Trios means 8-, 9-, and 10-ball. Teams of 8-9 players. Singles and Scotch Doubles rounds of 8-ball, 9-ball, and 10-ball - all on the same day. Three players are thrown per round; start with 9-ball, then 10-ball, and end with 8-ball. Rounds can overlap to save time (for example: 10-ball can start while 9-ball is finishing up).
Each team throws 3 players per round, including at least 1 junior. Combined skill level for the three players is capped at 14 total.
If you exceed the max SL of 14, you will forfeit ALL points from that round! Please double-check your players' SL's on the back of your scoresheets every week. Players can go up or down from week to week — don't just assume they are the same as last time. Captains — please watch out for your fellow captains and make sure the opposing team does not overthrow as well.
Every match is scored with a 1 or a 0 plus any handicaps added. Round points are scored with a 1 or a 0; a round that is tied is scored as a 0.5.
Every junior present plays at least one round. Minimum 6-person roster — if you need a sub, contact Dabney or Cindy ASAP and we will accommodate as best we can. It is highly suggested to throw your newer/lower skill level players in the 9-ball round since it is an all-slop game and those games go faster.
Matchups
Singles: 1 vs 1, 2 vs 2, 3 vs 3 - twice each, home team always breaks first.
Scotch doubles: 1&2, then 2&3, then 3&1 - one rack, lag for break.
Throw order: 9-ball visitors first · 10-ball home first · 8-ball visitors first.
Whoever plays singles in a round must also play scotch doubles that round.
Handicaps
Singles rounds: Add the total SL's of the players on that team in the round. Handicaps are 0.25 per point difference — if there is a 2 point variance between the totals thrown, the handicap is 0.5 (2 × 0.25 = 0.5), with 0.5 rounding up to 1.
Example: 13 to 11 = 2 point difference. (2 × 0.25 = 0.5 rounding up to 1) = 1 handicap point awarded.
Another example: 13 to 7 = 6 point difference. (6 × 0.25 = 1.5 rounding up to 2) = 2 handicap points awarded.
Total SL difference per round (singles)
Handicap points awarded
2, 3, 4, 5
1
6, 7, 8, 9
2
Scotch doubles rounds: Add the combined SL's of the players on that team in the round (your team SL score doubled from the singles round). Handicaps are 0.125 per point difference — a 4 point variance is 0.5 (4 × 0.125 = 0.5), with 0.5 rounding up to 1.
Example: 26 to 22 = 4 point difference. (4 × 0.125 = 0.5 rounding up to 1) = 1 handicap point awarded.
Another example: 26 to 14 = 12 point difference. (12 × 0.125 = 1.5 rounding up to 2) = 2 handicap points awarded.
Total SL difference per round (doubles)
Handicap points awarded
4–11
1
12–18
2
These charts are provided on the scoresheet.
Cost
The cost per player per format/round is $6. For the team, this comes to $18 each round since there are 3 players in each round. For all 3 rounds (8-ball, 9-ball, and 10-ball) the total is $54. This will be collected by the captains at the end of every Sunday match. Example: If you play only 1 round of 8-ball, then you pay only $6 to your captain. The most any player would pay, if they played all 3 rounds (8-ball, 9-ball, and 10-ball) would be $18. Payments can be cash, check, or any of the electronic formats (CashApp, Venmo, Zelle, Paypal, etc.) Captains will coordinate with Cindy for payments. Teams must pay every week to remain sanctioned in the Mixed League.
Payouts
We will be paying out the top 5 teams, as well as payouts for: Top Male, Top Female, Top Junior Male, and Top Junior Female. The payouts are listed at the bottom of the standings sheet.
Pocket all seven balls in your group (solids 1–7 or stripes 9–15), then legally pocket the 8-ball in a called pocket to win.
Rack & break
Rack in a triangle with the head ball on the foot spot, the 8 in the middle, and one solid and one stripe in the two back corners; place the rest at random.
Break from behind the head string. A legal break pockets any object ball or sends at least four object balls to a cushion (the cue ball does not count). The break is not a called shot.
A miscue on the break is a foul; your opponent re-breaks.
If the break is illegal (no ball pocketed and fewer than four object balls hit a cushion), your inning ends. Your opponent may re-rack and break or require you to re-break until the break is legal.
Scratch or any other foul on a legal break: ball in hand anywhere for your opponent. Object balls pocketed on the break stay down. Jumped object balls other than the 8 stay off the table unless the rack is broken again.
Pocketing the 8 on the break does not win or lose the game. Before you touch the table, choose either a re-rack and re-break or spot the 8 and continue from the current layout.
If the 8-ball jumps off the table on the break, spot it.
Playing the table
The table stays open after the break until the first object ball is legally pocketed on a shot after the break. While open, you may contact any object ball first except the 8, including combinations between groups.
Groups are set when the first object ball is legally pocketed after the break. You cannot establish a group on a called safety.
After groups are set, call the ball and pocket before each shot (say it or use a clear gesture). Obvious shots need not be called; shots that are not obvious (many banks, kicks, and thin cuts) must be called. You must call the 8-ball even on a straight-in shot.
No slop: only the ball and pocket you call count as your legal pocket. Other balls pocketed on your shot may stay down as provided in the rules.
You may declare a safety before shooting. If you do not declare a safety prior to shooting and pocket a ball, you must continue shooting from the current position. After a declared safety, your opponent shoots from the current position on the table even if you pocket a ball.
Keep shooting as long as you legally pocket a ball on each shot.
