Player Etiquette & Rules
Quick Navigation
- Player Etiquette
- General League Rules
- Game Rules
- Three Foul Rule
- Other Fouls
- Close / Questionable Hits
- Stalemates
- Timeouts
- Forfeits
- Rescheduling / Make up Matches
- Equipment
- Payments
- Pace of Play
- Playoffs / Tournament Qualification
- Playoff / Tournament Rule Adjustments
- Grievance Process
- Disciplinary Procedures
- Prize Money Payouts
- Disclaimer
Player Etiquette (Mandatory)
- Be ready to shoot when your match is called.
- No talking to players during their shot; avoid walking through a shooter’s line of sight.
- No drinks on tables or rails. Do not sit on tables.
- Handshake/fist bump/hug at the start and end of each match.
- Keep sideline conversations quiet; no flash photography; no smoke breaks during matches.
- No “sharking.” Cheering is ok; rooting against a player is unsportsmanlike.
- Headphones allowed during regular session play only (prohibited in playoffs/tournaments).
- Respect rules and policies of local establishments.
- Shoot your best—and have fun!
Note: See the Disciplinary Procedures for players unable to adhere to proper etiquette.
General League Rules
New Players
- New players without a Fargo rating receive a starter rating.
- Email the League Manager 24 hours in advance to allow time for an accurate determination.
- Starter ratings are based on prior tournaments, TD evaluations, observations by established FargoRate players, skill in other leagues, and League Manager input.
Calling Players for Matches
- Weekly matches have a designated start time (e.g., 7:00 PM). First match should be called and ready within the first five (5) minutes of start time; delays may result in forfeits.
- At start time, the Home Team (top team in BCAPL Scorer app) calls first; Visiting Team calls immediately after. Continue selections without delay between rounds.
- Call order alternates by round: R1, R3, R5 by one team; R2, R4 by the other.
- Once a player is verbally called, no changes—that player must play the next match.
- Accommodations: If someone needs to shoot early, calls must still follow the normal order. Misleading about the next player is unsportsmanlike. Conversations are not binding until a player is officially called.
- After a player has played a singles match, they are not eligible for another singles match in that team match.
Match Races
Use the FargoRate app. Default charts:
- 8 Ball, 9 Ball, Ladies: R4 Medium (if both players < 400, use R3 HOT).
- Skillz: R5 Medium (if both players < 400, use R4 HOT).
How to find the race in the FargoRate app
- Open FargoRate > tap Compare (or Race Calculator).
- Enter both players’ Fargo ratings.
- Select the correct chart (R3/R4/R5; HOT/Medium) per the defaults above.
- Use the displayed race for the match; enter the Race Definition in the scorer app.
Scorekeeping
- Both teams keep score in the BCAPL Scorer app and reconcile after each individual match.
- Always fill in the Race Definition (most common error). Repeated violations may lead to disciplinary action.
- Use only WIN and WF buttons. Do not use BR, TR, WB, or WZ.
- For forfeits: first forfeit must be Round 5, then Round 4, etc. Choose players who won’t exceed caps. Set Race Definition to 1–1; score winner with WF; loser remains 0.
- Submit the match. If errors appear, review each game/round and correct.
Lagging
- Every match starts with a lag—no coin flips. Closest ball to the starting rail wins.
- 8 Ball & 9 Ball: winner racks and breaks first. Skillz & Ladies: winner may choose game format (where applicable) or first break.
- Automatic lag loss if your ball touches a side rail, pockets, or crosses into opponent’s half and contacts their ball. If unclear, use a neutral judge or re-lag.
Rosters & Caps
- 8 Ball & 9 Ball rosters: max 8 players; Ladies: max 7; Skillz: max 5.
- Roster changes allowed until Week 9. Players must log five (5) matches in a session to qualify for End of Session & Year End events.
- Players may play on multiple teams the same night if teams are in different divisions.
- Alternating break and Rack Your Own in all divisions. Triangle racks only (no templates).
| Format | # of Players | Fargo Cap |
|---|---|---|
| 8 Ball | 4 | 1900 |
| 9 Ball | 5 | 2300 |
| Skillz | 3 | 1700 |
| Ladies | 4 | 1550 |
Game Rules
8 Ball
- Rack: 8 ball in center; head ball may be any solid/stripe; back corners are one solid & one stripe.
- Break: Cue ball on/behind middle diamond side rail line. Legal if ≥4 balls hit a rail and one passes headstring (or a ball is pocketed). 2nd ball break allowed. No soft breaking.
