<—
14dot1.com
Straight Pool League
in Rio Rancho, NM
— Operation & Guidelines —
Last updated: 2025-Mar-15.
Contents:
- Introduction
- 14.1 Continuous League Specifics
- Starting with the League (ADDing)
- Stopping with the League (DROPping)
- 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.  Proper stroke-by-stroke scoring requires
marking the result of each shot (be it scoring attempt or safety
attempt) as it happens.  Simply counting balls on the table
after the end of a player's inning can result in errors.  Two
of the most common are an incorrect ball count for the rack, and
missed innings.
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 (the current default is
70, though upon player agreement it can be: 40, 50, 75, 100, 125,
or 150 instead.  NOTE that changing the goal does
require adjusting the spot.  The Spots (initial
scores) table for the round you are playing (e.g. from Round
114,
Spot
(initial scores) table) is best for getting the correct
initial scores.
Once the points required to win the match have been made the
shooter must then execute a legal (non-foul) shot.
 NOTE that just 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
they want.
-
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 only, whereas LBPI
does include innings of safety play only 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
(though they don't directly relate to 14.1 play).
 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 will 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).
Pausing or Stopping (DROPping)
-
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.
-
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.  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.
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 'requester /
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
(initial scores) table (e.g. from Round 114,
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 best to arrange your match(es) early in the
round than wait for the last week.
 IT'S ALSO BEST FOR BOTH PLAYERS TO BE
CONTACTING EACH OTHER.  That helps
give more time, when people's schedules don't easily line up, to find
a time that works for playing your match.
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
player waiting 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.
-
Scoring for the match tracks every stroke.  This is needed in
order to track various statistics.  We
now have two ways to report the play of the match.
-
The Official score
sheet keeps track of the match on a rack-by-rack basis.
 (Using pen is preferred to using pencil.)
 It provides a nice physical record.
-
There is also an app (free) from Mosens LLC called
14.1 Scorer (for Android and IOS) that can email
it's match record.  When the app is used be sure to
send yourself a copy of the match (as a fail-safe backup) as
well as emailing one to the LD.
The inning-by-inning notation will be converted to rack-by-rack
for the league web-site.
-
You can find score sheets in the green folder
at Slate
Street's front counter (where the balls are checked
out).  There are also some 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.  Pay close attention that penalties
like fouls (F, SF), and scratches (C, SC) are deducted when
updating the running score after each rack.
If the opening shot of the match was a safety be sure it is marked
as such on the score sheet (i.e. S/ instead of /).
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.  (The
reason for not disturbing the balls until the above checks have
been done.)
-
Once a match has been verified as finished (see previous item)
be sure a copy gets emailed to the LD.  Also ask the
bar-tender to file the completed score sheet with the 14.1 stuff.
 The score sheet is the official record of the match and
will be collected for filing later (possibly after the next round
has been generated).
Sending an email of a clear (e.g. good-resolution) copy of
the score sheet (till end of play) to the LD helps 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 when player calls that
foul it's 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 (it's also a good
idea to diagram the lay of the table as it was before the
cause of the protest when that's possible).  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 under protest as above).
-
Score Keepers should be on constant guard for scoring errors.
 Things like too few, or too many, balls scored in a
rack.  At times an inning may have been missed.
 Keep an eye out for not having recorded an inning where
no points were scored, or no safety or foul was recorded
("empty" inning still need to be recorded to get an accurate
accounting of the match).
Whenever there is a pause in shooting (like when a player is
figuring out a pattern, or when the shooter is leaving the table
and the other player is coming in to shoot) the score keeper has
an opportunity to count object balls on the table and add them to
what both players have made thus far in the rack.  If it
doesn't add to 15 then the score keeper needs to decide who gets
the missing balls.
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)