<—
14dot1.com
Straight Pool League
in Rio Rancho, NM
— Operation & Guidelines —
Last updated: 2024-Aug-19.
Contents:
- Introduction
- 14.1 Continuous League Specifics
- Starting with the League (ADDing)
- Stopping with the League (DROPing)
- Types of Matches
- Regular
- Odd
- Challenge
- Alternate
- Additional
- Scheduling Matches
- Scoring the Match
- Handicaps
- Open Questions and Discussion
- Time Outs
(2021-Oct-16)
- More Tournaments
(2024-Aug-19)
- Paying per Match
(2024-Aug-19)
Introduction
2018-Oct-09
This league started as previous leagues
had with holding the top-most position as the goal of play.  It
has just changed in a fundamental way as the primary goal is now the
play.  Players can choose other measures of success as they see
fit for improving their game.  A sampling of measures can be
found under the
Current Records or
Win/Loss rankings links.
The handicapping for this league is based on the number of points a
player scores per inning (over his last five games).  Stroke by
stroke score keeping will be used to get these numbers and allow some
statistics about the matches and player's performance.
As each match requires a stroke by stroke record of the match the
players will most likely find it beneficial to have a third person keep
score.  (While having a third person keep score is not required,
as the players can do it themselves, it would allow the players to keep
their concentration on the game and also shorten the time it takes to
complete the match.)  The
Legend for Score Sheet Notation is an aid to keeping score.
Ladder Movement explains movement on a
two-person per rung ladder.
14.1 Continuous League Specifics
- League play will use these Straight
Pool rules.  In addition
the General Rules of Pocket
Billiards, and the Tournament
Rules and Regulations, will apply unless indicated
otherwise.
- League matches must be played on a 4.5' x 9' pool table with
normal size pockets.  An example of tables that would
not be suitable are tables #1, and #2 at Slate Street which have
smaller pockets (for more challenging games of One Pocket).
- Each match will be 90% handicapped (see Handicaps
for details).
- Each match consists of one game of straight pool.  The
first player to reach match-score points (currently 70) and
then execute a legal (non-foul) shot wins the match.
 NOTE that getting to game score does not
end the match since a legal shot is required after
that.  The winner may continue their inning to
up their high-run (or other) stats if desired.
- In matters pertaining to the League (disagreement on fouls,
clarification of rules, etc.), the League Director's (LD)
decision will be final.
Starting with the League (ADDing)
- To join the League:
- Send email to the LD containing your: name (first and last),
phone number, and email address.
- Establish a Conditional LBPI (Clbpi) rating for
the league.  The Clbpi is used by the League
Director (LD) to figure the spot on your first match.
There are three ways that can be used to set your Clbpi.
 (A brief aside — BPI is balls per inning
and does not include innings of safety play, whereas LBPI
does include innings of safety play and is used for
handicapping these league matches.)
- Provide some measure of how many balls per
inning (BPI) you are likely to score.  
FARGO, APA, or similar ratings can also be provided.
 This information is used to help establish
your Conditional LBPI rating for the league
(Clbpi).
- If the above is not possible then the following
(traditional way) can be done when time permits.
Find somebody to who knows how to score a match and
will shoot a game with you.  Use of
an official
score sheet is preferred (just put HANDICAPPING
where Round and Match go), but any
readable stroke-by-stroke record will work.  
Be sure to use
the Score Sheet
Notation of the league.  Play for 40
innings (fewer innings would give a less accurate
result, but could be done in a time
crunch, but no fewer than 25 inning should be
played).  Be sure to get the
score sheet to the LD (email is probably
easiest).
- If neither of the above are done then the LD can
"GUESS" a Clbpi to use.
The Clbpi from the traditional method would be used for
your first match only.
A Clbpi from the other methods would be used for your first
match.  Then the LBPI from your first match would be
used as a Clbpi for your second match.  (Mimicking
the two matches one would have from the traditional method.)
Once the Clbpi matches are done handicaps are be calculated
from a player's 5 most recent (non-Clbpi) matches.
- To re-enter the League notify the LD by email (updating
any contact information that needs it).  As
your Player ID number will remain the same please
include it also (so the right person gets added).  You
will be added for the next round of play.
No need to go through the handicapping above as you will retain
your last rating (LBPI, PPI, or S-R) unless the LD thinks you
should set a new one (usually if you've been out so long that
you're either very stale or your game has vastly improved).
