N.M.I.M.T. BILLY AARDD'S CLUB
Handicapped Eight-Ball League
-- Rules and Regulations
- Joining the Ladder
- Withdrawing from the Ladder
- The Ladder Matches and Ladder Movement
- Setting Up Matches
- Score Keeping
The Billy Aardd's Club Handicapped Eight-ball League is
an ongoing tournament sponsored by Billy Aardd's Club (BAC)
and Auxiliary Services. As a tournament it is subject
to BAC Tournament Rules and
There are no prizes. Unlike most pool tournaments, the players
are handicapped so that opponents in a match have an equal chance of
The basis for the handicapping in this league comes from a paper on
The Argonne Pool League Handicap System (a paper which can be
found at SFBA
Miscellaneous files ). Match length is supposed to be about
BCA 8-ball rules rules are in the magazine rack by the
attendant's counter. They, the
BCA - General Rules of Pocket Billiards , and the Tournament Rules and
Regulations , will apply except where indicated otherwise.
- In each match the number of games for each set will be determined
by the handicap system explained below.
- Players will lag for choice to break first game.
Succeeding games will be alternating break.
- In matters pertaining to the Ladder (argument of fouls,
clarification of rules, etc.), the Ladder Director's (LD)
decision will be final.
- Each player must pay for their share of the table time (based on
the current league-rate).
Joining the Ladder
- Any Billy Aardd's Club member familiar with the routine
for setting the initial skill rating of a player can administer
the test shots. This can also be done at Billy
Aardd's Club meetings.
There is a sheet of paper in the "rules rack" that describes the
skill rating shots and how the rating is figured.
- To join the Ladder you will need to shoot some test shots to
establish your skill rating. If you have played before
you can use your previous skill rating unless the LD wants you to
test again. Once you have your skill rating just write
Add: on the round sheet followed by your first and last
names, phone number, and (if available) email address (preferably
a Tech one).
Withdrawing from the Ladder
- A player may voluntarily withdraw from the Ladder by writing DROP
next to his name on the Round Sheet and signing the request.
- A player will be withdrawn from the Ladder by the LD after
forfeiting matches in two successive rounds and must sit out at
least one round before re-entering.
- A player may be removed from the Ladder by the LD for play or
conduct detrimental to the fair running of the Ladder.
Re-entry to the ladder is then at the discretion of the LD.
The decision of the LD is final.
The Ladder Matches and Ladder Movement
- The Ladder is a list of positions, with each position occupied by
a player. Position 1 is at the top of the Ladder.
The positions are arranged in a series of rungs with two players
per rung. If there is an odd number of players (an Odd
Ladder), the player in position 1 is placed alone on the first
rung of the Ladder and the second rung consists of positions 2
and 3. The list of rungs is called the Round Sheet.
The next round is generated as a result of match play in
the current round, plus players adding and dropping.
- The two players on a rung have each other as opponents for
their required Regular match. In an Odd Ladder the
winner of the second rung may play the player at the top of the
Ladder as an additional Regular match (called the Odd match).
- The winner of a Regular match will advance in position while
the loser will decline in position. EXAMPLE: The
players in positions 6 and 7 are scheduled to play a Regular
match. The winner will advance to position 5 while the loser
retreats to position 8 (provided no one drops or challenges
past either one of them). The loser of the bottom rung
will go to the last position on the Ladder. The winner
of the top rung will go to the highest position on the Ladder.
- If it is an Odd Ladder, the player in position 1, the title
defender, might play a Regular match against the winner of the
Regular match between positions 2 and 3. If he wins, he
will remain in position 1. If his opponent wins, they
will go to position 1, and the title defender will fall to
- The right to challenge during a round is awarded to players who
played well in the previous round. Only by winning
their Regular match and playing above their usual level can a
player obtain challenge positions. Players are not required to
issue or accept challenges. A player can issue only one
challenge per round.
- A player may issue a challenge at any time during the round, but
if they forfeit their Regular match, then that player will not
receive the benefits of a successful challenge, even though the
statistics and changes in skill ratings will be counted.
- A player must have completed ten regular matches before they may
earn challenge positions.
- (Note: this formulation may change to better fit the format
of this ladder.)
A player will be awarded the option to challenge 1 position for
each 10% they are above their average win/loss record, on a
game basis, over the previous five rounds. For example,
1 position for 12% over, 2 positions for 27% over, and so on.
You may not challenge for more positions than are above you on
the Ladder (the player in position 5 may not challenge for more
than 4 positions, etc.).
- A player which has the option to challenge is not required to
issue a challenge for all the positions earned, but may
challenge for a lesser number at their discretion. For
example, a player with three positions may issue a challenge for
one, two or three positions.
- A player which has decided to challenge for X positions
may challenge anyone X positions or more above them in
the Ladder, except for their Regular match opponent.
- The player accepting the challenge will have the handicap
slanted in their favor. The slant increases with the
number of positions challenged.
- - - Needs details of how to slant the spot. - - -
- Should the challenger win the match, they will jump up the
Ladder in the next round by the number of positions challenged.
For example, a player is in position 9 as the result of Regular
match play and has won a challenge for 3 positions.
