DAKOTA POOL LEAGUE

9 BALL RULES AND REGULATIONS

 

2006 EDITION

Rules in this edition supersede all former rule books used by the Dakota Pool League.  This book should be read in its entirety as rules which are mentioned in one section may be limited or clarified in another section.  Any sanctioned player of a Dakota Pool League shall be eligible to participate in and receive stated rights of the league and shall be governed by rules herein.  Interpretation of all rules will be the sole job of the coordinator.  The coordinator’s decision will be final.

 

I.  MEMBERSHIP

To be a member of any division team, except for youth divisions, a person must be of legal drinking age and be a member of the Dakota Pool League.  To become a member of the Dakota Pool League the person must fill out a sanction sheet and pay a sanction fee to the league.  Dakota Music Inc. reserves the right to deny or expel any player from the league.  This includes anyone whose participation is not in the best interest of the Dakota Pool League, competitors and their employees and anyone who is disruptive to organized league play.  The sanction fee may be used for operational expenses.  Any funds not used for operational expenses will be returned to league members in the form of tournament prize money.  No person shall be considered a league member nor shall any scores count until the player has filled out a sanction sheet and paid the sanction fee.  If a score sheet is handed in with the name of a new player and no sanction information for that new player, the new player's score shall not be counted but that position will instead be given a dummy score and the opponent will be given the wins.

 

II.  RULES COMMITTEE

Each division shall have a rules committee which will be made up of all the team captains.  This committee will decide on all optional rules.  This committee will judge on all disputes which cannot be mutually settled by opposing team captains or mediated by the coordinator.  Their decision shall be final.

 

III.  TEAMS

Each team may have nine (9) players on their roster.  In the event a team must add a 10th member the captain must notify the secretary which present member is to be dropped.  If the secretary is not notified of which player to drop the new player cannot be added and shall receive dummy scores.  A dropped player may not be re-signed during that season except by unanimous approval of all other division captains.  No 5 player team shall be allowed to play with more than two dummy scores.  No 4 player team shall play with more than one dummy score.  No one shall be considered a team member until a sanction fee is paid, played one night of play and has an average posted on the weekly standing sheet.

     Each team within the division shall elect a captain.  The team captain's responsibilities shall be to keep the team organized and informed of all league activities, including meetings, tournaments, rule updates, etc.  The captain or person appointed to act in his absence shall have the exclusive right of voting on behalf of the team at all division or league meetings.  When the captain is the home team captain (playing in his sponsor's bar) he shall be responsible for putting the division funds and score sheet in the envelope, sealing it, and getting it to the proper place in the bar.  In the event the money in the envelope is incorrect, the division secretary shall consider all missing funds as not having been paid by the home team.  If a team is short a player and does not pay for that player, the home team captain must indicate such shortage or the shortage will be deducted from the home team funds.

 

IV.  NEW PLAYER RESTRICTION

No team may add new players in the last three weeks of either half season (or season end) unless prior approval of all division captains is secured.  If a new name appears on a team roster in the last three weeks of either half and notification of approval by all division captains is not given within 1 week and 24 hours after the player has played, he or she will be considered legal.  If a written protest is received by the coodinator, that name may not be added and dummy scores will be given in that position.

 

V.  MATCH TIME AND RESCHEDULING

Any team not showing and ready for play by 30 minutes after the scheduled beginning time shall forfeit the match.  In the event a team cannot show for a match and wishes a chance to make the match up, they must notify the opposing captain 24 hours before the scheduled match.  Any rescheduled matches must be made up before the next regularly scheduled match.

 

VI.  LINE-UP PROCEDURE

The home team breaks first and writes their line-up down first.  Teams may line up in any order they like.

 

When adding a new player who does not have a handicap they will receive 0 for a handicap score.

 

Any variations in the line-up procedure must be agreed upon by both team captains before play begins.  The line-up order must be checked before any games are played and shall be considered legal as stands once play begins.

 

VII.  FEES

The nightly fees to be paid by the division members shall be decided by a meeting of the division.  These fees will be used for (1) secretary fee, (2) coins to operate the pool tables, (3) trophies, (4) banquet tickets, (5) pay-back at the end of the year to division teams as per the number of match points won.

