Millennium Pool League

Rulebook

General rules, then 8-Ball, 9-Ball, 10-Ball, and Competition. Search for a rule or jump to a game.

On this page
General Financial responsibility League Fees 8-Ball matches 9-Ball matches 10-Ball matches Equipment Cue Ball Scoresheets and dues Mailing Scoresheets Drop off Locations Local Bar Hawks’ Residence Bonus points Team practice Sportsmanship Stalemate Procedure Resolution Calling ball and pocket Disputes Over Called Shots Visual aid rule League officials 8-Ball Format Adding a player Games required to qualify for playoffs Match format Start Time Grace period Both Teams Keep Score Points Handicaps Handicapping APA and APL players Handicaps for unrated players Match play Adding or Removing Players Tie Breakers Rescheduling and Make-up Matches Double Booked Matches Playing rules Racking Legal Break Fouls on the Break Legal Shot Calling Shots Time Limit For Shots The Eight Ball Scratches Open Table Safety Shot Fouls Cue Ball Fouls Double Hit Push Shot Moving the Cue Ball with your stick Time Outs Accidental Pocketing Of Balls Accidentally Moving Balls Loss Of Game Playoff Handicap Change Playoff Ties Changing Players Going Over Handicap Foul Handicap Updates Bye Points Forfeits Shooting The Wrong Ball Wild Card Draw Players Changing Teams in Mid-Session Jump Shots Shut Out in a Playoff Match Adjusting Handicaps Too many games played 9-Ball Team format Adding a player Games required to qualify for playoffs Match format Start time Grace period Both teams keep score Points Handicap Limit Match play Tie Breakers Playing rules Object of the game Rack your own rack Racking the balls Legal break shot Continuing play Push out Fouls Bad hit No rail In hand Moving the Cue Ball with your stick Object balls jumped off the table Jump and masse shot foul End of game Too many games played Pocketing the 9 ball Pocketing a money ball other than the 9 ball Handicapping games Money Ball Pocketed on the Break Players giving weight Bye Points Forfeits Playoff Ties 10-Ball Team format Adding a player Match format Start time Grace period Both teams keep score Points Team practice Match play Scoresheet and Dues Mailing Scoresheets Dropping off Scoresheets Local Bar Hawks’ Residence Late or Missing Scoresheet and match Dues Tie Breakers Playing rules Object of the game Rack your own rack Racking the balls Legal break shot Continuing play Push out Fouls Three foul rule Bad hit No rail In hand Moving the Cue Ball with your stick Object balls jumped off the table Jump and masse shot foul End of game Too many games played Pocketing the 10 ball Shooting Your Own MoneyBall Shooting Your Opponent’s Moneyball Handicapping games Money Ball Pocketed on the Break Players giving weight Bye Points Forfeits Playoff Ties Competition Format Team rosters and nightly lineup Nightly dues and player fees Match format Match order, player calls, and break order Fargo ratings and team handicap limits Penalty for exceeding the 2100 Fargo limit Match point scoring Forfeits Governing rules

General

Financial responsibility

League Fees

$10.00 per player, per session (One $10.00 league fee is good for up 5 teams)

8-Ball matches

$2.50 per game played (min 2 games, max 4 games)

Games Amount
2 $5.00
3 $7.50
4 $10.00

9-Ball matches

$1.00 per game played (min 3 games, max 7 games) plus $3.00

Games Amount
3 $3.00+$3.00 = $6.00
4 $4.00+$3.00 = $7.00
5 $5.00+$3.00 = $8.00
6 $6.00+$3.00 = $9.00
7 $7.00+$3.00 = $10.00

10-Ball matches

$2.00 per rack played (min 3 games, max 5 games)

Games Amount
3 $6.00
4 $8.00
5 $10.00

Equipment

Cue Ball

Cue balls must be of regulation weight and size for all match play. Any player may replace a cue ball that is not of regulation weight and size at any time during the match, but always between games unless decided otherwise between both teams.

Cue Sticks Cue Sticks must comply with the following during play at table:

  • Length of Cue: 40 inches minimum / No Maximum
  • Weight of Cue: No minimum / 25 oz. maximum
  • Width of Tip: No minimum / 14mm maximum

The cue tip may not be of a material that can scratch or damage the addressed ball. The cue tip on any stick must be composed of a piece of specially processed leather or other fibrous or pliable material that extends the natural line of the shaft end of the cue and contacts the cue ball when the shot is executed. The ferrule of the cue stick, if of a metal material, may not be more than 1 inch in length. If a cue does not comply with these specifications and is used during play, it will be a Ball in Hand foul.

Scoresheets and dues

Each team keeps its own score and completes its own scoresheet. Each team captain/scorekeeper should ensure that both score sheets are in agreement at the end of the match.

