HBL Rules

The Harper Billiard League (HBL) of Central Florida uses rules that are common to many other pool playing leagues. An explanation of the rules is listed below. Your particular division may have additional rules that supercede these rules.

General Rules

Lagging

Each player begins with any object ball behind the head string. Players should shoot at approximately the same time. Each player's ball must strike the foot rail and return towards the head rail. The player's ball that lands closest to the head rail wins the lag. A player will lose the lag if their ball either hits a side rail, is pocketed, or jumps off the table. If both lagged balls make contact, then players will re-lag. The winner of the lag can choose to break or can require their opponent to break. See division rules for further information about the lag result.

Racking

By default, players will "Rack Your Own". This means that the breaking player will rack the balls for themself. This ensures that the breaking player cannot complain about a "bad" or loose rack. If both players agree, "Rack Your Own" can be dismissed and the opponent will rack for the breaking player. In this case, the breaking player may inspect the rack and request a re-rack if not satisfied.

The balls should be racked as tightly as possible, and should adhere to the racking rules for the game format. The winner of the lag and the winner of any subsequent game is the person who breaks, unless otherwise specified by the division's rules.

Call Pocket

In all game formats, the "money ball" must be called. If specified within the division, the game format may require the shooter to call the intended object ball and intended pocket before the shot is made. The shooter is not required to call obvious straight shots. As a general rule, all bank, kick, carom, combo, masse and jump shots should be called. If the called object ball falls into the called pocket, it is a legal shot even if the object ball unintentionally contacts another ball or a rail prior to going into the pocket. If an object ball goes into an unintended pocket, the ball stays in the pocket and the shooter's turn is ended. See division rules to determine if the game format is call pocket on all balls.

Legal Shot

A legal shot requires the cue ball to first strike a legal ball (as determined by the game format). Furthermore, after contact, an object ball must be pocketed, or any object ball or the cue ball must strike a rail.

Coaching

If the division permits coaching, a time out may be called by the shooter or anyone on the shooter's team roster. The time out must be acknowledged by the shooter's opponent, and should not exceed 90 seconds. Once a time out is called, only one person from the shooter's team will act as the coach. Only the coach (and no other player) can confer with the shooter. The coach can confer with other team members, but the shooter may not receive advice from anyone other than the coach. The coach may point to and touch the table, but may not directly mark the table or the rail and must not touch any balls on the table. Although, the coach can place the cue ball if the shooter has ball-in-hand. The coach must leave the table area before the shot is made.

Safety shot

On any shot after the break, for tactical reasons, a shooter may choose to legally pocket an object ball and also discontinue his/her turn at the table by declaring "safety" in advance. Please refer to the game formats to see if a safety shot is allowed. Calling a safety shot must be acknowledged by the opponent before the shot is performed. If a safety shot is called and a legal object ball is correctly pocketed, the object ball stays in the pocket and the shooter's turn is ended.

Jump and masse shots

Masse and jump shots are permitted unless otherwise prohibited by the "house rules" of the host establishment. All jump shots must be legal by striking down on the cue ball, so scooping the cue ball is illegal and will result in a foul. Unless specified by the division rules, a jump cue is permitted when performing a jump shot.

Potential foul shots

If the shooter is about to make a shot which could potentially result in an foul, please request a non-biased person (e.g. division rep, referee, or high skill level player not on either team) in the host establishment to watch the shot to determine if a foul has occurred. If the shooter does not make the request before the shot is made, the opponent or anyone on the opponent's team should alert the shooter as soon as possible that they want the shot watched. To avoid disputes, it is the responsibility of the opponent to ensure these close calls are avoided by having someone watch the shot. Otherwise, any close calls will go to the shooter.

Unsportsmanlike conduct

The HBL reserves the right to enforce penalties upon a player or team for what is determined to be unreasonable unsportsmanlike conduct. Displays of anger, acts of violence, game manipulation, or poor sportsmanship in general will not be tolerated. Penalties for unsportsmanlike conduct could be a warning, forfeiture of points, post-season tournament exclusion, or even permanent expulsion. Any pattern or history of unsportsmanlike conduct may affect this decision. The following acts are considered unsportsmanlike:

  • "Sharking" the opponent. This is any action employed by one player to improperly distract another, such as: standing in shooter's line of aim, loudly socializing during the shooter's turn, bad racking, etc. Repeatedly playing safeties is not considered sharking, but may be considered "sandbagging" depending on the situation.
  • Approaching the table when the shooter is on the "money ball". This may result in a warning from the shooter, shooter's team, player's team, or division rep. If not verbally conceding the game beforehand, then this is considered a form of sharking. The shooter can accept this act as a physical form of conceding the game.
  • Exceeding the amount of time-outs. This will also result in a ball-in-hand foul.
  • Intentionally not alerting the opponent when he/she is shooting wrong balls to gain an advantage later on in the game.
  • Intentionally "sandbagging" to keep skill level down.
  • Not keeping one foot on the floor. A bridge should be used for shots that the shooter cannot reach.