Stopping with the League (DROPing)
- A player may voluntarily withdraw from the League by emailing the
LD.  This is best done during the round before
the one the player is not wanting to be in (to avoid a
non-playable pairing in the new round).
- A player will be dropped from the League after forfeiting
matches in two successive rounds and must sit out at least one
round before re-entering.  (That is action taken by
the program used for creating the new round pairings, though
the LD can override it when situations permit.  The
intent is to avoid making pairings which result in no match
being played.)  The player will not be re-entered
until he Re-ADDs as described above (i.e. it won't be
automatic).
- A player may be removed from the League by the LD for play or
conduct detrimental to the fair running of the League.  
Re-entry to the league is then at the discretion of the LD.
 The decision of the LD is final (which isn't to say
he can't change his mind down the road).
Types of Matches
See Ladder Movement for more details about
player positions, pairings, and movement on the ladder.
There are currently four designations for matches in the league.  These
are:
- Regular match is used to
designate the assigned pairings when a new round is created.
 These are mandatory matches for the round.  If
the match is not played one of the players will be assigned
an Immediate Forfeit.  If a player gets two
successive Immediate Forfeits they are automatically
dropped from the league and must sit out (at least) one round
before they can add back in.  Adding back in is not
automatic, the player must let the league director know they
want to add back in for the next round.
- Odd Ladder match (often shortened to just
"odd match") is the match at the top of a ladder when not
everybody can be paired-up (there is not an even number of
players).  It is a Regular match in the sense
that it was created when the new round was made, but it only
happens when there is an odd number of players on the ladder.
The top player may elect to play an Alternate match any time in
the round just in case the winner of the 2nd rung
match chooses not to play for the top position.  That way
the player at the top will get at least one match in during the
round.  If the 2nd rung winner elects to play
for the top spot the top player is still required to play the
odd match.
- Challenge matches are
awarded when a player shoots a certain percentage above their
rated LBPI for a round.  As that percentage increases
they are entitled to challenge for more positions.  It
allows a player to move up the ladder more quickly (a hold-over
from playing for the top spot).  Some people also use
them to arrange a match with a player they might otherwise not
be likely to play.
The challenge handicap depends on the number of positions
challenged and will decrease the LBPI of the challenged
player to a fraction of normal for the challenge match.  
The fraction is 0.90 for 1 position, 0.85 for 2 positions, 0.80
for 3, etc.  The minimum allowable fraction is 0.05 (18
positions).  The challenge handicap is generated by the
players of the match.  The LBPI of the challenged
player is multiplied by the fraction and then a modified
handicap is calculated.
- Alternate match refers to match
a player may elect to arrange when their
regular Regular match opponent takes
an Immediate forfeit.  The intent is to allow
the player to still get a match in during the round.
It is designated on the score sheet by putting your ID number
in the Challenger # box (to the right of Breaker
#) and entering 0 (zero) in the Positions #
box.  Also, print ALT where the match number
would go.  The alternate match will only count if
the regular match opponent takes an Immediate Forfeit.
The player seeking an alternate match can match-up with anybody
(in the league) that they can arrange a match with.  The
current round's LBPI Recap table (e.g. from Round 7,
LBPI
Recap) is used to calculate the spot.  Unlike a
challenge match there is no adjustment to the spot based on
number of positions being playing for (shown by the zero in the
Positions # box).
There is no Immediate Forfeit of an alternate match.
 The match would simply be ignored, and the person seeking
the match may hunt for another match-up.
See Handicaps for information on calculating
the spot.
- Additional match refers to a
match a player may elect to arrange anytime during a
round.  This allows them to play a match in addition to
—
not in place of — their scheduled match.  
It may be nice when one match a round just isn't enough!
NOTE: Only one (1) Additional match can be
initiated by a player per round.  They may play more
than one per round BUT they can only be the 'requestor /
elector' of one match per round.
Note that the additional match will not count if the player was
the forfeiting player on an IMMEDIATE Forfeit.  The
match would count if the forfeit was a NO-FAULT forfeit
(e.g. the players can't arrange a match because their schedules
won't line-up). The match would also count in the case
of an IN-PLAY forfeit.
