Rules

View Original .PDF Download: FCPL Rules 2024

Franklin County Pool League 8-Ball

MEMBERSHIP

All FCPL rules and regulations are subject to the discretion of the league director. All players must be members in good standing to compete in any events conducted by the Franklin County Pool League (FCPL).

Adding and dropping players:

Members may not be on the roster of more than one team.

Once a member plays one or more games for a team in a session, that player cannot play for another team in the same session.

Any team using false players may be stripped of any awards or cash it has earned.

If a team drops from the league, or is dropped from the league for league infractions, the team forfeits all rights to awards and/or cash and post-season competition.

CAPTAINS

Each team will have one player on the roster who is the captain. The captain must have a working phone and email. In the captain's absence during a match, any member may act as captain.

Captains are responsible for the following:

RULES OF PLAY

Legal Shot-A legal shot is executed when an object ball of the player's group is struck first and a ball is pocketed legally or any ball—the player's ball, the opponent's ball, the eight ball, or the cue ball—is driven to a rail.

When two balls are struck at the same time, it is a "split hit," and the shooter will receive the benefit of the doubt. However, many times the "split hit" can be avoided by asking a third party to referee the shot beforehand. The referee's decision is final.

The eight ball may not be the first ball struck until the player clears the table of all the balls in his/her group, at which time the eight all becomes the object ball.

Fouls- A foul may be called by a player, a member of either team's roster, or a referee. A spectator may not call a foul. Once a foul has been called, any differences of opinion will be settled between the team captains as outlined in these rules. A foul must be called immediately after the infraction—prior to the player taking another shot. Once the next shot has been taken, no claim of foul may then be raised.

Non-Player- If the balls are moved or a player is bumped so that play is directly affected by a nonshooter during the match, the balls will be replaced as near as possible to their original positions immediately prior to the incident, and play will resume with no penalty on the player affected. This rule also applies to “act of God” interferences such as earthquakes and hurricanes, as well as light fixture falling, power failures, etc. If the balls cannot be restored to their original positions, replay the game with the original player breaking.

The Rack- The eight ball will be in the middle of the rack with a striped ball in one back corner and a solid ball in the other back corner. All 15 balls must be touching. The head ball must be located on the foot spot. The player not breaking will set the rack. The player who is breaking may request a re-rack for compliance with the above stipulations.

Opening Break

Open Table- It is an open table until one ball of a group has been pocketed on a called shot that is free from a foul or a scratch. If no balls have been made on the break, it is an open table.

Choice of Stripes or Solids- Once a player makes a ball on a called shot that is free from foul, the player is assigned that group and the opponent the other group.

Eight Ball Pocketed on the Break- Eight ball pocketed on the break wins the game. Eight ball pocketed on the break with a cue ball foul occurring loses the game.

Balls Jumped Off the Table- If the shooter drives any object ball off the table, except the eight ball, it is not a foul, and the ball is spotted using the Spotting Balls rule below. If the shooter drives the eight ball off the table, it is a foul and loss of game.

Spotting Balls- Balls to be spotted are placed on the foot spot. When a ball interferes, the ball to be spotted is placed below the interfering ball as close to the foot spot as possible An object ball may be frozen to another object ball but may not be frozen to the cue ball. However, it may be placed as close as possible to the cue ball. The cue ball is always live. A player may ask to have a referee (person not playing said game) place the object ball to avoid any fouls.

Combination Shots- The eight ball may not be the first ball struck in a combination shot at any time, including an open table. It is a foul and ball in hand is awarded. When the table is open, a solid ball may be struck first to pocket a striped ball, or a striped ball may be struck first to pocket a solid ball. Once a group has been determined, the shooter must strike a ball in his/her group first, after which any ball (including the eight ball) may be included in the combination.

Ball Frozen to the Cushion- When an object ball is frozen to the cushion, it is only a legal shot if after contact:

Loss of Game- It is a loss of game when:

SCORING

The winner of a game of eight ball is awarded ten (10) points for legally pocketing the eight ball. The loser receives one (1) point for each of their balls pocketed.

