League Rules

Player Etiquette & League Rules – Freedom League USA
Freedom League USA

Player Etiquette & League Rules

This page outlines expectations for player conduct, match operations, game rules by discipline, playoffs, payouts, disciplinary procedures, and more. Captains and players are responsible for knowing these rules.

Player Etiquette Mandatory

Player etiquette on and off the table is expected at the highest level at all times. Respect everyone, be courteous, and respect the billiard scene. Good sportsmanship between teams and players is mandatory to create and maintain a positive image for our league. Remember the person across from you has spent their time and money as well.

  • Be ready to shoot when your match is called.
  • No talking to players during their shot; avoid walking through a shooter’s line of sight.
  • No drinks on tables or rails. Do not sit on tables.
  • Handshake/fist bump/hug at the start and end of each match.
  • Keep sideline conversations quiet; no flash photography; no smoke breaks during matches.
  • No “sharking.” Cheering is ok, rooting against a player is unsportsmanlike.
  • Headphones allowed during regular session play only.
  • Respect rules and policies of local establishments.
  • Shoot your best—and have fun!

Note: See the disciplinary process for players unable to adhere to proper etiquette.

General League Rules

New Players

  • New players without a Fargo rating receive a starter rating.
  • Email the League Manager 24 hours in advance to allow time for an accurate determination.
  • Starter ratings are based on prior tournaments, TD evaluations, observations by established FargoRate players, skill in other leagues, and League Manager input.

Calling Players for Matches

  • Weekly matches have a designated start time (e.g., 7:00 PM). First match should be called and ready within the first five (5) minutes of start time; delays may result in forfeits.
  • At start time, the Home Team (top team in BCAPL Scorer app) calls first; Visiting Team calls immediately after. Continue selections without delay between rounds.
  • Call order alternates by round: R1, R3, R5 by one team; R2, R4 by the other.
  • Once a player is verbally called, no changes—that player must play the next match.
  • Accommodations: If someone needs to shoot early, calls must still follow the normal order. Misleading about the next player is unsportsmanlike. Conversations are not binding until a player is officially called.
  • After a player has played a singles match, they are not eligible for another singles match in that team match.

Match Races

Use the FargoRate app. Default charts:

  • 8‑Ball, 9‑Ball, Ladies: R4 Medium (if both players < 400, use R3 HOT).
  • Skillz: R5 Medium (if both players < 400, use R4 HOT).
How to find the race in the FargoRate app
  1. Open app → Tap Magnifying GlassFind Race.
  2. Tap Charts (top‑right) before entering ratings.
  3. Enter both players’ ratings; choose appropriate chart (R3/R4/R5).
  4. Verify Medium vs Hot based on rules above; confirm race with both teams before starting.

Scorekeeping

  • Both teams keep score in the BCAPL Scorer app and reconcile after each individual match.
  • Always fill in the Race Definition (most common error). Repeated violations may lead to disciplinary action.
  • Use only WIN and WF buttons. Do not use BR, TR, WB, or WZ.
  • For forfeits: first forfeit must be Round 5, then Round 4, etc. Choose players who won’t exceed caps. Set Race Definition to 1–1; score winner with WF; loser remains 0.
  • Submit the match. If errors appear, review each game/round and correct.

Lagging

  • Every match starts with a lag—no coin flips. Closest ball to the starting rail wins.
  • 8‑Ball & 9‑Ball: winner racks and breaks first. Skillz & Ladies: winner may choose game format (where applicable) or first break.
  • Automatic lag loss if your ball touches a side rail, pockets, or crosses into opponent’s half and contacts their ball. If unclear, use a neutral judge or re‑lag.

Rosters & Caps

  • 8‑Ball & 9‑Ball rosters: max 8 players; Ladies: max 7; Skillz: max 5.
  • Roster changes allowed until Week 9. Players must log five (5) matches in a session to qualify for End‑of‑Session & Year‑End events.
  • Players may play on multiple teams the same night if teams are in different divisions.
  • Alternating break and Rack‑Your‑Own in all divisions. Triangle racks only (no templates).
Format# of PlayersFargo Cap
8‑Ball41900
9‑Ball52300
Skillz31700
Ladies41550

