ABL Handicap System
Players
Players must be at least 18 years old and must be a league member to play in the league
- Players in the United States and other countries must be legal residents of their respective countries.
- Regardless of a players /teams location, a player/team will compete with all league players/teams throughout the United States and their countries.
- Fees:
- There is a $49/year membership fee to be a league member.
- There is a $14/week fee to play in the weekly team matches.
- These fees allow the members to play in the three yearly 15-16 week sessions, the finals (if their team qualifies) and allows them to compete for the sessions prize money and the finals prize money.
Teams
- Teams consist of any five league members with a roster of up to eight.
- No professional player (see Definitions section) is allowed per team.
- Each team must have one Team Captain (see team Captains section).
- Each Team Captain is responsible for payment of their teams’ players weekly fees regardless of how many players show up.
Sessions
- There are three 15-16 week sessions during the year. Teams do not have to play in all three sessions; they can play in one, two or all three sessions. Each of the three sessions starts fresh with a clean slate with regard to points earned and play, session points do not carry over from one session to another. However, if a player has played in a previous session their handicap (see handicap session) will carry over to the new session.
- Each team plays against another team once per week during each session for a total of 15-16 team matches per session. Each week, teams accumulate points based on the number of player matches they win. The teams with the most points in any group, at the end of each session will play off for prize money and qualify for the end of the year finals. Prize money is paid out at the end of the session to any qualifying teams.
- At the end of the year, teams who qualify in at least one of the three sessions will play off to go to the finals for the big prize money. If a team qualifies in two of the sessions they have two chances to shoot a good score to qualify. If a team qualifies in all three sessions they have three chances to shoot a good score to qualify. ( Your odds increase if you can shoot more than one score to qualify for the big prize money )
There are two types of matches, a player match and a team match.
Player Match
- Each player plays a match once per week against an opposing team player (Note: A player who is playing on multiple teams cannot play themselves). This player match is either a race to three games (best out of five games) or a race to four games (best out of seven games or a race to five games (best out of nine games). The idea is to allow slower players to play fewer games than faster players if needed. Each player will therefore be playing anywhere from three to nine games per match (per week).
- The break for the first game of each player match is determined by lagging (see Definitions section). The player who wins the lag breaks for the first game. After that, the breaks alternate between the two players during the match regardless of who won the previous game. All players get to break. Note: Players with a 4+ handicap (see Definitions section) can have someone from their team break for them during their player matches. See the Break section for more details on the break.
- A player either wins or loses their match each week. There are no ties. The player who wins “the race” (to three, four or five games) wins the match. The opposing player loses the match.
- Games do not have to be played sequentially. For Example, if there is only one pool table, each player match can complete their Game 1 first before moving on to Game 2, and then all player matches can complete Game 2, and then Game 3 and so on. This way, players don’t have to sit around too long waiting to play.
Team Match
We now have the America”s Billiard League APP For scoring and randomly picking teams and player matchups this section is no longer active except for how you get points.
Each team will play one match per week against an opposing team and consists of five player matches (see above). Each team randomly draws a number for each player (pool balls, cards, pill bottles, marbles, folded paper with two sets of numbers 1-5 ect.) to see which player from one team plays which player from the opposing team. After the random draw, each player from each team will have a number (to color or whatever) from one to five.
The players are then matched by numbers or colors or whatever random system is being used. Note: If a player is a member of both teams that are playing and the random draw draws that player against themselves, the random draw must be redone until the player is not matched against themselves. The player match-ups are random each week; they are not dependant on skill level, handicap or type of ranking. For example, after the random draw”
Team A Team B
Player #1 plays Player #1
Player #2 plays Player #2
Player #3 Plays Player #3
Player #4 plays Player #4
Player #5 plays Player #5
At the end of the team match, each team will have a certain number of player match wins and a certain number of player match losses as follows:
Team A Team B
5 wins, 0 losses 0 wins, 5 losses
4 wins, 1 loss -OR- 1 win, 4 losses
3 wins, 2 losses 2 wins, 3 losses
The teams then receive points for each team match (each week) based on the number of wins as follows:
5 wins: 15.00 points
4 wins: 12.00 points
3 wins: 10.00 points
2 wins: 8.00 points
1 win: 6.00 point
0 wins: 4.50 points
Forfeit win: 10.00 points
Forfeit loss: 4.50 points
In order to allow players to establish their handicap (see Handicap section below); during the first four ( 4 ) weeks of play of the current Session, the team point system will work as follows. This is to minimize the potential of stronger teams jumping way ahead in points due to their players having a higher handicap than they would normally have and weaker teams not accumulating points due to their players having a lower handicap than they would normally have.