Shot Clock

A shot clock can only be called by either player in a match. The shot clock is then applied to both players for the remaining time of the match, which is a 30 second timer on all shots. The timer starts when the shooter approaches the table. An excessive violation of the timer during a shot will result in a ball-in-hand foul when the shot is over.

Ball-in-hand fouls

If a player commits any of these mentioned fouls, or commits any other ball-in-hand fouls mentioned in the game formats, then the opponent will begin their turn with the cue ball anywhere on the table (a.k.a. ball-in-hand). The following acts are ball-in-hand fouls:

  • No Legal Hit: Failure to complete a legal hit.
  • Coaching Violation: Violation of the rules on coaching.
  • Cue Ball Foul: Cue ball scratch or disturbing cue ball. This includes not only the situation where the cue ball falls into a pocket, but also when the player accidentally touches or moves the cue ball in any way. In an already ball-in-hand situation, it is not a foul to move the cue ball with the stick in a non-stroking motion. But it is a foul if the player touches an object ball with the cue ball while positioning the cue ball.
  • Ball Off Table: Causing any ball to be jumped off the table.
  • Double Hit: Striking the cue ball more than once with the cue. This is known as a double hit and commonly occurs when the cue ball and target object ball are very close together or touching each other.
  • Shooting Without Ball Stoppage: Shooting the cue ball while any balls are still in motion from the previous shot. A spinning ball is a ball in motion.
  • Marking the Table: Shooter or his/her coach directly marking the table or rail to aid in the execution of the shot. Placing chalk on the rail to provide an aiming target is not considered a foul.
  • Multiple Ball Disturbance: Shooter accidentally touches or disturbs multiple object ball(s) with any part of the body, clothing or equipment before or during the shot. All balls will remain in their new place, pocketed balls will stay pocketed, with only the "money ball" returned to the table (on the spot). This is a foul because too many balls were moved, and the situation should not have to be remedied by taking the time to return all balls to their original positions.
  • Disturbed Ball Interference: Shooter accidentally touches or disturbs one (1) object ball with any part of the body, clothing or equipment during the shot and any other ball in motion comes in contact with that disturbed ball. This is a foul because the balls did not come to their natural resting place after the shot.
  • Interference During Shot: Shooter interferes with any object ball that is in motion during the shot. This is a foul because the object ball did not come to its natural resting place after the shot.
  • Disturbing Next Ball in Sequence: In a rotation game (9-ball and 10-ball formats only), the shooter disturbs the next ball in rotation before or during the shot.

If a player has ball-in-hand, he/she is allowed to adjust the placement of the cue ball with the cue stick in a non-stroking motion. Therefore, the player is allowed to touch the cue ball with the ferrule, but should avoid this or using the tip because this may be perceived as a shot or miscue.

No 3-foul rule

The 3-foul rule states that a player committing 3 consecutive fouls will lose the game. But unless specified by the division rules, the 3-foul rule will not be in effect.

Stalemate

A stalemate occurs when both players are handed a ball-in-hand back-to-back (i.e. player doesn't take a shot and picks up cue ball, handing it to the opponent). If a stalemate happens, the balls are re-racked and the game is replayed. For example: Player B pockets a ball, but now doesn't have any follow-up shot, and hands Player A the cue ball. Player A doesn't see a playable shot, and hands the cue ball to Player B. Player B has ball-in-hand, and still doesn't see a playable shot, and hands the cue ball back to Player A. At this point, both players (back-to-back) did not take a shot, and the game is declared a stalemate. Note: The division rep or league operator have the authority to declare a game a stalemate if neither player is making an attempt to move the game forward.

Disturbed balls

It is not a foul if the shooter accidentally touches or disturbs one (1) object ball with any part of the body, clothing or equipment (unless the shooter is holding the cue ball). If a small ball movement occurs before striking the cue ball, it should be acceptable for the shooter to restore the balls to their original position. But the opponent has the final option of leaving the disturbed object ball(s) where it is, or restoring it to its previous undisturbed position. The shooter may move the object ball back to the original position only after receiving consent from the opponent.

