Match play
The away team calls a player for games 1 through 4, 9 through 12 and games 17 through 20. A team can only change a called player before the rack is broken in any of the following scenarios:
- A team is going to exceed the total handicap limit of 252 OR
- A team called out of turn and the opposing team is changing players
Home team players numbers are always on top of the scoresheet. Players must be called immediately at the conclusion of each game. Each player must play at least 2 games but not more than 4 games.
Breaking and racking are pre-determined for each game. If a block is shaded or has a “b” on the scoresheet, that player will break for that game. The player will rack for themself.
- Each team captain is responsible for collecting their players' fees. Each captain is responsible for turning in their own scoresheets.
- Ways to score in the match:
- A). Winning a game
- B). Winning a round
- C). Earning handicap points
On the scoresheet, games are marked 1 through 20. Wins are circled on the scoresheet in the home or away sides of game one and is continued through game twenty. Add the total wins after every 4th game. Add the total handicaps after every 4th game.
Rounds are tracked vertically on the scoresheet. When a team accumulates 3 vertical wins, a round is won. Mark each round won by circling the “H” for a home win or the “A” for an away team win at the bottom of the scoresheet. (Round wins are possible in the third match).
Mark games played, games won, run outs, eight ball breaks and break and run’s next to the player's name. Every player’s names or initials and player id is entered on the scoresheet as it appears on your roster. Enter the number of games played and won by each player. Enter the amount paid on the scoresheet.
After all 20 games have been played, count and total wins and rounds. Record the scores on the bottom portion of the scoresheet. (Players division only, determine the handicap differential, if any, and enter that amount in the proper teams column). Enter team numbers and names.
Adding or Removing Players
Use the bottom of the scoresheet for adding or deleting players, handicap review requests, and for remarks/comments. A team can NOT add a new player with less than 4 weeks left in the session.
All MPL players, especially new players are reviewed frequently and monitored closely. The number of wins a player posts isn’t always a true measure of the skill level of a player, new or existing. The MPL board of directors and the MPL handicap review board reserves the right to adjust handicaps as needed to keep in line with MPL handicap standards.
- Team captains and team members may also ask for a handicap review for any player. Use the "handicap review” section on the scoresheet to ask for a review of any player.
Tie Breakers
- If two or more teams are tied at the end of a session the tie breaker will be decided as follows:
- The team with the most wins against the team they tied with. If equal go to 2
- The team with the most points against the team they tied with. If equal goto 3
- The team with the most wins against the same opponents. If equal goto 4
- The team with the most points against the same opponents.
- If the two teams playing in the Inter-Divisional Championship are tied for the same position (ie; 1st, 2nd, etc) at the end of the session, home field advantage will be determined as follows:
- The points scored at the end of the session. If equal goto 2.
- Coin Flip
Rescheduling and Make-up Matches
- Teams may reschedule a match if both team captains agree and get approval from league officials prior to rescheduling. A team is not required to reschedule any matches.
- Makeup matches must be scheduled within 2 weeks and played within 5 weeks of the originally scheduled match and before the last week of the session.
Double Booked Matches
- MPL shares bars and tables with the APA and league officials work to avoid scheduling conflicts. In the event of a conflict a team may be asked to move their match to another bar
- MPL and APA sessions may have playoffs at different times and teams in the playoffs with home bar advantage will be given precedence and teams may be asked to move a match for a team in playoffs
- League officials with work with any team that must move a match to find a new location
- If two MPL teams on the same night are in the playoffs, share the same bar, have separate matches, and only one table is available a tie breaker will be used to determine which team will play at their home bar. The tie breaker will be as follows:
- The team with the highest placement at the end of the session. If both teams finished in the same place then goto #2
- The team with the most points. If both teams tied then go to #3
- A coin flip
Playing rules
Racking
Every player will rack their own rack.
