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14dot1.com
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.
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.
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.)
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).
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.
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).
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.
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.
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.
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.
It is designated on the score sheet by printing ADDTNL where the match number would go, putting the ID number of the 'requestor / elector' in the Challenger # box (to the right of Breaker #), and entering -1 (minus 1) in the Positions # box.
When both players of an additional match are in the current round the Spots (initial scores) table (e.g. Spot (initial scores) table from Round 114) would be best for getting the initial scores.
When the player requesting an additional match plays someone not in the current round the spot can be figured as described under Handicaps.  Or they can play whatever spot (even none) that they agree upon.
When an additional match is arranged with somebody who is not in the league the players will decide on the spot before the match starts. Be sure to record the starting scores on the score sheet.
If the requesting player owned an IMMEDIATE Forfeit of a scheduled match the Additional match will not count.  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.
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.
NOTE: Only one (1) Additional match can be initiated by a player (in the round) per round.  They may play more than one per round BUT they can only be the 'requester / elector' of one match per round.
NOTE: Any league player not scheduled for matches in the round may initiate an Additional match.  They may play more than one per round as the 'requester / elector' of 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 inning-by-inning notation will be converted to rack-by-rack for the league web-site.
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:
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.)
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.
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).
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.
LBPI = (Points Scored + Major Foul Pts.) / Number of Innings
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.
Note:  ceiling says to round up to the next whole number, and floor says to round down to the previous whole number.
In the interest of trying to keep matches to around 1.5-hours (give or take 3/4 an hour) the maximum negative spot (NEG_SPOT) is 90% of the raw spot (SPOT} and is limited to 100-points.  the maximum positive spot (POS_SPOT) is 60% of the difference between the raw spot and the negative spot — it is limited to 12-points.
If the negative component of the spot does not cover the full spot
for the match 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 looks at how far
from winning the lower rated player is:
Note: H_ is for High. L_
is for Low.
(For 100-pt matches. Adjust for other targets.)
(e.g. For 70-pts: multiply by 70 / 100.)
(e.g. For 50-pts: multiply by 50 / 100.)
H_inn = floor { Match_pts + NEG_SPOT ) / 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 = 100 - L_pts_rated
# L points shy of game.
POS_SPOT = floor { L_pts_diff * 60% }
# Limited to +12 (rounded down).
This section lists questions which can affect how well the league works.  Right now there is just one topic.