7947 Forest Hills Rd. Loves Park, IL 61111
815-282-4263 Fax. 815-282-4267
Dart Leagues


Pool Leagues
Golden Tee

















Pool Rules

Rules with an * have been edited or added.



Singles Leagues – Open to any person

Open League - Open to any number of men or women per team.

Men’s Doubles / Women’s Doubles - Open to 2 men or 2 women per team.

Mixed Leagues – Open to 1 man and 1 woman per team.


1) To always promote good sportsmanship throughout the league,
2) To enjoy the competition of the game of pool.
3) To safeguard the league funds and guarantee the disbursement of 100% of the league funds in
prize money, trophies, plaques and awards banquet.


1) Make sure the pool table is in proper working order before the match begins. Call Service for re-green or to level @ 815-282-4266.

2) Ensure that proper league materials are available to the players, along with cues and chalk.

3) Reserve the pool table for league play at least ½ hour before game time so both teams have equal opportunity to practice
before the match.

4) Inform players of any schedule changes because of a special event at your location and post the standings each week.


1) Read and understand all of the league rules and check the standings regularly for any schedule changes or league updates.

2) Make yourself available for all league meetings.

3) Ensure all players abide by the league rules.

4) Ensure the correct players are playing in each game.

*5) Verify match results and league fees with opposing captain before signing score sheet and envelope. (If anything has been
edited, scribbled out or changed, both captains should put their initials next to it).

*6) Sign the score sheet and envelope before depositing the envelope in the dart board. Keep in mind that once you have signed
the Score sheet and envelope all scores, money and feats are final.

7) Watch each match. If needed, both captains must judge a legal hit or call.

*8) Collect league dues each week, Games will not be awarded if league dues are not paid! Sanction fees should be paid
within the first 4 weeks of play.
Sanction fees are to be enclosed in envelope provided and put in dart board along with
Pool envelope. (Sanction fees are only collected in the Fall/Winter league.)

9) Always be responsible for your team’s actions.

10) Ensure good sportsmanship at all times among all players.

11) Support your sponsor and your league system.


First round division winners will receive recognition on their sponsor's plaque and individual awards. (Fall/Winter league only)

Final Standings: A minimum of 25% of the teams in every league will receive team and individual trophies and plaques. A tie for first place will be played off; all other ties will be broken by head-to-head competition (total wins).

*The player(s) with the highest win percentage in each league will receive the "Blue Bergman Top Shot Award."The player(s) with the highest “Top Shot Rating” in each league will receive the “Noah West MVP Award.”

All players must have played in a minimum of 80% of the scheduled games to be eligible for any awards.


Once match play has begun, no equipment protests may be made. The table is in equal condition for both teams. Any problems about the cloth or leveling must be taken care of before the match begins.

Only equipment malfunction or breakage can stop a match.

All matches will consist of 9, 12 or 16 games.

Game time is 7:00 p.m. with a 15-minute grace period. This is actual time, not bar time.

Any team that shows up after the scheduled start time is not entitled to any practice or warm up time.

The opposing captain may wait longer if he or she chooses to do so.

All matches must be played according to the league schedule. The location sponsoring your team has the right to have all home matches played at their location. Any match not played at the scheduled location, or moved without the league director's approval will result in a forfeit for both teams.

The home team is required to fill out its roster on the score sheet first. Teams must have a minimum of 3 players (4-player team) to start or play a match.

If at least 3 players (4-player team) are present at 7:15, the match must start. The absent player must be passed. In 2 player leagues, a match cannot start or be played with only 1 player present.

Once a player has struck the cue ball with their cue tip, the game is considered officially started. All results will be final.

If the wrong player plays in a game, it is a loss of game for the team whose player is in the wrong position. It is both captains' responsibility to make sure the correct player is playing.

Once the first game is completed, you cannot go back and play any games from an absent player. The absent player can begin playing in the second game. If the absent player does not make the second game of the match, that position must be passed the remainder of the match. No player may begin playing the match in the third or fourth game.

The players who start the match (listed on the score sheet) must finish the match. There are no substitutions once the match begins.

If the regular player is present at the match, he/she must play. Only a medical excuse or the league director’s approval will allow a substitute to play while the regular player is present. This falls under sportsmanship and is meant to prevent roster shuffling against certain teams.

Standings will be considered final after 2 weeks and will not be changed after this time. If there is an error on the standings, please notify the league office immediately.