A team’s scoresheet and match dues must be turned in in a timely manner and must be received by Sunday 8 PM. Scoresheets must be complete, dated, and any money collected must be confirmed.

All weekly dues must be paid in cash weekly. Venmo will no longer be accepted

Mailing Scoresheets

Mail in scoresheets and money the next day. Do not mail cash. Captains will be held responsible if cash is mailed and lost in the mail.

Drop off Locations

Local Bar

Scoresheets and match dues dropped off at Marty Magee’s and will be picked up on Saturday evening by 8pm.

Hawks’ Residence

You may also drop off score sheets at the Hawks’ residence. Please seal all envelopes and place them in the mailbox.

Bonus points

5 bonus points will be awarded each week for teams that accurately complete and turn in their paperwork on time, Please refer to an example of an accurately filled out scoresheet for both 8 and 9 ball matches on the MPL Facebook Group page, in the “files” tab.

Team practice

  • Practice time on the table shall be shared by both teams until the start of the match..
  • No player should “hold the table” after a win during practice.
  • Whenever possible, one player from each team should play during team practices.

Sportsmanship

Teams have a reasonable expectation that they will enjoy an evening of league play that includes respect both “given to” and “received from” every team in the MPL. It is expected that each team and team member act like civil respectable adults during match play. A “reasonable” amount of celebration for your team’s accomplishments is expected. Unsportsmanlike conduct includes abusive language, obscene gestures, abuse/damage of equipment/facilities, intoxication leading to any kind of disruption, including but not limited to rooting against the other team will not be tolerated. Disruptions such as making loud noises or movements while someone is addressing a shot is “sharking” and is strictly prohibited. Never is it acceptable to physically threaten or give the impression of such a threat to any member of MPL. Any team or team member that is made to feel uncomfortable or threatened before, during or while leaving a match should immediately contact a league official. A list of MPL’s league officials to contact is located on the last page. At the sole discretion of the league board of directors, any team member or entire team can be suspended for any period of time, up to and including a lifetime suspension.

Stalemate

A stalemate is declared when a game reaches a point where neither player is attempting to progress or win.

Examples of Stalemate Situations:

  • A cluster of balls remains unaddressed or is continually added to over three consecutive turns.
  • Three consecutive turns occur where neither player moves any ball more than a ball’s width (applies when both players are on the 8-ball, 9-ball, moneyball, or lowest ball).
  • A pattern of passive play over three turns, including:
    • No ball movement exceeding a ball’s width,
    • Intentional fouls that make balls (especially the opponent’s or lowest ball) less accessible,
    • Repeatedly passing the cue ball back without engaging the table.

Procedure

  • Once a stalemate is called, the rack is re-racked and re-broken by the original breaker.
  • No score or record is kept for the stalemated game.

Resolution

  • Ideally, both players (or team captains) agree on the stalemate.
  • If there is disagreement, a League Representative will make the final ruling based on available eyewitness information.

Calling ball and pocket

  • This rule applies to all Call Shot games. Players must designate the called ball and called pocket before each shot, either verbally or through a clear and unambiguous gesture.
  • Obvious shots do not need to be called. However, the following shots are always considered not obvious and must be called, regardless of how simple or routine they appear:
    • Bank shots (object ball contacts one or more rails before being pocketed)
    • Kick shots (cue ball contacts one or more rails before striking the object ball)
    • Combination shots (a ball is pocketed after caroming off another ball)

When calling a shot defined as not obvious, players are only required to identify the ball and pocket. They are not required to describe the path, the word “kick” or “bank,” or the full sequence of balls in a combination.

If a player is unsure what shot the opponent is attempting, they must ask for clarification before the shooter is down on the shot. If no clarification is requested, and the shot is not a bank, kick, or combination, it is considered obvious by default.

  • If a player fails to properly call a bank, kick, or combination shot and pockets any ball:
    • Their turn ends, and
    • In 8-ball Only: The incoming player must accept the table as-is.
    • In 9 Ball Only: If the game-winning ball is involved, it is spotted, and the table remains in position.This is not a foul, just loss of turn.
    • In 10-ball only: The incoming player has the option to accept the table in position or pass the next shot back to the shooter.

If a shot begins as obvious but inadvertently becomes a bank or kick shot, and the called ball is pocketed in the called pocket, the shot is legal and counts. The shooter’s turn continues.

Disputes Over Called Shots

In the absence of a referee, if a dispute arises over whether a shot was obvious or called:

  • The outcome will follow the above rules — any shot not defined as a bank, kick, or combination is considered obvious unless the opponent asked for clarification before the shot.
  • If the shot was a bank, kick, or combination and was not called, the shot does not count and the shooter's inning ends. (In 10-ball only: the incoming player has the option to accept the table or pass the shot back.)