Game Rules

8‑Ball

  • Rack: 8‑ball in center; head ball may be any solid/stripe; back corners are one solid & one stripe.
  • Break: Cue ball on/behind middle‑diamond side rail line. Legal if ≥4 balls hit a rail and one passes headstring (or a ball is pocketed). 2nd‑ball break allowed. No soft breaking.
  • Break fouls: Scratch → BIH behind the line if otherwise legal. Illegal break → re‑rack & loss of break (opponent still breaks next game). Miscue guidance as listed; breaker may stop cue pre‑headstring on miscue.
  • On the break: You cannot win or lose. If 8 is made → spot 8; breaker has open table. If 8 is made and scratch → spot 8; opponent BIH behind the line.
  • Open table after break. First called shot made sets groups. A called safe‑in on the first post‑break shot keeps table open for incoming player.
  • Call all shots. Safe‑in allowed any time (shooter may pocket their ball and yield turn).
  • Jump cues allowed unless venue prohibits.
  • Combos allowed if first contact is legal and object ball is called.
  • 8‑ball is never neutral. Touching 8 first (unless on the 8) → BIH foul. Game cannot end if 8 is still on table.
  • Scratch while on the 8 is not a loss unless 8 is pocketed too. 8 in wrong pocket is loss. Any ball off the table stays down; if 8 leaves table → loss.

9‑Ball

  • Rack: 1 at head, 9 in middle, 2 in back.
  • Break: Cue on/behind side‑rail line. Must strike 1 first; ≥4 balls to a rail (or a ball pocketed). No soft breaking.
  • Break fouls: Scratch → BIH anywhere if otherwise legal. Fewer than 4 to a rail → re‑rack & loss of break (opponent still breaks next). Miscue guidance as listed.
  • On the break: Cannot win/lose. 9 on break → spot 9; breaker remains at table.
  • Push option: Only on first shot after break. Must hit cue ball; can leave anywhere; rails not required; announce clearly. Incoming player may take or pass back. Fouls during push are only scratch/ball off table.
  • Call all shots. If an uncalled (slopped) ball drops, incoming player may take the shot as lies or give it back.
  • Any ball off the table stays down and is BIH foul. If 9 leaves the table → foul; spot 9; BIH to opponent.
  • Jump cues allowed per venue. Three‑Foul Rule in effect. Lowest numbered ball must be struck first. Triangle racks only; no templates or personal racks.

10‑Ball

  • Rack: 1 at head, 10 in middle, 2 and 3 in the back corners.
  • Break: Cue on/behind side‑rail line. Must strike 1 first; ≥4 balls to a rail (or a ball pocketed). No soft breaking.
  • Break fouls: Scratch → BIH anywhere if otherwise legal. <4 to a rail → re‑rack & loss of break (opponent still breaks next; maintain rotation). Miscue guidance as listed.
  • On the break: Cannot win/lose. 10 on break → spot 10; breaker remains at table.
  • Push option: Only first shot after break; same rules as 9‑Ball.
  • Call all shots and safes. If a called ball is missed or a ball is slopped in, incoming player may take table as is or give it back. When a safe is called and a ball drops, incoming player still has take‑or‑give‑back option; there is no safe‑in in 10‑Ball.
  • Any ball off table stays down and is BIH foul. If 10 leaves table → foul; spot 10; BIH to opponent.
  • Jump cues allowed per venue. Three‑Foul Rule in effect. Lowest numbered ball must be struck first. Triangle racks only.

Three‑Foul Rule (9‑Ball & 10‑Ball)

  • Three consecutive fouls by a player result in loss of game.
  • After the second foul, the opponent must clearly notify the shooter (e.g., “You’re on two”). Without notice, the game cannot end via Three‑Foul.
  • Any legal hit resets fouls to zero. The player attempting Three‑Foul may pocket balls between safeties.

Other Fouls

  • During ball‑in‑hand placement, if the cue ball touches another ball → foul.
  • Accidental contact with cue ball or any object ball by body/cue → foul.
  • No rail contact after cue‑to‑object‑ball hit → foul (after a kick, a ball must contact a rail).
  • Accidentally moving one object ball is not a foul—opponent may restore or leave as is. Moving two or more balls → BIH foul.
  • Disturbing the rack beyond repair → loss of game.

