Player Etiquette & League Rules
This page outlines expectations for player conduct, match operations, game rules by discipline, playoffs, payouts, disciplinary procedures, and more. Captains and players are responsible for knowing these rules.
Player Etiquette Mandatory
Player etiquette on and off the table is expected at the highest level at all times. Respect everyone, be courteous, and respect the billiard scene. Good sportsmanship between teams and players is mandatory to create and maintain a positive image for our league. Remember the person across from you has spent their time and money as well.
- 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.
- Respect rules and policies of local establishments.
- Shoot your best—and have fun!
Note: See the disciplinary process for players unable to adhere to proper etiquette.
Sportsmanship & Competitive Integrity
Freedom League USA is committed to providing a fair, respectful, competitive, and enjoyable environment for all players, captains, operators, venue staff, and spectators. All participants are expected to conduct themselves in a professional and sportsmanlike manner during league and tournament play.
The purpose of these rules is not only to govern gameplay, but also to preserve the integrity of competition, protect participating venues, and maintain a positive atmosphere for everyone involved in Freedom League USA events.
General Conduct Expectations
- Players, captains, scorekeepers, and spectators are expected to treat opponents, teammates, league staff, and venue employees with respect at all times.
- Unsportsmanlike conduct, abusive behavior, intimidation, harassment, threats, or actions intended to disrupt league play will not be tolerated.
- All players are expected to compete honestly and to the best of their ability at all times.
- Players may not intentionally lose games, manipulate outcomes, or otherwise compromise the integrity of league competition.
- Excessive arguing, hostile behavior, repeated profanity directed at others, or disruptive conduct may result in disciplinary action.
- League operators and designated officials retain the authority to address conduct issues as necessary to preserve fair and orderly competition.
Sharking & Player Distractions
- Players and spectators may not intentionally distract, interfere with, or attempt to influence an opponent during active play.
- Examples of prohibited behavior include, but are not limited to:
- Excessive movement during a shot
- Intentional talking or loud outbursts during play
- Gestures or actions intended to distract an opponent
- Unsportsmanlike celebration directed at opponents
- Repeated interruption of active matches
- Players are expected to remain seated or clear of the playing area while opponents are shooting whenever reasonably possible.
- League management may issue warnings, fouls, loss of game, or additional disciplinary action for sharking or disruptive behavior.
Coaching & Timeout Conduct
- Coaching is only permitted during authorized timeouts or where otherwise specifically allowed by league rules.
- Players, teammates, and spectators may not provide strategic advice, shot suggestions, or pattern guidance outside of authorized coaching situations.
- Repeated unauthorized coaching may be treated as unsportsmanlike conduct.
- Abuse or manipulation of timeout rules for the purpose of disrupting pace of play or distracting opponents may result in penalties.
Pace of Play
- Players are expected to maintain a reasonable pace of play throughout all matches.
- Excessive slow play, intentional stalling, repeated delays, or unnecessary interruptions may result in warnings or additional penalties.
- League operators may place players or matches on a shot clock or take corrective action if pace of play becomes unreasonable.
Alcohol, Drugs & Impairment
- Players are expected to remain in sufficient condition to participate responsibly and safely.
- Excessive intoxication, illegal drug use, violent behavior, or conduct that negatively impacts league operations or venue relationships may result in immediate disciplinary action.
- League operators reserve the right to remove any player or spectator whose behavior is deemed unsafe, abusive, or disruptive.
Venue & Equipment Respect
- Players and spectators are expected to respect all venues, tables, equipment, furniture, and property associated with league play.
- Intentional damage, reckless conduct, or abuse of equipment may result in suspension, financial liability, or removal from league participation.
- Players are expected to comply with reasonable venue rules and requests from venue staff.
Social Media & Public Conduct
- Players are encouraged to promote the league positively and conduct themselves respectfully both in person and online.
- Harassment, threats, defamation, or targeted abuse toward players, teams, operators, venues, or league staff through social media or electronic communication may result in disciplinary action.
- Public disputes or accusations that damage the integrity or reputation of the league may be reviewed by league management.
Sportsmanship Penalties
League management reserves the right to issue disciplinary action for conduct deemed detrimental to league operations, competitive integrity, participating venues, or the overall player experience.
