The game format is a “call your pocket”. Making object ball in an unintended pocket is considered slop and does not count. It is encouraged that all balls be specified vocally to your opponent along with their intended pocket. However obvious balls and their respective pockets do not have to be specified. Any bank shot (object ball to cushion), kick shot (cushion(s) to object ball), or combinations (2 or more balls from either group) must be called to their designated pocket or they are considered a miss. When calling your pocket, it is NEVER necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. Any ball pocketed on a foul remains pocketed, regardless of whether they belong to the shooter or the opponent. The opening break is not a "called shot." Any shooter performing a break shot may continue to shoot his next shot so long as he has legally pocketed any object ball on the break. Any balls pocketed, legally or illegally, will remain pocketed, regardless of group (stripe or solid). When a shooter successfully pockets his/her designated object ball they continue their turn until either a miss or foul or win occurs.
Jump cues are allowed. It is legal to cause the cue ball to leave the surface of the table by elevating the butt of the cue and, with a downward stroke, force the cue ball to rise off the playing surface. For the shot to be legal only the cue tip may touch the cue ball - the shot must not be "scooped" by the ferrule or shaft. Any miscue on a jump shot is a cue ball in hand foul. Shooters are not allowed to break their cues down, to the shaft only, in order to attempt jump shots. See the rule titled "Jump Shot" under the section "Interference and Fouls" in this manual.
A shooter's shot is considered completed after all balls have come to a final resting position. If, within five (5) seconds of all balls reaching their final resting position, a ball shifts, turns or otherwise moves by itself, the ball shall remain in the position it assumed and play continues. A hanging ball that falls into a pocket by itself after being motionless for 5 seconds (or longer) shall remain pocketed and play will continue. If the hanging ball is the 8-ball or the cue ball, that ball should be replaced as near as possible to its original position immediately prior to the incident and play continues. NOTE: In regard to coaching leagues, no coaching is allowed once all balls come to rest and it is the incoming player's turn at the table.
A shooter's shot is considered completed after all balls have come to a final resting position. If, within five (5) seconds of all balls reaching their final resting position, a ball shifts, turns or otherwise moves by itself, the ball shall remain in the position it assumed and play continues.
A hanging ball that falls into a pocket by itself after being motionless for 5 seconds (or longer) shall remain pocketed and play will continue. If the hanging ball is the 8-ball or the cue ball, that ball should be replaced as near as possible to its original position immediately prior to the incident and play continues.
NOTE: In regard to coaching leagues, no coaching is allowed once all balls come to rest and it is the incoming player's turn at the table.
It is the responsibility of all shooters to recognize the potential for a disputable shot. If a disputable shot is recognized, it is the responsibility of the shooter, the opponent, and both team captains to appoint themselves or other participating players, listed on either roster, to officiate the shot being played and determine a ruling based on the outcome of the shot played.It should be noted that in the event a players cue ball makes contact with two object balls at the same time or if determining which object ball was contacted first is too close to make an accurate call, then "tie goes to the shooter", meaning the shooter continues shooting.
If an object ball is frozen on the cushion, the shooter must cause the cue ball or any other ball to make contact with a cushion after contact with the frozen ball in order for the shot to be legal.
It is the opponent's responsibility to ask the shooter to wait before making a shot when the opponent believes the previous shot was a foul. If the shooters cannot agree on the status of the last shot, the captains must make a ruling. If the captains cannot reach an agreement contact your local NAPA representative. NOTE: If the shooter proceeds with the next shot (after having been asked by the opponent to wait), it is a foul and the opponent is awarded ball-in-hand. If the opponent does not dispute the shot before the next shot is played, the shot cannot be questioned and is assumed legal.
It is the opponent's responsibility to ask the shooter to wait before making a shot when the opponent believes the previous shot was a foul. If the shooters cannot agree on the status of the last shot, the captains must make a ruling. If the captains cannot reach an agreement contact your local NAPA representative.
NOTE: If the shooter proceeds with the next shot (after having been asked by the opponent to wait), it is a foul and the opponent is awarded ball-in-hand. If the opponent does not dispute the shot before the next shot is played, the shot cannot be questioned and is assumed legal.
Masse shots are legal.
Due to the ever-changing nature of sports and the situations that can and do occur, the NAPA reserves the right to make rulings and rule modifications as necessary and at any time. The NAPA also reserves the right to make exceptions to rules in order to promote fairness.
On any shot after the break, for tactical reasons, a shooter may choose to pocket a "called" object ball into its proper pocket and also discontinue his turn at the table by declaring "safety" in advance. A safety shot is defined as a legal shot. If the shooter intends to play a safety by pocketing a "called" object ball into its proper pocket, then prior to the shot, he must declare a "safety", verbally, to his opponent. If this is NOT done, and one of the shooter's object balls is pocketed, the shooter will be required to shoot again. Any ball pocketed on a safety shot remains pocketed. Calling a safety on the first shot after the break is legal; however, the table continues to remain open for the incoming shooter.
By default, shooters are allowed 60 seconds to execute each shot when it is their turn at the table. Your local league operator has the ability to set each division's time allotment between 30 seconds and 90 seconds. If a time allotment is not set at the beginning of a session, the default time allotment is to be 60 seconds. Exceeding the time allotment is considered slow play. The time allotment commences after your opponent's shot ends and all the balls come to rest on the table. After a first warning, a shooter continues to slow play, the team captains from both teams may institute a time clock (or stop watch). After a time clock is instituted any violation of the time allotment is a cue ball in hand foul.
By default, shooters are allowed 60 seconds to execute each shot when it is their turn at the table. Your local league operator has the ability to set each division's time allotment between 30 seconds and 90 seconds. If a time allotment is not set at the beginning of a session, the default time allotment is to be 60 seconds.
Exceeding the time allotment is considered slow play. The time allotment commences after your opponent's shot ends and all the balls come to rest on the table. After a first warning, a shooter continues to slow play, the team captains from both teams may institute a time clock (or stop watch). After a time clock is instituted any violation of the time allotment is a cue ball in hand foul.
Game scores may be saved for future use at any time prior to ending a match. Saved game scores will be recalled when both players are signed in to play a match. A saved match not completed within 14 days will be removed from the system.
Game scores may be saved for future use at any time prior to ending a match.
Rackless match = 1 point. Definition Win the Lag Shut out your opponent Exception: see BREAKING SCENARIOS Rule 1.8.1.3 Break and Run = 1 point for each. 8-ball on the Break = 1 point for each. If your division allows for a hill-to-hill bonus point, the loser of each match that goes to the hill will receive 1 to 4 bonus points depending on what your division captains vote on at the beginning of the session.
If a shooter loses their match but has at least one game won in their match, 3 points. If a shooter loses their match and has no games won in their match, 1 point. If a shooter loses their match due to forfeit, 0 points.
If a shoot gets a perfect win. No losses in their match. 20 points. If a shooter wins their match by shooter forfeit, 20 points.. If a shooter wins their match with one or more games lost in their match, 14 points. If a shooter wins their match by team forfeit, 14 points.
A player's skill level is adjusted after match completion. Players losing a match with three or fewer matches played will receive -3 points on their skill level. players winning a match with three or fewer matches played will receive +3 points on their skill level. Players losing a match with 4 and less than 10 history matches played will receive -2 points on their skill level Players winning a match with 4 and less than 10 history matches played will receive +2 points on their skill level. Players with 10 or more matches played will have their skill level adjusted by 1 point.
A player's skill level is adjusted after match completion.