<— 14dot1.com


Straight Pool League
in Rio Rancho, NM
— Operation & Guidelines —

Last updated: 2024-Aug-19.


Contents:

  1. Introduction
  2. 14.1 Continuous League Specifics
  3. Starting with the League (ADDing)
  4. Stopping with the League (DROPing)
  5. Types of Matches
    1. Regular
    2. Odd
    3. Challenge
    4. Alternate
    5. Additional
  6. Scheduling Matches
  7. Scoring the Match
  8. Handicaps
  9. Open Questions and Discussion
    1. Time Outs  (2021-Oct-16)
    2. More Tournaments  (2024-Aug-19)
    3. 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

  1. 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.

  2. 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).

  3. Each match will be 90% handicapped (see Handicaps for details).

  4. 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.

  5. 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)

Stopping with the League (DROPing)

  1. 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).

  2. 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).

  3. 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:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  1. 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.)

  2. 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.

  3. 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.

  4. 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).

  5. 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.

  6. 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

  1. Each player must know how to keep score using the Score Sheet Notation and form developed for the league.

  2. A written record, in ink, is required for each match.  The results of each match must be recorded on an official score sheet.

  3. 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.

  4. Be sure both the START and END times are on the score sheet.  This is needed to keep track of match times.

  5. 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:

    1. starting at 0 going to 75 would be 15-pts (75/5),
    2. starting at -102 going to 75 gives 36-pts (rounding up),
    3. 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.

  6. 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.

  7. 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).

    1. 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!.

    2. 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.

    3. 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.

    4. No calls may be contested after a match is completed (except for those being protested).

  8. 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

  1. 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

  2. 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.

  3. 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.

  4. 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).

  5. 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).

  6. 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.

  7. 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.

  1. Time Outs  (2021-Oct-16)
  2. More Tournaments  (2024-Aug-19)
  3. Paying per Match  (2024-Aug-19)