Penalties may include, but are not limited to:
- Verbal Warning
- Official Warning
- Ball in Hand Fouls
- Loss of Rack or Game
- Match Forfeiture
- Team Penalties
- Suspension from League or Tournament Play
- Permanent Removal from Freedom League USA Events
Disciplinary action may escalate for repeated offenses or severe misconduct.
League Authority
Freedom League USA reserves the right to interpret and enforce all sportsmanship and conduct rules in a manner consistent with preserving fair competition, protecting venues, and maintaining the integrity of league operations.
The absence of a specifically listed rule or penalty does not prevent league management from taking disciplinary action when conduct is determined to be harmful, disruptive, dishonest, unsafe, or detrimental to the league.
League management decisions regarding conduct and disciplinary matters are final.
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.
- The throwing Captain may change their called player only if the responding Captain has not yet called a player. The responding Captain may change their called player at any time before the balls are broken. Once the balls are broken, no changes may be made, and any over-limit violations may then be processed.
- 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
All match races shall be determined using the FargoRate app and the default race charts outlined below.
-
8-Ball, 9-Ball, and Ladies Divisions:
- If Either player has a rating of 400 or Higher, the race chart shall be R4 Medium.
- If both players have ratings of 399 or lower, the race chart shall be R3 Hot.
- 8-Ball tie-breaker matches shall be played using the R3 Hot race chart, regardless of player ratings.
-
Skillz Division:
- Default race chart is R5 Medium.
- If both players have ratings of 399 or lower, the race chart shall be R4 Hot.
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.
- The players will lag again if the lag is a tie, or if one player strikes the ball after the other player’s ball has contacted the foot cushion.
- Automatic lag loss if your ball touches a side rail, pockets, or crosses into opponent’s half or contacts their ball. If unclear, use a neutral judge or re‑lag.
- 8‑Ball & 9‑Ball: winner racks and breaks first. Skillz & Ladies: winner may choose game format (where applicable) or first break.
Rosters & Caps
- 8-Ball & 9-Ball Teams: Maximum of eight (8) players
- Ladies Teams: Maximum of seven (7) players
- Skillz & Trios Teams: Maximum of five (5) players
- 8-Ball Division: Four (4) 8-Ball matches
- 9-Ball Division: Five (5) 9-Ball matches
- Ladies Division: Four (4) Ladies matches totaling a minimum of eight (8) sets
- Skillz Division: Five (5) Skillz matches
- Alternating break in all divisions
- Rack-Your-Own in all divisions
- Triangle racks only; template racks are not permitted
Roster Limits
Roster changes are permitted through Week 9 of the session.
Player Qualification Requirements
Qualification requirements are based on the division and game format being played. Match totals may be combined across multiple teams within the same format and are not tracked separately by team.
To qualify for End-of-Session and Year-End events, players must meet the following minimum participation requirements during the session:
Players may compete on multiple teams on the same night provided the teams participate in different divisions.
General Match Rules
| Format | # of Players | Fargo Cap |
|---|---|---|
| 8‑Ball | 4 | 1900 |
| 9‑Ball | 5 | 2300 |
| Skillz | 3 | 1700 |
| Ladies | 4 | 1600 |
| Trios | 3 | 1400 |
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 → Ball In Hand Anywhere 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 Ball In Hand Anywhere.
- 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.
- Players may use open combos to begin their run while table is open. Once groups are declared, players may only contact their group first.
- 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.
Trio Division
5-Player Team Format (3 Shooters Fielded Per Round)
Each team roster may contain up to 5 players, but only 3 players are fielded at a time in each round. At the top of any round, teams may substitute players in or out from their 5-player roster, subject to eligibility and lineup rules.
The match is played as a round-robin field format, meaning the players you field are rotated so that they compete against every opposing player who is fielded during the match.
Match Order
The match consists of 6 rounds, alternating between Singles and Scotch Doubles, in the following order:
- Singles 8-Ball
- Scotch Doubles 8-Ball
- Singles 9-Ball
- Scotch Doubles 9-Ball
- Singles 10-Ball
- Scotch Doubles 10-Ball
Singles Rounds
In each Singles round:
- A team fields 3 different players.
- Those 3 players each play 1 rack.