This rule is designed to encourage players to clarify shots in advance and avoid disputes.

Visual aid rule

  • Chalk or other items may be used only as a temporary visual aid
  • Must be removed before the shot is taken
  • Failure to remove will result in a ball-in-hand foul

Captains are required to keep a copy of the rulebook with them at matches.

League officials

Dan Leary 484-680-2734

Kim Hawks 267-909-0650

Aaron Hawks 610-405-1495

Last update: April 2025

8-Ball

Format

  • A team roster consists of 5 to 10 players.
  • Teams will shoot a minimum of 5 players and up to a maximum of 10 players per night.

Players shoot a minimum of 2 consecutive games, a maximum of 4 consecutive games. Example: a player cannot play two games, stop and later be put back into the match to play another 2 games.

Adding a player

  • A player may be added to a roster at any time during the session, provided there are at least 5 weeks remaining in the session.
  • Teams must have an open roster spot to add a player, or must drop an existing player to create one.
  • A player who is dropped from a team may not be added back to any team during that session.
  • Any added player must pay $10 player dues on the night they are added. Failure to do so will result in all subsequent games being forfeited.
  • A player may be added at any time during a match and is not required to be added at the start of the match.
  • If a player is added or plays in violation of this rule:
    • Their games will be removed from the record
    • No points will be awarded for those games
    • The opposing team will receive all applicable points and rounds
    • Any dues collected for that player will be refunded

Games required to qualify for playoffs

The number of weeks is determined by the number of weeks in a session minus the number of byes a team has in the session.Example: The session is 15 weeks and your team has 2 byes so your players need 16 games to qualify.

  • 10 or less week session 14 Games
  • 13 or less week session 16 Games
  • 14 or more week session 18 Games

Match format

Start Time

7:00

Grace period

Matches are scheduled for 7pm, but must begin by 7:15 pm. After matches start, the rule is continuous play with the exception of 1 grace period if necessary after the start of the match up to but not exceeding 15 min. Penalties for having to use the one time grace period are as follows.

  • 0-5 min mark, there is no penalty.
  • 5 min-10 min mark.1 game penalty(next game to be played, is forfeit).
  • 10min-15min mark, 2 game penalty(next 2 games to be forfeit).
  • At 15 min, the remaining games are to be forfeit and the match is over.
  • No additional handicap points can be earned, so whatever the difference is at that point is calculated and awarded.

Both Teams Keep Score

Both teams mail in scoresheets at the end of each match. Captains are responsible for ensuring that both score sheets match at the end of the night. Sign and date both scoresheets. (See Scoresheet and Dues under Match Play)

Points

The Points Awarded Are As Follows:

A. Wins = 2 Points Total Possible Win Points 40

B. Rounds = 5 Points Total Possible Round Points 20

Total Possible Match Points 60

Handicap: Handicap Differential, at the end of the match each team’s handicaps are totaled. (252 Limit) Subtract one handicap from the other and find the difference. Points are awarded to the team with the lower handicap as follows:

Regular Session:

Handicap difference Points
15-24 5 pts
25-34 10 pts
35-44 15 pts
45-54 20 pts
over 54 25 pts

Playoff Format:

Handicap difference Points
15-24 5 pts
25-34 9 pts
35-44 15 pts
45-54 19 pts
over 54 25 pts

Fargo Conversion Chart

Handicaps

Handicapping APA and APL players

APA / APL Millennium
2 8
3 9
4 10
5 11
6 12
7 14

Handicaps for unrated players

Team Captains may come to an agreement on what to start a new shooter as. As with any player, handicaps may be adjusted by league officials at any time.

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.

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.

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.

9-Ball

Team format

  • A team roster consists of 5 to 10 players.
  • Teams will shoot a minimum of 5 players and up to the maximum of 10 players per night.

Players shoot a minimum of 3 consecutive games, a maximum of 7 consecutive games. Example: a player cannot play two games, stop and later be put back into the match to play another 2 games.

Adding a player

  • A player may be added to a roster at any time during the session, provided there are at least 5 weeks remaining in the session.
  • Teams must have an open roster spot to add a player, or must drop an existing player to create one.
  • A player who is dropped from a team may not be added back to any team during that session.
  • Any added player must pay $10 player dues on the night they are added. Failure to do so will result in all subsequent games being forfeited.
  • A player may be added at any time during a match and is not required to be added at the start of the match.
  • If a player is added or plays in violation of this rule:
    • Their games will be removed from the record
    • No points will be awarded for those games
    • The opposing team will receive all applicable points and rounds
    • Any dues collected for that player will be refunded

Games required to qualify for playoffs

The number of weeks is determined by the number of weeks in a session minus the number of byes a team has in the session.Example: The session is 15 weeks and your team has 2 byes so your players need 28 games to qualify.

