Category Archives: Rules

Auburn Monday Game Rules 2015-2016

Stanton Automatics
2015 – Auburn Table Rules – Monday – 2016

A. BALLS AND RACKING
The Pocket Billiard Table

pool-table-layout
1. The game is played with one cue ball and 15 numbered object balls.

2. The balls are racked in a triangle at the foot of the table with the 8-ball in the center of the triangle, the first ball of the rack on the footspot, a stripe ball in one corner of the rack and a solid ball in the other corner, as the above illustration shows.

3. The object of the game is to make one group of numbered object balls, either stripes or solids, and then LEGALLY POCKET THE 8-BALL which then wins the game.

B. BREAK SHOT

1. The break – In round 1 – the visiting team breaks, round 2 – the home team breaks, round 3 – visiting team same as round 1, and round 4 – home team – etcetera. Each player from visiting and home must put up $2.50 prior to the start of the matches. This money will e used for the `6 league games that night.

2. The person breaking may ask to have the balls re-racked. If the breaker is not satisfied with the rack someone else on the opposing team may rack. The only time the breaker or someone on the breaking team may rack the balls is if the opposing team agrees. If the opposing team disagrees someone from their team will rack the balls.
3. If the breaker hits the racked balls with the cue ball driving four or more numbered balls to a cushion or pocketing one or more object balls, the game is considered started. If the player fails to make a legal break, it is not a foul; however, the opponent has the option (1) accepting the table in position and shooting, or (2) have the balls reracked and shooting the break himself.

4. When positioning the cue ball for the break shot, the base of the ball must be behind the headstring.

5. Miscues on the break and stopping or deflecting the cue ball prior to hitting the racked balls are considered fouls and loss of turn. The opponent will receive cue ball in hand behind the headstring. Refer to rule #3 if it is not a legal break.

6. It is a foul when the player scratches on a legal break, opponent receives cue ball in hand behind the headstring.

7. The base of the object ball in relation to the headstring determines whether or not a ball is playable. The base of the object ball must be outside the headstring (toward the foot of the table) to be playable. This applies when it is ball-in-hand behind the headstring.

8. 8-BALL POCKETED ON BREAK: In any game, if the opposing player breaks and makes the 8 on the break without scratching or runs the table, the opposing player will have the choice of accepting the loss or putting up $1.25 and trying to make the 8 on the break without scratching or running table. If the player fails to make the 8 on the break or run the table they lose the game 10-0. If he runs the table the players will play another game as if the two previous games were never played.

9. Follow score sheet for play order.

10. If the player breaking the racked balls does not make any balls, his opponent then shoots, having an open table.

C. OPEN TABLE

OPEN TABLE CHOICE OF GROUP:
1. The table is always open immediately after the break shot. You must shoot again and legally pocket a ball to determine a group.

2. On an open table, the player can shoot at either group of balls. The first ball can be made by any of the various shots involving the cue ball and an object ball. It can also be used in a combination shot, using a stripe to make a solid or visa versa. The 8-Ball can also be used in any combination to make the first group ball.

3. If a player breaks and makes balls from both groups, and fails to make a ball on the following shot, the table remains open.

D. GAME

CALL BALL AND POCKET, even when table is open except on the break. To legally pocket a ball, a player is required to designate, in advance of each shot, the ball of his group to be pocketed and the pocket into which it will be made. He continues shooting until he fails to legally pocket the designated ball of his group. However, it is the opposing player’s responsibility to ask the shooter, before a shot, if the opponent is not sure of the pocket or is unable to hear the pocket called. Failure to call the pocket or failure to pocket the object ball in the designated pocket is a loss of turn. When a player has pocketed all of the balls in his group, he then shoots at the 8-ball.

E. PLAY

1. If a shooter inadvertently pockets his opponents ball, it remains down, however, if the shooter does not legally pocket one of his own, he loses his turn.

2. Each player continues to shoot so long as he legally pockets THE DESIGNATED ball. Should a player fail to pocket his designated group ball, he shall lose his turn.

3. If a player fails to hit or make the 8-ball while shooting at it, the game continues. However, if a player scratches the cue ball while shooting at the 8-ball, he loses the
game, even if the 8-ball remains on the table.