Close / Questionable Hits

  • Record close hits in slo‑mo for review. Only players may request a watched hit; railbirds cannot.
  • Any League member present may record; a rostered player may do so if both players agree. The recorder’s call is final.
  • If the non‑shooter does not ask for a watcher, the call goes to the shooter.
  • Frozen cue ball to object ball: allowed to shoot straight through. If < one chalk width apart, shoot on a ~45° angle to avoid a foul.
  • Object ball frozen to a rail: after contacting that ball first, another ball must contact a rail for a legal hit.
  • Players are expected to call their own bad hits.

Stalemates

If both players execute three consecutive shots where balls move less than a hand‑span (including BIH passes), declare a stalemate. Re‑rack and have the original breaker break again. Do not record the stalemated rack in BCAPL Scorer.

Timeouts

  • All players may take timeouts. ≤400: two per game; ≥401: one per game. Target ≤60 seconds.
  • Anyone (player at table or rail) may call the timeout; it cannot be refused. Loud sideline strategy is unsportsmanlike.
  • No timeouts available: 1st—notify; 2nd—BIH foul; 3rd—unsportsmanlike. Playoffs/tournaments: calling with none available is an immediate BIH foul.
  • Coach may place/move cue for BIH, demonstrate line/english, or briefly relay info from teammates. Never mark the cloth.
  • During regular sessions, brief between‑shot teammate talk is allowed but must stop when it’s your turn. Tournament seating rules apply as listed.

Forfeits

  • Exceeding total Fargo cap results in loss of that match and any subsequent matches that cannot be played (e.g., 8‑Ball: selecting in Match 3 can force Match 4 ineligibility → both forfeited).
  • Forfeits do not count toward the five‑match eligibility requirement.
  • Enter player‑absence forfeits in Round 5 (then Round 4, etc.). Follow the Scorekeeping steps.
  • Late start thresholds: 10 min = 1 forfeit; 20 min = 2 forfeits; 30 min = match forfeited. This is the only time early‑round forfeits are valid.
  • Teams owing a forfeit must pay the opposing team’s weekly dues for that match that night (payments flow through the website; captains handle reimbursement).
  • Breaking down any cue during a match is conceding → loss. Switching playing cues is fine without breaking the first down.
  • Disqualified players forfeit their match; ineligible/suspended players cause point forfeiture and disciplinary review.

Rescheduling / Make‑up Matches

  • Teams are expected to play as scheduled. No makeups in the final two weeks of a session (matches may be played early with approval).
  • Makeups require mutual agreement (date/time/location) and must be within two weeks of the original date; confirm table availability with the venue; League Manager approval required.
  • If teams cannot agree, match plays as scheduled; forfeits if necessary. Once a makeup date is set, it stands—missing it forfeits points.
  • Inclement weather is handled by League Management.

Equipment

  • Players may bring legal equipment: cues (one‑piece/two‑piece), jump/break cues, extensions, bridges, gloves, chalk, cases, claws.
  • Venue provides cue balls, object balls, and triangle racks—no substitutions; no template racks. No training aids/mechanical/laser devices.
  • Headphones allowed during regular sessions only. Observe venue chalk color restrictions. House cues are allowed.
  • “Players can bring whatever equipment they want to entertain us to the table that will not damage the felt.”

Payments

Read Carefully: Annual dues ($20) are due before your first Week‑1 match and cover FargoRate + BCAPL Scorer. Players have until end of Week 4 (Session 1) to pay; unpaid after Week 4 → forfeit of points for that team.

  • Pay via the League Website. Weekly dues: $11 per player per match. Team payments only (no per match individual payments).
  • If you cannot pay online, email tcmabe@mdfreedomleague.com immediately with your name, team, and division to report issues.
  • Late payments: once a team is two weeks behind, points from those weeks are forfeited until current.
  • Teams not current at session end are ineligible for playoffs, End of Session tournaments, and payouts.

Pace of Play

  • Most shots should be within 30 seconds; special situations within 60 seconds.
  • Team matches should finish within four (4) hours (Skillz tournament team matches: three (3) hours).
  • Report slow play or slow captain calling. Progressive penalties: verbal → written → points deduction (or tournament shot‑clock by referee).

Playoffs / Tournament Qualification

End‑of‑Session Tournaments

  • North & South divisions each aim for 16‑team brackets (variations possible for byes/wildcards/forfeits).
  • Final standings (tiebreaker: win percentage) determine seeding & first‑round matchups.
  • Multiple locations/brackets may be used based on total qualified teams.