During the first four ( 4 ) weeks of the current Session, teams will receive 2.00 points for each player match win and one point (1.00) for each player match loss. Thereafter (weeks 5- 14), the team point system operates as described above. After weeks 5 – 14 there will be bonus points for the remainder of the session. Either one ( 1 ) or two ( 2 ) weeks, these bonus points can allow many lower ranked teams to qualify for the large prize money. Bonus points will be announced at the end of week thirteen ( 13 ).
The team point system for the four ( 4 ) weeks of the current Session as follows:
5 wins: 10.00 points…. 5 wins (10.00 points) + 0 losses (0 points) = 10.00 points
4 wins: 9.00 points…. 4 wins (8.00 points) + 1 loss (1.00 points) = 9.00 points
3 wins: 8.00 points…. 3 wins (6.00 points) + 2 losses (2.00 points) = 8.00 points
2 wins: 7.00 points…. 2 wins (4.00 points) + 3 losses (3.00 points) = 7.00 point
1 win: 6.00 points…. 1 win (2.00 points) + 4 losses (4 points) = 6.00 points
0 wins: 5.00 points…. 0 wins (0 points) + 5 losses (5.00 points) = 5.00 points
Note: If only four players show up for a team match during the first four ( 4 ) weeks of play of the current Session, a one point (1.00) penalty will be assessed to that teams total match score. For example, if the team had 3 wins they would only get 7.00 points instead of 8.00 points.
Handicap
- The Handicap System levels the playing field and gives every player and team an equal chance of competing and winning prize money. Each player has a handicap, which is a number in the range from zero to four (0 to 4) The handicap number represents the number of placements a player has (see definitions section) during each game they play. However a zero handicap player that wins two weeks in a row will now be a minus one ( – 1 ) and can also be the lowest handicap of a minus two ( -2 ) if they win two more weeks in a row. Example: A minus 1 ( – 1 ) playing a two ( 2 ) handicap will give an extra placement to their opponent for a total of three ( 3 ) placements. A minus two ( -2 ) will give an extra two ( 2 ) placements for a total of four ( 4 ) placements.
- Each player starts out with a 2 handicap when they first join the league. Then, for every 2 player match wins, their handicap goes down one. For every 2 player match losses, their handicap goes up one (to a maximum of four). So the handicap fluctuates during session play.
- As a player wins or loses, his handicap will go up or down every 2 wins or 2 losses in a row.
a. Win – win – handicap will go down one for two weeks in a row.
b. Lose – lose – handicap will go up one for two weeks in a row.
c. Win – lose or lose – win for two weeks in a row your handicap will stay the same
Example: A two handicap ( 2 ) that wins two weeks in a row will now be a one ( 1 ) in week three
- The players’ handicap calculation resets after 2 wins or 2 losses
- A players handicap placement can be used at any time during the game so long as it is their turn at the table, with the following exceptions:
- When breaking
- When shooting for the 8 ball
- After missing a shot (because it’s now the opposing players turn)
- After committing a foul (because it’s now the opposing players turn)
- A player DOES NOT have to declare a placement but should notify one of the scorekeepers.
- If a player plays on multiple teams they will have multiple handicaps, one per team, so their handicap can be different from one team to another. Their handicap on one team stays with that team. If a player is already playing in a session and decides to play for another team (either switching teams or playing on multiple teams), the player’s handicap on their new team starts out with their lowest current handicap from any other team they’re playing for.
- A players’ handicap placement should not be confused with a ball in hand a player gets when their opponent fouls. These are two separate issues. A ball in hand from an opponent’s foul does not affect the handicap
- Handicap placements:
0 = no placement per game.