  • 10 or less weeks - 24 Games
  • 13 or less weeks - 28 Games.
  • 14 or more weeks - 32 Games.

Match format

Start time

7:00 - Wednesday & Sunday – 12:30 pm

Grace period

Matches are scheduled for 7pm, but must begin by 7:15 pm. After matches start, the rule is continuous play with the exception of 1 grace period if necessary after the start of the match up to but not exceeding 15 min.

  • Penalties for having to use the one time grace period are as follows.
    • 0-5 min mark, there is no penalty.
    • 5 min-10 min mark. 1 game penalty(next game to be played, is forfeit).
    • 10min-15min mark, 2 game penalty(next 2 games to be forfeit).
    • At 15 min, the remaining games are to be forfeit and the match is over.

Both teams keep score

Both teams mail in scoresheets at the end of each match. Captains are responsible for ensuring that both score sheets match at the end of the night. Sign and date both scoresheets.

Points

the points awarded are as follows:

  • a. Wins = 1 point total possible win points 35
  • b. Rounds = 5 points total possible round points 35
  • Total possible match points 70

Handicap Limit

There is a total handicap limit of 215 points per match. The total handicap is calculated by adding the handicap of the player for each rack. Example: If a 6 plays 7 racks the total handicap played is 42 points.

If a team goes over this Handicap limit, the penalty is 5 racks and 16 points given to the opponent. This would be penalized as the last 5 racks. The penalty can also include any rounds that might have been won.

Match play

  • The away team calls a player for games 1 through 7, 15 through 21 and games 29 through 35. Home team calls a player for games 8 through 14 and games 22 through 28.
    • A team can only change a called player before the rack is broken if a team called out of turn and the opposing team is changing players.
    • If a player has not yet played the maximum number of games allowed, the team who is required to call must alert the opposing team that they will be changing players before the rack is broken. Once the rack is broken, the player that was in the last game will remain in until the next rack.

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 3 games but not more than 7 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. Players must rack their own rack.

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 goto 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
  • Ways to score in the match:
    • A). Winning a game
    • B). Winning a round

On the scoresheet, games are marked 1 through 35. Wins are circled on the scoresheet in the home or away sides of game one and is continued through game thirty five. Add the total wins after every 7th 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, 9 ball breaks and runs next to each player’s name. Transfer your entire roster exactly as it appears onto your scoresheet for both teams each week.

After all 35 games have been played, total the wins and rounds. Record the scores on the bottom portion of the scoresheet. Complete “match information”, “player changes”, “match points”, “amount enclosed”, “my team name”. Enter the games played and games won by both teams. Double check that those games played add up to 35 for both teams and that the games won equal the games won for both teams. Money collected should be confirmed. Mail in scoresheets and money the next day. Do not mail cash. Captains will be held responsible if cash is mailed and lost in the mail. Use the bottom of the scoresheet for adding or deleting players, handicap review requests and for remarks/comments.

Playing rules

Except when clearly contradicted by these additional rules, the general rules of Millennium Pool League Rules apply.

Object of the game

The game of Nine Ball is played with nine object balls numbered one through nine and a cue ball. On each shot the first ball the cue ball contacts must be the lowest-numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until he misses, fouls, or wins the game by pocketing the 9-ball. After a miss, the incoming player must shoot from the position left by the previous player, but after any foul the incoming player may start with the cue ball anywhere on the table. Players are only required to call money balls and the 9 Ball. A match ends when all games are played.

Rack your own rack

Every player will rack and break their own rack. With this format you cannot win or lose the game on the break. If you pocket the 9 ball on the break, the breaker may re-rack or have the 9-ball spotted and continue to shoot.

Racking the balls

The object balls are racked in a diamond shape, with the one ball at the top of the diamond and on the foot spot, the nine ball in the center of the diamond, and the other balls in random order, racked as tightly as possible. The game begins with the cue ball in hand behind the head string.

The rules governing the break shot are the same as for other shots except:

  • The breaker must strike the 1-ball first and either pocket a ball or drive at least four numbered balls to the rail.
  • If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and the incoming player has cue ball in hand anywhere on the table.
  • If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue ball in hand anywhere on the table. The object ball is not re-spotted (exception: if the object ball is the 9-ball, it is re-spotted).
  • All money balls must be re-spotted after the break or after the player has finished shooting. This is not optional. (See Handicapping - Money Ball Pocketed on the Break)

Continuing play

On the shot immediately following a legal break, the shooter may play a "push out." (See rule 5.). If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player begins his inning and shoots until he misses, fouls, or wins. The game ends when the nine ball is pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.