Legal Break
The cue ball is placed behind the head string and the breaker must drive at least four (4) balls into a rail or pocket a ball. If the eight ball is made on the break, it is not a win. The player has the option to either spot the 8 Ball and continue to shoot, or re rack and break again. The player only has 1 chance to re rack, even if another 8 on the break is made. If a player makes the eight ball on the break and scratches, it is not a loss. The incoming player has the option to spot the 8 ball and continue to shoot, or the player may re rack and break again. A player has two tries to execute a legal break. If he/she fails to execute a legal break after two tries the break is turned over to the opponent. If a player scratches on the break and did not drive at least (4) balls into a rail and did not pocket a ball, the break is turned over to the opponent.
Fouls on the Break
If a foul occurs on the break and the incoming player does not place the cue ball behind the head string, the opponent or opposing team is obligated to tell the player that the cue ball is to be placed behind the line. If the opponent does not tell the player, it is not a ball in hand foul and the player will be permitted to continue to shoot.
Legal Shot
On all shots a player must hit his group of balls and cause any ball to contact a rail.
Calling Shots
Players will call the ball and the pocket for each pocketed ball. Kisses, caroms, numbers of cushions need not be called. Obvious shots need not be called. It is always the opponent’s right to ask which ball and pocket is being called if he is unsure.
Time Limit For Shots
A Player Must Execute His Next Shot Within 60 seconds After The Cue Ball Has Stopped From The Previous Shot. If Opposing Player Calls Out “One Minute” The Player Must Take A Shot Within 15 Seconds Or A Ball In Hand Foul Can Be Called.
The Eight Ball
The eight ball is not neutral. The eight ball made on the break with the cue ball remaining legally on the table is not a win for the player. The player has the option to re rack and break again, or spot the 8 ball and continue shooting. The eight ball made on the break with the cue ball leaving the table or scratching is not a loss for the player. The incoming player has the option to re rack and break the balls again, or spot the 8 ball and continue the rack as is. Making the eight ball out of turn is a “loss” for the player. It is a loss of game if the eight ball is driven off the table, the cue ball is pocketed or driven off the table while shooting the 8 ball, or if the 8 ball is pocketed into a pocket that was not the intended pocket.
Scratches
A scratch on the break will result in “ball in hand” behind the head string. All other scratches other than a scratch on the break will result in “ball in hand”.
Open Table
The table is “always open” after the break (regardless what group of balls are made). Players may strike a solid ball into a striped ball (or the reverse) on an open table to establish a players group of balls. If a striped ball and a solid ball is pocketed on an open table, the ball that was called will be that player's group of balls for that game.
Safety Shot
A safety shot is a tactical shot wherein the player may choose to pocket one of his balls or make any legal shot and then immediately forfeit his/her turn. Players must call a safety shot in advance if they plan to pocket a ball as a safe. If a player pockets a ball and has not declared in advance his intention to play a safety, he will be required to shoot again. There is no limit to the number of safety shots played in a game.
Fouls
A foul occurs when a player strikes the eight ball first out of turn. A foul occurs when a player does not execute a “legal” shot. A foul occurs when the cue ball is pocketed. A foul occurs when any ball leaves the playing surface, meaning it ends up on the floor, (all fouls result in “ball in hand” with the exception of a scratch on the break). The ball will be brought back onto the surface and spotted.
Cue Ball Fouls
It is a “ball in hand” foul, if after making a legal hit, the cue ball comes in contact with anything other than another ball or a rail. This includes but is not limited to the following: a bridge, a cue, chalk, any body part, clothing and/or jewelry. This includes a “double hit” where the second contact with the cue occurs instantaneously. (See Rule “Double Hit”)
- a. Ball in hand foul (definition one): - ball in hand foul – this is the occurrence when a player commits a foul and the incoming player is awarded “ball in hand”. If the cue ball is on the surface of the pool table and the incoming player accidentally moves any ball (other than the cue ball) and it doesn’t change the complexion of the game it is not a foul. Please refer to rule 12. Accidentally moving a ball. If the accidental movement of any ball touches the cue ball in any way, that is a foul.
- b. Ball in hand (definition two): ball in hand – this is the literal definition wherein the cue ball is literally in your hand. It is a foul if any ball is touched or moved during the placing of the cue ball on the table. It is also a foul if any ball is touched or moved by a bridge, a cue, piece of chalk, any body part, any part of a piece of clothing or jewelry while the cue ball is in the players hand or while placing the cue ball.
