SECTION 1: TEAM MATCH PLAY RULES
1.1OBJECT OF THE GAME
Nine-ball (9-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 shooter pockets any ball on a legal shot, he remains at the table for another shot, and continues until missing, committing a foul, or winning the game by legally pocketing the 9-ball. After a shooter misses, the incoming shooter must shoot from the position on the table left by the previous shooter, but after any foul the incoming shooter may start with cue ball in hand anywhere on the table. A match ends when one of the shooters has won the required number of games.
1.2PLAYING TABLE - HOME FIELD ADVANTAGE
The home team always has "home field advantage". The home team gets to decide which table is to be used at the playing location. All matches are to commence at the designated league night starting time. If the preferred table chosen by the home team is occupied at the designated league start time another table must be chosen immediately. Under no circumstance should a visiting team be forced to wait for a table to be available which would postpone the league match to a later time.
1.3WHO PLAYS FIRST - HOME FIELD ADVANTAGE
The home team gets to determine if they would like to put up a shooter first or if the visiting team puts up a shooter first. After this is announced the designated team to put up first must announce which shooter they will be playing first. The opposing team can then put up the shooter they would like to challenge. After each match, putting up a shooter first will rotate between the teams until all of the matches are over.
1.4ORDER OF BREAK - LAG
Winner of the lag must break. No coin flipping. To perform the lag, both shooters are to simultaneously shoot a ball from behind the head string to the foot cushion and back toward the head cushion . Whichever shooter’s ball comes to rest closest to the head cushion is winner of the lag . It does not matter if a shooter’s ball touches the head cushion; the ball closest to the head cushion wins the lag.
1.5RACKING THE BALLS
The object balls (1-ball through 9-ball) are to be racked as tightly as possible in a diamond shape, with the 1-ball at the apex of the diamond and on the foot spot, and the 9-ball in the center of the diamond. All other balls should be placed in random order.
If, after the balls have been racked, all balls in the rack are not in contact one another, also known as a "loose rack", the shooter who is to break may request a re-rack. At which time the opposing shooter is to re-rack the balls so that all balls in the rack are properly contacting one another, also known as a "tight rack".
1.6LEGAL BREAK SHOT
If the shooter performing the break shot, during their stroke, completely misses and makes no contact with the cue-ball (basically a "swing and a miss"), this is not considered a foul and the shooter may try the break shot again.
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 shooter misses or fouls, the other shooter begins his turn at the table and shoots until missing, committing a foul, or winning. The game ends when the 9-ball is pocketed on a legal shot, or the game is forfeited for a serious infraction of the rules.
1.8CUE BALL IN HAND
When the cue ball is in hand, the shooter may place the cue ball anywhere on the bed of the table, except in contact with another ball. When placing the cue ball in position, the shooter is allowed to adjust the placement of the cue ball with the cue stick but may not touch the cue ball with the ferrule or the tip. This rule also applies to break shots when the shooter has ball in hand behind the headstring.
1.9CALLING YOUR POCKET
Shooters are not required to call their pocket when shooting with the exception of the 9-ball. Shooters must announce to their opponent or opposing team which pocket they plan to shoot the 9-ball into. Calling a pocket is done by either, verbally announcing the designated pocket to the opponent or any shooter on the opposing team, or by pointing at the pocket with your hand or pool cue. The shooter does not need to call number of cushions, banks, kisses, or caroms.
1.10END OF GAME
The game ends at the end of a legal shot which pockets the 9-ball, or when a shooter forfeits the game as the result of a foul.
SECTION 2: COACHING
2.1COACHING & TIME OUTS
NAPA offers "no coaching" and "coaching" league formats.
The shooter’s coach must be a shooter on his or her team. Only the shooter, team captain, acting team captain or designated coach may call a time out. The designated coach is allowed to change at any time during a shooter's match. The designated coach does not have to always be the same person during the shooter's match. If a time out is called, the time out must be taken. The coach may not at any time consult, converse, or communicate with another person other than the shooter during the time out.
The following are NOT considered coaching:
NOTE: Telling your teammate which ball is the lowest numbered ball on the table is a foul and the incoming shooter receives cue ball in hand.