- Break fouls: Scratch → BIH behind the line if otherwise legal. Illegal break → re-rack & loss of break (opponent still breaks next game). Miscue guidance as listed; breaker may stop cue pre-headstring on miscue.
- On the break: You cannot win or lose. If 8 is made → spot 8; breaker has open table. If 8 is made and scratch → spot 8; opponent BIH behind the line.
- Open table after break. First called shot made sets groups. A called safe in on the first post-break shot keeps table open for incoming player.
- Call all shots. Safe-in allowed any time (shooter may pocket their ball and yield turn).
- Jump cues allowed unless venue prohibits.
- Combos allowed if first contact is legal and object ball is called.
- 8 ball is never neutral. Touching 8 first (unless on the 8) → BIH foul. Game cannot end if 8 is still on table.
- Scratch while on the 8 is not a loss unless 8 is pocketed too. 8 in wrong pocket is loss. Any ball off the table stays down; if 8 leaves table → loss.
9 Ball
- Rack: 1 at head, 9 in middle, 2 in back.
- Break: Cue on/behind side rail line. Must strike 1 first; ≥4 balls to a rail (or a ball pocketed). No soft breaking.
- Break fouls: Scratch → BIH anywhere if otherwise legal. Fewer than 4 to a rail → re-rack & loss of break (opponent still breaks next). Miscue guidance as listed.
- On the break: Cannot win/lose. 9 on break → spot 9; breaker remains at table.
- Push option: Only on first shot after break. Must hit cue ball; can leave anywhere; rails not required; announce clearly. Incoming player may take or pass back. Fouls during push are only scratch/ball off table.
- Call all shots. If an uncalled (slopped) ball drops, incoming player may take the shot as lies or give it back.
- Any ball off the table stays down and is BIH foul. If 9 leaves the table → foul; spot 9; BIH to opponent.
- Jump cues allowed per venue. Three Foul Rule in effect. Lowest numbered ball must be struck first. Triangle racks only; no templates or personal racks.
10 Ball
- Rack: 1 at head, 10 in middle, 2 and 3 in the back corners.
- Break: Cue on/behind side rail line. Must strike 1 first; ≥4 balls to a rail (or a ball pocketed). No soft breaking.
- Break fouls: Scratch → BIH anywhere if otherwise legal. <4 to a rail → re-rack & loss of break (opponent still breaks next; maintain rotation). Miscue guidance as listed.
- On the break: Cannot win/lose. 10 on break → spot 10; breaker remains at table.
- Push option: Only first shot after break; same rules as 9 Ball.
- Call all shots and safes. If a called ball is missed or a ball is slopped in, incoming player may take table as is or give it back. When a safe is called and a ball drops, incoming player still has take or give back option; there is no “safe in” in 10 Ball.
- Any ball off table stays down and is BIH foul. If 10 leaves table → foul; spot 10; BIH to opponent.
- Jump cues allowed per venue. Three Foul Rule in effect. Lowest numbered ball must be struck first. Triangle racks only.
Three Foul Rule (9 Ball & 10 Ball)
- Three consecutive fouls by a player result in loss of game.
- After the second foul, the opponent must clearly notify the shooter (e.g., “You’re on two”). Without notice, the game cannot end via Three Foul.
- Any legal hit resets fouls to zero. The player attempting Three Foul may pocket balls between safeties.
Other Fouls
- During ball in hand placement, if the cue ball touches another ball → foul.
- Accidental contact with cue ball or any object ball by body/cue → foul.
- No rail contact after cue-to-object-ball hit → foul (after a kick, a ball must contact a rail).
- Accidentally moving one object ball is not a foul—opponent may restore or leave as is. Moving two or more balls → BIH foul.
- Disturbing the rack beyond repair → loss of game.
Close / Questionable Hits
- Record close hits in slo-mo for review. Only players may request a watched hit; railbirds cannot.
- Any League member present may record; a rostered player may do so if both players agree. The recorder’s call is final.
- If the non-shooter does not ask for a watcher, the call goes to the shooter.
- Frozen cue ball to object ball: allowed to shoot straight through. If < one chalk width apart, shoot on ~45° to avoid a foul.
- Object ball frozen to a rail: after contacting that ball first, another ball must contact a rail for a legal hit.
- Players are expected to call their own bad hits.
Stalemates
If both players execute three consecutive shots where balls move less than a hand span (including BIH passes), declare a stalemate. Re-rack and have the original breaker break again. Do not record the stalemated rack in BCAPL Scorer.