Double Hit
A double hit is an illegal shot involving the tip of the cue stick coming into contact with the cue ball twice during the execution of a single shot. This foul may occur through double clutching the cue ball, or in situations where the cue ball is nearly frozen to the object ball or rail. In the latter example, the double hit often occurs due to the difficulty in moving the stick away from the shot quickly enough to avoid the cue ball rebounding back into the stick. In general, you can lessen your chances of committing this type of foul by hitting the cue ball into the object ball or rail at an angle, or by elevating the butt of your cue about 30 degrees. This automatically cuts down the length of the follow through which is the principal cause of a double hit.
- In the case of a double hit, a third party needs to be called to referee the shot. It is recommended that the third party be a knowledgeable player not on either team. The non-shooting player must stop the shooting player prior to the shot and ask for a third party. The Third party may use a slow mo camera to videotape the shot if the hit may be too close to call with the naked eye. Once the third party has judged, the decision is final. If a third party has not been called, the call will go to the shooter.
Push Shot
A push shot involves a situation where the cue ball is frozen to the object ball. The problem faced by the shooter is to keep from pushing or keeping the tip of the cue on the cue ball. It looks bad and generally thought of as illegal. Push shots are controversial. Push shots will not be called in this amateur League. In general, you can lessen your chances of being accused of shooting a push shot by hitting the cue ball into the object ball at an angle, or by elevating the butt of your cue about 30 degrees. This automatically cuts down the length of the follow through which is the principal cause of a push shot. Players who repeatedly guide the cue ball with force through object balls that are frozen to the cue ball, using a level cue and long follow through, may be subject to a sportsmanship penalty.
Moving the Cue Ball with your stick
A player may use their stick to adjust the placement of the cue ball as long as the cue ball does not come in contact with the ferrule or tip. If a player makes contact with the ferrule or tip while adjusting the cue ball they will receive a warning for the first offense and a ball in hand foul will be awarded for any subsequent offense.
Time Outs
A player is permitted to receive advice from any other team player (a coach). The time out shall be no more than one minute. The coach may discuss the shot with their team before approaching the table. The coach is the only player to approach the table and is not permitted to leave the table to receive advice from another player on the team. The opposing team captain has the right to give a warning that the one-minute time limit has been exceeded; the constant abuse of exceeding time limits should be brought to the attention of league officials. A coach is permitted to place the cue ball on the table for a player. Should the coach commit a foul while placing the cue ball a ball in hand foul will be assessed. Time out limits per match: 12 time outs per match. A player cannot take two consecutive timeouts without shooting first. Once the coach leaves the play area of the time out, the time out is over and a player must take a shot.
Accidental Pocketing Of Balls
When a ball is accidentally pocketed by the players’ stick, body, clothing, etc., while the player is at the table (other than the cue ball or eight ball) it will be brought back onto the playing surface to its original placement and the player will be permitted to continue to shoot. If the cue ball is accidentally pocketed it is a foul and will result in a ball in hand for the opponent. If the eight ball is accidentally pocketed it will result in loss of game.
Accidentally Moving Balls
If any ball is moved while placing the cue ball on the table, a ball in hand foul occurs (See Rule “Cue Ball Fouls”). In situations other than ball in hand, if one or two balls (other than the cue ball) are accidentally moved by the players’ stick, body, clothing, etc. it will not result in a foul. The opponent shall have the option of replacing the moved ball(s) to its original placement or allow the ball(s) to remain at their current placement and the player may continue to shoot. If the opponent chooses to replace the ball(s), he/she must make every effort to replace the ball(s) as closely to its original placement as possible. The shooting player must accept the opponents placement decision. Accidently moving the cue ball will result in a foul. In the event three or more balls are moved it will result in a loss of game for the player committing said foul. Moving any ball which may alter the course of another moving ball is a ball in hand foul.