Push out

The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any rail, but all other foul rules still apply. The player must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except the 9-ball and any player’s money ball. Following a legal push out, the incoming player is permitted to shoot from that position or to pass the shot back to the player who pushed out. A push out is not considered to be a foul as long as no rule (except rules 7 and 8) Is violated. An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.

Fouls

When a player commits a foul, he must relinquish his run at the table and no balls pocketed on the foul shot are re-spotted (exception: if a pocketed ball is the 9-ball, it is re-spotted and if a pocketed ball is an opponent's money ball it is re-spotted). The incoming player is awarded ball in hand; prior to his first shot he may place the cue ball anywhere on the table. If a player commits several fouls on one shot, they are counted as only one foul. If a player picks up an object ball from the playing surface of the table, it will result in a ball in hand foul.

Bad hit

If the first object ball contacted by the cue ball is not the lowest- numbered ball on the table, the shot is foul.

No rail

If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball on is a foul.

In hand

When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. He may continue to adjust the position of the cue ball until he takes a shot.

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.

Object balls jumped off the table

A non-pocketed ball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not re-spotted (exception: if the object ball is the 9-ball, it is re-spotted) and play continues.

Jump and masse shot foul

If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).

End of game

A game starts as soon as the cue ball crosses over the head string on the opening break. The 1-ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 9-ball; or when a player forfeits the game as the result of a foul.

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.

Pocketing the 9 ball

All players are required to call the 9 Ball in a pocket to win the game.

  • If the 9 ball is called and pocketed in an unintended pocket and is the only ball pocketed then the 9 ball is re-spotted and the opponent has the option to shoot from the current position or give the shot back to the player.
  • If the 9 ball is called and pocketed in an unintended pocket and another ball is also pocketed then the 9 ball is re-spotted and the player continues to shoot.
  • If the 9 ball is not called and accidentally pocketed on a good hit the 9-ball will be re-spotted and the player will continue to shoot.

Pocketing a money ball other than the 9 ball

All players are required to call their money balls.

  • If the money ball is called and pocketed in an unintended pocket, the money ball stays down and the opponent has the option to shoot from the current position or give the shot back to the player.
  • If the money ball is called and pocketed in an unintended pocket and another ball is also pocketed then the money ball stays down and the player continues to shoot. c. If the money ball is accidentally pocketed it will remain pocketed and the player will continue to shoot.
  • If a player pockets their own money ball on a foul, it will remain pocketed and the incoming player shall have ball in hand.
  • If a player pockets their opponent’s money ball on a foul, the money ball is re-spotted and the incoming player shall have ball in hand.

Handicapping games

Games are handicapped to give each player a level playing field regardless of their skill level. Skill levels are 3 through 8. Higher skilled level shooters will give “weight” or other ball(s) in addition to the 9 ball to lower skill level shooters. The following is the handicap grid and the “weight” given to each player of a lower skill level. Any player that gets “weight” is required to call his/her money balls, in addition to the 9 ball.

Money Ball Pocketed on the Break

If the weight/money ball is pocketed on the break, it is not a win. All money balls MUST be re-spotted. When the money ball is re-spotted depends on which player is breaking

Players giving weight

The money ball will be re-spotted after the breaking player is finished shooting.

  • Players getting weight The money ball must be immediately re-spotted and the player continues to shoot. The player does not have the option to NOT re-spot their ball. The player getting weight must remember to have their moneyball re-spotted before the next shot is taken or that money ball is lost to the player receiving it.

Bye Points

42 Points (60% of total match points)

Forfeits

If an active team has no players at the match, the opposing team will receive 52 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 52 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.

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.

10-Ball

Team format

  • A team roster consists of 5 to 9 players.
  • Teams will shoot a minimum of 5 players and up to the maximum of 9 players per night.

Players shoot a minimum of 3 consecutive games, a maximum of 5 consecutive games. Example: a player cannot play two games, stop and later be put back into the match to play another 2 games.

Adding a player

  • A player may be added to a roster at any time during the session, provided there are at least 5 weeks remaining in the session.
  • Teams must have an open roster spot to add a player, or must drop an existing player to create one.
  • A player who is dropped from a team may not be added back to any team during that session.
  • Any added player must pay $10 player dues on the night they are added. Failure to do so will result in all subsequent games being forfeited.
  • A player may be added at any time during a match and is not required to be added at the start of the match.
  • If a player is added or plays in violation of this rule:
    • Their games will be removed from the record
    • No points will be awarded for those games
    • The opposing team will receive all applicable points and rounds
    • Any dues collected for that player will be refunded
  • Games required to qualify for playoffs is 20 based on 13 weeks or less. If the session is 14 weeks or longer players need 23 games to qualify.

Match format

Start time

7:00pm Monday nights

Grace period

Matches are scheduled for 7pm, but must begin by 7:15 pm. After matches start, the rule is continuous play with the exception of 1 grace period if necessary after the start of the match up to but not exceeding 15 min.