Unavailable Players and Forfeits

Bear in mind, it is each team's responsibility to have an eligible player present when a match is called. If you expect your team won't have an eligible player ready for match time or won't have enough eligible players for game night, then you should go through the following steps:

  • Contact a league representative to notify them of the situation. If it's early in the season, new teams may have scheduling conflicts or have issues establishing their roster. Therefore, league operator may revise the division's schedule, or ask both teams to play the matchup at a later date.
  • Contact the opposing captain as soon as possible to request if an individual match or the entire team matchup can be rescheduled at a later date. The opposing team has the option to deny a reschedule, and any unplayed matches will be scored as forfeits. Rescheduled matches should be played within two weeks of the original scheduled match date
  • If you have at least one eligible player available on game night, you can ask the opposing team if they will allow someone to play twice. See Playing a Player Twice for more info.
  • If a match is forfeited, the match still needs to be paid for by each team.

A forfeit can be declared if the opposing team does not have an eligible player available within 15 minutes of the assigned start time for the night. The opposing team can request an extension for their player to arrive. The team can refuse the request; or can declare the final time permissible for the extension. The match can be declared a forfeit once the total grace period has elapsed.

As soon as a match is completed or declared a forfeit, the next match should start within 10 minutes. Each team should approach each other to find out who is playing the next match. At this time, a forfeit can be declared if an eligible player is not available within 10 minutes. The opposing team should be made aware of the remaining minutes in the grace period if an eligible player has not been assigned to play or has not approached the table. The opposing team can request an extension for their player to arrive. The team can refuse the request; or can declare the final time permissible for the extension. The match can be declared a forfeit once the total grace period has elapsed.

If a team allows an opposing player to play twice or has allowed an individual match to be rescheduled, then the accommodating team will be guaranteed minimum individual match points that equal the forfeiture points. This is because the team is offering a courtesy by allowing the match to take place and declining the immediate forfeit. For example: If 5 points are awarded for a forfeit and the accommodating player only earned 1 match point, then 4 extra points are added to the player's score.

See division rules for more info on scoring forfeits.

Playing a player twice

If your team does not have enough eligible players, you can ask the opposing team if they will allow someone to play twice. Once approved by the opposing team, the following rules are in effect:

  • The opposing team is awarded the right to choose the player that will play twice. If that player leaves before the match starts, the opposing team has the option of allowing another person to play or forcing a forfeit.
  • If another player on your team arrives, the opposing team is not required to let that person play a match under these or normal scoring rules.
  • Since the opposing team is extending this courtesy and if their player loses the match, the opposing player is typically awarded the same amount of match points that would have been awarded for a forfeit.
  • The match is played as normal. Since the opposing team is extending this courtesy and if their player does not earn enough match points, the accommodating player is awarded extra points to equal the forfeiture points. For example: If 5 points are awarded for a forfeit and the accommodating player only earned 1 match point, then 4 extra points are added to the player's score.

Scoresheets

Captains of each team are responsible to submit paper scoresheets to the division rep or league operator as soon as possible after the team match is completed. Paper scoresheets should be legible and signed by both captains to ensure accuracy of the scoresheets. Failure to submit legible paperwork may result in a penalty as determined by the unsportsmanlike conduct rule.

If paperless (online) scoresheets are used instead of paper scoresheets, then each captain is responsible with submitting the scoresheet after the team match is completed. The paperless scoresheet will ensure accuracy by alerting the person of any discrepancies during the submission process. It is each captain's responsibility to correct any discrepancies to ensure that the scoresheet submission can be approved.

Match dues

Captains of each team are responsible to collect the dues from the players and to hand those dues over to the division rep or league operator as soon as possible after the team match is completed. Failure to submit dues may result in a penalty as determined by the unsportsmanlike conduct rule. Failure to have all team dues paid by the end of season will result in the team's exclusion of wildcard selection or playoffs.

Division Playoffs

Eligibility

A team must complete all their scheduled matches and have paid all dues by the end of season to be eligible for playoffs. Any team that does not meet these requirements will be considered dropped from the session, and forfeits their consideration for the playoffs, including any possible wildcard draw. A player is eligible for playoffs if he/she has an established skill level and played at least 4 matches with the qualified team during the session.

Ladder format

Division playoffs are typically played in a ladder format. If a wildcard team was selected, that team will play the lowest-ranked qualified team. Otherwise, the two lowest-ranked qualified teams will play each other. The winning team will play the next ranked qualified team, and so on.