 

VIII.  SEASON

The length of the season shall be decided by a meeting of the division.  The division decision must meet with the approval of the coordinator.  The season will be divided into two halves and season winners will be determined as follows:

     If the same team wins both halves - that team will be first.

     If different teams win first in the halves they will play off to determine first.

     If the same team wins second both halves and there is a play off for first, the team who won second both halves will play off with the team who loses the play off for first to determine second and third places.  If different teams win second each half and there is a play off for first the loser of the play off has second and the two second place winners will play off for third.

     If different teams win second each half and there is not a play off for first then the two second place winners will play off for second and third places for the year.  There will be a 1 week break after the first half and any ties in the first half standing will be broken on the regular night of play during that week.  The competition will take place in the bar whose team has accumulated the most points.

 

To qualify for 1st, 2nd or 3rd place for the year, a team must compete in at least 85% of the scheduled matches.

 

IX.  PROTEST PROCEDURE.

Only the team captain or acting captain can file a protest.  A protest must be filed with the league coordinator in writing within 24 hours of the match.  A $15.00 fee must accompany any protest.  A meeting of the rules committee will settle the protest.  If the protest stands, the $15.00 will be returned.

 

All games will be played on pool tables owned and operated by Dakota Music and Amusement Inc.

 

X. GOOD SPORTSMANSHIP WILL PREVAIL AT ALL TIMES.  No coaching will be allowed.  Any coaching will be considered poor sportsmanship.  Continued poor sportsmanship can result in disqualification.

 

A.  OBJECT OF THE GAME

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 place the cue ball anywhere on the table.   Players are not required to call any shot.

 

B.  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 cue ball in hand behind the headstring.

 

C.  START OF PLAY

The home team breaks first and writes their line-up down first.  The grace period to start a match is 1/2 hour.  A game starts as soon as the cue ball crosses over the headstring on the opening break.

 

D.  LEGAL BREAK SHOT

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

 

     1.  The breaker must strike the 1-ball first and drive 3 object balls to a cushion or pocket one or more balls.  Failure to do so is a foul and requires a rerack.  Their opponent then has the option of breaking.

     2.  When spotting the cue ball for a break shot the player shall position the cue ball fully behind the head string.  The opposing player must inform the breaking player of improper positioning of the cue ball before the shot is made or the shot is considered legal.

     3.  If the cue ball is pocketed or driven off the table, it is a foul, and the incoming player has cue ball in hand anywhere on the table.

     4.  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 respotted.  (The incoming player will get any points for that ball.)

     5.  Making the nine ball on the break is an automatic win for the player breaking.  However, if the cue ball is scratched when making the nine ball, the nine ball is respotted.  (Using another stripe from tray.)

 

E.  CONTINUING PLAY

 

On the shot immediately following a legal break, the shooter may play a “push out.”  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 turn and shoots until he misses, fouls or wins.  The game ends when the nine ball is pocketed on a legal shot.

 

F.  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 (the incoming player will get any points for that ball pocketed) remains pocketed, except for the nine 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 is violated.  An illegal push out is penalized according to the type of foul committed.

 

G.  FOULS

     1.  All fouls must be called and acknowledged before the next shot is taken.  There is no such thing as an automatic foul.

     2.  Touching or moving the cue ball is a foul.

     3.  Touching a ball before it stops moving is a foul.

     4.  Shooting out of turn is a foul.

     5.  Shooting the cue ball into a pocket or off the table is a foul.

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

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

     8.  Pocketing the nine ball and the cue ball on the same shot is a foul.

     9.  A ball driven off the table if it comes to rest other than on the bed of the table is a foul.  The jumped object ball is not spotted and play continues.  (The incoming player will get any points for that ball.)

   10.  Shooting without at least one foot on the floor is a foul.

   11.  Raising the cue above the armpit and attempting masse shots is illegal, scoop or jump shots are illegal.  Doing so is a foul.

 

NOTE:  Parts of rules 10 & 11 will be modified as necessary.  If player is handicapped or when using an artificial bridge.