Loss Of Game
A player loses the game if any of the following occur:
- The eight ball is pocketed out of turn
- The cue ball is pocketed while shooting the eight ball
- The eight ball is pocketed in a pocket other than the one designated
- The eight ball jumps off of the table
- Moving 3 or more balls on the table (See Rule “Accidently Moving Balls”)
Playoff Handicap Change
To eliminate ties in the playoffs when handicaps are given, handicaps will change from 5, 10, 20, 15, 25 to 5, 9, 15, 19, 25 to eliminate ties when teams are given handicap points. See Rule “Playoff Ties” below for tie matches when no handicaps are given.
Playoff Ties
In the event of a tie when no handicap is given teams will decide the winner with a 5 game shootout. Game one – the home team calls first player and breaks, game two – the away team calls a player first and breaks. This continues until one team wins 3 games. A player may only shoot one game. A player did not have to play in the regular match to be eligible to play in the shootout. There is one timeout allowed per player per rack.
Changing Players
Only in the event a team captain realizes that the player they called will cause the team to go over handicap (during regular session), the captain may change the player at any time prior to when the rack is broken, even if the previously called player has racked the balls. If this occurs the opposing captain may also change players.
Going Over Handicap Foul
If it is discovered during a match that the opposing team has gone over handicap a 14 point penalty is assessed to the team going over handicap and the opposing team will be awarded the final 3 games of the match regardless of the previous outcome of each of the three games. This penalty will be assessed to any team that exceeds the 252 handicap rule. In a playoff or tournament environment, exceeding the 252 handicap rule will result in loss of match. A team has up until the rack is broken to change players without penalty or foul if they discover the called player will cause them to go over handicap. If the foul is not called by the opposing team before the end of the match, there is no foul.
Handicap Updates
Handicaps will be updated during all playoff matches.
Bye Points
36 Points (60% of total match points)
Forfeits
If an active team has no players at the match, the opposing team will receive 45 points (75% of total match points). If an active team has one or more players at the match, he/she is obligated to play for the team and will continue to play until no other team members are available. The non-forfeiting team will receive the remaining points and rounds providing they pay for their portion of the entire match. Each team is responsible for their own match and must be paid in full. Any team that forfeits more than 30 games in one session will not be eligible for the wild card drawing. A Forfeiting team must forfeit the minimum amount of games that the shooter would have shot had he or she been at the match. Ie: 2 games for 8 Ball and 3 games for 9 Ball.
Shooting The Wrong Ball
If a player shoots the wrong ball, the opponent must tell the shooter before the shooter shoots again. If a player shoots the wrong ball twice, it is not a foul and he continues to shoot with the new balls.
Wild Card Draw
At the end of the session the teams that did not make the playoffs will be entered into a wild card draw, providing their money and paperwork are all in order.
Players Changing Teams in Mid-Session
A player is not permitted to change teams in mid-session or at any time after he or she has shot on another team. The only exception to that rule is “the survival rule”. That rule is if a team is in jeopardy of dropping out of the session because they do not have enough players they can pick up a player that has shot on another team.
Jump Shots
Jump shots are legal shots in MPL. This is not to be confused as a scoop shot which is not a legal shot. To avoid any confusion the millennium rule is as follows: the cue must be raised to a 45 degree angle and you must strike down on the cue ball.
Shut Out in a Playoff Match
A playoff match is played until, regardless of how many more games are played or how much more handicap is given or received, one of the teams cannot win. This is a shutout. A shut out and subsequent win will not be legal until both captains sign both score sheets and cannot be reversed once both score sheets are signed.
Adjusting Handicaps
All MPL players, especially new players are reviewed frequently and monitored closely. The number of wins a player posts isn’t always a true measure of the skill level of a player, new or existing. The MPL board of directors and MPL handicap review board reserves the right to adjust handicaps as needed to keep in line with MPL handicap standards.
Too many games played
If a player accidentally played more games then they are allowed (7 games for 9 ball, 4 games for 8 ball) the game is void and must be replayed as long as the error is caught before the start of the next rack. If neither team catches the error before the start of the next rack then the game remains as-is.