4. Kiss-off and bank shots do not have to be called.

5. In the event the cue ball or an object ball stops on the edge of the pocket and then falls into the pocket because of vibrations, fan or stamping of feet, it shall be replaced on the edge of the pocket as near as possible to its position before interference.

6. Any object balls knocked off the table will be spotted. Knocking any object balls off the table is LOSS OF TURN.

F. AUTOMATIC LOSS OF GAME

1. Pocketing the 8-ball when it is not the legal object ball except on an opening break.

2. Pocketing the 8-ball on the same stroke as the last of his group of balls.

3. Scratching when the 8-ball is his legal object ball.

4. Knocking the 8-ball off the table at any time.

5. Pocketing the 8-ball in a pocket other than the one designated.

6. Fouling while (pocketing) the 8-ball in the designated pocket.
G. LEGAL SHOTS

On all shots, player must strike one of his group balls first and then: (1) pocket the designated group ball, or another object ball, (2) cause the cue ball, or any object ball (any numbered ball 1 thru 15), to contact a rail. Failure to do so is a foul and foul penalty applies. SAFETY – Calling a “safety” acknowledges that your turn will be over after the shot and all requirements of the legal shot will apply.

H. FOULING

Questionable fouls must be called and acknowledged.
The following results in fouls:
1. Failure to make a legal shot as noted above.

2. Shooting the cue ball into pocket or off table.

3. It is a foul when a player scratches on the break, or miscues or deflects the cue ball prior to hitting the racked balls. The incoming player receives (Cue ball in hand behind the headstring).

4. When placing the cue ball in position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot.

5. Shooting without at least one foot touching the floor.

6. If a ball is frozen on a cushion, (the opposing player must notify the player shooting before the shot) the play must contact the frozen ball and then: (1) pocket the frozen ball, or any other object ball, (2) cause the cue ball to contact a cushion, or (3) drive the frozen ball to another cushion, or (4) cause another object ball to contact a cushion. Failure is a foul.

7. ACCIDENTALLY moving or touching any ball is not a foul unless the ball is the cue ball (CUE BALL FOULS ONLY). Only the opponent may replace the ball moved as closely as possible or leave it where it rests. If the shooter replaces the moved ball; it will be considered a foul.

8. Picking up or shooting the cue ball while any balls are still in motion is a foul.
9. With cue ball in hand, touching any object ball with the cue ball is a foul. Also if you have the cue ball in your hand and that hand touches or moves any ball it is a foul.

10. SLOW PLAY TIME: Two (2) minutes is the maximum amount of time allowed between shots. Once the balls have stopped rolling time starts. Both captains must be made aware of slow play issues. Before a foul can be called.

I. PENALTY FOR FOULING

1. Only the players involved in the game and the table captains may call a foul. In the event of a foul, the opposing player receives cue ball in hand anywhere on the table.
2. A player must stop shooting when a foul is called.

J. SCORING

The team that wins a game will receive 10 points. The losing team will receive 1 point for each ball within his group that is pocketed. Eight (8) on the break follow rule under break shot. If choice of group has not been determined and the eight (8) inadvertently is knocked in 10 – 0 to the team that won the game.

K. PROTEST PROCEDURE

1. Only the team captain has the authority to protest.

2. A protest must be given to Stanton Automatics in writing within 48 hours after the match. A deposit of $20.00 must be submitted with the protest to Stanton Automatics, 2150 Ellis Drive, Auburn, NY 13021.

3. Stanton Automatics has the right to disregard any protest not properly presented, such as phone calls or personal contact, before the protest is presented in writing.

4. A game must be played and finished under protest, which may alleviate the original protest.

L. DESIGNATION A CAPTAIN

BEFORE EACH GAME IT SHOULD BE MADE CLEAR WHO THE TABLE CAPTAIN IS FOR THAT GAME. IF NO MENTION IS MADE, IT WILL BE UNDERSTOOD THE CAPTAIN WILL BE THE SAME AS THE LAST GAME.

M. When it is your turn captains cannot help with shot selection. When it is not your turn you must immediately move away from the table. There are no restrictions on who you can talk to when it is not your turn. Refer to rule #5 under general rules.