  • Penalties for having to use the one time grace period are as follows.
    • 0-5 min mark, there is no penalty.
    • 5 min-10 min mark. 1 game penalty(next game to be played, is forfeit).
    • 10min-15min mark, 2 game penalty(next 2 games to be forfeit).
    • At 15 min, the remaining games are to be forfeit and the match is over.

Both teams keep score

Both teams mail in scoresheets at the end of each match. Captains are responsible for ensuring that both score sheets match at the end of the night. Sign and date both scoresheets.

Points

the points awarded are as follows:

  • Wins = 2 point, total possible win points 50
  • Rounds = 5 points, total possible round points 25
    • Total possible match points 75

Handicap: Handicap Differential, at the end of the match each team’s handicaps are totaled. (310 Limit) Subtract one handicap from the other and find the difference. Points are awarded to the team with the lower handicap as follows:

Regular Session Play:

Handicap difference Points
18-30 5 pts
31-43 10 pts
44-56 15 pts
over 57 20 pts

Team practice

  • Practice time on the table shall be shared by both teams until the start of the match.
  • No player should “hold the table” after a win during practice.
  • Whenever possible, one player from each team should play during team practices.

Match play

  • The away team calls a player for games 1 through 5, 11 through 15 and games 21 through 25. Home team calls a player for games 6 through 10 and games 16 through 20.
    • A team can only change a called player before the rack is broken if a team called out of turn and the opposing team is changing players.
    • If a player has not yet played the maximum number of games allowed, the team who is required to call must alert the opposing team that they will be changing players before the rack is broken. Once the rack is broken, the player that was in the last game will remain in until the next rack.

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 3 games but not more than 5 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. Players must rack their own rack.

Scoresheet and Dues

A team’s scoresheet and match dues must be turned in in a timely manner and must be received by Sunday 8pm. The scoresheet must be complete, dated, and any money collected must be confirmed.

Mailing Scoresheets

Mail in scoresheets and money the next day. Do not mail cash. Captains will be held responsible if cash is mailed and lost in the mail.

Dropping off Scoresheets

Local Bar

Scoresheets and match dues dropped off at Marty Magee’s will be picked up on Thursday evening by 8pm.

Hawks’ Residence

You may also drop off score sheets at the Hawks’ residence. Please seal all envelopes and place them in the mailbox.

Late or Missing Scoresheet and match Dues

Any team who does not turn in their weekly scoresheet and/or match dues is subject to a penalty. Teams will NOT get points back for any offense. 5 pts bonus withheld for every infraction

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 goto 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
  • 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
    • Ways to score in the match:
  • Winning a game
  • Winning a round

On the scoresheet, games are marked 1 through 25. Wins are circled on the scoresheet in the home or away sides of game one and is continued through game twenty five. Add the total wins after every 5th 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, 10 ball break and runs next to each player’s name. Transfer your entire roster exactly as it appears onto your scoresheet for both teams each week.

After all 25 games have been played, total the wins and rounds. Record the scores on the bottom portion of the scoresheet. Complete “match information”, “player changes”, “match points”, “amount enclosed”, “my team name”. Enter the games played and games won by both teams. Double check that those games played add up to 25 for both teams and that the games won equal the games won for both teams. Money collected should be confirmed. Mail in scoresheets and money the next day. Do not mail cash. Captains will be held responsible if cash is mailed and lost in the mail. Use the bottom of the scoresheet for adding or deleting players, handicap review requests and for remarks/comments.

Playing rules

Except when clearly contradicted by these additional rules, the general rules of Millennium Pool League Rules apply.

Object of the game

Ten ball is played with ten object balls numbered one through ten and a cue ball. On each shot the first ball the cue ball contacts must be the lowest-numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until he misses, fouls, or wins the game by pocketing the 10-ball.

Rack your own rack

Every player will rack and break their own rack. With this format you cannot win or lose the game on the break. If you pocket the 10 ball on the break, the breaker may re-rack or have the 10-ball spotted and continue to shoot.

Racking the balls

The object balls are racked in a triangle shape, with the 1 ball at the top of the diamond and on the spot, the 10 ball in the center of the triangle, and the other balls in random order, with the 2 and 3 balls in opposite corners in the back row. When racked as tightly as possible, the game begins with the cue ball in hand behind the head string.

The rules governing the break shot are the same as for other shots except: a. The breaker must strike the 1-ball first and either pocket a ball or drive at least four numbered balls to the rail.