It is designated on the score sheet by printing
ADDTNL where the match
number would go, putting your ID number in the Challenger
# box (to the right of Breaker #), and
entering -1 (minus 1) in the Positions # box.
The player wanting an additional match can arrange one with
anybody in the league.  The current
round's Spots table (e.g. from Round 41,
Spot
(initial scores) table) is best for getting the initial scores.
If an additional match is arranged with somebody who
is not in the league the players will decide on the spot (not
to exceed the current maximum spot) before the match starts.
Be sure to record the starting scores on the score
sheet.
There is no Immediate Forfeit of an additional match.
 The match would simply be ignored, and the person
seeking the match may hunt for another match-up.
 NOTE: Forfeits once the match has been started
(i.e. an IN_PLAY forfeit) will be recorded, and so the score
sheet should be submitted as usual.
Scheduling the Match
It's better to arrange your match(es) earlier in the round than wait
for the last week.  It's also best for both players to try
contacting each other.  That helps give more time to find a
time that works for playing your match when people's schedules don't
easily line up.
If there is difficulty in getting a match setup it's a good idea to copy
the LD on what went on.  That will be useful if it comes down to
somebody having to forfeit the match.
When both players realize they can't arrange a time for their match
each will be allowed to play an Alternate match.
 Finding this out early is best as it leaves time to find
another person to play.
- The players themselves are responsible for scheduling their
matches before the deadline shown at the top of the Round Sheet.
 They are also responsible for the score keeping duties.
 (It is highly recommended that a third person keep score
when stroke-by-stroke scoring is required.  This reduces
score keeping errors and lets the players focus on playing the
match.)
- Should no attempt be made by either player of a Regular Match to
set up a match time, the player on the right side of the rung
shall forfeit the match.
- If one player in a Regular match tries to set up a match time and
their opponent does not reply, the opponent will forfeit the
match.
- If both players try but are unable to set up a match time, the LD
may forfeit the match to one of the players by random selection
(e.g. a coin-toss).
- If an opponent is more than 15-minutes late for a match, the
present player may claim a forfeit, decide to play the match, or
try to reschedule.
- If a player is exceptionally difficult in setting up a match,
the LD may forfeit that player's match at his discretion.
Scoring the Match
- Each player must know how to keep score using
the Score Sheet Notation
and form developed for the league.
- A written record, in ink, is required for each match.  The
results of each match must be recorded on
an official score
sheet.
- At the front counter (where the balls are checked out)
at Slate
Street you can find score sheets in the green
folder.  There are also a couple of clip boards there
to make things a bit easier.
- Be sure both the START and END times are on the
score sheet.  This is needed to keep track of match times.
- When the match is thought to be finished
-- BEFORE DISTURBING THE FINAL LAY OF THE
BALLS -- do a re-tally of the sheet, paying close
attention that penalties like fouls (F, SF), and scratches (C,
SC) have been deducted when they occur.
Keep in mind that a bad opening break (BB), AKA a break
violation, is a two-point penalty.  BBs do not count
towards a major foul.
Major fouls are set at 20% of what a player needs to win the
game as of the beginning of the match, with the minimum value
being 15-points.
Examples of major penalty points (at the 20% mentioned above)
would be:
- starting at 0 going to 75 would be 15-pts (75/5),
- starting at -102 going to 75 gives 36-pts (rounding up),
- starting at 25 going to 75 ends up 15-pts (50/5) due to
a minimum 15 point penalty.
If it turns out the match is not finished then continue to play
it out.
- Once a match has been verified as finished (see previous
item) put the completed score sheet in the manila folder
that's kept with the green folder.  The score sheet is
the official record of the match and will be collected for
filing away later.
Please email a clear (e.g. good-resolution) copy of the
score sheet (till end of play) to the LD.  This will
help in getting the match results into the computer in a timely
way so generation of the next round isn't delayed.
- When the score keeper is not a player
in the match they also become the referee.  They
will call fouls, assess conduct penalties, and perform other
referee functions to insure the fairness of a match.
 While League players are usually good about calling
their own fouls, the score keeper should be alert for any that
are missed, and call them when the player does not.
 Just as there are times a player doesn't know they
fouled, there are times the ref doesn't know but the player
does (and the player calling that foul is appreciated).