Stanton Automatics
2015 – Auburn Monday Pool League – 2016
General Rules

1. Team captains and bar owners are responsible for $16.00 each night which is $4.00 per team
player. Team is also responsible for total team money regardless of how many players show.
Money will be collected as it appears on the schedule. Dues may be paid in full at the beginning
of the season. A $50.00 SPONSOR FEE IS DUE THE FIRST WEEK.
2. If any team drops from the league they forfeit all monies paid.
1. A roster of 4 regular players must be submitted from each team prior to the start of the league.
2. You must be 21 years old to play.
3. All games will be scheduled for Monday at 7:00pm, and no later then 7:15pm. Any player or
substitute for that player not present at the start of his/her games is subject to forfeiture of that
game at the discretion of the opposing team.
4. The break – In round 1- the visiting team breaks, round 2 – the home team breaks, round 3 –
visiting team same as round 1, and round 4 – home team – etcetera Each player from visiting and
home team must put up $2.50 prior to the start of the matches. This money will be used for the
16 league games that night.
5. When it is your turn you may not discuss the shot (captains cannot help with shot selection).
When it is not your turn you must immediately move away from the table. There are no
restrictions on who you can talk to when it is not your turn. Once the league is split into
divisions (this applies to the bottom two divisions ONLY) you are allowed one 30 second time
out per game. You may discuss strategy with your captain. Only ONE time out per game – 30
seconds!
6. All games will be played regardless of score.
7. All games not played will be forfeited by the team not having enough players present.
8. A player must play 4 matches FOR THE SAME TEAM to be eligible to play in the play-offs.
9. If any player is barred from an establishment, he is not eligible to play in the establishment.
10. Any game that is under protest should be played out as if no rules infraction occurred. If the
Subs
outcome of the game doesn’t cancel the protest then the game can be protested. A protest must
be submitted in writing within 48 hours to Stanton Automatics, 2150 Ellis Dr., Auburn, NY
13021. Stanton Automatics will discuss the problem with the captains and points will be
dispersed accordingly.
11. Any member of a team that causes a disturbance at any time in the league, will be disqualified,
and his points will be forfeited for that game.
12. Extenuating circumstances or bad weather postponement: must be made by the captains by
5:00pm the night of the match. It will be the responsibility of the captains and sponsors to play
the match within 1 week, unless all matches are canceled by the persons in charge.
13. Personal pool cues may be used by other players at the discretion of the owner.
14. Prize money: At the end of the season, the total number of points played will be divided into the
total amount of money in the treasury less expenses.
15. Home team is responsible for the official score sheet.
16. Each team captain must call 253-5573 (press extension 8) the night of the match with the scores.
$10.00 will be deducted from your prize money each time you fail to
call in with your score.
1. In the event of absent players, a sub may be taken from the bar on the night of the league.
2. Once you have subbed for a team you may only sub for that specific BAR.
3. Any person signed up as a regular for one team may not sub for any other team in the league.

GENTLEMEN’S RULES AT ALL TIMES

Remember each team captain must call with the scores!
The number is 253-5573 x8

The Larry Rule

During your games you are not allowed to play or
practice on any other table.

 

Southern Flights – Rules


Download Scoresheet as a PDF


League Locations and Contact Info

GENERAL RULES

  1. There will be a $20.00 deposit on your player card this will be taken out of your winnings at the end of the season. This fee will be returned to you at the end of the year banquet when you return your card. Forfeits — if you forfeit you will be charged $20.00 each time you forfeit. This money will be taken out of your prize money at the banquet.
  2. TEAM CAPTAINS AND BAR OWNERS ARE RESPONSIBLE FOR $20.00 EACH NIGHT ($5.00 PER TEAM PLAYER). Team is also responsible for total team money regardless of how many players show.  
  3.  If any team drops out of the league they forfeit all money.