They will move up to position 6 while the players in positions
6, 7, and 8 will move down 1 position each. Should the
challenger lose, nothing will happen. If the
challenging player forfeits during a challenge match then the
match is not counted for ladder movement, but the results of
the match is counted for handicapping. A challenge
match must be played to completion (this includes the
challenged player forfeiting) in order to have any bearing on a
possible change in position for the challenging player.
- If there should be more than one successful challenge in a
round the challenge positions will be awarded in the order of
match start time.
- Challenge positions will only be earned by Regular match play.
If a player forfeits to their opponent during their Regular
match, the opponent is declared the winner of the match and may
earn challenge positions based upon their performance.
- If a player forfeits their Regular match, they may still play
their Challenge match, but should they win, they will not be
awarded the usual positional advancement in the next round.
Handicaps for the matches are based on a player's skill rating.
The skill rating is built up over time from the order, and number, of
the player's wins and losses. The initial skill rating is based
on the performance of a series of test shots (contact the LD to arrange
a time to get rated).
A player's skill rating will increase with a win and decrease with a
loss according to the following table (note that there will be no
negative skill ratings).
| Skill Rating Adjustment
( + / - )
| > 16
If a player's rating does not seem to represent his skills the player
will have his skill rating adjusted if 3/5 of the players agree an
adjustment is needed. The adjustment must be within twenty
points of the player's current rating, and approved by a majority of the
players. For such an adjustment to take place at least two players must
send a written notice to the ladder director (LD). The LD will
then ask for evaluation of the player by the other players (or their
representatives) over no more than a three match period.
Each match, of a set, should take no more than about forty-five minutes.
Keeping this in mind, matches between players of high skill ratings can
have more games in them. See the following table for the number
of games that should be played in a match, based on the player's
relative skill levels.
Here is an example of how to determine a match-up and to adjust
handicaps. Player A has a skill rating of 55, and player B has a
rating of 40. The highest rating, 55, means that Chart-8 should
be used. The rating difference of 15 (i.e. 55-40) gives the
match length of 4-3. This means that player A must win 4 games to win
the match, while player B must win only 3. Suppose that player A
(who has played one time previously) wins the match, while player B (who
has played 14 times) loses the match. Player A's new skill
rating will be 60 (i.e. 55 + 5), and player B's new rating will be 39
(i.e. 40 - 1). If these same two players were to play again,
with their new skill ratings, they would again use Chart-8, but this
time the rating difference of 21 (i.e. 60-39) would mean that they would
play a 5-3 match, which is slightly tougher for Player A. This
shows how the skill ratings for the players adjust after each match
until each player has a roughly equal chance of winning the match.
[an error occurred while processing this directive]
A set of shots are used to establish a player's skill rating.
The player should try his best when shooting these shots. Up to
ten minutes will be allowed for people to warm up before starting in on
the rating shots. As the shots are diagrammed for a right handed
player they may be mirrored for left handed players. The player
will need to arrange a time with the LD to get rated. The rating
shots and method is that used by the Argonne 8-ball League.
Setting Up Matches
- The players themselves are responsible for scheduling their
matches before the deadline shown at the top of the Round
Sheet. The players are also responsible for the
score keeping duties. It is recommended that a third
person keep score as this reduces score keeping errors and lets
the players focus on playing the match.
- The center area of the second white board, on the south wall of
the, game room is the official area for scheduling of matches.
The left wing of that white board is for trying to contact
opponents in order to schedule matches.
- Should no attempt be made by either player of a Regular Match to
set up a match time, the player on the left side of the rung
shall forfeit the match.
- If one player in a Regular match tries to set up a match time and
the 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 email is used to set up a match time the LD should be copied
on all mailings about the match.
- If an opponent is more than 15-minutes late for a match, the
present player may claim a forfeit or try to reschedule at his
- Should any player prove exceptionally difficult in setting up a
match, the LD may forfeit that player's match at his discretion.
- A written record, in ink, is required for each match.
- After a match, write the score of the
match beside the player's names on the Round Sheet
- All score keepers have been granted the power of referee for the
purposes of match play. They have the authority to call
fouls, assess conduct penalties and insure the fairness of a
match. While Ladder players are usually good about calling their
fouls, the score keeper should be alert for their occurrence, and
call them if the player does not, for whatever reason.
- The score keeper may assess a referee penalty by declaring
a game, of a set, forfeit if he feels 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 an 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 he/she is not presently in an
inning at the table.
- If at any time a score keeper feels that a more severe
penalty is warranted, he has the authority to call a
forfeit of the set against the offending player.
- A player has the right to question a call by a score keeper
except where there has been a clear violation of the rules
(see Section 1.1 for Straight rules). If a player wishes to
argue a call during a match, he must inform the score
keeper of his intention, so that match play may cease while
the call is reviewed. If for some reason the spirit
of the call is still in question, the player arguing it may
play the remainder of the match under protest, and upon
completion of the match, bring the matter to the attention
of the LD, who may then choose a fair course of action.
- No calls may be argued after a match is completed (except
for matches under protest).
- Score Keepers should be on constant guard for errors. If
a score keeper should find an error during a match, he should
halt match play until the error can be corrected, as best he can.
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 he can.
Billy Aardd's Club,
Last updated: Friday, 19-Sep-2014 08:41:38 MDT