Forfeit time is 7:16 p.m. This is actual time, not bar time. If the captain who is present agrees to wait longer, he/she will waive any forfeit rights and the match must be played.

Any team forfeiting 2 weeks in a row or a total of 3 weeks during the season will be expelled from the league. The team will also forfeit all monies and awards earned.

The team receiving the forfeit will receive its win percentage or the forfeiting team’s losing percentage from one complete round, whichever is higher. Teams will receive a minimum of 8 wins for 12 game leagues and 10 wins for 16 game leagues for a forfeit. Any team that forfeits a match during the final 2 weeks of the league will be expelled from the league and lose all prize money and awards. The league director will use win percentages of all teams involved to determine forfeit scores during the final 2 weeks of league. A forfeit score will not determine the league outcome. Teams and players forfeited from a league will be placed on the probation list for one year.

Any team that forfeits a match will owe its league dues plus a $20.00 forfeit fee.

The league office will notify teams by phone of league changes or updates for only 2 weeks, and will be posted on the standings sheets from that point on. It is the team captain's and sponsor’s responsibility to read the standings and notify the players of any change to their schedules. If you are scheduled against a bye, call the league office to be certain. Any forfeit after the first week caused by not reading the standings or the league office not being able to reach the players will remain a forfeit.

If a team drops out or is expelled at any time prior to the last two weeks, that position will turn into a bye. The standings will be changed to reflect 0 wins and 0 losses for all teams. If a team drops out or is expelled during the last 2 weeks, the standings will not be changed and a win percentage will be used for the remaining weeks.

If there is a bye in a league, it is possible and likely that not all teams will have the same number of byes. The team(s) that has an extra bye will receive its win percentage for that week. This does not change the standings at all, since they are actually sorted by win percentage, which will stay the same.


All first week matches must be played. Only first week matches are mandatory make-ups. These matches must be played within 2 weeks of the original date at the location of the team who originally showed up for the match. **Both team captains must call the league office with the make-up date and time to make the match official.

Every effort should be made to avoid forfeits or make-ups. In the case of rescheduled matches, no less than a 24-hour notice will be accepted. If there is an emergency situation, call the league director.

When requesting to reschedule a match, it is the option of the opposing captain to decide when or if a make-up match will take place. If the opposing captain does not agree to make up the match, it will be a forfeit. However, keep in mind that your team could be requesting a make up at some time during the season when making this decision.

If your team knows that it will be unable to play on a certain date, make arrangements to play it ahead of time.

The team requesting the make-up match will lose home table rights.

All make-up matches must be played within 2 weeks of the original date. The make-up date and time must be called in to the league director by both captains to make the match official.

The league director will schedule any match not played within the 2 week time period. Any or both team(s) not showing up for the match will forfeit.

No make-up matches will be allowed during the last 2 weeks of any scheduled round. If, for any reason a make-up is needed during the last two weeks, make arrangements to play it ahead of time.

All matches must be played before the last date on the schedule. The league season will not be extended for any reason.


Most problems can be taken care of before they get this far by calling the league director.

Only the team captain can file a protest.

Along with the score sheet, the captain must include a written explanation of the protest and a $25.00 protest fee. The protest will not be accepted without this fee. In addition, the league director must be contacted within 24 hours of the match. If any of these steps are not followed, the match results will be final.


Sportsmanship is all about courtesy and respect. Shake the hand of your opponent and acknowledge your opponent’s good shots. Make good sportsmanship your team’s trademark.

If a player’s action is determined to be un-sportsmanlike and detrimental to the league, he/she will receive only 1 warning from the league director. The second instance will result in expulsion from the Pool league and all League sponsored tournaments or events until further notice.

Any physical violence or fighting will lead to immediate expulsion from the league for all parties involved. Any intentional abuse of equipment or of a sponsor’s location will also result in immediate expulsion from the league.

Any players expelled by the league director for any reason will lose all monies and awards and will not be allowed to play in our leagues or any sponsored tournaments until further notice.

Any player not allowed in a location must either work out arrangements with the location owner to play or get a substitute.


*Weekly player dues are $5.00 per person.League dues are due at the time of play each night. No exceptions!! 100% of these fees will be paid back in prize money, trophies, plaques and the awards banquet.

*** No more checks will be allowed for Pool league dues.

If you are scheduled against a bye or receive a forfeit, you still must pay your fees. The number of teams and the number of weeks scheduled in each league determine prize money.