1 = one placement per game.
2 = two placements per game.
3 = three placements per game.
4 = four placements per game.
5 = five placements per game. ( Only if a four plays a minus one )
6 = six placements per game. ( Only if a four plays a minus two )
A Different Spin ~ 8 Ball Rules
The Rack
- All balls are racked tightly in a triangle with the one ball (which is a solid) on the spot and the 8 ball in the middle. Then the bottom two corner balls can be either two stripes or a stripe and a solid. There cannot be all solids on the three triangle corners. All other balls are placed randomly in the triangle and should be spread as evenly as possible to minimize the grouping of solids or stripes.
- The opposing player always racks for the breaker.
- If the rack is not legal (all stripes or solids on the corners, eight ball not in the center) and the opposing team does not correct the rack before the break, it will be considered a legal break.
The Break
- The break for the first game of each player match is determined by lagging (see Definitions section). The player who wins the lag breaks for the first game. After that, the breaks alternate between the two players during the match regardless of who won the previous game. All players get to break. Note: Players with a 4+ handicap (see Definitions section) can have someone from their team break for them during their player matches.
- A player must break from behind the line or head string (see Definitions section) and may hit any ball. The opening break shot must be performed with the center (base) of the cue behind the head string (i.e. between the head string and head rail).
- A player must break hard. The breaker must make a best effort to hit at least four object balls to the cushion on the break. There are no safety breaks (see Definitions section).
- If it is thought that a player intentionally safety breaks, the opposing team should get an impartial witness for that players’ next break. If the player intentionally safety breaks again (verified by the impartial witness) the opposing player will get the break for the remainder of that player match.
- If the 8 ball is pocketed on the opening break shot (without any foul) the player wins that game (8 on the break).
- If the 8 ball is pocketed on the opening break shot but the player fouls (cue ball goes in a pocket, cue ball goes off the table) the player loses that game.
- If a player fouls on the break (scratches, cue ball goes in a pocket, cue ball goes off the table) the incoming player has one of two choices:
- Shoot at any ball, stripe or solid, from behind the head string.
- Use one of their placements anywhere on the table. If the player has no placements to use, then they must hit from behind the head string.
- If a player miscues or does not hit a ball on the break they can re-break without a foul.
- On a miscue, if the cue ball gently touches the rack the player may re-rack and break again without a foul.
- If no ball is made on the break, the table is open and the incoming player has their choice of which group of balls to play, solids or stripes.
- If a ball is made on the break, the person breaking has that group of balls (solids or stripes). For example, if a solid ball is pocketed on the break then the breaker has solids for the remainder of that game and the opposing player has the other group of balls (stripes) for the remainder of the game.
- If the breaker pockets at least one ball of each group (solids or stripes) then the breaker has their choice of group.
- If the breaker does not legally pocket a ball after making at least one of each group (solids or stripes) then the table is considered open and the incoming player may choose either group (solids or stripes).
- Once a player legally pockets a ball (solid or stripe), that is the players group for the remainder of that game and the opposing player has the other group of balls for the remainder of that game.
- After the break, the breaker makes at least one of each group (solid and stripe) and then commits a foul (e.g., cue ball goes in) then the table is still open for the opposing player.
- Players with a 4+ handicap (see Definitions section) can have someone from their team break for them during their player matches.
General Play
- A player must call every shot, including the 8 ball at the end of the game. They must call the ball and the pocket it is going into. It does not matter how it goes in (kiss, carom, ect.) as long as the cue ball hits one of the players balls (stripe or solid) first and then goes in the called pocket. This is a legal shot. If a player fails to call a shot, unless it is very obvious, that is a foul and the incoming player has the ball in hand anywhere on the table. This is not a handicap placement.
- If a player pockets a ball in their group (stripes or solids) in a pocket other than the called pocket they lose their turn at the table and the opponent shoots. The ball the player made stays down in the pocket.
- Combo shots (see Definitions section) are allowed as long as the player hits one of their balls (stripe or solid) first.