The coach may
The coach may not
NOTE: Any violation of these three items is cue ball in hand for the opponent.
2.4TIME OUT TIME LIMIT
A shooter’s time out limit cannot exceed 1-minute. Exceeding 1-minute is a foul and the incoming shooter has cue ball in hand.
SECTION 3: INTERFERENCE AND FOULS
When a shooter 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 to be placed on the spot). The incoming shooter is awarded ball in hand; he may place the cue ball anywhere on the table. If a shooter commits several fouls on one shot, they are counted as only one foul.
3.2TOUCHING OR MOVING THE CUE BALL
Touching or causing even the slightest movement of the cue ball (other than a normal shot), even accidentally, is a foul.
Pocketing the cue ball or driving it off the table is a ball in hand foul.
3.5SCRATCHING ON THE 9-BALL
3.6CONTACTING THE CUE BALL AFTER SHOOTING
If a shooter makes a shot and after the shot is made makes contact with the cue ball in any way before the cue ball has come to a complete stop or final resting position, it is a foul. Any object balls that were pocketed shall remain pocketed with the exception of the 9-ball which is to be placed on the spot.
3.7OBJECT BALLS JUMPED OFF THE TABLE
An un-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 to be placed on the spot) and play continues with the incoming shooter having cue ball in hand.
3.8FOREIGN OBJECT OFF THE TABLE
If an object ball is knocked off of the table and returns to the playing surface after hitting a person or an object, it is a foul. The ball (or balls) that came back on to the table shall remain in their final resting position. The incoming shooter has cue ball in hand.
If the first object ball contacted by the cue ball is not the lowest numbered ball on the table, it is a foul.
If, after the cue ball first strikes a legal ball, and neither the cue ball nor any other ball hits a cushion or is pocketed, it is a foul.
3.11FOOT ON THE FLOOR
Failure to have at least one foot on the floor at the moment the cue tip strikes the cue ball is a foul, unless the shooter is prevented by an obvious, physical handicap and that handicap is very clearly declared to both team captains and all participating shooters before the team match commences
Any miscue on a jump shot is a cue ball in hand foul. A legal jump shot must be executed by stroking down through the cue ball (no scooping or miscues).
3.13SHOOTING MOVING BALLS
Shooting while any ball is moving or spinning is a foul.
If the cue tip strikes the cue ball twice on the same stroke it is a foul.
The base of the cue ball must be inside the head string on the break.
3.16MARKING THE TABLE
Marking the table in any way, which could provide a shooter with an advantage in executing a shot, is a ball in hand foul.Placing of the cue chalk on the rail by the shooter is not considered marking the table.
3.17OUT OF PLAY BALLS
Out of play balls may not be used to measure gaps or spaces of any kind. Using any equipment in a non-customary manner is a foul.
3.18EXHAUSTING TIME ALLOTMENT
After a time clock (or watch) has been instituted, any violation of the allotted shot time, is a cue ball in hand foul. See rule “Time Allotment” under the section titled “General Rules”.
3.19ONE FOUL PER TURN
A shooter can only commit one foul per turn. If a shooter commits several fouls on one shot, they are counted as only one foul.
SECTION 4: EQUIPMENT RULES
4.1POOL CUE SPECIFICATIONS
Pool cues must meet the following specifications
Using a standard billiard bridge is legal during a shooter’s shot.
Using a cue extender is legal during a shooter’s shot.
Using a laser site is NOT legal during a shooter’s shot. Doing so will result in a loss of turn.The incoming shooter has cue ball in hand.
Using any balls other than the standard pool balls, normally used at the playing location, must be agreed upon by both team captains and the playing venue management.
Jump cues are allowed. You may use your regular pool cue or any manufactured jump cue. Using a half cue or just a shaft is a cue ball in hand foul.
4.7EAR BUDS/EAR PHONES
Use of earbuds or earphones at the local league level is determined by your local league operator. Earbuds and earphones are not allowed at any NAPA sanctioned regional event or national event.