The captain is responsible to pay for any substitute player’s fees. The missing player can reimburse the captain the following week.

* Both captains must verify the money amount enclosed in the envelope and sign the envelope after the match is completed.

The home team is always responsible for placing the envelope in the dartboard mail slot. (Make sure it drops completely in the slot.) Any shortages will be deducted from the home team's prize money. The home team captain will also be notified of any shortages by phone or by mail from the league office.

All players in the Fall/Winter leagues will become members of the BCA Pool League (BCAPL) after the fourth week of play. The once a year sanction fee is $15.00 per person. This will entitle you to membership cards, league patches, and various other membership items. You will also be qualified to play in state and national sanctioned tournaments.


After the fourth week of play, the regular team player roster will be established. The captain must note whom the regular team players are if they differ from the original players listed on the sign-up sheet. If not, the league office will assign the players with the majority of games played to be the regular team players at this time. All regular team players must participate in at least 75% of the league matches to continue to be considered a regular team player. If not, they will be considered a substitute and are subject to the substitute rules.

After the fourth week of play, each team may carry a maximum of 2 (2 player teams) or 4 (4 player teams) substitute players on the roster at any time. A substitute’s player rating cannot be more than 1 rating point higher than the player he/she is replacing. (Exception - see rule #4 below) If so, he/she will be an illegal player.

If a team has to replace a regular team member, the captain must contact the league office for approval to ensure that the player is a legal replacement.

No roster (or substitute roster) changes will be allowed during the last 4 weeks of any scheduled round without the league director’s approval. Substitute players during the last 4 weeks of the league must have a League player rating which is equal to or less than that of the regular team player he/she is replacing. If not, the captain must contact the league director for approval or he/she will be an illegal player.

It is the captain’s responsibility to check the player ratings. Full first and last names of all players must be written on the score sheet. Stats for players with less than a full first and last name will not be entered.

Any illegal player loses all games played.

Each team (depending on the type of league) must have a minimum of 50% of the regular team players present at each match. Captains have 24 hours to contact the league director to challenge an illegal player. The full protest procedure is not necessary, but you must call within this time period.

If a captain allows an illegal player to play in a match, both captains must state this and sign the back of the score sheet before the match begins along with contacting the league director. All protest rights will then be waived.

Any team refusing to play with a legal sub will forfeit the match.

The opposing team captain has the right to request proper ID if there is a question whether the correct players are playing. Failure to do so if requested will result in the forfeit of all games played by the player in question. This must be done before the match begins, and the league director must be contacted.

All players and substitutes must be at least 21 years old. Be prepared to show proper ID if asked. All minors will be considered illegal players. This complies with the Illinois State Liquor Law.


ERO (Eight-ball Run Out) - This feat can only be scored when the following occurs: (a) you break and pocket all of your group balls and then pocket the 8-ball or, (b) if no balls were made on the break by your opponent, you must run all your balls along with the 8-ball. Remember, all 15 balls must be on the table when you approach it for your first turn in order to get an ERO. If you are the second player and your opponent has pocketed a ball(s), you cannot get an ERO because there were not 15 balls on the table for your first turn. The 2 examples above are the only ways you can score an ERO! If you have any questions, call the league director.

10-0 (10-0 Shut-Out) - This feat can only be scored when you shut out your opponent completely. If, after the game is over, your opponent has all of his/her balls left on the table, this is a 10-0.

You can score a 10-0 along with an ERO if you shut out your opponent after you run out. However, a 10-0 is not scored on any 8-ball on the break. Note: in doubles games, a 10-0 can only be scored by one player, and that player must have pocketed all of his/her team’s balls.

*9 Ball Break & Run - This feat can be scored if you a ball(s) on the break and run out all balls or * if no balls are made on the break and the next player runs out all the balls. There can be no balls left on the table to be a break and run.



1) The game of 8-Ball is played with 15 numbered object balls, the 8-ball and the cue ball. The 8-ball is considered an object ball after your group of balls has been pocketed. The player who legally pockets his/her group of balls and then calls and pockets the 8-ball wins the game.

2) You only have to call your ball and your pocket. Any caroms, kisses or rails do not have to be called.

3) For a shot to be legal, one of the following must occur after you contact one of your group’s object balls first:

(a) Pocket the called ball. (b) Cause the cue ball to contact a rail. (c) Cause any other ball to contact a rail.