- Once a player misses a shot or commits a foul (see Definitions section) the opposing player has their turn at the table.
- If a player accidently touches any ball other than the cue ball there is no penalty. Simply move the ball back to its original position or the opposing team can make the decision to leave the ball where it came to rest. It is the opposing teams’ option. If a player accidentally touches the cue ball this is a foul and the incoming player has a ball in hand anywhere on the table. This does not count as a handicap placement for the incoming player.
- Once a player pockets all of their balls (stripes or solids) they can play the 8 ball to win the game.
- 8 ball rules
- The 8 ball must be hit into the called pocket
- Placement:
- A handicap placement cannot be used when shooting for the 8 ball even if the player still has handicap placements remaining during that game.
- A player may use a ball in hand to play the 8 ball if the opponent commits a foul (this is not considered a handicap placement). For example: the opponent scratches and the player only has the 8 ball left on the table.
- A player may use a ball in hand to play the 8 ball if the opponent does not make a legal safety (see Definitions section). This is not considered a handicap placement.
- When shooting at the 8 ball to win, if the player does not hit the 8 ball this is considered a foul and the incoming player gets the cue ball in hand anywhere on the table (this ball in hand does not count as a handicap placement). This is not a loss of game.
- The following constitutes a loss of game:
- If a player calls the 8 ball in one pocket but the ball actually goes in another pocket.
- If a player makes the 8 ball in the pocket but the cue ball goes off the table.
- If a player makes the 8 ball in the called pocket but the cue ball also goes in the pocket.
- Players cannot carry over unused handicap placements (if any) from one game to another. Each game starts with the players’ current handicap.
- It is up to both teams to keep track of the score and handicap placements per player.
- Both teams should score each game and match together.
- The honor system is in place. If there is a situation that cannot be resolved by the two teams during the game then both captains or impartial witness can make a ruling or play the game over with no penalty. Those are the two options.
- Any close shot or circumstance should be watched by an impartial; witness before the shot takes place.
- The opposing team has the right to stop questionable shots and call for an impartial witness to watch the shot. ( Or record with a smart phone to review after )
- If the opposing team does not get an impartial witness to watch a close shot the shooter will always get the decision regardless if they committed an obvious foul. It is up to the opposing team to get an impartial witness for these kinds of situations (close hit, ect.)
- Coaching a team player is allowed. Each player is allowed to be coached once per rack (option for them).However, if matches run longer than the time allowed the Team Captain or referee can speed up play at their discretion. Team Time Out: Time out requests should be no longer than 2 minutes.
Definitions
4 Handicap: A player who has 4 placements during their inning at the table.
Ball in Hand: If a player fouls, the incoming player gets to place the cue ball anywhere on the table for their next shot. This ball in hand is not to be confused with the handicap placement.
Combo or Combination Shot: The cue ball first contracts an object ball other than the object ball to be pocketed. A player may only use a combo shot when hitting one of their balls (stripe or solid) first. Any other ball(s), including the 8 ball, may be hit between the first object ball and the object ball to be pocketed.
Cue Ball: The White Ball
Double Hit: A double hit is when the cue ball and object ball are touching or slightly apart (guide line ¼ inch) and the cue stick contacts the cue ball more than once on the shot, this is illegal. If the cue ball is hit twice, meaning not one forward motion, then it is a foul. For this situation, the shooter must elevate the back end of the cue (at any angle) and stroke through with one motion. This will then be a legal shot.
The opposing team has the right to stop play and call over an impartial witness on any ball that is close to the cue ball, before the shot is hit. The impartial witness should watch the shot or record it and decide on the ruling. If the opposing team does not use an impartial witness the shot is deemed legal regardless if it is an obvious foul. If the opposing team calls for an impartial witness and the player shoots the shot anyway prior to the impartial witness being available, the shooter will lose their turn at the table regardless of the outcome. The impartial witness makes the final decision and their word is final.
Foul
Note: If a player fouls in any of the following ways the incoming player gets the cue ball in hand anywhere on the table.