- Each player faces a different opponent.
Example: In Singles 8-Ball, the 3 fielded players each play 1 rack of 8-Ball against 3 different opposing players.
Scotch Doubles Rounds
In each Scotch Doubles round:
- The team fields players in pairs.
- Each pair plays 1 rack.
- Each rack is played against a different opposing pair.
Example: In Doubles 8-Ball, players are arranged into doubles combinations that play 1 rack each of 8-Ball against 3 different opposing pairs.
Overall Concept
Because the rounds alternate between Singles and Doubles, and the lineup may be adjusted at the top of each round, the format creates a team-based round robin within the match, where the goal is to rotate players so they compete against all fielded opponents across Singles and Doubles in 8-Ball, 9-Ball, and 10-Ball.
- Breaking: Any player on the team may take the break; teammates may discuss who breaks. There is no requirement to keep the same order from game to game.
- 8‑Ball break decisions: If the 8‑ball is pocketed on a legal break without a foul, the non‑breaker must decide (without consulting) whether to spot the 8‑ball and continue or re‑rack and break again. If the 8‑ball is pocketed on an illegal break, the incoming opponent decides whether to take the shot or require a re‑break.
- Shot rotation: After the break, teammates must alternate shots during their inning and keep the same rotation between innings. Shooting out of turn is a foul.
- Push‑outs: In 9‑ and 10‑Ball, if a push‑out is played after the break and the opponents decline the shot, the player who executed the push‑out returns to the table to continue. The push‑out is treated as a single shot with two parts.
- Coaching: Partners may communicate freely during their inning, but conversation must not slow play—aim for 45 seconds or less per shot. The non‑shooting player may point to areas of the table but must not touch any ball or mark the cloth.
- Calling Fouls: Any teammate, regardless of whose turn it is, may call a foul, request a referee, ask whose turn it is, or ask which group they have.
- Time‑outs: Each Scotch Doubles pair is allowed a one‑minute time‑out per match. During the time-out, players and the person giving the time-out may touch or place any ball-in-hand, give specific instruction, point to spots on the rail or on the table. Individual Players during the Singles Round Robin play will receive time-outs in accordance with normal rules. 399 and under get 2, 400 and over get 1. If a Time-Out is Called and no available time-outs remain, it will be a Ball In Hand Foul.
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
- No rail contact after cue‑to‑object‑ball hit → BIH foul (after a kick, a ball must contact a rail).
- Failure for frozen ball to contact a new rail or failure for cue ball or non-frozen object ball to contact a rail → BIH foul.
Disturbed Balls
Cue Ball Fouls Only
These rules apply when a player accidentally touches or moves a ball during a game. They are intended to keep play fair while avoiding unnecessary penalties for minor, accidental contact that does not affect the shot.
Single Object Ball Moved Accidentally
If a player accidentally touches or moves one stationary object ball, it is not a foul unless that ball affects the outcome of the shot.
When the Shot Is Affected
A disturbed ball affects the shot if:
- The disturbed ball contacts any ball that was set in motion by the shot; or
- Any moving ball passes through the area where the disturbed ball originally sat. That area is treated as a circle approximately 7 inches wide centered on the ball’s original position.
If the Disturbed Ball Does Not Affect the Shot
If the disturbed ball does not affect the outcome of the shot, the opponent may choose to:
- Leave the disturbed ball where it came to rest; or
- Restore the disturbed ball to its original position before the next shot.
If the ball is restored, it may be restored by a referee, by the opponent, or by the player who moved it only with the opponent’s permission. Touching or restoring the ball without permission is a foul.
If the Disturbed Ball Does Affect the Shot
If the disturbed ball affects the outcome of the shot, it is a foul. The opponent does not have the option to restore the ball.
Disturbed Ball and Another Foul on the Same Shot
If a player accidentally disturbs one object ball and also commits another foul that is unrelated to the disturbed ball, the player is penalized for the foul. The opponent still has the option to leave or restore the disturbed ball if that disturbed ball was not part of the foul.
If a Disturbed Ball Falls Into a Pocket
If a single disturbed object ball falls into a pocket and does not affect the outcome of the shot, the opponent has the option to restore it.