  • If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and the incoming player has cue ball in hand anywhere on the table. c. If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue ball in hand anywhere on the table. The object ball is not re-spotted (exception: if the object ball is the 10-ball, it is re-spotted).
  • All money balls must be re-spotted after the break or after the player has finished shooting. This is not optional. (See Handicapping - Money Ball Pocketed on the Break)

Continuing play

On the shot immediately following a legal break, the shooter may play a "push out." (See rule 5.). If the breaker pockets one or more balls on a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player begins his inning and shoots until he misses, fouls, or wins. The game ends when the 10 ball is pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.

Push out

The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any rail, but all other foul rules still apply. The player must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except the 10-ball and any player’s money ball. Following a legal push out, the incoming player is permitted to shoot from that position or to pass the shot back to the player who pushed out. A push out is not considered to be a foul as long as no rule (except rules 7 and 8) Is violated. An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.

Call Shot / Call Safe. All shots must be called ball in pocket, or announced as a safe. If a ball is called, and missed…the incoming player has the option to play from said leave or make their opponent shoot again from said leave. If the player calls safe, the incoming player must shoot from where the cue ball is left. If during a player's turn that he/she has called safe; a ball is pocketed accidentally, the incoming player would have the option to give the leave back to the original shooter.

Fouls

When a player commits a foul, he must relinquish his run at the table and no balls pocketed on the foul shot are re-spotted (exception: if a pocketed ball is the 10-ball it is re-spotted, or if a pocketed ball is an opponent's moneyball it is re-spotted). The incoming player is awarded ball in hand; prior to his first shot he may place the cue ball anywhere on the table. If a player commits several fouls on one shot, they are counted as only one foul. If a player picks up an object ball from the playing surface of the table, it will result in a ball in hand foul.

Three foul rule

This is the instance that a player has fouled for three consecutive turns, that player would then lose the game. Any player in danger of committing a third foul must be notified by their opponent prior to shooting that they are shooting on 2 fouls. Players are required to call all shots or safes loudly and directly to their opponent or all shots will be considered called resulting in an option for the incoming player.

Bad hit

If the first object ball contacted by the cue ball is not the lowest- numbered ball on the table, the shot is a foul.

No rail

If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball, is a foul.

In hand

When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. He may continue to adjust the position of the cue ball until he takes a shot.

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.

Object balls jumped off the table

A non-pocketed ball is considered to be driven off the table if it comes to rest other than on the bed of the table. It is a foul to drive an object ball off the table. The jumped object ball(s) is not re-spotted (exception: if the object ball is the 10-ball, it is re-spotted) and play continues.

Jump and masse shot foul

If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball, the impeding ball moves (regardless of whether it was moved by a hand, cue stick follow-through or bridge).

End of game

A game starts as soon as the cue ball crosses over the head string on the opening break. The 1-ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 10-ball; or when a player forfeits the game as the result of a foul.

Too many games played

If a player accidentally played more games then they are allowed (5 games for 10 ball, 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.

Pocketing the 10 ball

All players are required to call the 10 ball in a pocket to win the game.

  • If the 10 ball is called and pocketed in an unintended pocket and is the only ball pocketed then the 10 ball is re-spotted and the opponent has the option to shoot from the current position or give the shot back to the player.
  • If the 10 ball is not called and accidentally pocketed on a good shot, the 10-ball will be re-spotted and the player will continue to shoot.
  • There are no two-way shots in 10-ball, only one called ball per shot, or an intentionally called safe.
  • Combinations are allowed, when executed legally and ball and pocket are both called.
  • Any ball pocketed after a legally called ball is pocketed will stay down.
  • Pocketing a Money Ball (Other than the 10 Ball)All players are required to call their money balls.

Shooting Your Own MoneyBall

  • If you call and legally pocket your money ball, you win the rack.
  • If you call your moneyball, but it is pocketed in an unintended pocket, it stays down, and the incoming player has the option to shoot.
  • If your money ball is pocketed on a foul, it remains down, and the incoming player gets ball-in-hand.
  • If you call a safety and pocket your money ball, it stays down, and the incoming player has the option to shoot.
  • If you unintentionally pocket your money ball while calling another shot, it stays down regardless of whether you make the called shot.

Shooting Your Opponent’s Moneyball

  • If you call and legally pocket your opponent’s moneyball, you continue shooting.
  • If you call your opponent’s moneyball, but it is pocketed in an unintended pocket, it is re-spotted, and the incoming player has the option to shoot.
  • If your opponent’s money ball is pocketed on a foul, it is re-spotted, and the incoming player gets ball-in-hand.
  • If you call a safety and pocket your opponent’s moneyball, it is re-spotted, and the incoming player has the option to shoot.

If you unintentionally pocket your opponent’s money ball while calling another shot, it stays down only if you make the called shot, and you continue to shoot. If you miss the called shot, the opponent’s moneyball is re-spotted, and the incoming player has the option to shoot.