Payouts

Unless stated otherwise (including through verbal or online announcements), the underlying sections identify payout eligibility, amounts, and transfer.

Eligibility

A team must complete all their scheduled matches and have paid all dues by the end of season to be eligible for any payout. Any team that does not meet these requirements will be considered dropped from the session and forfeits their eligibility rights to the playoffs and any payout amount. Payouts are only available to teams that have been assigned to the playoffs. See Division Playoffs - Eligibility for more information. If the session and its playoffs are unable to continue due to unforeseen issues (e.g. too many dropped teams in the middle of the season), then the ranks at the time of the cancellation will not be a basis for awarding payouts. That's because, 1) the intended payouts or payout chart is based on a pot accumulated by all teams throughout the entirety of the scheduled session; 2) these ranks are not definitive proof that the ranks would be unaffected if the session were to continue as planned; and 3) the playoff seeding cannot be accurately determined, thus invalidating the playoffs. Therefore, management reserves the right to either determine how the pot will be distributed to any of the remaining teams or roll-over the pot to the following session.

Payout Amounts

The payout chart is established by management before the playoffs have started. This chart will be available for viewing either on the playoff paperwork or on the session's web page. The playoff results will determine the position of each team in the payout chart. If a team is unable to participate in a scheduled playoff match, then they will lose their match, but they can still earn a payout if they finished in a payout position.

Payment Transfer

Once a team's position has been determined in the payout chart, management is responsible for transferring that full amount to the team's captain. If the captain is present, then he/she will receive the amount from management. Otherwise, management will attempt to contact the captain to either arrange payment or assign a representative to receive the payment. The captain/representative is responsible for determining the payment method and amounts for each of the team's players.

8-Ball Game Rules

Rack

The rack should be placed so that the apex ball rests on the foot spot. The 8-ball must be placed in the middle of the triangle and the remaining balls should be placed randomly. The 1-ball does not have to be the apex ball.

Breaking

The incoming breaker/shooter must place the cue ball behind the head string. There is no requirement to call a ball on the break or to strike any numbered ball first, but the cue ball must directly contact the head ball or second row of balls first. For a legal break to occur an object ball must be pocketed or at least four object balls must contact a rail.

  • Any motion of striking the cue ball towards the rack is considered an attempt at a break. The shooter is allowed one (1) retry if the rack remains undisturbed (without impeding the path of the cue ball), and the cue ball did not fall into a pocket. Example: A retry would be denied if the shooter uses the stick to swipe the cue ball away from the rack while it was heading down the table.
  • Other than stated above, the shooter has only one (1) opportunity to make a legal break. A legal break can only occur when the cue ball contacts the appropriate balls in the rack, plus an object ball must be pocketed or at least four object balls must contact a rail.
  • If a legal break did not take place, then the balls must be re-racked and the opponent will break.
  • If a legal break occurred with a cue ball scratch, the opponent receives ball-in-hand behind the head string.
    • The center or base of the cue ball must be behind the head string.
    • If shooting at a rail first, the cue ball must make rail contact past the head string. Hitting a rail behind the head string will result in a ball-in-hand foul.
    • If shooting at an object ball, the object ball must be on or beyond the head string. An object ball is considered playable if the center or base of the ball is on or beyond the head string.

Table open after break

The table is always open after the break even if the shooter pockets one or more balls.

Balls off table

Any ball jumped off the table after the break, other than the 8-ball, is not returned to the table. This is a ball-in-hand foul. If the 8-ball is jumped off the table after the break, it is a loss of game. If any ball is jumped off the table during a break, this results in a re-rack and is now the opponent's break.

Pocketing balls

All balls must be called. See general rules for call pocket rules.

If during an open table, the shooter pockets one or more balls from one category of balls, then he/she is assigned the category of balls for the remainder of the game. If balls from both categories are pocketed during an open table, then it is still considered an open table.

Once a player has been assigned a category of balls, the player must pocket a ball of that category on subsequent shots in order to keep shooting.

Combination shots are legal, but a valid ball for the category of balls assigned to the shooter must be shot first. Note: The 8-ball is not considered neutral and cannot be struck first for a combination shot.

If the shooter fails to legally pocket a ball, then it is the opponent's turn to shoot. If a ball goes in a pocket, but returns to the playing surface, it is not considered pocketed.