If the disturbed ball is the game-winning ball, it must be restored if it did not affect the shot. If the game-winning ball falls into a pocket, or affects the outcome of the shot, it is loss of game.
Automatic Fouls
It is always a foul if a player:
- Disturbs the cue ball;
- Disturbs more than one object ball;
- Disturbs a ball that contacts any other ball; or
- Disturbs a ball that is already in motion.
In these situations, the opponent has no restoration option. If the game-winning ball is disturbed during one of these violations and falls into a pocket, it is loss of game.
Intentional Diversion
Intentionally stopping, deflecting, or attempting to stop any ball in motion, including placing a hand, cue, or body in a pocket or path of a ball (such as attempting to catch a scratching cue ball), results in BIH, table left as is.
Intentional Disruption
Intentional disruption includes actions such as throwing a cue, ball, or other object onto the table, or deliberately disturbing multiple balls out of frustration or to gain advantage. These actions result in Loss of Game.
If the behavior involves hostility, aggression, or unsportsmanlike conduct, additional penalties may be applied under the league’s disciplinary policies.
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 only if both players agree. The recorder’s call is final.
- If the non-shooter does not ask for a watcher before the shot, the call goes to the shooter.
- Frozen cue ball to object ball. When the cue ball is frozen to an object ball (touching), a straight-through shot is legal, provided the cue tip contacts the cue ball only once and no push shot occurs.
- Close but not frozen (chalk-width guideline). If the cue ball and object ball are less than one chalk width apart, the balls are not considered frozen. In this situation, the shooter must not shoot straight through and must instead use a clearly angled stroke (approximately 45°) away from the object ball to avoid a push shot or double-hit foul. Jacking up and striking downward in a straight line at a chalk width distance will be considered a foul.
- Object ball frozen to a rail. When an object ball is frozen to a rail and that ball is contacted first, at least one ball must subsequently contact a rail for the shot to be legal.
- Players are expected to call their own bad hits and fouls.
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
1. Eligibility
All players are permitted to take timeouts.
2. Timeout Allowances by Rating
Timeout allowances are determined by individual player rating as follows:
- Players with a rating of 399 or lower are allowed two (2) timeouts per game.
- Players with a rating of 400 or higher are allowed one (1) timeout per game.
3. Duration
Each timeout is intended to last no more than sixty (60) seconds.
4. Calling a Timeout
- A timeout may be called by anyone, including the player at the table or a teammate on the rail.
- A legally called timeout cannot be refused.
- Loud, excessive, or disruptive sideline coaching or strategy discussion outside of a called timeout is considered unsportsmanlike conduct.
5. Exceeding Available Timeouts
Penalties for calling a timeout when none are available are applied as follows:
- First offense: Verbal notification that no timeouts remain.
- Second offense: Ball in Hand (BIH) foul awarded to the opponent.
- Third offense: Penalized as unsportsmanlike conduct.
For playoff and tournament matches, calling a timeout when none are available results in an immediate Ball in Hand (BIH) foul.
6. Coaching During a Timeout
During a legal timeout, a coach or teammate may:
- Place or move the cue ball when Ball in Hand is awarded.
- Demonstrate a shot line, aiming point, or intended english.
- Briefly relay information from teammates.
Under no circumstances may a coach or teammate mark the cloth, rails, or any table surface.
7. Between-Shot Communication
During regular session play, brief communication between teammates between shots is permitted but must cease immediately when it becomes the player’s turn at the table.
Tournament and playoff matches are subject to seating, conduct, and communication restrictions as listed elsewhere in this rulebook.
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 unless specifically allowed by League Operations.
- 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 unless it is done during your turn to Jump, Break, or Change Shafts. Breaking a cue down during your opponents turn when they are “on the hill” will be considered sharking and concession. Switching playing cues is fine without breaking the first down.
- Disqualified players forfeit their match; ineligible/suspended players cause point forfeiture and disciplinary review.
Player Recycle Rule (Summer Session)
The recycle rule allows a team that is short players to complete matches by having one player play twice.
- A recycle is permitted only when a team cannot fill all match slots due to missing players.
- Use of a recycle requires agreement from both team captains.
- Recycles are not permitted during the final five (5) weeks of the session.
- Each team may use one (1) recycle per match, applied to an unfilled slot.