Fouls
On most fouls your inning ends and your opponent gets ball in hand anywhere on the table.
Each shot must be legal: contact a legal object ball first, then pocket any ball or have the cue ball or any object ball contact a cushion.
Standard fouls include scratching or jumping the cue ball off the table, hitting the wrong group or the 8 first when it is not legal, failing to drive a ball to a cushion after contact, double hits, push shots, shooting with no foot on the floor, shooting while balls are still moving, and intentionally scooping under the cue ball on a jump.
Balls that jump off the table or are illegally pocketed stay down (they still count for the player who owns that group when applicable).
Winning & losing
You win by legally pocketing the 8-ball in a called pocket after your group is cleared.
You can only lose on the 8 ball if you: (a) pocket both the cue ball and the 8 ball on the same shot (except on the break); (b) wrong-pocket the 8 ball; (c) jump the 8 ball off the table (except on the break); (d) early-8 it; or (e) pocket the 8 ball on a shot that is not obvious that you do not call.
Scratching or fouling on the 8 without pocketing it is not a loss; your opponent gets ball in hand.
Jump cues are allowed when the table location permits.
Not a call game · All legal slop counts
9-Ball Rules
Object of the game
Shoot the balls in order from 1 through 9. Pocket the 9-ball on any legal shot to win. You do not call ball or pocket; all legal slop counts.
Rack & break
Rack with the 1-ball on the foot spot, the 9-ball in the middle, and the 2-ball in the back; other balls are random.
Break from behind the head string. The cue ball must hit the 1-ball first. A legal break pockets any ball or sends at least four object balls to a cushion.
A miscue on the break is a foul; your opponent re-breaks.
Scratch or foul on the break: ball in hand anywhere. If the 9-ball is pocketed on a foul break, spot the 9.
Pocketing the 9 on a legal break wins the game.
Push-out after the break is allowed but must be declared to the opponent before touching the table. Balls pocketed on a push-out stay down except the 9 (spotted; not a win). After a legal push-out, your opponent shoots from the current position or can give the shot back to you. A foul on a push-out gives your opponent ball in hand.
Playing the table
After the break (and push-out, if any), hit the lowest numbered ball on the table first on every shot.
Any ball legally pocketed keeps you at the table, including slop. The 9-ball is spotted if pocketed illegally or jumped; other jumped or illegally pocketed balls stay off the table.
Pocketing the 9 on a legal hit on the lowest ball wins, even if it is not the ball you struck first (early 9).
Fouls
On most fouls your inning ends and your opponent gets ball in hand anywhere.
Each shot must be legal: lowest ball first, then pocket a ball or drive the cue ball or any object ball to a cushion.
Standard fouls include scratching or jumping the cue ball, wrong ball first, no cushion after contact, double hits, push shots, shooting with no foot on the floor, shooting while balls are moving, and intentionally scooping under the cue ball on a jump.
If you foul and pocket the 9, spot the 9 and give your opponent ball in hand.
Three consecutive fouls by the same player in one game is a loss. When your opponent is on two fouls, warn them before they shoot.
Jump cues are allowed when the table location permits.
Call shot · No slop
10-Ball Rules
Object of the game
Call shot game: shoot balls in order from 1 through 10 and legally pocket the called 10-ball to win. Slop does not count; only the ball and pocket you call on each shot count.
Rack & break
Rack with the 1-ball on the foot spot, the 10-ball in the middle of the third row, the 2-ball and 3-ball in the back corners, and the rest at random.
Break from behind the head string. The cue ball must hit the 1-ball first. A legal break pockets any ball or sends at least four object balls to a cushion. The break is not a called shot.
A miscue on the break is a foul; your opponent re-breaks.
Scratch on the break: ball in hand anywhere for the incoming player.
Push-out after the break is allowed but must be declared to the opponent before touching the table. Any ball besides the 10 stays down; the 10 is spotted (not a win). After a legal push-out, your opponent shoots from the current position or can give the shot back to you. A foul on a push-out gives your opponent ball in hand.
10 on the break is spotted (not a win).
Playing the table
After the break (and push-out, if any), call one ball and pocket before each shot. Hit the lowest numbered ball on the table first. You can only call one ball and pocket at a time.
Example: You call the 1 ball, it bobbles, but something knocks the 7 ball in. The 7 ball stays down, and your opponent may shoot from that position or give the shot back to you. If you had called the 7 ball instead of the 1, you would still be shooting.
If you illegally pocket any ball, your opponent may (a) accept the table in position or (b) require you to shoot again. A ball is illegally pocketed if (a) the called ball goes in a pocket other than the one called, or (b) an uncalled ball is pocketed on a shot where the called ball is not legally pocketed. If the 10 is illegally pocketed, it is spotted; other illegally pocketed balls stay down.
Jumped balls stay down except the 10 (spotted).
An early 10 on a legal called shot wins the game. No slop.
Fouls
On most fouls your inning ends and your opponent gets ball in hand anywhere.
Each shot must be legal: lowest ball first, then pocket the called ball or drive the cue ball or any object ball to a cushion.
Standard fouls match 9-ball (scratch, wrong ball first, no rail, double hit, push shot, foot off floor, balls moving, illegal jump scoop, and related rules).
Jumped balls other than the 10 stay down; the 10 is spotted if jumped or illegally pocketed.
Three consecutive fouls by the same player in one game is a loss. Warn your opponent when they are on two fouls.
Jump cues are allowed when the table location permits.