  • Note: If a hanging ball suddenly falls after a few seconds, it should be placed back on the table as close as possible to where it was originally sitting. Only an outside force can affect the ball after it has stopped all motion (e.g. gust of wind from open door/window, blown air from fan, bump/vibration of table, etc.). Therefore, the ball is to be placed back on the table as described.
  • Note: If two balls become jammed in a pocket and are leaning over the edge of the slate, then they are off the playing surface and are considered pocketed. Drop them in and continue as if the balls were pocketed by normal means.

The shooter may unintentionally pocket the wrong category of balls. It is unsportsmanlike to not alert the shooter when aware of that he/she is aiming at a wrong ball. Meanwhile, the shooter can continue pocketing balls, realize his/her mistake and shoot at the correct category of balls. At this point, if he/she made legal contact, then a ball-in-hand foul has not occurred.

Safety Shot

A safety shot is permissible in 8-ball for any call pocket shots. See general rules for details.

8-ball on the break

Pocketing the 8-ball on the break wins the game. Pocketing the 8-ball on the break and scratching is a loss of game.

Loss of game

It is a loss of game when:

  • The 8-ball is illegally pocketed. Examples: The 8-ball is pocketed before all the balls in the player's category; the shooter pockets the 8-ball on a shot but did not call the shot.
  • The 8-ball is jumped off the table.
  • The shooter is playing the 8-ball, and the shooter disturbs any balls that otherwise may have contributed or resulted in a cue ball scratch or pocketing of 8-ball in an uncalled pocket.
  • The shooter scratches on the 8-ball.
  • A player approaches the table while the shooter is shooting the 8-ball. This will be considered a concession of game. If conceding the game, the player should verbally alert the shooter. Otherwise, approaching the table during the shot will be considered a form of sharking, and may result in a warning from the shooter, shooter's team, player's team, or division rep.

How to win

Shooter wins the game when all balls of his/her category have been pocketed and the 8-ball is legally pocketed in the called pocket without scratching. Note: The 8-ball cannot be legally pocketed at the same time you pocket the last ball of your category.

9-Ball Game Rules

Rack

The 1-ball must be placed at the apex of the triangle and on the foot spot. The 9-ball must be placed in the center of the rack. All other balls are placed at random. Rack must be in a diamond formation. Rack must be in a diamond formation. In a "Rack Your Own" situation, the 2-ball must be placed immediately behind the 9-ball.

Breaking

The incoming breaker/shooter must place the cue ball behind the head string. The cue ball must contact the 1-ball first. For a legal break to occur an object ball must be pocketed or at least four object balls must contact a rail.

  • Any motion of striking the cue ball towards the rack is considered an attempt at a break. The shooter is allowed one (1) retry if the rack remains undisturbed (without impeding the path of the cue ball), and the cue ball did not fall into a pocket. Example: A retry would be denied if the shooter uses the stick to swipe the cue ball away from the rack while it was heading down the table.
  • Other than stated above, the shooter has only one (1) opportunity to make a legal break. A legal break can only occur when the cue ball contacts the 1-ball in the rack, plus an object ball must be pocketed or at least four object balls must contact a rail.
  • If a legal break did not take place, then the balls must be re-racked and the opponent will break.
  • In all cases on the break, balls jumped off the table, other than the 9-ball, are not returned to the table except in the event of a re-rack. The 9-ball will be spotted if jumped off the table.
  • If a legal break occurred with a cue ball scratch, the opponent receives ball-in-hand anywhere on the table.

Balls off table

Any ball jumped off the table after the break, other than the 9-ball, is not returned to the table. If the 9-ball is jumped off the table after the break, it is spotted, and it is a ball-in-hand foul. If any ball is jumped off the table during a break, this results in a re-rack and is now the opponent's break.

Pocketing balls

Only the 9-ball needs to be called. See general rules for call pocket rules.

If the 9-ball is pocketed in an uncalled/wrong pocket, then the 9-ball is spotted. If the shooter scratched, it is ball-in-hand for the opponent. If a scratch did not occur and an object ball was pocketed (other than the 9-ball), the shooter continues shooting. Otherwise, it is the opponent's choice to either shoot or allow the player to continue from the current cue ball position.

Combination shots are legal, but the lowest numbered ball on the table must be struck first.

If the shooter fails to legally pocket a ball, then it is the opponent's turn to shoot. If a ball goes in a pocket, but returns to the playing surface, it is not considered pocketed.

  • Note: If a hanging ball suddenly falls after a few seconds, it should be placed back on the table as close as possible to where it was originally sitting. Only an outside force can affect the ball after it has stopped all motion (e.g. gust of wind from open door/window, blown air from fan, bump/vibration of table, etc.). Therefore, the ball is to be placed back on the table as described.
  • Note: If two balls become jammed in a pocket and are leaning over the edge of the slate, then they are off the playing surface and are considered pocketed. Drop them in and continue as if the balls were pocketed by normal means.