- The opposing captain selects the recycled player from those present and eligible at match start.
- If additional eligible players arrive before the recycled match is played, the opposing captain may change their selection from the updated pool of available players.
- The eligible player pool includes all rostered players present at match start and any who arrive before the recycled match is played.
- Once the recycled match has begun, the selection is final.
- The lineup must remain within handicap limits, or the match is forfeited.
- The recycle must be declared before match play begins and cannot be withdrawn.
- A player may only be recycled once per night.
- Any remaining unfilled matches are recorded as forfeits.
- Qualification and Scoring:
- Only one (1) match per player per night counts toward qualification.
- Additional matches count toward team results only and do not apply to eligibility totals.
- Recycled player games do not count toward tie-breakers.
- Enforcement:
- Teams must make a good faith effort to field all available players and may not withhold players to influence recycle selection.
- Violations may result in forfeits, loss of recycle privileges, or additional penalties.
- League Operator decisions are final.
Rescheduling / Make‑up Matches
To maintain fairness and consistency across all divisions, the following procedure governs the rescheduling of league matches:
- Mutual Agreement Between Captains: Team Captains must communicate and mutually agree on a new match date and time. A reschedule is not valid unless both captains agree. If captains cannot reach an agreement, the league operator will make the final determination, which may include assigning a new date or enforcing a forfeit.
- Notice Requirements: Standard reschedule requests require at least 24 hours’ notice. Weather-related issues or emergencies require at least 2 hours’ notice. Failure to provide proper notice may result in a forfeit at the discretion of the opposing captain or the league operator.
- Weather Policy: Matches are generally expected to be played as scheduled. If driving conditions are unsafe, captains may mutually agree to reschedule. The league recognizes safety as a priority, but weather does not automatically cancel league play.
- Make-Up Match Timeframe: All rescheduled matches must be completed within 14 days of the original match date unless an extension is approved by the league operator. Failure to complete the match within that timeframe may result in a double forfeit or a forfeit assigned to the responsible team.
- Scheduling Restrictions: Matches may not be rescheduled during the final two weeks of the session or during playoffs, championship rounds, or other designated post-season events, except with specific approval from the league operator.
- Official Notification Requirement: All approved reschedules must be reported to the league office. Notification must include the teams involved, the original match date, the new agreed-upon date and time, and any location change if applicable. Notice may be submitted through the league website, app, email, text message, or direct contact with the operator.
- Failure to Comply: If a match is not properly rescheduled, not reported, or not completed within the allowed timeframe, it may be ruled a forfeit. Repeated violations may result in additional disciplinary action.
- Captain Discretion and Sportsmanship: Captains are encouraged to act in good faith and demonstrate sportsmanship when handling reschedule requests. Reasonable flexibility is encouraged when possible, but is not required.
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 Match‑ups | 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, Championship & Payout-Round Rules Appendix
These rules govern all Playoffs, Regionals, State Championships, and Multi-State Championships conducted under Freedom League USA and supersede regular-season rules when conflicts exist.
1. Eligibility & Rosters
- Team Captains are responsible for verifying all roster eligibility before tournament play.
- Any eligibility disputes must be submitted at least 48 hours before the tournament begins.
- No eligibility challenges will be accepted after play begins unless fraud or clerical error is proven.
- A team found to be using an ineligible player at any time will be subject to match forfeiture, disqualification, and loss of winnings, at the discretion of the Tournament Director and the Freedom League USA Board.
2. Hammer (Seed Advantage)
- The higher-seeded team has the Hammer.
- The Hammer allows a team to:
- Call the first match, or
- Defer, forcing the opponent to call first.
3. Multi-Team Player Restrictions
- A player qualified on multiple teams may not play or coach if those teams meet in the same tournament.
- If the player is actively playing on another table and both teams reach hill-hill: the player may finish that rack only, then must immediately withdraw.
4. Match Table Control
- The Tournament Director (TD) may start Matches 1 and 2 on separate tables when both teams are prepared to field players for both matches without strategic or roster disadvantage.
- Match 3 will not begin until Matches 1 and 2 are completed, after which play returns to a single table.
- Teams may not be compelled to play on multiple tables if doing so would impair their ability to compete fairly.