SECTION 5: SCORING RULES
5.1WINNING SHOOTER POINTS
5.2LOSING SHOOTER POINTS
5.4FORFEITING INDIVIDUAL MATCHES
When a team must forfeit individual matches they are to write “Forfeit” in the player 2 shooter's name section of their score sheet on the match they must forfeit. When forfeiting a match the team that had to forfeit receives 0 points for that match. The opposing team receives 20 points for the forfeited match if they pay their nightly dues for the forfeited match. If nightly dues are not in their team packet no points will be awarded for the win. The team getting the win may elect which shooter on their team will be credited with the 20 points for the NAPA individual point race. The shooter's name must be placed on the score sheet; the shooter MUST be present and must NOT have already played a match that day, in that division.
In NAPA singles leagues, forfeits are always worth 20 points.
5.5FORFEITING TEAM MATCHES
If a team is a “no show” or a team has to forfeit an entire match, the opposing team is awarded a standard win (14 points) for each match on their score sheet. The team which is awarded the forfeited wins must pay their entire team’s nightly league dues in order to receive points. If the nightly league dues are not in the team packet at the end of match night, no points will be awarded. The team that has forfeited the match will receive 0 points.
NOTE: If a team has at least one shooter, their team does NOT have to forfeit the entire team match. The lone shooter should go ahead and play their individual match. If the shooter’s teammates are still a “no show” at the end of the individual match the team will be credited with the one individual match played and all points accumulated during that match and simply forfeit the remaining individual matches. The remaining forfeited matches are considered ‘individual’ matches and the opposing team is credited with 20 points for each one as stated in rule 5.4 (above).
If an entire team forfeits three weeks during a session the team will be dropped from the division.
5.6BREAK & OUT
In NAPA 9-ball a typical break and run is called a “break and out”. A break and out is when a shooter breaks the rack and is able to end the game before their opponent gets a turn. This can be achieved by doing a break and run or legally pocketing the 9-ball before their opponent gets a turn at the table. Achieving a break and out earns the shooter a bonus point on the score sheet
5.7FOUL - BREAK & OUT
If the breaking shooter commits a foul on the break, and the break is turned over to their opponent, and their opponent executes a break and out, the shooter achieving the break and out shall receive full bonus points for the break and out on the score sheet
5.8INCOMPLETE TEAM PACKETS
Any team packet that is incomplete or any live scores that are incomplete can result in a 30 point penalty from that team’s total session points. In order to submit a complete team packet every team must do the following:
5.9LACK OF SHOOTER MONIES
Any team packet that is missing a shooter’s nightly league dues will result in that shooter’s game being forfeited even if the match was played. There will also be a 30 point deduction from that team’s total session points for an incomplete team packet. Every team is responsible for their packet containing the full nightly league dues for each match played
5.10FINAL SCORE SHEETS
NAPA recognizes a signed score sheet (or completed score entry in NAPA Play) as a final agreement, between both team captains, that the score sheet is correct and is ready to be submitted to the NAPA main office. However, NAPA recognizes that there are times, when, after a completed score sheet has been submitted to the NAPA, there may be a mistake on the score sheet, later recognized, and a change needs to be made to the score of a game or an entire match. Contact your local league operator and inform him or her of the mistake. The local league operator will contact the NAPA main office and have the scores corrected.
SECTION 6: SHOOTER RULES
All shooters, regardless of age, are allowed to participate in local NAPA leagues as long as the shooter's age is in accordance with local laws for the playing establishment(s) in which local NAPA leagues are to be played. Check with your local NAPA representative for age requirements of the local playing establishments in your area. The NAPA must be notified of any shooter participating in NAPA local leagues under the age of 18 by the local NAPA league operator
6.2PLAYER HEIGHT - THE JON NORTHROP RULE
If a shooter's height, standing without shoes on, measures less than five (5) feet tall, the shooter is permitted to use a stool (or some other object) that will raise the shooter's height to five (5) feet tall, when shooting at the table.
6.3PROOF OF SHOOTER IDENTITY
Your opponent has the right to request the proof of identity from you and your teammates. Positive identification is a picture I.D., for example a legal state I.D., a driver’s license or passport.
Shooters cannot play for multiple teams in the same division. Shooters can only play for one team, per division, on league day/night
6.5NUMBER OF MATCHES
Shooters may only play one match, per division, per game format, per league day/night.