Safety Shot

A safety shot is permissible in 9-ball for any call pocket shots. See general rules for details.

9-ball on the break

Pocketing the 9-ball on the break wins the game, unless the 9-ball is pocketed in either back corner pocket. Pocketing the 9-ball in a back corner pocket results in the 9-ball being spotted and the player continues shooting. Pocketing the 9-ball on the break and scratching results in the 9-ball being spotted and it is the opponent's turn to shoot.

Push out

If no foul occurs on the break then the player taking the first shot after the break has the option to "push". On a push out:

  • The shooter must first announce to the opponent that a push out is being shot and the opponent team must acknowledge the announcement.
  • The cue ball does not have to strike the lowest numbered object ball first or any object ball at all. The cue ball also is not required to hit a cushion or to cause any ball to strike a cushion.
  • All other rules and fouls apply.
  • After a push shot is taken, the opponent has the option of accepting the table position and shooting or requiring the original shooter to shoot again with the table in its current position.

Loss of game

It is a loss of game when:

  • A player approaches the table while the shooter is shooting the 9-ball. This will be considered a concession of game. If conceding the game, the player should verbally alert the shooter. Otherwise, approaching the table during the shot will be considered a form of sharking, and may result in a warning from the shooter, shooter's team, player's team, or division rep.

How to win

Shooter wins the game when legally pocketing the 9-ball in the called pocket.

10-Ball Game Rules

Rack

The 1-ball must be placed at the apex of the triangle and on the foot spot. The 10-ball must be placed in the center of the rack. The 2-ball and 3-ball must be placed at the back corners. All other balls are placed at random. Rack must be in a triangle formation.

Breaking

The incoming breaker/shooter must place the cue ball behind the head string. The cue ball must contact the 1-ball first. For a legal break to occur an object ball must be pocketed or at least four object balls must contact a rail.

  • Any motion of striking the cue ball towards the rack is considered an attempt at a break. The shooter is allowed one (1) retry if the rack remains undisturbed (without impeding the path of the cue ball), and the cue ball did not fall into a pocket. Example: A retry would be denied if the shooter uses the stick to swipe the cue ball away from the rack while it was heading down the table.
  • Other than stated above, the shooter has only one (1) opportunity to make a legal break. A legal break can only occur when the cue ball contacts the 1-ball in the rack, plus an object ball must be pocketed or at least four object balls must contact a rail.
  • If a legal break did not take place, then the balls must be re-racked and the opponent will break.
  • In all cases on the break, balls jumped off the table, other than the 10-ball, are not returned to the table except in the event of a re-rack. The 10-ball will be spotted if jumped off the table.
  • If a legal break occurred with a cue ball scratch, the opponent receives ball-in-hand anywhere on the table.

Balls off table

Any ball jumped off the table after the break, other than the 10-ball, is not returned to the table. If the 10-ball is jumped off the table after the break, it is spotted, and it is a ball-in-hand foul. If any ball is jumped off the table during a break, this results in a re-rack and is now the opponent's break.

Pocketing balls

Only the 10-ball needs to be called. See general rules for call pocket rules.

If the 10-ball is pocketed in an uncalled/wrong pocket, then the 10-ball is spotted. If the shooter scratched, it is ball-in-hand for the opponent. If a scratch did not occur and an object ball was pocketed, the shooter continues shooting. Otherwise, it is the opponent's choice to either shoot or allow the player to continue from the current cue ball position.

Combination shots are legal, but the lowest numbered ball on the table must be struck first.

If the shooter fails to legally pocket a ball, then it is the opponent's turn to shoot. If a ball goes in a pocket, but returns to the playing surface, it is not considered pocketed.

  • Note: If a hanging ball suddenly falls after a few seconds, it should be placed back on the table as close as possible to where it was originally sitting. Only an outside force can affect the ball after it has stopped all motion (e.g. gust of wind from open door/window, blown air from fan, bump/vibration of table, etc.). Therefore, the ball is to be placed back on the table as described.
  • Note: If two balls become jammed in a pocket and are leaning over the edge of the slate, then they are off the playing surface and are considered pocketed. Drop them in and continue as if the balls were pocketed by normal means.

Safety Shot

A safety shot is permissible in 10-ball for any call pocket shots. See general rules for details.