- Player fails to call the shot (unless very obvious)
- Cue ball goes in a pocket
- Cue ball goes off the table]
- Not hitting a players’ group of balls (stripes or solids) first
- Hitting the opponent’s group of balls (stripes or solids) first
- Accidentally touching the cue ball
- Hitting the 8 ball first, if the player still has at least one of their group of balls (stripes or solids) on the table
- Not making a legal safety
- Flagrant Foul: A foul where the rules are blatantly, intentionally violated; in contexts in which this qualifies as unsportsmanlike conduct a stiffer penalty may apply than normal for a foul (e.g. loss of frame)
- Three consecutive fouls in a row does not constitute loss of game.
Handicap Placement: When it’s a players’ turn to shoot, they can pick up the cue ball and place it anywhere on the table for their shot. A players’ handicap placement can be used at any time during the game with the following exceptions:
- When breaking
- When shooting for the 8-ball
- After missing a shot
- After committing a foul
This handicap placement is not to be confused with ball in hand due to foul.
Head String: An imaginary line that runs horizontally across the table from the second diamond (from the head rail) on one long rail to the corresponding second diamond on the other long rail.
Inning: A players’ turn at the pool table. An inning ends when the player misses a shot, fouls or wins the game.
Jump Cue: A cue that is shorter than a normal legal playing cue. A cue that is under 57” is NOT LEGAL.
Lagging: Both players from opposing teams hit an object ball at the same time from behind the head string towards the end rail and back towards the head string.
The player whose ball stops closest to the head string rail (by either hitting the rail or not) wins the lag and breaks first.
Miss: Not pocketing a ball of declared group (stripes or solids) or not pocketing the 8 ball at the end of the game to win.
Open Table: The choice of group (stripes or solids) hasn’t been decided yet.
Professional Player
- A professional player is any player who competes, or has ever competed in a pro If a player does not know if they are a pro then the Americas’ Billiard Leagues board will make a decision after looking at the facts. No pro is allowed in the league.
- If the league finds out a player is a professional or has ever competed in a professional tournament and the player has not declared themself to the league a professional, the player will be barred from the league indefinitely.
- Be truthful on your application!
Safety: A player must make contact with one of their group of balls (stripe or solid) or the 8 ball, when shooting for the 8 ball at the end of the game, and then either the cue ball or one object ball must hit a cushion. This is a legal safety. A safety does not have to be called.
Safety Break: When the player breaking intentionally leaves the incoming player with no (easy) shots.
Spotting balls on the table: Spotting a ball on the table means returning an illegally pocketed ball to the spot that is marked on the foot of the table where the balls are racked. When spotting multiple balls, the balls are placed one after the other, touching each other, directly behind the first ball on the spot. If there is already a ball on the spot or partially on the spot, the ball to be spotted is placed as close to the spot as possible, directly behind the ball on the spot.
In the playoffs, when spotting multiple balls on the table after a foul on the break, the ordering is as follows. If the 8 ball is to be spotted it is always the first ball to be spotted and is placed on the spot. If there is a stripe and a solid, the balls are placed in numerical order from low to high. If there are multiple stripes and a solid or multiple solids and a stripe, the stripes and solids must alternate. For example, if there are two stripes and a solid, the lower stripe would go first, then the solid and then the higher stripe. If there are two solids and a stripe the lower solid would go first, then the stripe and then the higher solid.
Special Rules
- A player must play in at least 12 weekly matches during a session in order to play in the playoffs and finals. The 12 matches have to be on the same team.
- No professional player is allowed per team.
- Players with a 4+ handicap (see Definitions section) can have someone from their team break for them during their player matches and during the playoffs.
- Any of the following tables may be used in league play but the main event finals will be held on 3 1/2’ x 7’ tables. ( Bar table )
- 3 1/2’ x 7’ (bar table)
- 4 x 8’
- 4 1/2’ x 9’ (normal pool room size)
- If only four players show up from the five man team then another player from that team may shoot twice (once for the absent player and once for themselves). The player shooting twice will be randomly selected from the four present team members. The team may choose any player from their roster that is not present as the absent player(s).If three or less players show up, the team forfeits and will only receive 4,50 points. The winning team will get 10.00 points. Handicaps for the players on teams involved in a forfeit (both winning and losing teams) are not adjusted for that week, they remain the same.