- The score keeper may assess a referee penalty (of between
0 and the value of a major foul - for LBPI based ladders;
or a game {of a set} forfeit - for SR based ladders) if
they feel that some action by a player is counter to the
rules of conduct during a match.  This may be a
physical action, verbal abuse, interference or any other
unsportsmanlike act which goes contrary to fair play.
 The referee penalty may occur at any time, and can
be charged to a player even if they are not presently in
an inning at the table.  Keep in mind that the
second time such action is deemed necessary the match must
be forfeit!.
- If at any time a score keeper feels that a point penalty
greater than that of a major foul is warranted, he has
the ability to charge the offending player with a forfeit.
- A player has the right to question a rule call (they can
not question judgment) when he feels the wrong rule was
invoked.  If a player wishes to contest a call
during a match, he must inform the referee (score
keeper) of his intention, so that play may be suspended
while the call is reviewed.  If for some reason
the validity of the call is still in question, the
player arguing it may play the remainder of the match
under protest (the score sheet should indicate where and
why the protest occurred).  Upon completion of
the match the player protesting the call will bring the
matter to the attention of the LD.  The LD will
review the matter before the next round.
- No calls may be contested after a match is completed
(except for those being protested).
- Score Keepers should be on constant guard for scoring errors.
 If a score keeper should suspect
an error during a match play should be halted until the error
has been corrected.  If the error is not caught
until after the match, the score keeper should make a note of
it so that the LD can correct it.  Score keeping errors
discovered after the match is over will be corrected by the LD
as best as possible.
Handicaps
- Handicaps for the matches are calculated from a player's
LBPI (League Balls per Inning).  This represents
the number of points a player scores each time he steps up to the
table.
LBPI = (Points Scored + Major Foul Pts.) / Number of
Innings
- Only the player's five most recent league matches are used to
calculate an LBPI.  That is: (All points scored in
last 5 matches + All Major Foul Points in last 5 matches) divided
by (Total innings over the last 5 matches).
New player's will play their first match using
a conditional LBPI.  This is either obtained by
recording 25-innings of play against another player, or by the
LD deciding what a reasonable value is.  That
conditional LBPI is only used for their first match.  
The result of that first match will start the player's sliding
window of five matches.
- A player's LBPI for a round is good for the entire round,
even if the player plays more than one match.  The
LBPI will not be recalculated in the middle of a round.
- The minimum playable LBPI is 0.500 for Regular matches.
 If a player has an LBPI less than 0.500 for a
round, the spot be calculated using 0.500 for all Regular
matches.  In a challenge match either players' LBPI
may be adjusted below the minimum, (see below).
- The Regular match handicap is calculated by the LD for each round
of play.  In each match one player will have a higher
LBPI than the other (if they're not equal).  This
better player is handicapped by having to pocket more balls
than their opponent to win.  The better player will
start the game with a score of  - SPOT.
 At times the player being spotted will also have a
starting score above zero (viz. POS_SPOT).
- For a 90% handicap of a 70-point match the spot is calculated as:
SPOT = ceiling { 0.90 * 70 * ((High LBPI /
Low LBPI) - 1) }
Note:  ceiling says to round up to the next
whole number, and floor says to round down to the
previous whole number.
- The maximum allowed handicap for any match is 115 balls.
  If a match is calculated to have a larger handicap, it
will be reduced to the maximum allowed value.  In the
interest of trying to keep matches to around 1.5-hours (give or
take 3/4 an hour) the maximum negative spot is set to 80-points
{at 90%}, and the maximum positive spot is set to 9-points {at
60%}.
If the negative component (maxed at 80-points negative) of the
spot does not cover the full spot then a positive value (applied
to the starting score of the person receiving the spot) is used.
 The calculation of the positive component of the spot is a
bit more complicated (but still uses the LBPI values):
Note: H_ is for High, L_ is for Low.
H_inn = floor { 150 / H_LBPI }
# Projected H_LBPI Inns (rounded down).
L_pts_rated = ceiling { H_inn * L_LBPI }
# Projected L_LBPI Pts (rounded up).
L_pts_diff = 80 - L_pts_rated
# L points shy of game.
POS_SPOT = floor { L_pts_diff * 60% }
# Limited to +9 (rounded down).
Open Questions and Discussion
This section lists questions which can affect how well the league
works.  Right now there is just one topic.
- Time Outs
(2021-Oct-16)
- More Tournaments
(2024-Aug-19)
- Paying per Match
(2024-Aug-19)