If one of these does not occur, it is a foul and your opponent receives cue ball in hand. Remember, if you play a kick shot off a rail, one of the above has to occur after the cue ball kicks off the rail and contacts one of your object balls. If not, your opponent receives cue ball in hand.


* Breaking Player may rack their own balls, opposing team may check the rack if they choose.

1) The balls must be racked in the following order:

(a) The base of the front ball must be on the foot spot.

(b) The 8-ball must be in the middle of the rack.

(c) There must be a solid and a stripe at each corner of the rack. See example.

2) Any position of a ball is always determined by where its base rests.


1) The base of the cue ball must be behind the headstring before taking the break shot.

2) The break shot must drive at least 4 balls to a rail or pocket a ball to be considered a legal break.

If a player fails to do this, it is not considered a foul. The opponent has the option of:

(a) Accepting the table as is and begin shooting or
(b) having the balls re-racked and break them himself/herself.

3) If the breaking player stops or deflects the cue ball during the break shot, this is a foul. The opponent has the option of taking cue ball in hand behind the head string or passing the cue ball in hand behind the head string to the offending player.

4) If a player scratches or flies the cue ball off the table on the break shot, this is a foul. The opponent will receive cue ball in hand behind the headstring.

5) Whenever a player has cue ball in hand behind the headstring, only balls outside the headstring are considered legal object balls. In order for a ball that is behind the headstring to be considered a legal object ball, the cue ball must travel in front of the headstring and back to legally hit or pocket a ball.

6) When positioning the cue ball before the break or after a foul, it is the opponent’s responsibility to inform the shooter of improper positioning before he/she shoots. If not, the position and shot is considered to be legal.

7) If the 8-ball is pocketed on the break, it is an automatic win.

8) If the 8-ball is pocketed and the cue ball scratches or flies off the table, this is an automatic loss. However, all loss of game fouls must be called before another shot is taken. If the opponent takes a shot, it will be deemed that no foul has occurred and play continues.

9) If a player flies or jumps any object ball(s) off the table during the break shot, this is a foul. The opponent has the option of playing the table as is or taking cue ball in hand behind the headstring.

The flown or jumped balls must be replaced and spotted on the foot spot. The spotted ball(s) should be positioned and frozen in numerical order as close as possible to the foot spot in a direct line to the foot of the table.


1) The table is always open after the break shot no matter how many balls or what group of balls has been pocketed.

2) On an open table it is legal to hit any ball first (stripe, solid or 8-ball) to pocket a combination for your called ball. However, if you use the 8-ball as your first ball, you will lose your turn and any pocketed balls do not count to establish your group. It is not a foul. In this case, the shot is considered to be a safety, and the opponent must accept the table as is.

3) A player’s group of balls is only determined by calling and legally pocketing a ball.


1) Obvious balls and pockets do not need to be called. If there is a questionable shot, it is the opponent’s responsibility to ask the shooter which ball or pocket is being played before the shot is taken. Once the shot has been played, it is too late to be questioned. One foot must remain on the floor at all times during a shot.

2) Any ball may be used in a combination as long as you hit your group first. This also includes the 8-ball, which may be used as a middle ball at anytime.

3) If a player flies or jumps the cue ball or any object ball off the table, this is a foul. The balls are spotted on the foot spot using the same method as the break rule and your opponent receives cue ball in hand. If a player flies or jumps the 8-ball off the table, it is an automatic loss of game.

4) Shooting a ball while another ball is in motion is a foul. Any spinning ball is considered to be still in motion.

5) Picking up the cue ball while another ball is still in motion is a foul.

6) Maximum time between shots is 1 minute. The opposing player must inform both captains of slow play. The opposing captain must issue one warning, and that player will be on the “clock” for the remainder of that game. If slow play (more than 1 minute) continues, it will result in a foul and the opponent will receive cue ball in hand.

7) If both players intentionally scratch or foul for 3 consecutive turns (for both players) in fear of knocking out a ball that may cause a loss of game, it is considered a stalemate. Both captains and both players involved must agree that the game is at a stalemate. The balls must be re-racked and the game will be started over with the original breaker. The stalemate rule can be used with any number of balls left on the table.

8) Coaching is only permitted at the following time: Only between the captain and the player who is in the game and for a maximum of 15 seconds before that player’s first turn. After his/her first turn, there is no coaching for the remainder of the game. You will receive 1 warning from the opposing captain. The second time will be a foul.