- If only four players show up for the match, that team will receive a 1.0 point penalty from their team score for that match. ( If they get eight 8 points, they will receive seven 7 points )
- An absentee’s handicap will reflect the results of the match played for a team by a teammate. The player playing the match for the absentee uses their own handicap to play the match but their handicap is not affected by the match results.
- If a team shows up two weeks in a row with only four players, or a team forfeits two weeks in a row, the league can review the circumstance and make a decision whether or not to cancel the teams’ membership for one year. In the week of review the team will automatically be suspended from team play and will forfeit their team match and receive 00 points for the loss. The team that was scheduled to play the suspended team wins the match and gets 10.00 points weeks 8-15 or 16. In weeks 1-7 they receive two 2 points and the losing team gets ½ point.
- For any questionable shot, before the shot is made, a team should get an impartial witness to watch the shot and then rule on it after the shot is made. If the opposing team fails to get an impartial witness for the shot then the shooter is deemed to have made a legal shot even if it is an obvious foul. If a team gets an impartial witness to watch a shot and the player shoots before the witness arrives to see the shot, this is considered a foul and the opposing team player will get a ball in hand. This is not considered a handicap ball in hand.
- There is a grace period for teams joining a Session late. For Session 1, teams may join up to four weeks late. For Session 2 and 3, teams may join up to four weeks late. Teams joining late will have two options. Option #1 is to not make up the matches they missed and incur a loss for each of those missed matches, getting 50 points for each match. They would also not have to pay the weekly dues for the missed matches. Option #2 is to make up the matches and pay the weekly dues for each match they make up. Option #2 allows teams to have an equal opportunity to accumulate points. Teams choosing to make up matches should make up matches as soon as possible. Since there has to be an even number of team playing in a session for the schedule to work, when a team joins late and they choose Option #2 there has to be another team joining late that also chooses Option #2 in order for both of them to make up for their missed matches. If both teams do not choose Option #2 then there is no way to make up the matches, so both teams will forfeit each missed match and will get 4.50 points for each of those matches. ( points are different in weeks 1-7 refer to those points )If a team joins late and there isn’t another team joining late, they would have to wait until another team joins (within the grace period) to start playing. If there is a team waiting for another team to join but no team joins before the grace period ends, that team will not be able to play in that session. If more than two teams join late (like 4, 6, 8, ect.) and chose Option #2 then the makeup matches won’t necessarily be against the same team. Once the late teams either make up all of their missed matches and/or forfeit their matches they will be caught up with the rest of the league. When joining during the grace period, regardless of which option (#1 or#2 above) the team chooses, new league members will always start with a three handicap and existing league members will use their established league handicap.
- If a team falls to less than five players during a session they can replace the player(s) as follows. If it’s within the grace period (the first four weeks of session 1, 2, or 3) then they can add anyone to their team, either an existing league member or a new league member who just joined. If it’s past the grace period for the session, the team can only add an existing team member who is already playing in that session on another team. When joining the team, new league members will start with a two handicap and existing league members will use their established league handicap.
- For players to play in a session, they must be signed up as a league member and on a team roster before the session grace period ends (four weeks per each session).
- If there is a situation that cannot be resolved by the two teams during a game then both captains can decide an outcome or replay the game. These are the two options for them.
- When a session is in play, a team that does not show up for their match receives an automatic forfeit loss and 5.0 points. The team that was scheduled to play the no-show team wins the match and gets 10.00 points for weeks 8-15 or 16. Handicaps for players on either team are not affected for that week, they remain the same. Players on the winning team that showed up to play do get credit for that match towards their twelve weeks for playoff eligibility.
- Opponents of a 4+ handicap player cannot intentionally hit the 4+ players’ balls (solids or stripes) first and give the 4+ player another ball in hand or foul.
- If a player does intentionally hit the 4+ players’ balls (solids or stripes) first the level 4+ player has the option to put the balls back in their original position. Additionally, the 4+ player would receive a ball in hand for their next shot (which will not count as one of their handicap balls in hand).