If a player makes the eight ball on the break or completes a break and run, the player will automatically receive ten (10) points. The loser receives zero (0) points. Please make note on your scoresheet of any eights on break or break and runs.

If a player wins the game as the result of an error of the opponent, the winning player receives ten (10) points for the game. The loser receives one (1) point for each of their balls pocketed. This game will be a circle game and is not calculated into either players' handicap or stats.

Any game in which a scratch on the eight or an early eight occurs will be circled on the scoresheet for both players. A circle game is not calculated into either players' handicap or stats.

COACHING

Match Play- Any player on a team's roster may coach during a timeout. The coach may be changed from game to game. While the opponent is at the table, the player waiting his/her turn may converse with anyone on the roster. Once the opponent's turn has ended and all balls have come to a stop, all conversation must end, or it is considered a timeout. Once the opponent has concluded his/her turn, the player waiting must report directly to the table.

Timeouts:

ETIQUETTE

Disqualification- The league director has the right to disqualify any player from a game or tournament for unsportsmanlike conduct or actions detrimental to the game or league.

General Etiquette

Disputes- During the course of spirited play, it is inevitable that disagreements will arise. The following steps should be considered in resolving the problem.

Protest- The match must be completed, and only the captain may lodge a protest. The protest must be lodged at the time of the dispute. Note on both scoresheets of the intended protest, note the moment in the match, and communicate the protest to the league director. The protest fee of twenty ($20.00) dollars must be within 24 hours for the protest to be heard. (If the protest is upheld, the fee will be returned.) The decision of the FCPL will be final and is not appealable.

Note: Once the scoresheets have been signed by both teams, the match is finalized, and no protest may be submitted thereafter.

MATCHES

Scheduling- All matches are scheduled to start at 7:00 PM on Thursdays, unless another time and day are mutually agreed upon by the team captains or announced by the league director. By 15 minutes after the scheduled starting time, competition must begin. After 15 minutes, the first game is forfeited and subsequent games every 15 minutes. After 45 minutes, the match is considered a team forfeit unless notified earlier by the opponent. Forfeit rules apply.

Matches may be rescheduled by mutual agreement of both captains and prior notification to the league director at least 24 hours beforehand, but no matches may be rescheduled during the final two weeks of the session. If a team needs to postpone a match, notification prior to 4:00 PM on the day before the match is allowed without penalty. Notification AFTER 4:00 PM will result in a forfeit.

Playing of Matches- By mutual agreement of the captains, a player may be permitted to play all of his/her games consecutively; however, this would be a rather rare occurrence and a generous concession on the part of the opposing captain.

If a player is going to be late, he/she may be bypassed in the 1st and 2nd rounds only. If that player does not arrive by the time all other games of rounds 1 and 2 have completed, a player must be inserted, a ghost must be used, or the games are forfeited. A forfeit score of 10-0 is awarded to the opposing team for each game not played. Any player in the lineup may be inserted into the ghost spot.

If a game is played by an incorrect player, the game is voided and the correct players must replay the game, regardless of who was at fault.

Lineups- Each week, updated handicaps and/or roster changes will be sent out via email to captains.

Each captain will complete the weekly scoresheet for his/her team, listing the players who will be competing and the handicap of each. Any new player who has yet to attain a handicap will play as a 3. If a player has an established handicap in another league, they will start at that skill level. (See the limitation on adding new members in the Membership section of the rules.) The team handicap will be totaled and rounded up/down during regular session matches. They will not be rounded during playoffs.

The team with the lower handicap will have the difference between the two handicaps added to its score after each round.

The home team will submit their lineup first, and each captain will complete his/her scoresheet.

Order of Play- For the first round of games, the visiting team will break, and the home team will pay for the games and rack the balls. This arrangement will alternate throughout the four rounds.

Team Scoring- Total up ball count each round, including the handicap. Two round points will be awarded for each round won. If the round is tied, each team will be awarded one round point.