Shooters cannot change teams, if they have already played a match during the current session, without the approval of the NAPA main office. To request a shooter change teams, you must:
Teams are allowed to recruit new shooters for their team up through week five (5) of each session. This includes BYE weeks. If a team already has a full 8-man roster with the league the team can only recruit new shooters to their roster if an existing shooter on the roster is removed from the roster. Once a shooter is removed from the roster they cannot be placed back onto the roster in the same session or season.
If you are adding a new shooter for your team on league night and the shooter is not yet listed on your roster you must notify the opposing team’s captain who the new shooter is and their skill level before the team match begins. If you do not notify the opposing team captain before the team match begins the new shooter will be ineligible to play on that league night. Team captains can pencil in the shooter’s name on the score sheet and the NAPA will officially add the shooter to the roster after league night has completed.
6.8SHOOTERS WITH NO PREVIOUS LEAGUE EXPERIENCE
Any new shooter having previously never played in the NAPA or any organized billiard league should receive the following skill level:
6.9SHOOTERS WITH PREVIOUS LEAGUE EXPERIENCE
If a shooter has previous NAPA league experience the shooter must be entered into the division at their most recent skill level of the same game format. If the shooter does not have a skill level for the game format being played the shooter must be entered into the division at his highest current NAPA skill level from any NAPA game format.
If a shooter does not have NAPA league experience, yet has previous organized league experience, and their league experience is from the BCAPL, APA, or TAP then the shooter should start with the following:
NOTE: If a new shooter does have previous league experience, yet the league is not any of the leagues mentioned above, then the shooter should be entered at a skill level determined by the local NAPA league operator or entered as if the shooter does not have previous league experience.
SECTION 7: TEAM RULES
7.1TEAM PLAYING LOCATION
Teams are responsible for choosing their home playing location. The location must have a standard bar table or regulation pool table. The location must be a place of business and not a person’s home or residential location. Examples would be:
7.2MOVING HOME LOCATION
Teams are allowed to move their “home” location at any time. Any sponsorship monies paid to the league for the team by the previous home location becomes the team’s responsibility.
Every team must have a team captain. The team captain is responsible for the sportsmanship of their team, ensuring the team score sheet is accurate and having the team packet delivered to the proper drop off location at the end of league night. The NAPA does not allow co-captains.
7.4CHANGING TEAM CAPTAIN
A team’s captain can be changed at anytime by majority vote amongst the team’s shooters. If the captain of a team is changed, the team must notify their local NAPA league operator of the change, immediately.
7.5NUMBER OF TEAM SHOOTERS
Teams can have no more than maximum allowed shooters on their team roster during any session. In 3-man team leagues the maximum is six (6) shooters, in 4-man team leagues the maximum is seven (7) shooters and in 5-man team leagues the maximum is eight (8) shooters. Teams are required to have a minimum number of shooters on their roster. The minimum number of shooters is three (3) for 3-man team leagues, four (4) for 4-man team leagues and five (5) for 5-man team leagues.
7.6MAXIMUM TEAM SKILL LEVEL
In Standard Limit leagues and Modified Limit leagues the total skill level of all shooters fielded on league night for each team cannot exceed the maximum team skill level set forth by the NAPA and it's local league operator.
The only time the total skill level of all shooters fielded can exceed the maximum team skill level limit is:
In Modified Limit leagues, the team skill level limits are set at the beginning of the session by the local league operator:
The maximum liability a shooter can have against his team’s total skill level on league night is 110 points. For example, if a shooter, who has a skill level of 125, is fielded to play for his team, only 110 points will count towards his team’s total skill level.
SECTION 8: PLAYOFF RULES
Playoffs are completely optional. The local NAPA league operator has the right to hold playoffs if he or she so chooses, but they are not required. If the local NAPA League Operator does choose to hold playoffs, the team who wins the playoffs will be declared the championship team and receive the qualification rights for the NAPA Nationals. If the local NAPA League Operator chooses not to hold playoffs, the team finishing with the most points after the final week of the session will receive the qualification rights for the NAPA Nationals.