- Teams may not request additional tables beyond those assigned by the TD.
5. Table Use During Tournament Play
To ensure fair play and avoid distractions, the following table-use rules apply once tournament matches begin:
Tournament Tables
- Any table currently designated for tournament matches is closed to all practice and casual play once the event starts.
- Only players assigned to a match on that table may use it.
Non-Tournament Tables
- Tables not designated for tournament matches may be used, with one important restriction:
- Players who are currently involved in an active match may not practice or hit balls on another table, even during their opponent’s turn.
Between Matches
- Once a match is finished and the table is no longer assigned as an active tournament table, it becomes an open table.
- At that point, anyone who is not currently playing in a match may use it.
6. Shot Clock & Pace of Play
A loose 30-second shot clock applies at all times.
This means most shots should be between 30-40 seconds (“loose”) Some shots may take a little longer.
This rule is aimed at Frequently going over 40-60 seconds. Notify the Tournament Director and they will make the determination.
The TD may activate a formal timed shot clock for any player or match if pace of play becomes excessive, disruptive, or is delaying the tournament.
Once a formal shot clock is in effect:
| Violation | Penalty |
|---|---|
| First offense | Warning |
| Second offense | Ball-in-Hand (BIH) |
| Third offense | Loss of rack |
| Fourth offense | Loss of game (set) |
- Penalties do not reset during the match.
- The TD may escalate penalties immediately for intentional delay or abuse.
- When possible, players will receive a 10-second verbal warning.
7. Cue Ball & Pocket Fouls
- After the winning ball is pocketed, the cue ball remains live.
- Touching a rolling cue ball after the winning ball drops shall be ruled a foul (loss of game).
- Reaching into a pocket to stop a scratch is a foul.
8. Electronics, Timeouts & Conduct
- No headphones or earbuds during matches.
- Cell phones permitted only for emergencies or TD-approved scoring.
-
Sand timers are used for all timeouts:
- 60 seconds per timeout
- Timer starts when timeout is called.
Overtime penalties:
| Violation | Penalty |
|---|---|
| First overage | Warning |
| Second overage | Ball-in-Hand |
| Third overage | Loss of rack |
9. Illegal Coaching, Sideline Chatter, and Abusive Timeouts
Any loud sideline chatter or advice intended to influence a player at the table is considered coaching, whether or not a timeout is formally called.
Coaching includes, but is not limited to:
- Telling a player what shot to take or where to aim
- Commenting on shot choice, position, or speed
- Advising a player to watch a hit, check a line, or re-shoot
- Warning a player about shooting the wrong ball
- Reminding a player about two fouls, count status, or rule implications
- Any verbal or visual instruction directed at a player while they are at the table
Penalties:
- Any coaching or sideline instruction results in an automatic timeout being charged to the offending team or player.
- If no timeouts remain, the penalty is immediate Ball-in-Hand for the opponent.
Illegal or Abusive Timeouts:
- Calling a timeout with none remaining results in immediate Ball-in-Hand.
- Repeated abuse of timeouts or sideline coaching may result in escalating penalties, including:
- Loss of rack
- Loss of game
- Disqualification
Note: Players at the table are solely responsible for their decisions and awareness of the game state. Spectators and teammates must remain silent unless a legal timeout has been granted.
Players at the table may ask their opponent for rules clarifications, including whether a shot was a good hit, whether Ball-in-Hand applies, or how a rule is interpreted. These questions must be limited strictly to rule clarification and may not include advice, suggestions, or strategy.
Only the shooters currently at the table may request a watched hit. Requests or commentary from teammates, spectators, or the sideline regarding watched hits are considered coaching and are subject to penalty.
11. Unsportsmanlike Conduct
-
Arguing, intimidation, or disruptive behavior may result in:
- Disqualification (DQ)
- Forfeiture of prize money
- Severe or repeated offenses are referred to the Freedom League USA Board.
12. Time Limits
The TD will announce the official match start time.
- Skillz Team Matches: 3 hours
- All other Team Matches: 4 hours
When the time limit is reached:
- The TD issues an official time warning.
- The rack in progress is completed normally.
- Beginning with the next rack started, each rack is worth two (2) points.
- All subsequent racks remain two-point racks until a winner is determined.