Handicapping games

Games are handicapped to give each player a level playing field regardless of their skill level. Skill levels are 8 through 16. Higher skilled level shooters will give “weight” or other ball(s) in addition to the 10 ball to lower skill level shooters. The following is the handicap grid and the “weight” given to each player of a lower skill level. Any player that gets “weight” is required to call his/her money balls, in addition to the 10 ball.

Money Ball Pocketed on the Break

If the weight/money ball is pocketed on the break, it is not a win. All money balls MUST be re-spotted. When the money ball is re-spotted depends on which player is breaking

Players giving weight

The money ball will be re-spotted after the breaking player is finished shooting.

  • Players getting weight The money ball must be immediately re-spotted and the player continues to shoot. The player does not have the option to NOT re-spot their ball. The player getting weight must remember to have their moneyball re-spotted before the next shot is taken or that money ball is lost to the player receiving it.

Bye Points

45 Points (60% of total match points)

Forfeits

If an active team has no players at the match, the opposing team will receive 56 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 38 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 or 10-ball.

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.

Competition

8-Ball / 9-Ball Competition Division Rules

Format

Competition Division consists of both 8-Ball and 9-Ball play.

Team rosters and nightly lineup

A team roster consists of a minimum of 4 players and a maximum of 7 players.

Four different players must play each night, with each player playing exactly one individual match.

Teams do not have to declare all four players before play begins. Players may be selected as each match is called.

Roster additions, replacements, and other roster-management rules are governed by the MPL General Rules.

Nightly dues and player fees

Team dues are $60 per scheduled night, based on four $15 match slots.

The full $60 team dues remain due regardless of an individual-match forfeit, multiple individual-match forfeits, or a full-night team forfeit.

Each player must pay a $10 session fee on the first night they play during each session.

A separate $10 annual Fargo fee is required the first time a player participates in an MPL Fargo-based division during a calendar year. The annual Fargo fee is paid only once per calendar year, regardless of how many Fargo-based divisions the player enters.

Match format

Four individual matches are played each night: two 8-Ball matches and two 9-Ball matches.

8-Ball is played as an R4 Fargo hot race. 9-Ball is played as an R5 Fargo hot race.

The Fargo app is used at the time of the match to determine the applicable R4 or R5 hot race using the players' current Fargo ratings.

All matches are one-on-one races. There is no in-rack handicapping and no ball spotting.

Each team will have 10 timeouts to use for the whole match. Any player can use them at any time during the match.

Match order, player calls, and break order

The away team calls a player for Matches 1 and 3. The home team calls a player for Matches 2 and 4. After a player is called, the opposing team selects the eligible player who will face that player.

The players in the first called matchup lag before Match 1. The winner of the lag chooses whether Match 1 will be 8-Ball or 9-Ball. The lag determines only the first format; it does not determine who breaks.

Formats alternate for the remainder of the night. If Match 1 is 8-Ball, the order is 8-Ball, 9-Ball, 8-Ball, 9-Ball. If Match 1 is 9-Ball, the order is 9-Ball, 8-Ball, 9-Ball, 8-Ball.

The home team breaks the first rack of Matches 1 and 3. The away team breaks the first rack of Matches 2 and 4. Each individual match then proceeds using an alternate-break format.

Fargo ratings and team handicap limits

The combined Fargo rating of the four players who play for a team that night may not exceed 2100.

For the 2100 team limit, the official Fargo ratings are the ratings shown on the most recently issued MPL roster.

Only one player rated 600 or higher may play for a team on a given night. The 600+ restriction is also based on the Fargo rating shown on the most recently issued MPL roster.

A second player rated 600 or higher is not eligible to play for that team on the same night.

The roster ratings used for the 2100 limit and 600+ restriction may differ from the current Fargo ratings used in the Fargo app to determine the actual R4/R5 race.

Penalty for exceeding the 2100 Fargo limit

Regular Session: If a team exceeds the 2100 Fargo limit, that team forfeits the fourth individual match 5-0 and receives an additional 3-point deduction from its nightly team score.

Playoffs: Exceeding the 2100 Fargo limit results in an automatic loss of the entire playoff match.

Match point scoring

Individual match result Points
Winner 5
Losing player reaches the hill 3
Losing player wins at least one game but does not reach the hill 2
Losing player wins no games 0

Hill means the losing player is one win away from that player's race-to.

The team’s night score is the sum of the four individual matches.

Forfeits

An individual match that is not played is scored 5–0.

A full-night team forfeit is scored 15–0.

Team dues for the night stay due, as described under nightly dues and player fees.

Governing rules

Except when clearly contradicted by these Competition Division rules, the general rules of Millennium Pool League apply. An individual match follows the called game, 8-Ball or 9-Ball, with no in-rack handicapping and no ball spotting.