 

Push Shot Fouls:  It is a foul if the cue ball is pushed by the cue tip, with contact being maintained for more than the momentary time commensurate with a stroked shot. (Such shots are usually referred to as push shots.)  With a cue and object ball frozen, shooting the shot from any angle other than at least 45 degrees above, or at least 45 degrees to the right or at least 45 degrees to the left of center from the straight line of the frozen balls is a foul and must be so called.

 

Double Hit Fouls:  It is a foul if the cue ball is struck more than once on a shot by the cue tip (such shots are usually referred to as double hits.)  If the cue ball has left initial contact with the cue tip and then is struck a second time in the course of the same shot, it is a foul and must be so called.

 

Accidentally moving an object ball is not a foul.  The opponent may replace the ball to the original spot or leave it where it rests.  If the ball is knocked into a pocket, quarters can be put into the table to retrieve the ball.  A player may not use a ball as part of their bridge.

 

H.  PLAY

     1.  Any contact of the cue stick and cue ball will be considered a shot.

     2.  In the event the cue ball or an object ball stops on the edge of the pocket, it remains the shooter’s table until the opponent has struck the cue ball.

     3.  Frozen ball to rail:  If a ball is frozen to a rail, the shooter must be notified before the player shoots.  When playing such a shot, the player must contact the frozen ball and (1) pocket the frozen ball, or (2) cause the frozen ball to contact another rail , or (3) cause another ball to contact a cushion or (4) cause the cue ball to contact the frozen ball and then contact another cushion.  Failure to do so is a foul.

     4.  When there are only two object balls on the table and a player scratches while pocketing the ball before the nine - it shall be brought up and placed on the foot spot. (Using another ball from the tray.)

     5.  The game is over when the balls stop moving on the winning shot.

 

I.  BAR ROOM INFRACTIONS

In the event of a player being caused to foul due to natural bar behavior (I.E. - being bumped while in the act of shooting by a patron) the following may be done:

     1.  The balls may be placed as nearly as possible to the original position or...........

     2.  If the 2 players involved do not agree on position of the balls the game will be reracked and replayed.

 

J.  END OF GAME

The game ends at the end of a legal shot which pockets the 9 ball.

 

K.  HOW TO KEEP SCORE

 

Point Balls are as follows:

    one ball     = 1 pt.

    three ball   = 1 pt.

    five ball     = 1 pt.

    seven ball = 1 pt.

    nine ball     = 6 pts.

 

     1.  In play, each player that legally pockets a point ball receives the amount of points allowed to the ball.

     2.  If a point is illegally pocketed the opponent receives the point, except for the nine ball which is spotted.

     3.  The nine ball legally pocketed on the break is worth 6 points plus a bonus of 4 points bringing the total to 10 points.

 

L.  FORFEITS

     1.  At least (3) players must be present by forfeit time or the entire match is forfeited

     2.  If a team doesn’t show up or do not have enough players, they forfeit all 32 games.

     3.  A player may not be substituted for another player after the first round has been completed.

     4.  A team shooting with one player short, forfeits that game each round the player is not present.  But if the player shows up late they may play their remaining rounds that they are present for.

     5.  Teams must finish out the season schedule.  If a team drops out anytime during the season they will forfeit any entitlement to any league moneys or playoff eligibility.

     6.  The home team captain is responsible for sending their score sheet and money each week.

 

M.  FORFEIT SCORING

     1.  Players receiving a forfeit will get 4 points per game or individuals scratch game average, whichever is higher.  For instance, if your scratch average is 35.99 or less, you receive 4 points per game forfeit.  If your scratch average is 36 to 43.99, you receive 5 points per game forfeit, etc.   Dummy will receive 0 points.

     2.  When a team wins by forfeit, they will receive their weekly team average.  When a team forfeits, they will receive one half of their team’s weekly average.

 

00 - 35.99 =   4

36 - 43.99 =   5

44 - 51.99 =   6

52 - 59.99 =   7

60 - 67.99 =   8

68 - 67.99 =   9

76 +         = 10