At the conclusion of the fourth round, add both team's total ball count, including the handicap spot from each round. The team with the greater total will be awarded three overall points. If there is a tie, each team will be awarded one and one half overall points. The total of both teams' round points and overall points should equal eleven.

FORFEITS

Team Forfeits- When a team forfeits a match, that team will receive zero (0) wins and eleven (11) losses. The team that wins by forfeit will receive eleven (11) wins and zero (0) losses.

Game Forfeits- When a team forfeits a single game, a score of 10-0 will be entered for that game. This will be a circle game and does not get entered toward that player's handicap or stats.

Weekly Fees- When there is a forfeit, both teams are still responsible for sending in their weekly fees and paperwork stating a forfeit.

Penalty Fees- If a team forfeits a match in the final third of the session, the team must pay the weekly fee plus a $15 penalty fee. This fee must be paid by the end of the session. The players of that team will be suspended for one session if fees were not paid in full. The captain of that team would be suspended indefinitely until fees are paid in full. In the event the team fees and penalty fee are not paid, all players involved will be notified.

GHOSTS

If a captain announces the potential use of a ghost, that captain has the option of waiting until the end of the second round for their player to arrive or may start using the ghost right away. If a ghost is used and then a player shows up, that player may be entered into the lineup but may not replay any games missed.

The ghost may be entered anywhere on the roster. The opposing player chooses who the ghost will be on a round-by-round basis. The ghost plays at his/her current handicap or 3.0, whichever is greater.

If five members of the team are present, opting to use a ghost is not allowed.

NOTE: Ghosts are not allowed in playoffs

POSTPONEMENTS

Weather- If a Winter Storm Warning is issued for Franklin County during the hours of league play, the playing of the matches is at the discretion and agreement of both captains. Matches not played may or may not be rescheduled. This will be determined by the league director.

If a match is postponed, it must be made up within four weeks of the postponement. If the match is not made up within the four weeks, the league director will contact both captains and set a date to play the match. If the match is not played on the arranged date, the team who failed to show for the new date will forfeit the match. All league fees are still due. The match will be played at the originally scheduled location.

All matches must be made up prior to two weeks remaining in the session.

Matches may be rescheduled by mutual agreement of both captains and prior notification to the league director at least 24 hours beforehand, but no matches may be rescheduled during the final two weeks of the session. If a team needs to postpone a match, notification prior to 4:00 PM on the day before the match is allowed without penalty. Notification AFTER 4:00 PM on the day before the match will result in a forfeit.

REPORTING OF SCORES

During a match, both teams will keep track of the scoring and compare totals at the end of each round—or each game if possible.

At the end of the match, each captain will sign both sets of scoresheets.

Each captain will be responsible for collecting the weekly fees from each player that night. Even if a team may have a forfeit or use a ghost, the team is still responsible for the fees of the absent player(s).

The captain will then be responsible for getting the scoresheet and the team's league fees to the league director.

Scoresheets and fees are to be dropped off with the bartender at Smitty's, in the envelopes provided, by no later than 1:00 PM on the Saturday immediately following the match.

POST-SEASON PLAY

Playoffs- At the conclusion of each session, a number of teams, determined by the league director, will qualify for the league playoffs. These teams will qualify based on winning percentage of match rounds played.

Ineligibility- Any team with unpaid dues is ineligible for any post-season play.

Eligibility- Only the members who were on the roster at the end of the session will be permitted to play in postseason matches. A player must have played at least five (5) matches during the regular session to be eligible for post-season play.

Tiebreak Procedure- The tiebreak procedure for two or more teams will be based on:

Match Play

HANDICAPPING

New players play the first week as a 3.0. If they have an established handicap in another league, they will start at that skill level.

The handicap is calculated based on points won divided by games played, and then adjusted upward or downward based on the player's winning percentage—upward if the winning percentage is above 55%, and downward if below 45%, increasing upward or downward as the winning percentage moves higher or lower.

In short, this system, without going into actual computation, places more demand on the higher caliber players, while at the same time placing a little less demand on the lower handicapped player—and isn't that what a handicap system is all about anyway?