10-ball on the break

Pocketing the 10-ball on the break wins the game, unless the 10-ball is pocketed in either back corner pocket. Pocketing the 10-ball in a back corner pocket results in the 10-ball being spotted and the player continues shooting. Pocketing the 10-ball on the break and scratching results in the 10-ball being spotted and it is the opponent's turn to shoot.

Push out

If no foul occurs on the break then the player taking the first shot after the break has the option to "push". On a push out:

  • The shooter must first announce to the opponent that a push out is being shot and the opponent team must acknowledge the announcement.
  • The cue ball does not have to strike the lowest numbered object ball first or any object ball at all. The cue ball also is not required to hit a cushion or to cause any ball to strike a cushion.
  • All other rules and fouls apply.
  • After a push shot is taken, the opponent has the option of accepting the table position and shooting or requiring the original shooter to shoot again with the table in its current position.

Loss of game

It is a loss of game when:

  • A player approaches the table while the shooter is shooting the 10-ball. This will be considered a concession of game. If conceding the game, the player should verbally alert the shooter. Otherwise, approaching the table during the shot will be considered a form of sharking, and may result in a warning from the shooter, shooter's team, player's team, or division rep.

How to win

Shooter wins the game when legally pocketing the 10-ball in the called pocket.

Power Divisions

Handicapping

If handicapping is allowed in your division, then the player with the lower skill level will receive points before the game format has been selected. The points awarded will be the difference between the two player skill levels, typically capped to 4 points (see your specific division rules for more info). To identify the awarded points on the scoresheet, please write an X with a circle around it.

Match play

Each individual match will be a race-to-7 and includes eight games of 9-Ball and five games of 8-Ball. See above for rules of 8-Ball and 9-Ball formats. Players will earn one point for each game won.

Winner of lag

The winner of the lag will have the choice of either A) taking initial break; or B) game format to start (8-Ball or 9-Ball). Once the format has been chosen, the entire set of that format must be completed before moving to the next format.

No Coaching

Coaching is not permitted. Any comment made from the shooter's teammate(s) about potential shots to play is considered unsportsmanlike.

A forfeited individual match is scored as 5-0. A forfeited match still needs to be paid for.

A forfeited team match is scored as 15-0. All player matches that should have been played still need to be paid for.

Byes

If a team has a bye week, the team's first bye week will be worth zero points. A subsequent bye week for the team will be scored as a rounded up average of the previous scored weeks.

Rankings and tiebreakers

Because of potential team bye weeks during a session, the ranking will be determined by each team's average points per week. A bye week that results in zero points will not be factored into the calculation. Tiebreakers between teams will be determined as follows:

  • If two teams are tied in average points, the tiebreaker goes to the team whose record is better in the matchup(s) between the two teams. If these teams did not play each other, then the tiebreaker is not available until the end of season.
  • The winner between the two teams is the one that scored the most points. If still tied, the team that has the most individual match wins is the winner. And if still tied, the winner is the winner of the most recent team matchup.
  • If three or more teams are tied in average points, the tiebreaker is broken by comparing the assembled matchups that include just the involved teams. The sub-ranking is determined by each team's average points per matchup, followed by the average individual match wins, and finally the average team wins. For example: In a 14 team division, 3 teams tied at the end of the season. Team A played Team B twice. Team B played Team C twice, and Team A played Team C once...
    • Scores for Team A vs Team B: 21 to 16, and 17 to 18
    • Scores for Team B vs Team C: 20 to 13, and 18 to 14
    • Scores for Team A vs Team C: 19 to 15
    • Team A scores: 21, 17, 19. Average=19
    • Team B scores: 16, 18, 20, 18. Average=18
    • Team C scores: 13, 14, 15. Average=14
  • If two or more teams are tied in average points at the end of season and the previous tiebreaker scenarios could not be applied because these teams did not play each other, then the tiebreaker's sub-ranking will be determined as follows.
    • 1. Each team's individual player win percentage.
    • 2. Each team's match win percentage.
    • 3. Week-by-week score comparison from the start of the season until a definitive winner is determined.

8-Ball, 9-Ball, and 10-Ball Divisions

Handicapping

Handicapping is used in these divisions, and the player race is determined by the skill level race chart. Please refer to the scoresheet for your division's skill level race chart.

The total playable skill level for team play does vary depending on the division, so check your scoresheet or division's web page for more info.

Match play

Each individual match will be a race according to the skill level race chart. This race determines the games that each player must win in order to end the match.

Points and Scoring

Scoring for these divisions follow our rules for match/bonus points scoring system. See here.

Winner of lag

The winner of the lag will take the initial break.