Timeouts
- All players may take timeouts. ≤400: two per game; ≥401: one per game. Target ≤60 seconds.
- Anyone (player at table or rail) may call the timeout; it cannot be refused. Loud sideline strategy is unsportsmanlike.
- No timeouts available: 1st—notify; 2nd—BIH foul; 3rd—unsportsmanlike. Playoffs/tournaments: calling with none available is an immediate BIH foul. Shooter calling with none available does not incur a foul; team/captain does.
- Coach may place/move cue for BIH, demonstrate line/english, or briefly relay info from teammates. Never mark the cloth.
- During regular sessions, brief between-shot teammate talk is allowed but must stop when it’s your turn. Tournament seating rules apply as listed.
Forfeits
- Exceeding total Fargo cap results in loss of that match and any subsequent matches that cannot be played (e.g., 8 Ball: selecting in Match 3 can force Match 4 ineligibility → both forfeited).
- Forfeits do not count toward the five-match eligibility requirement.
- Enter player absence forfeits in Round 5 (then Round 4, etc.). Follow the Scorekeeping steps.
- Late start thresholds: 10 min = 1 forfeit; 20 min = 2 forfeits; 30 min = match forfeited. (This is the only time early-round forfeits are valid.)
- Teams owing a forfeit must pay the opposing team’s weekly dues for that match that night (payments flow through the website; captains handle reimbursement).
- Breaking down any cue during a match is conceding → loss. Switching playing cues is fine without breaking the first down.
- Disqualified players forfeit their match; ineligible/suspended players cause point forfeiture and disciplinary review.
Rescheduling / Make up Matches
- Teams are expected to play as scheduled. No makeups in the final two weeks of a session (matches may be played early with approval).
- Makeups require mutual agreement (date/time/location) and must be within two weeks of the original date; confirm table availability with the venue; League Manager approval required.
- If teams cannot agree, match plays as scheduled; forfeits if necessary. Once a makeup date is set, it stands—missing it forfeits points.
- Inclement weather is handled by League Management.
Equipment
- Players may bring legal equipment: cues (one piece/two piece), jump/break cues, extensions, bridges, gloves, chalk, cases, claws.
- Venue provides cue balls, object balls, and triangle racks—no substitutions; no template racks. No training aids/mechanical/laser devices.
- Headphones allowed during regular sessions only. Observe venue chalk color restrictions. House cues are allowed.
- “Players can bring whatever equipment they want to entertain us to the table that will not damage the felt.”
Payments
Read Carefully: Annual dues ($20) are due before your first Week 1 match and cover FargoRate + BCAPL Scorer. Players have until end of Week 4 (Session 1) to pay; unpaid after Week 4 → forfeit of points for that team.
- Pay via the League Website. Weekly dues: $11 per player per match. Team payments only (no per-match individual payments).
- If you cannot pay online, email tcmabe@freedomleagueusa.com immediately with your name, team, and division to report issues.
- Late payments: once a team is two weeks behind, points from those weeks are forfeited until current.
- Teams not current at session end are ineligible for playoffs, End of Session tournaments, and payouts.
Pace of Play
- Most shots should be within 30 seconds; special situations within 60 seconds.
- Team matches should finish within four (4) hours (Skillz tournament team matches: three (3) hours).
- Report slow play or slow captain calling. Progressive penalties: verbal → written → points deduction (or tournament shot clock by referee).
Playoffs / Tournament Qualification
End of Session Tournaments
- North & South divisions each aim for 16-team brackets (variations possible for byes/wildcards/forfeits).
- Final standings (tiebreaker: win percentage) determine seeding & first-round matchups.
- Multiple locations/brackets may be used based on total qualified teams.
8 Ball & 9 Ball Qualification by Division Size
| Teams in Division | Direct to Tournament | Playoff Matchups | Wildcard Pool |
|---|---|---|---|
| 4 | 1st | 2nd vs 3rd | 4th |
| 5 | 1st | 2nd vs 3rd | 4th & 5th |
| 6 | 1st & 2nd | 3rd vs 4th | 5th & 6th |
| 7 | 1st & 2nd | 3rd vs 6th; 4th vs 5th | 7th |
| 8 | 1st & 2nd | 3rd vs 6th; 4th vs 5th | 7th & 8th |
| 9 | 1st & 2nd | 3rd vs 6th; 4th vs 5th | 7th, 8th, & 9th |
| 10 | 1st & 2nd | 3rd vs 8th; 4th vs 7th; 5th vs 6th | 9th & 10th |
| 11 | 1st & 2nd | 3rd vs 8th; 4th vs 7th; 5th vs 6th | 9th, 10th, & 11th |
| 12 | 1st, 2nd, & 3rd | 4th vs 9th; 5th vs 8th; 6th vs 7th | 10th, 11th, & 12th |
Year End Championships (State / Multi-State)
- Teams must have four (4) players from the roster that qualified in an End of Session event.