8.2END OF SESSION - TIED TEAMS
If, after the final week of the regular session, two or more teams are tied in the point standings, the tie breaker is to be determined by the following criteria and in this exact order:
All shooters must have played a minimum of four (4) matches in the division, during the current session, in order to be eligible for playoffs. Your local league operator has the option of requiring more than four (4) matches if they so choose. Required number of matches must be announced to all team captains at the begining of the session. If official notice is not given out to all team captains at the beginning of the session then four (4) matches will be required.
The number of teams attending the playoffs is determined by the number of teams in your local division. Check with your local NAPA league operator for details.
All points accrued by teams during the regular session are not carried over into the playoffs. During playoff matches, the team that scores the most points is the winner of that playoff match and advances further into the playoffs
8.6TIED PLAYOFF MATCHES
In the event there is a tie, in total points (not matches), between two teams in a playoff match, the tie breaker is to be determined as follows:
8.7PLAYOFFS - QUALIFYING FOR THE NATIONALS
After the playoffs have been completed and a championship team has been declared, all shooters who played on the championship team who have met the minimum requirements of five (5) matches played during the regular session qualify for the NAPA Nationals.
SECTION 9: GENERAL RULES
By default, shooters are allowed 60 seconds to execute each shot when it is their turn at the table. Your local league operator has the ability to set each division's time allotment between 30 seconds and 90 seconds. If a time allotment is not set at the beginning of a session, the default time allotment is to be 60 seconds.
Exceeding the time allotment is considered slow play. The time allotment commences after your opponent's shot ends and all the balls come to rest on the table. After a first warning, a shooter continues to slow play, the team captains from both teams may institute a time clock (or stop watch). After a time clock is instituted any violation of the time allotment is a cue ball in hand foul.
9.2CUSHION FROZEN OBJECT BALL
If an object ball is frozen on the cushion, the shooter must cause the cue ball or any other ball to make contact with a cushion after contact with the frozen ball in order for the shot to be legal.
9.3SHOOTING FROZEN BALLS
If the cue ball is frozen to the object ball, pushing through the cue ball is a legal hit. If there is separation between the two balls equal to or less than the width of a piece of chalk, the shooter must keep from double hitting the cue ball. This can be executed by elevating the cue stick to, at least, a 45 degree angle. As long as this attempt is made, no foul can be called. If the distance between the two balls is greater than the width of a standard size piece of billiard chalk, a double hit of the cue ball is a ball-in-hand foul. When confronted with this situation, it is strongly recommended that a third party or referee be called to watch the hit to avoid controversy. If a third party is not called, it is the shooter’s decision.
NOTE: You do not have to elevate your cue stick if you know how to make this shot without double hitting the cue ball. Elevating your cue stick is a recommendation to avoid being called for a foul.
The shooter 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 cushion, however, all other foul rules still apply. The shooter 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 for the 9-ball. Following a legal push out, the incoming shooter is permitted to shoot from that position or return the shot to the shooter that pushed out. A push out is not considered to be a foul as long as no other rule is violated. An illegal push out is penalized according to the type of foul committed. After a shooter scratches on the break shot, the incoming shooter cannot play a push out.
NOTE: Should the shooter who is playing the push out, pocket the 9-ball, the 9-ball is to be spotted, the cue ball remains in the current position on the table, and the incoming shooter is permitted to shoot from that position or return the shot to the shooter that pushed out.
Masse shots are legal.
Jump cues are allowed. It is legal to cause the cue ball to leave the surface of the table by elevating the butt of the cue and, with a downward stroke, force the cue ball to rise off the playing surface. For the shot to be legal only the cue tip may touch the cue ball – the shot must not be “scooped” by the ferrule or shaft. Any miscue on a jump shot is a cue ball in hand foul. Shooters are not allowed to break their cues down, to the shaft only, in order to attempt jump shots . See the rule titled “Jump Shot” under the section “Interference and Fouls” in this manual
Safety shots are not allowed in NAPA 9-ball.
It is the opponent's responsibility to ask the shooter to wait before making a shot when the opponent believes the previous shot was a foul. If the shooters cannot agree on the status of the last shot, the captains must make a ruling. If the captains cannot reach an agreement contact your local NAPA representative.