- However a player may play any kind of safety or shot as long as they hit their own ball(s) (solids or stripes) first.
- ABL has the right to disqualify players or teams for unfair play or misconduct. Members cannot take legal action against ABL for any reason.
Playoffs
‘Playoffs will always have a witness for each team match played’
- Teams are ranked by points during each session. Teams with the most points then playoff at the end of each session to qualify for the end of the year playoff, to see who goes to the final event to compete for the big prize money. At the end of a session, they will also win prize money, the teams with the most session points will playoff in the following manner.
- Each team that makes it to the playoff starts out with zero playoff points (i.e., once a team makes it to the playoff, the session points do not carry over to the playoff and are no longer considered) and then can accumulate up to a maximum of 150 playoff points. Each player on the team can accumulate up to a maximum of 30 points in the playoff. Five team players times the 30 point player max equals the 150 point team max.
- Each team member will play three racks of eight ball by themselves. A player can earn up to ten points per rack for a total of 30 points for all three racks. For each rack, each ball (solid or stripe) is worth 1 one point. The eight ball is worth three 3 points. If the player has stripes, they have seven striped balls worth seven points plus the eight ball, worth three points, for a total of ten points. If the player has solids, they have seven solid balls worth seven points plus the eight ball, worth three points, for a total of ten points.
- Each player racks for themselves, they break (Note: a 4+ handicap player can have another player from their team), and then they run the table to try to get in as many balls in a row as possible (calling each shot), all stripes or solids first (depending on which group they have) and then the eight ball. As soon as the player misses a shot (with the exception of the break) that rack is complete. If a player calls a ball in a pocket and the ball legally goes in that pocket but the 8 ball also goes in a pocket, then that rack is over. The called ball that went in the pocket is counted regardless of whether it went in before or after the eight ball went in. The 8 ball is not counted in this situation. The player then adds up the number of balls they made in a row, up until they missed a shot, one point per ball, and then the eight ball for three points, if they made it that far. They do this for three racks and then add up the points for each of the three racks and that’s what they contribute to their teams’ total points. A player can contribute up to 30 points for their team.
- After all five players are done with their three individual racks they add up all of their points for a team total for that session playoff. A team can have a maximum of 150 points, 30 points per player. The teams with the most points for the session playoff then qualify for the end of the year playoff to see who goes to the final event to compete for the big prize money.
Summary: Players can get a maximum of 10 points per rack x 3 racks = max 30 points per player
30 points per player x 5 players = max 150 points per team
- There is also prize money at the end of each session for the teams who qualify, and are paid in full for the session, in the session playoff. If the team weekly fees are not paid at the end of the session, teams will NOT be eligible for session playoff and/or payouts.
- At the end of the year, the top qualifying teams from each of the three playoff sessions have another playoff to determine who goes to the final event to compete for the big prize money. If a team qualifies in two of the playoff sessions they get two chances to qualify for the finals. The higher of their two scores will be used for the final rankings. If a team qualifies in all three sessions they have three chances for a good score. The format for this playoff is the same as the format for the session playoffs with each team member playing three racks of eight ball by themselves and contributing up to 30 points to their team for a maximum team point total of 150 points. Please see the preceding paragraphs for details.
- Playoff Rules:
- All matches in the playoffs will need to be filmed with a smartphone. There should be no interruption of the video while filming. Example: Someone standing between the camera and pool table for any length of time blocking the action Ext. All players will show a numbered pool ball to the camera before shooting, of their handicap. Example a three handicap will show the red three ball. A zero or minus 1 or 2 in playoffs will always be a zero , which would be the cue ball. ( Cue ball = a zero or minus 1 or 2 ) In the case of the video being blocked during a game the A. B. L. board will make a ruling after watching the video. Penalties or disqualifications could be applied. The boards decision is final.
- The playoff rules are the same as in the league session play unless otherwise stated here.
- Players can use their handicap during the playoffs. For the session playoffs, players use the lowest handicap they had during that session. For the finals playoff, players use the lowest handicap they had during all of the sessions they played in, including the extra session the first year (one, two, three or four ). Players that never get below 2 (two) handicap will be a 2 (two) in all playoffs including the Grand Finale.