9) There is no spectator coaching permitted. The player will receive one warning; the second time will be a foul. It is the captain’s responsibility to control this. If necessary, the spectator must leave.

10) If you accidentally touch or move a ball (with cue stick, hand, chalk, clothing etc.) before or during a shot, notify your opponent. He/She has the option of replacing the ball(s) as close as possible to the original position or accepting the table as is before the next shot is taken. It is not a foul. Cue ball fouls only. If a ball is accidentally pocketed by one of the above actions, the ball must be spotted as close as possible to the original position.

11) If a player intentionally marks the table in any way (including placement of chalk) to assist a shot is a foul.



1) Confirming with your opponent of a foul and that you have cue ball in hand before touching the cue ball is always good sportsmanship and prevents committing a foul on yourself if it was a questionable call. However, it is not necessary to notify your opponent on an obvious cue ball in hand foul such as a scratch or an obvious miss. It is not a foul on the incoming player if he/she does not call cue ball in hand, only if they take ball in hand in a non-foul situation.

2) Only the 2 players involved can call a foul or touch the cue ball. Each team will receive 1 warning for coaching players by calling a foul. After that, a foul will be called on the player receiving the coaching.

3) If you make contact with another ball while positioning the cue ball, this is a foul.

4) Players may use their hand or cue stick to position the cue ball in a left to right motion. However, it is a foul if you make any forward stroke motion of your cue stick while positioning the cue ball with any part of your cue stick.

5) Remember, ball in hand means you can place the cue ball anywhere on the table except on fouls after the break.


1) Scratching while shooting the 8-ball.

2) Pocketing the 8-ball on the same stroke as the last shot.

3) Jumping or flying the 8-ball off the table at anytime.

4) Pocketing the 8-ball in any other pocket than the one called.

5) Pocketing the 8-ball when it is not your legal object ball.

6) Intentional fouling by picking up the cue ball.

7) Any use of illegal cue sticks.

Remember, the opponent must call these automatic losses of game fouls before another shot is taken. If the opponent does not, it will be deemed that no foul has occurred and play continues. Only the opponent may call an automatic loss of game foul. Any coaching will result in a foul and ball in hand for the opposing player.



1) When a ball is frozen on a cushion, the opposing player must notify the shooter before the shot takes place. Then one of the following must occur:

(a) Pocket the frozen ball or any other ball.

(b) Cause the cue ball to contact any cushion after contacting the frozen ball.

(c) Drive the frozen ball to a different cushion. (d) Cause another object ball to contact any cushion after contacting the frozen ball. Failure to do one of these is a foul. If there is a difference of opinion on whether a ball is frozen or not, the 2 captains must decide before the shot is taken.

2) Push shots or double hits are fouls. If there is an inch or less between the cue ball and object ball, the player’s cue stick must shoot at an angle of at least 45 degrees either down or away from the object ball. A direct stroke into the cue ball will be considered a push shot and is a foul. In this circumstance both captain’s should help judge the hit and apply the following guidance: if the cue ball follows through the object ball more than ½ ball, it is a foul.

3) The captain’s should also judge split hits. If the hit cannot be determined to be good or not, it will be ruled in the shooter’s favor. There will be no split hits allowed when shooting the 8-ball. The opponent must determine this before the shot is taken.

4) Safety shots are legal and part of the game of pool. For tactical reasons, a player may choose to play a safety. The shooter is forfeiting his/her next turn after a legal hit has been made, even if a ball(s) are pocketed. The shooter must inform his/her opponent of the safety, and the opponent must acknowledge it before the shot is taken. If not, the shooter must continue shooting.

5) If a player picks up the cue ball during a game, it is an intentional foul. This is a “loss of game” foul. Players must make an effort to contact the cue ball with their cue stick (tip). Example: If a player is in a situation where his/her balls are frozen, hooked or blocked and picks up the cue ball to prevent any balls from being moved, this is an intentional foul and loss of game.

6) Jump shots are legal. To perform a legal jump shot, you must strike down on the cue ball. If you dig under the ball in order to jump the ball, it is a foul. Specialized jump cues must conform to BCA regulations to be legal - maximum 14mm - leather tip - 40” minimum length. Players will be held responsible for any damage caused by this shot. This shot should only be used by accomplished players.