8‑Ball & 9‑Ball Qualification by Division Size

Teams in Division Direct to Tournament Playoff Match‑ups Wildcard Pool
41st2nd vs 3rd4th
51st2nd vs 3rd4th & 5th
61st & 2nd3rd vs 4th5th & 6th
71st & 2nd3rd vs 6th; 4th vs 5th7th
81st & 2nd3rd vs 6th; 4th vs 5th7th & 8th
91st & 2nd3rd vs 6th; 4th vs 5th7th, 8th, & 9th
101st & 2nd3rd vs 8th; 4th vs 7th; 5th vs 6th9th & 10th
111st & 2nd3rd vs 8th; 4th vs 7th; 5th vs 6th9th, 10th, & 11th
121st, 2nd, & 3rd4th vs 9th; 5th vs 8th; 6th vs 7th10th, 11th, & 12th

Year‑End Championships (State / Multi-State)

  • Teams must have four (4) players from the roster that qualified in an End‑of‑Session event.
  • Qualified teams do not have to remain active through subsequent sessions.
  • Qualifying twice: team receives session prize money plus overall top seed at Year‑End. Ties broken by total games won across qualifying sessions.
  • If teams have reformed, and have shooters that double qualify they may group into two teams that contain at least 4 original members.

Playoff / Tournament Rule Adjustments

  • Eligibility lists provided before tournaments; captain responsibility to verify. Disputes must be submitted ≥48 hours before start.
  • Higher seed has the Hammer (choose to call first or defer).
  • Players qualified on multiple teams cannot play or coach if those teams meet. If simultaneously called on different tables, a hill/hill exception allows finishing that rack.
  • TD may start matches on two tables if available; Match 3 waits until Matches 1 & 2 complete, then back to one table.
  • Loose 30‑second shot clock; TD may enforce a timed clock if needed.
  • Do not touch a still‑rolling cue ball after the winning ball drops; doing so can be ruled a foul (loss of game). Reaching into a pocket to stop a scratch is a foul.
  • No headphones; limit cell phones to emergencies. Sand timers for timeouts (60s). Overages → warning, then BIH fouls.
  • Calling a timeout without any remaining → BIH; repeated abuse may cause game loss.
  • Forfeits: the forfeiting player must be eligible; once called, it’s binding. Exceeding the cap after being called forfeits the entire match.
  • Arguing/disruptive behavior can cause DQ and forfeiture of winnings; severe cases go to the Board.
  • TD will announce official start time; four (4) hour match limit (Skillz team matches: three (3) hours). Exceeding time limits: each subsequent rack worth two (2) points until a winner is determined.
  • 8‑Ball & Ladies tie at 2‑2 → R3 HOT tiebreaker. Each team selects a fresh player; if short, opponent chooses. If beyond time limit, each game is worth two (2) points.

Grievance Process

  • Possible actions: verbal/written warnings, suspension, expulsion. League investigates all complaints.
  • Process: Player/Captain emails League Manager → Manager decides → optional appeal to Board → Board votes (2‑2 tie broken by League Owner) → decision delivered.
  • Suspended/expelled players may not participate in any Freedom League USA events.

Disciplinary Procedures

Minor Infractions

Examples: ignoring game rules, poor etiquette, payment delinquency, negative social media, repeated scoring errors, excessive forfeits.

Protocol: assess → decide → notify → document/apply → inform leadership if needed.

Major Infractions

Examples: threats or harm, disrespect to players or venue staff, playing while suspended/ineligible, false ID, equipment damage/theft, blatant rule/rating manipulation, unwanted sexual contact.

Protocol: Manager reports to Board → Board votes (Owner breaks ties) → decision delivered. Penalties include warnings, suspension, or expulsion. Egregious incidents may trigger immediate action.

Prize Money Payouts

  • Payouts occur at the end of your team’s (or individual’s) last match; signature required. Goal: reduce cash on hand at events.
  • Cash payouts ≤ $599 per individual.
  • Check payouts ≥ $600 per individual require Photo ID, signed W‑9, and will result in a 1099 at year end. Checks only to qualified & eligible players.
  • Examples: $2,000 team, 8 eligible players → $250 each. If only 7 eligible → $2,142.86 each; team may choose to share with the 8th, but league checks go only to eligible players.

Disclaimer

Freedom League USA may make adjustments or addendums as needed to improve fairness and clarity as the billiard scene evolves. Any changes will be posted on the Official League website at the start of each session.

Questions or suggested clarifications? Contact your League Manager.

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