- If a ball doesn’t go in on the break the player continues to shoot.
- If a player fouls on the break (cue ball goes in, cue ball goes off the table, ect.) they must spot back up on the table (see Definitions section) all balls that have been pocketed, including the 8 ball. There is no penalty. The player then has the option of shooting the cue ball from behind the head string or using one of their handicap balls in hand, if one is available. If only ball(s) from one group (solid or stripe) went in, the player must play that group of balls. If no balls went in or at least one of each group (solid or stripe) went in, the player then has their choice of groups (solids or stripes).
- If the 8 ball goes in on the break the player gets three points for the 8 ball. The player then has the choice of either stripes or solids regardless of what balls went in on the break. This is a bonus for the playoffs! The 8 in this case stays down in the pocket.
- Qualifying Example: To keep the league fair and all teams having a chance to qualify regardless of poor scores we will pick teams from groups of ranking teams. The better scores a team has during the 15-16 week session the better chance they have to qualify. Example: 500 teams 1-100 we will pick the highest percentage of let’s say 20 % of Teams. Teams 101-200 15%. Teams 201-300 10% Teams 301-400 6% Teams 401-500 4% This way all teams have a chance to qualify not just the best teams.. ALL TEAM SCORES WILL NOT BE PUBLIC UNTIL ONE WEEK BEFORE PLAYOFFS. This way no team knows how they stand compared to other teams in the league. The only way to guarantee entry into the playoffs is to shoot great scores during each session ( 15-16 weeks ) SO PLAY GREAT!
- After the session playoff when the teams are ranked based on their playoff points to see who qualifies for the end of the year playoff, if there is a tie between two or more teams, the tiebreakers will be determined as follows.
- Each team will randomly draw a player from their own team. Those players will then play one individual rack of 8 ball each and accumulate points just like in the playoffs.
- The original tied teams are then ranked (within that tied ranking position) based on the points accumulated by those individual racks. For example, if three teams were tied for second place the tiebreaker is to determine second, third and fourth place. So after the three players finish their individual racks, let’s say one player has 30 points, another player has 25 points and the other player has 20 points. The team of the player with 30 points would get second place, the team of the player with 25 points would get third place and the team of the player with 20 points would get fourth place.
- If any of the players playing the individual racks tie, there will be another tiebreaker with the teams for those players. This is a tiebreaker within a tiebreaker. Each of those teams will randomly draw another player from their four remaining players and those players will play one individual rack of 8 ball If any of those players tie then each team will randomly draw another player from their three remaining players. This continues on until there are no ties. If there is still a tie after going through all five players then the random draw starts over again with all five players. This continues on until there are no ties.
Finals
The finals will be a standard double elimination tournament between all of the qualifying teams. Teams are drawn at random to determine the initial bracketing positions. The finals rules are the same as the league session rules. With the exception of In the final tournament the team that wins 3 of the 5 matches ( Race to 3 games ) played will be declared the winner of that match. Again players will use their lowest handicap throughout each session. We have not yet determined what handicap a player uses if they never get below the starting 2 handicap. This will be revised before starting the first session.
Each team competing in the finals will receive prize money. The farther the teams advance the more money they will receive. The first place team in the finals receives the largest payout! The last place team in the finals receives the lowest amount. The rest of the teams from second place to second to last place share the remaining money proportionate to their ranking.
Equipment
- In America, cues must be standard length, 57 inches or longer. Jump cues (shorter than 57 inches) are not allowed.
- In Canada, Snooker cues of any length are allowed.
- Players can only make jump shots with their playing cue. In America, this would mean a cue of 57 inches or longer. In Canada, a jump shot can be made with a Snooker cue as long as that Snooker cue is the players’ playing cue.
Scoring
1.The America’s Billiards League app is available on iPhone, Android, and PC. It manages everything—secure payments, score tracking, live updates, and schedules. The app also randomly generates matchups and automatically updates player handicaps every two weeks, ensuring fair and competitive play for all.”
Coming soon.