9-Ball Rules of Play


1) Nine Ball is played with nine object balls numbered one through nine and a cue ball. On each shot the first ball the cue ball contacts must be the lowest-numbered ball on the table, but the balls need not be pocketed in order. If a player pockets any ball on a legal shot, he remains at the table for another shot, and continues until he misses, fouls, or wins the game by pocketing the 9-ball. After a miss, the incoming player must shoot from the position left by the previous player, but after any foul the incoming player may start with the cue ball anywhere on the table. Players are not required to call any shot.
All general rules listed under “8-Ball Rules of Play” also apply to 9-Ball.


1) The object balls are racked in a diamond shape, with the one ball at the top of the diamond and on the foot spot, the nine ball in the center of the diamond, and the other balls in random order, racked as tightly as possible. The game begins with cue ball in hand behind the head string.


1) The rules governing the break shot are the same as for other shots except:

(a) the breaker must strike the l-ball first and either pocket a ball or drive at least four numbered balls to the rail.

(b) If the cue ball is pocketed or driven off the table, or the requirements of the opening break are not met, it is a foul, and
the incoming player has cue ball in hand anywhere on the table.

(c) If on the break shot, the breaker causes an object ball to jump off the table, it is a foul and the incoming player has cue
ball in hand anywhere on the table. The object ball(s) are not spotted, they are considered “down” and be placed in the
pocket. The only ball re-spotted is the 9-ball if “driven off” the table.


1) On the shot immediately following a legal break, the shooter may play a push out. If the breaker pockets one or more balls on
a legal break, he continues to shoot until he misses, fouls, or wins the game. If the player misses or fouls, the other player
begins his inning and shoots until he misses, fools, or wins. The game ends when the nine ball is pocketed on a legal shot, or
the game is forfeited.


The player who shoots the shot immediately after a legal break may play a push out in an attempt to move the cue ball into a better position for the option that follows. On a push out, the cue ball is not required to contact any object ball nor any rail, but all other foul rules still apply. The player must announce his intention of playing a push out before the shot, or the shot is considered to be a normal shot. Any ball pocketed on a push out does not count and remains pocketed except the 9-ball. Following a legal push out, the incoming player is permitted to shoot from that position or to pass the shot back to the player who pushed out. A push out is not considered to be a foul as long as no rule (except rules G and H below) is violated. An illegal push out is penalized according to the type of foul committed. After a player scratches on the break shot, the incoming player cannot play a push out.


When a player commits a foul, he must relinquish his inning at the table. If there are balls pocketed on the foul shot, they remain “down”. Only the 9-ball, if pocketed is re-spotted. The incoming player is awarded ball in hand. If a player commits several fouls on one shot, they are counted as only one foul.


1) If the first object ball contacted by the cue ball is not the lowest-numbered ball on the table, the shot is foul.


1) If no object ball is pocketed, failure to drive the cue ball or any numbered ball to a rail after the cue ball contacts the object ball on is a foul.


1) When the cue ball is in hand, the player may place the cue ball anywhere on the bed of the table, except in contact with an object ball. He may continue to adjust the position of the cue ball until he takes a shot.



1) A ball is considered “driven off” the table if the ball comes to rest on anything other than on the bed of the table. It is a foul if you “drive” an object ball off the table. A “driven off or jumped” object ball(s) is considered “down” and should be placed in the pocket. They are not spotted. The only object ball ever spotted is the 9-ball. The 9-ball is spotted on the foot spot and play continues with the opponent having ball in hand.


1) If a match is not refereed, it will be considered a cue ball foul if during an attempt to jump, curve or masse the cue ball over or around an impeding numbered ball, the impeding ball moves (Regardless of whether it was moved by a hand, cue stick follow-through or bridge).



1) If a player fouls three consecutive times on three successive shots without making an intervening legal shot, he loses the game. The three fouls must occur in one game. The warning must be given between the second and third fouls. A player's inning begins when it is legal for him to take a shot and ends at the end of a shot on which he misses, fouls or wins, or when he fouls between shots.



1) A game starts as soon as the cue ball crosses over the head string on the opening break. The 1-ball must be legally contacted on the break shot. The game ends at the end of a legal shot which pockets the 9-ball; or when a player forfeits the game as the result of a foul.



Rules with * have been edited or added.





































































































































































































































































































































































Allied Games Inc.
7947 Forest Hills Rd..

Loves Park, IL 61111
Phone: 815-282-4263
Fax: 815-282-4267


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