Rules

  1. THE GAME IS 501, CRICKET, AND 701. Teams will consist of 4 players (men or women) a total of 13 games will be played each week. All players will pair-up and play 6 games each week according to the score sheet. ALL PLAYERS WILL PLAY IN THE 13TH GAME 701. GAMES 1-12 ARE ALTERNATING GAMES OF 01 AND CRICKET. 
  2. Teams will get 1 point per win.
  3. All regular players must play 5 matches for the same team to be eligible for the play-offs.
    MAKE SURE YOUR PLAYERS ARE ELIGIBLE FOR THE PLAY-OFFS.
  4. All players must be 21 years of age.
  5. GAME TIME IS 7:00 PM. Teams will have 15 minutes to show. 7:30 forfeit. At that time, the other team enters their card into the machine and follows the instructions on the game. Forfeiture score is 13-0.
  6. In case of extenuating circumstances, if the match is cancelled it is the responsibility of the cancelling team to call Stanton Automatics. The cancelling team must call the opposing team captain and reschedule within 1 week.
  7.  Captains are responsible for their players during the match.
  8. Any dispute that can not be settled by the captains must be received by
    Stanton Automatics, 2150 Ellis Dr., Auburn, NY 13021 within 48 hours.
  9. Refer to Stanton Automatics dart league rules for any additional specific rules.
  10. All team members may discuss a shot once a player is at the foul line.

COACHING BY TEAM MEMBERS ONLY!

Subs

  1. Each team may have an unlimited amount of subs.
  2. Any person signed up as a regular may not sub.
  3. Once you have subbed for a team you may only sub for teams from that bar.
  4. Subs must play 3 matches for the same team to be eligible for the play-offs.
  5.  NO NEW SUBS may be brought in the last 5 weeks of the league.

GENTLEMEN’S RULES APPLY AT ALL TIMES.

 


Game Rules

League Play

Stanton Automatics sponsors dart leagues playing on electronic dart boards in a Tavern setting. Leagues play cricket, “01”, and combinations of the two.

“01” games begin with 301, 501, or 701 with the player attempting to hit a combination of total points to bring the score down to zero. Players partner’s score must be equal to or less than the combined opponent’s score or a block occurs (Freeze Rule). An out while blocked results in loss of game. Most “01” games are played using a single bull where both the inside circle and the outside circle count as 50 points, the exception is for double in/double out games the outer circle is 25 points and the inner “double” bull is worth 50 points.

In the game of cricket the player/team attempts to close the 20s, 19s, 18s, 17s, 16s, 15s, and the bulls by hitting three of each. Points are obtained by hitting a number that is only closed by your team, when both teams have closed a number it will no longer score points. The first team to close all numbers and have more points is the winner. Cricket is always played using the double bull.

General Rules Of Play

  1. Players stand at the “throw line”, 96 inches horizontally from the face of the dart board. It is legal to lean over the line. They may step on, but not across, the line.
  2. Players may use their own darts if they meet the following specifications:
    • They must be plastic-tip darts.
    • Flights may be any length as long as they do not exceed 8″ in total length.
    • Flights may be no wider than 3/4″. As measured from shaft to flight edge, and may not have more than four wings.
    • Complete darts may not exceed 18 grams in weight.
  3. Each player throws a maximum of three darts per turn. Darts must be thrown only when the machine instructs to “Throw Darts” and the proper player’s name is lit. A player will always be allowed to throw all three of their darts.
  4. It is not required for a player to throw all three darts on every turn. A player may pass or throw fewer than three darts.
  5. Any dart thrown counts as a throw, whether or not it is registered on the machine. A throw counts if is misses the board and bounces out, or it misses the board completely. A player may not throw any darts over again. Dropped darts may be thrown again.
  6. Darts on the board may not be touched until the turn is over, the “Player Change” is activated, and the machine recognizes the end of the turn. Exception: When a dart is in the board and machine reads “Stuck Segment”, that dart must be removed before other darts are thrown.
  7. A round is defined as the period of time from the end of a player’s turn to the start of their next turn. In a game that is played with two players sharing a score, a round is defined as the period of time from the end of a players turn to the start of their partner’s turn.

Scoring On The Electronic Dart Machine

  1. The score recorded by the machine is the score that the player receives and the players accept that the machine is always right, with the following exceptions:
    • “Last Dart-Winning Dart” If the machine was displaying the “Throw Darts” message and all other rules were followed and the dart is sticking in the exact number needed to take out a game it will be scored.
  2. A dart that sticks in the board and registers as a dart thrown but does not score will be corrected (the dart shows as “missed” or “blank”).
  3. Any dart that registers two or more times will be corrected by removing the extra points awarded by using the back up button.
  4. If a dart bounces it is considered a dart thrown even if it does not score. It may NOT be thrown again.
  5. If a dart thrown before the “Throw Darts” message lights, the dart will not score and is considered a dart thrown. It may NOT be thrown again.
  6. The CANCEL button is NOT a backup – Pushing it will end the match and team that cancelled will forfeit remaining games.