13. 8-Ball & Ladies Tiebreaker
- If the match is tied 2-2, a Race-to-3 (R3) HOT tiebreaker is played.
- Each team selects a new eligible player.
- If a team has no eligible player, the opponent chooses.
- If the tiebreaker occurs after the time limit, each game is worth two (2) points.
14. Tournament Director Authority — Payout Rounds
For any match that determines advancement, prize money, or championships, the Tournament Director is the final authority.
The TD may:
- Enforce or modify shot clocks
- Escalate penalties immediately
- Adjust timeouts
- Control table assignments
- Override standard warning sequences when required to protect tournament integrity
The TD’s rulings in payout rounds are immediate and binding and not subject to protest during play.
Post-event appeals may be submitted to the Freedom League USA Board, but results and payouts stand unless fraud or clerical error is proven.
Core Team and Substitute Player Policy
Each team must maintain a minimum original roster of members as required by the format. Skillz (3) and Ladies (4) are different than 8-Ball (4) and 9-Ball (5), for example. The Core Team forms the foundation of the team’s eligibility for participation in the event.
Teams may add Substitute Players to complete their roster, provided all of the following conditions are met:
- Established Rating: The Substitute Player must have a verified Fargo Robustness of at least 200 points.
-
Recent Activity Requirement:
The player must have participated in a minimum of:
- Five (5) matches in 9-Ball, or
- Four (4) matches in 8-Ball, or
- Four(4) matches (8 Sets) from Ladies or
- Five (5) matches from Skillz
- Rating Restriction: A Substitute Player may not possess a higher Fargo Rating than the original Team member they are replacing.
- Good Standing: The player must have all membership fees and league dues paid in full and be in good standing with the league or organization.
- Single-Team Participation Rule: A Substitute Player may only participate on one (1) team within the event.
Failure to comply with any of the above criteria may result in the disqualification of the Substitute Player and/or forfeiture of affected matches.
Player Safety, Conduct, and Anti-Intimidation Policy
Freedom League USA
Freedom League USA is committed to providing a safe, respectful, and competitive environment for all players, captains, officials, venue staff, and spectators. Any behavior that threatens the physical safety, emotional well-being, or competitive integrity of a match will not be tolerated.
1. Zero-Tolerance Standard
Harassment, intimidation, threats, aggressive behavior, or physical altercations—whether verbal, non-verbal, or physical—are strictly prohibited. This includes, but is not limited to:
- Verbal threats or abusive language
- Intimidating gestures or actions
- Aggressive physical proximity
- Throwing equipment or objects
- Physical contact intended to intimidate or harm
- Escalation of disputes beyond normal competitive conduct
2. Progressive Discipline Framework
Freedom League USA utilizes a progressive enforcement model, allowing officials to apply penalties based on severity, intent, and repetition of the offense.
Depending on the nature of the incident, penalties may be issued in the following order:
- Official Warning
- Ball in Hand awarded to the opponent
- Loss of Rack
- Loss of Match
- Suspension (temporary removal from league play)
- Permanent Ban from Freedom League USA
Officials are not required to apply penalties sequentially. Severe offenses may bypass earlier steps.
3. Immediate Escalation for Serious Offenses
Certain actions may result in immediate loss of match and suspension, without warning. These include, but are not limited to:
- Physical altercations or attempts thereof
- Threats of violence
- Intimidation involving physical contact
- Actions requiring venue security or law enforcement involvement
4. Authority of Officials and Captains
League officials and designated team captains have the authority to:
- Stop play immediately
- Assess penalties
- Remove a player from the match area
- Report incidents for post-match disciplinary review
Failure to comply with an official’s ruling may result in additional penalties.
5. Post-Match Review and Discipline
All serious incidents will be documented and reviewed by league administration. Disciplinary actions may extend beyond the match in question and include suspensions or bans across all Freedom League USA events and formats.
6. Shared Responsibility
Players, captains, and teams share responsibility for maintaining a respectful environment. Captains are expected to manage their teams and intervene before situations escalate.
7. League Values
Freedom League USA promotes competitive intensity without intimidation. Skill, strategy, and sportsmanship define our league—not fear, threats, or force.
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, Social Media & Public Conduct violations, 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.
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.