- Qualified teams do not have to remain active through subsequent sessions.
- Qualifying twice: team receives session prize money plus overall top seed at Year End. Ties broken by total games won across qualifying sessions.
- If teams have reformed and have shooters that double-qualify, they may group into two teams that contain at least 4 original members.
Playoff / Tournament Rule Adjustments
1. Practice Time
- No practice on tournament tables except during designated warm-up periods.
- Use designated practice tables; limit to 10–15 minutes if others are waiting.
- Only active players may use practice tables.
2. No Gambling
- Gambling on pool is prohibited at all Freedom League events.
- Violators may be disqualified and forfeit awards or prize money.
3. Beverages
- No outside drinks, coolers, or glass containers.
- Beverages available through the host venue.
4. Forfeits
- Matches begin at scheduled time with a 15-minute grace period.
- After 15 minutes, if a team cannot field a starting player, the match is a total forfeit, with 1 point awarded for every scheduled race.
Once Play Has Started:
- Teams have 5 minutes to field the next player.
- Failure results in loss of all remaining rounds.
- Record each forfeited race as 1–1, elect 2 shooters in the dropdowns, and score the 1st rack as WF for the team present.
Forfeit Rules:
- Forfeiting players must be eligible.
- Once called, a forfeit is binding.
- If accepting a called player puts a team over the handicap cap, the entire match is forfeited.
Extreme Circumstances:
- The Tournament Director may modify rules on the spot (e.g., severe weather, major traffic accidents).
- The Tournament Director has final authority in all forfeits.
5. Coaching
- No coaching during races unless a time-out has been called and at least one time-out remains.
- Each player may have one coach per time-out. The coach may be different each time.
- Coaches may discuss strategy with another team member away from the table and out of earshot of the shooter.
- Only the designated coach may approach and speak directly to the player at the table during the time-out.
Coaching Limits by Handicap:
- Players rated 400 and under: 2 coaching requests per game.
- Players rated 401 and above: 1 coaching request per game.
Timeout Procedures:
- Timers (60 seconds) will be used for all timeouts.
- Exceeding the limit = warning, then ball-in-hand foul.
- If the shooter calls for a timeout with none remaining → no penalty (the shot continues).
- If the team or captain calls for a timeout with none remaining → ball-in-hand foul.
- Repeated abuse may result in loss of game.
6. Earphones, Phones & Smartwatches
- Headphones are not permitted during tournament play.
- Cell phones may only be used for emergencies.
- Phones/smartwatches may not be used while shooting.
7. Smoking & Vaping
- Subject to venue and state/local law.
- If prohibited, smoking/vaping must be outside play areas.
8. Multiple Tournaments
- Players may enter multiple formats unless restricted by schedule conflicts.
- Tournament Director may deny overlapping entries.
- Players qualified on multiple teams cannot play or coach if those teams meet.
- If called to two matches on different tables, a hill/hill exception allows finishing the current rack before switching.
9. Eligibility & Handicaps
- Team Minimums (with qualifying session requirement):
- Skillz = 2 players, each with at least 3 matches played
- 8-Ball = 2 players, each with at least 4 matches played
- 9-Ball = 2 players, each with at least 5 matches played
- Handicaps are based on official FargoRate ratings (Fargo R3–R5).
- Eligibility is provided in the electronic roster prior to tournaments.
- Captains are responsible for verifying eligibility.
- Disputes must be submitted at least 48 hours before tournament start.
10. Tie-Breakers
- Because some matches can end in a 2–2 situation at the end of or going into the final rack, a tie-breaker process is provided.
In the event of a tie:
- Each team selects a fresh player for a tie-breaker race.
- If a team does not have additional players available but can still meet roster requirements, the opponent chooses the player from those present.
- The team handicap cap increases to the level required for the number of shooters (e.g., 2300 for the tie-breaker in 8-Ball).
- Any qualified player may be selected, provided their participation does not cause an overage.
11. Cue Ball; Object Ball; Fouls & Close Hits
- Do not touch the cue ball until it has fully stopped.
- A shot is not complete until all balls have stopped moving.
- Any disturbance of any ball = foul, ball-in-hand for the opponent.