Player Correctable Features

It is each player’s responsibility to see that the machine is displaying the appropriate player’s name prior to throwing the darts. Play is stopped immediately when the infraction is noticed.

The backup feature may be used to correct the following player errors if agreed by BOTH captains and corrections should be made by OPPOSING team.

  • Shooting out of turn.
  • Wrong player shooting.
  • Manually scored darts.

Players not in compliance with the rules are said to have committed a foul. During league play there is no official to make foul calls. Since many foul calls are judgements, players should calmly discuss perceived infractions and attempt to resolve them. If unable to do so, play should continue and a complaint made to Stanton Automatics the NEXT day – no disagreement is worth fighting and it will not be tolerated.

Committing a foul may lead to loss of darts in hand; loss of a turn, loss if a game, loss of match, or expulsion from the tavern, the league, or any associated sponsored events. The decision is made by a league coordinator.

Elmira Dart – Rules

Location Information

Current League Locations: ELM16 – ELMIRA DART 2016

 

Location Machines Teams Phone Address
BEEFEATERS 3 2 Voice: 6077390100 203 W FRANKLIN ST
BEEFS I Data: 6077390100 HORSEHEADS, NY 14895
BEEFS II
BIG FLATS LEGION 1 1 Voice: 6075623491 45 OLCOTT RD S
BIG FLATS LEGION Data: 6075623491 BIG FLATS, NY 14814
BRADYS PUB 2 4 248 W WATER ST
BRADYS I ELMIRA, NY 14901
BRADYS III
BRADYS LUCKY FALLOUT
BRADYS THE HORSEMEN
BRANCH OFFICE 1 1 Voice: 6077349011 406 W WASHINGTON ST
BRANCH OFFICE Data: 6077349011 ELMIRA, NY 14901
FERGIES 3 2 Voice: 16077322747 1892 GRAND CENTRAL
FERGIES I Data: 16077322747 HORSEHEADS, NY 14845
FERGIES II
JAKES 2 3 135 W FRANKLIN ST
JAKES I HORSEHEADS, NY 14845
JAKES II
JAKES III
KAHUNAS E 1 2 416 LUCE ST
KAHUNAS I ELMIRA, NY 14904
KAHUNAS II
KEAGLES FIELD HOUSE 1 2 470 MT ZOAR ST
FIELDHOUSE I ELMIRA, NY 14904
FIELDHOUSE II
MACS TAVERN 2 2 Voice: 607-426-5884 1064 S MAIN ST
MACS BOYS I Data: 607-426-5884 ELMIRA, NY 14904
MACS JUST THE TIP II
MIMIS 2 3 Voice: 6077329551 924 SULLIVAN ST
MIMIS I Data: 6077329551 ELMIRA, NY 14901
MIMIS II
MIMIS III
OD MARS 1 1 306 E 14TH ST
OD MARS I ELMIRA HEIGHTS, NY 14903
PIONEER 1 1 208 S MAIN ST
PIONEER I ELMIRA, NY 14904
R3 REGALE 3 6 2447 CORNING RD
REGALE BLUE BLOODS ELMIRA, NY 14903
REGALE CINEMAS 6
REGALE REGALE REGALE
REGALE SHEESLEYS IV
REGALE SKITTLES
REGALE V
ROSARS 2 4 Voice: 6077392390 114 JOHN ST
ROSARS 3 Data: 6077392390 HORSEHEADS, NY 14845
ROSARS I
ROSARS II
ROSARS RED 4
ROUNDIN 3RD 3 4 253 W WATER ST
R3 I ELMIRA, NY 14901
R3 II
R3 III
R3 IV
SAND DOLLAR 2 2 Voice: 6074269500 1321 COLLEGE AVE
SAND DOLLAR II ELMIRA, NY 14901
SD SHANG HAI 4 SHOTS
ZACKS GRILL 1 2 1825 Penne Ave.
ZACKS GRILL I Pine City, NY 14871
ZACKS GRILL II

Specials thanks to our sponsors

 

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