotel). The hotel venue & transportation will be left to BilliardLife TAP’s discretion. If you are fortunate enough to be on two teams, you will only receive travel costs for one player & shared accommodations of the qualified team. Note: Each team may receive up to 3 rooms per team. The same holds true for Singles Nationals, if one is fortunate enough to win Singles & a Local National Qualifier, the proceeds will divert back into the National Trip Fund, which BilliardLife TAP will disburse at its own discretion. Likewise, if one is not fortunate enough to attend either the Singles National Qualifiers, National Qualifiers, Titleholders, Best of the Rest, etc., the proceeds collected will be diverted back into the National Trip Fund. 

National Trip & Fund Information:
BilliardLife TAP does not provide travel arrangements however is only responsible for your travel costs transportation (airfare or shared car rental for nearby events) and shared hotel accommodations. The transportation type & hotel venue will be left to BilliardLife TAP’s discretion as designated hotel & location can change due to hotel venue block availability and logistical reasons supported with business rationale.

 

Any surplus remaining after, will divert back into the National Trip Fund, which BilliardLife TAP will disburse at its own discretion for the purpose of leveraging any unforeseen circumstances not outlined and to leverage the funding of the travel costs & team/individual entry for Nationals. Since one team entry is entered for 1 of every 20 teams that are playing for EACH week per session (depending on the scheduled dates along with start & end times of National Team Events only). The average amount of teams must remain an average between 20 Teams for the three sessions (Each team may receive up to 3 rooms per team) in order for more teams to go Nationals.

 

BilliardLife TAP is not responsible for extraneous fees/expenses such as: additional luggage fees, insurance, room incidentals, room service, etc.; a team’s/individual family members, significant others, and their related expenses, etc.; any days, times or events beyond what has been prescribed for National Team, Singles, or Scotch Doubles days, times or events; and any other additional bookings or it’s related costs already booked for the individual or team.

 

If you are fortunate enough to be on two teams, you will only receive travel for one player & shared accommodations of the qualified team. The same holds true for Singles Nationals, if one is fortunate enough to win a Singles & a Team National Qualifier, you will only receive travel for one player & shared accommodations. If any team member or individual is NOT fortunate enough to attend Nationals, funds will divert back into the National Trip Fund. In addition, if a team member or individual was paid through the National Trip Fund, and not able to attend, the amount will need to be returned back to BilliardLife TAP and will be diverted back to the National Trip Fund.

If any travel arrangements are prepared by BilliardLife TAP, any decisions determined will be FINAL and can include any changes without notification. It is the team member’s/individual’s responsibility to coordinate and communicate with BilliardLife TAP to clear any confusion.

 

Titleholder Payouts
$10.00 per team per week is for Titleholder, for example: If there are 15 matches per week with 30 teams playing would be $10 x 30 = $300, $300 x 16 weeks = $4800*. Compared to last year which was $3000

*Based on 30 teams.

FOR THE FULL PAYOUT FOR 1st AND 2nd PLACE, A FULL SET OF MATCHES MUST BE PLAYED TO DETERMINE THE WINNER.  If the teams choose to split, $400 dollars will be forfeited from the 1st/2nd prize fund to be diverted to a different tournament at the end of the year.  The purpose of this is to drive incentive to have a declared winner for the session.

Best of the Rest Payouts
$1.25 per team per week is for the Best of the Rest, that’s 1.25 x 30 Teams x 16 = $600
*Based on 30 teams.

Did you know?
BilliardLife TAP League is the only sanctioned league that offers ALL teams to play in a tournament at the end of each year regardless of what place your team finishes if your team has not yet qualified already. In other words, if your team has already has a qualified for the Local National Qualifiers by way of the Best of Rest Tournament, that team will NOT be able to play in another Best of the Rest tournament, but can play in Titleholders, so long as that team placed in the top 50% of your Division with no byes. Example: A Division with 4 teams, the top 2 teams would qualify OR another example, a Division with 5 Teams, the top 2 teams would qualify.

 

I WOULD JUST LIKE TO SAY THANK YOU TO ALL THE CAPTAINS, AND PLAYERS THAT HAVE BEEN SUBMITTING THEIR SCORES & TURNING IN THEIR WEEKLY DUES ON TIME IT HELPS THE LEAGUE RUN THAT MUCH SMOOTHER AND I BELIEVE THE HANDICAPS ARE ALSO BETTER BECAUSE OF ALL OF YOU

 

THANK YOU

FROM BILLIARD LIFE TAP

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About BilliardLife TAP

Serving South Florida since 2004 and continues under the guidance of the League Owner and Operator Carl Johnson.
BilliardLife TAP started in Davie & Hollywood, FL and through the years, it has now expanded to Plantation, and recently Coral Springs. During it’s expansion, under BilliardLife TAP, it has earned several receiverships, this includes: National Team Championships and National Single Championships.

Mission Statement

  • To promote integrity, honesty and fair play in amateur competition
  • To encourage growth in the sport of amateur pool
  • To provide opportunity for amateur world-class play
  • To bring respect to the game of amateur pool
  • To create a amateur Pool League for the player