NOTE: If the shooter proceeds with the next shot (having being asked by the opponent to wait), it is a foul and the opponent is awarded ball-in-hand. If the opponent does not dispute the shot before the next shot is played, the shot cannot be questioned and is assumed legal.
9.9CLOSE OR QUESTIONABLE SHOTS
It is the responsibility of all shooters to recognize the potential for a disputable shot. If a disputable shot is recognized, it is the responsibility of the shooter, the opponent, and both team captains to appoint themselves or other participating players, listed on either roster, to watch the shot being played and determine a ruling based on the outcome of the shot played .
Matches are to begin at the designated time set by the local NAPA league operator. At least one (1) player on a team's roster must be present at the playing venue no later than fifteen (15) minutes after the scheduled start time. For example: If your matches are to begin at 7:00pm, a minimum of one player on the roster must be present by 7:15pm. If no players are present within fifteen (15) minutes of the original start time, then a team forfeit must be declared. In the event of individual late arrivals, shooters must be present by the time the last shot is made on the match before theirs is to begin. If, by that time, no shooter, already on the team roster, is available to play that match, that match and any that follow are to be forfeited.
9.11MULTI PLE TABLES
Team matches may be played on multiple tables at the same time, at anytime, during a league match. Playing on only one table is not required.
9.12RULES ARE SUBJECT TO CHANGE
Due to the ever-changing nature of sports and the situations that can and do occur, the NAPA reserves the right to make rulings and rule modifications as necessary and at any time. The NAPA also reserves the right to make exceptions to rules in order to promote fairness.
9.13PROTESTS AND DISPUTES
In general, all protests, disputes and complaints should be made by your team captain to your NAPA representative. Most protests and disputes should be settled immediately through compromise, common sense, and by referring to this manual.
The NAPA is the highest authority concerning all league rulings.
9.15NO CHOOSING THE FORFEITED MATCHES
If a team is forced to forfeit an individual match during league night, either due to the Max Team Skill Level rule or being short on the required number of shooters, the team is not allowed decide on which match can be forfeited. All eligible shooters who are present MUST play before the forfeited match occurs. Secondly, anytime a team has to forfeit an individual match, because of a no-show, every match afterwards that evening is automatically a forfeit a well.
9.16BALLS MOVING SPONTANEOUSLY - 5 SECOND RULE
A shooter's shot is considered completed after all balls have come to a final resting position. If, within five (5) seconds of all balls reaching their final resting position, a ball shifts, turns or otherwise moves by itself, the ball shall remain in the position it assumed and play continues.
A hanging ball that falls into a pocket by itself after being motionless for 5 seconds (or longer) shall remain pocketed and play will continue. If the hanging ball is the 9-ball, the 9-ball should be replaced and play continues. If the hanging ball is the cue ball, the cue ball should be replaced as near as possible to their original position immediately prior to the incident.
NOTE: In regard to coaching leagues, no coaching is allowed once all balls come to rest and it is the incoming player's turn at the table.
SECTION 10: CODE OF CONDUCT
The NAPA is a pool league designed for fun and entertainment. Proper sportsmanship is expected from all shooters at all times.The NAPA reserves the right to ban or suspend any shooter, at anytime, for any reason from future play.
The NAPA reserves the right to ban or suspend any shooter, for any reason, at any time for cheating. Sandbagging, false scoring, hidden signals or illegal coaching will result in you being banned or suspend from play in the NAPA.
The NAPA reserves the right to ban or suspend any shooter, for any reason, at any time for gambling on any NAPA held event.
10.4CONCESSION OF A GAME
In order to concede a game, you need only:
SECTION 11: NAPA NATIONALS ELIGIBILITY
The NAPA Nationals is an annual championship held for all shooters who qualify for participation. All qualified shooters are placed into their respective class bracket based on their skill level. The NAPA reserves the right to adjust a shooters skill level at any time before, during, or after the NAPA Nationals in order to create a fair and balanced playing field.
11.2HOW TO QUALIFY
Shooters qualify for the NAPA Nationals by the achieving the following:
11.3NAPA NATIONALS CLASS BRACKETS