Upon taking possession of the cue ball, the opponent may:
- Have disturbed balls restored, or
- Leave them where they lie. This choice must be made before shooting.
Additional Fouls:
- Touching a rolling cue ball after the game-winning ball drops = foul, loss of game.
- Reaching into a pocket to stop a scratch = foul.
Close Hits:
- If a shot is questionable or may result in a bad hit, either player may request a Referee before the shot.
- If no Referee is called, the ruling will favor the shooter.
12. Skill Level Integrity
- Players must play at true ability.
- Suspected sandbagging must be reported.
- League may adjust or disqualify players.
13. Player Etiquette & No Sharking
- Players must sit or stand away from their team during matches.
- No discussions are permitted during a rack unless a timeout is in progress.
- No excessive movement, noise, or distractions during an opponent’s turn.
- Shooter controls a 5-foot space around the table. Respect line of sight, especially on the final ball.
- Maintain respectful tones; no aggressive or threatening language or physical actions.
No Sharking Policy
- Definition: Any behavior intended (or reasonably perceived) to distract, intimidate, or pressure an opponent during their turn.
- Examples: verbal distractions; physical distractions (close standing, excessive movement, entering 5-ft zone); premature comments (“nice shot,” “good game”); cue etiquette violations (breaking down cue, loud chalking, slamming gear); intimidating body language.
- Enforcement: 1st offense verbal warning; repeated/egregious → ball-in-hand or loss of game; severe/repeated → match forfeiture or DQ.
- Player Responsibility: Stay quiet and composed when not shooting; promptly comply if asked to move.
14. Sportsmanship & Venue Rules
- Respect opponents, staff, and venue rules.
- Unsportsmanlike conduct (arguing, taunting, early concessions, breaking cues) will not be tolerated.
- Disruptive behavior can result in DQ and forfeiture of winnings. Severe cases are referred to the Board.
- Venue rules (e.g., no jumping, break cloths) must be respected.
15. Match Flow & Timing
- Tournament Director announces official start times.
- Match limits: 4 hours (regular team matches) / 3 hours (Skillz team matches).
- If a match exceeds the time limit, notify the Tournament Director. Each subsequent rack, including tie-breaker racks, will be scored at 2 points until a winner is determined.
- Higher seed has the Hammer (choice to call first or defer / choice to break first or defer as applicable).
- TD may start matches on two tables; Match 3 waits until Matches 1 & 2 are complete, then play resumes on one table.
- A 30-second shot clock is in effect; TD may enforce stricter timing.
16. Equipment Regulations
- Allowed: Break cues, shooting cues, bridges, extenders.
- Jump shots: Allowed unless venue prohibits.
- Use official racks, balls, and cue balls. No lasers, training aids, or altered equipment.
- Equipment with explicit/political/offensive content is banned.
- Tournament Director may inspect and ban equipment at any time.
Grievance Process
- Possible actions: verbal/written warnings, suspension, expulsion. League investigates all complaints.
- Process: Player/Captain emails League Manager → Manager decides → optional appeal to Board → Board votes (2–2 tie broken by League Owner) → decision delivered.
- Suspended/expelled players may not participate in any Freedom League USA events.
Disciplinary Procedures
Minor Infractions
Examples: ignoring game rules, poor etiquette, payment delinquency, negative social media, repeated scoring errors, excessive forfeits.
Protocol: assess → decide → notify → document/apply → inform leadership if needed.
Major Infractions
Examples: threats or harm, disrespect to players or venue staff, playing while suspended/ineligible, false ID, equipment damage/theft, blatant rule/rating manipulation, unwanted sexual contact.
Protocol: Manager reports to Board → Board votes (Owner breaks ties) → decision delivered. Penalties include warnings, suspension, or expulsion. Egregious incidents may trigger immediate action.
Prize Money Payouts
- Payouts occur at the end of your team’s (or individual’s) last match; signature required. Goal: reduce cash on hand at events.
- Cash payouts ≤ $599 per individual.
- Check payouts ≥ $600 per individual require Photo ID, signed W-9, and will result in a 1099 at year end. Checks only to qualified & eligible players.
- Examples: $2,000 team, 8 eligible players → $250 each. If only 7 eligible → $285.71 each. Team may choose to share with an 8th, but league checks go only to eligible players.
Disclaimer
Freedom League USA may make adjustments or addendums as needed to improve fairness and clarity as the billiard scene evolves. Any changes will be posted on the Official League website at the start of each session.
Questions or suggested clarifications? Contact your League Manager.