Coaching

Coaching is permitted in team-based divisions. Skill level 2's and 3's are allowed 2 timeouts per game, all other skill levels are allowed 1 timeout per game.

Byes

If a team has a bye week, the team's first bye week will be worth zero points. A subsequent bye week for the team will be scored as a rounded up average of the previous scored weeks.

Match/Bonus Points Scoring System

Points and Scoring

Awarding points for a individual match is broken down into several parts. Match points are awarded after a player wins his/her race. Bonus points are awarded for certain performances in the match. The player's total points are calculated as the match points plus the bonus points.

Match Points

  • The winner of their respective race is awarded 5 points.
  • The loser of their respective race is awarded 1 point.
  • If an individual match is forfeited, the opposing team is awarded 3 points.
  • A player losing the race to someone who has previously played in the team match is awarded 3 points.

Bonus Points

  • Shutting out an opponent is worth 1 point.
  • Getting to the hill (i.e. 1 game away from winning race) is worth 2 points.
  • Each Break/Run is worth 1 point.
  • Each 8-on-Break, 9-on-Snap, 10-on-Break is worth 1 point.

Determining a winner

A team is declared the winner when they have scored more points than their opponent. The following tiebreakers are utilized (from top-down) when determining the team winner:

  • Most points
  • Most individual match wins
  • Winner of 1st individual match (this is subject to change in playoffs)

The winner of an individual match is the player with the most total points. If the total points are tied, the winner is the player that won their respective race.

Rankings and tiebreakers

Because of potential team bye weeks during a session, the ranking will be determined by each team's average points per week. A bye week that results in zero points will not be factored into the calculation. Tiebreakers between teams will be determined as follows:

  • If two teams are tied in average points, the tiebreaker goes to the team whose record is better in the matchup(s) between the two teams. If these teams did not play each other, then the tiebreaker is not available until the end of season.
  • The winner between the two teams is the one that scored the most overall points in the matchup(s) between the two teams. The following tiebreakers are utilized (from top-down) using data from the matchup(s) between the two teams:
    • Most overall points
    • Most overall individual match wins
    • Most overall team wins
    • Winner of most recent team match
  • If three or more teams are tied in average points, the tiebreaker is broken by comparing the assembled matchups that include just the involved teams. The sub-ranking is determined by each team's average points per matchup, followed by the average individual match wins, and finally the average team wins. For example: In a 14 team division, 3 teams tied at the end of the season. Team A played Team B twice. Team B played Team C twice, and Team A played Team C once...
    • Scores for Team A vs Team B: 21 to 16, and 17 to 18
    • Scores for Team B vs Team C: 20 to 13, and 18 to 14
    • Scores for Team A vs Team C: 19 to 15
    • Team A scores: 21, 17, 19. Average=19
    • Team B scores: 16, 18, 20, 18. Average=18
    • Team C scores: 13, 14, 15. Average=14
  • If two or more teams are tied in average points at the end of season and the previous tiebreaker scenarios could not be applied because these teams did not play each other, then the tiebreaker's sub-ranking will be determined as follows.
    • 1. Each team's individual player win percentage.
    • 2. Each team's match win percentage.
    • 3. Week-by-week score comparison from the start of the season until a definitive winner is determined.

Break/Run Raffles

Please check the division's rules, which will supercede any rules specified here.

Rules

  • The game is 10-Ball, call pocket all balls. A HBL representative will rack the balls.
  • The raffle winner may choose a proxy to shoot instead.
  • Shooter may stop at any time.
  • Accumulated prize is forfeited on a miss or scratch.
  • If the first shooter scratches or breaks dry, then a second winner will be called for a chance at 50% of the pot.

Tickets

Tickets will be sold throughout league night of supported divisions. One ticket will be pulled when a qualified table is available. If the first shooter scratches or breaks dry, then a second ticket will be pulled. Prices are as follows:

  • 1 ticket for $2
  • 4 tickets for $5
  • 10 tickets for $10

Money and Payouts

Money received from ticket sales will be added to the pot for the following week of league, minus administrative fees (10%). This ensures that if the full prize is paid, then there will be prize money for the following raffle.

The first shooter has an opportunity to win 100% of the prize money, which should be announced by a HBL representative during league night. If there is a second shooter, then they have an opportunity to win 50% of the prize money.

Each legally pocketed ball is worth 10% of the prize money specified above. The shooter may stop at any time, and must clearly announce that they are stopping. If the shooter misses the intended pocket or scratches, then the accumulated prize is forfeited.