| Introduction: Welcome to the Anchor Town Pool League for the 2007-2008 season! We and the host sites wish you many enjoyable matches and fun on Monday nights. We would also hope to encourage sportsmanlike conduct to maintain a good relationship between the players and all involved in the league.
These are the rule changes adopted at the captains’ meeting this year:
Rule 3.1: The rule has been changed to state that there will be no additions/subtractions from a team roster within the last two weeks, instead of the last eight weeks.
Rule 5.1: The rule has been changed to include a 15-minute grace period at the start of a match if a team is late. (This had been standard practice; now it is in the rules.)
Rule 10.14: The following infractions have been added to the list of fouls breaking the plane of a table during a time-out; accidentally moving any ball after a shot and before all balls have come to a complete stop; lying a stick on a table and letting go of it to walk around the table and mark your shot.
Rule 10.21 (new): Accidentally moving a ball. If any ball is accidentally moved by either player between shots (after all balls have come to a complete stop and before the next shot), the opposing player has the option of having the ball returned as near as possible to its original sport or leaving the ball where it is. If any ball is accidentally moved by the shooter after the shot and before all balls have come to a complete stop, this is a ball-in-hand foul if properly called by the opponent.
Rule 10.22 (new): It is a foul if a player lies his or her cue on the table and lets go of it to walk away from the cue to mark the table.
Rules 10.21 (old) and succeeding sections of Rule 10 will be renumbered.
Rule 10.24 (now renumbered 10.26): While coaching during a time-out, neither the shooter nor the coach may break the plane of the table while pointing or gesturing. The plane of the table is defined as a vertical plane from the top of the table to the ceiling around the outside edges of the table. The rule does not prohibit pointing, as long as the plane of the table is not broken
Rule 11.2: Once the playoff teams are determined, they will be ranked by win-loss percentage without regard to division. Brackets will be seeded with the # 1 seed playing the # 16 seed, the # 2 seed playing the # 15 seed, etc. Ties on win-loss percentage will be broken by a coin toss or lot.
Rule changes come about from votes made at the captains’ meeting, careful research and much deliberation. We are open to any suggestions, comments or compliments. Please write down what you have to say, and place it in a Monday night envelop. We will try to respond in a timely fashion, but please be patient. Should any changes in the rules be adopted in mid-season, a new copy of the changes will be provided to team captains, but this would be a very rare circumstance.
Mission Statement: The Anchor Town Pool League retains all characteristics of its predecessor, the Anchorage Pool League, which was created to provide a friendly, city-wide environment in which to compete on a team level. The design of this league is to benefit the industry which supports the pocket billiard community, and the players by providing an equitable and competitive system in which their skill level can be enhanced, as well as instilling qualities such as proper etiquette and good sportsmanship.
League Administration:
Chris Pont: Anchor Town Sports Director 230-5762 (c) 272-4200 (office)
Patrick McCabe: President, Anchor Town Sports Association, Inc. (230-8260)
There are also five pool representatives on the Anchor Town Advisory Committee. These representatives will be selected at the September committee meeting.
1.0 CODE OF CONDUCT
Conduct: Players shall conduct themselves in a manner that represents the best interests of the pocket billiard community and fellow players within this league, and which promotes the sport of pocket billiards. The Anchor Town Pool League strives to be associated with the etiquette that is customary in serious competitive play.
1.2 Dress Codes: Each player shall respect any dress code enforced by the host site. In general, a participant shall be neat and clean, without torn, tattered, dirty or revealing clothes and should conduct him- or herself in a professional manner. In the event that a player shows up for a match without acceptable attire, the player will not be permitted to play without changing clothes.
1.3 Handshakes: During match play, it is expected that each player should shake his or her opponent’s hand after completion of their assigned games of play. For simplicity, the player leaving the table should initiate the handshake. Congratulations are to be given at the conclusion of the match.
1.4 Distraction: Players not involved in the current game should minimize distracting actions (loud talking, unnecessary movement, etc.). Any situation where distraction occurs should be brought to the attention of the captains to resolve. It is up to the captains to limit any distraction by the team’s visitors as well.
1.5 Foul Language: Competition can be intense at times, and it is often easy to lose one’s temper. Players should refrain from using profanity while participating. In extreme cases, the team that the offending player is a member of will be sanctioned.
1.6 Equipment Damage: Any player who damages equipment or endangers players or spectators around them will be immediately suspended by the league. The length of this suspension will be determined by the League Administration, and begin after restitution is made. Upon fulfilling a suspension, the player will need to submit a written request to the Anchor Town Pool League Administration for reinstatement of playing privileges.
1.7 Fighting: Absolutely NO fighting is permitted. All members involved will be suspended immediately and indefinitely. All players involved will need to issue a written request for reinstatement of playing privileges to the League Administration.
1.8 Role Models: We must remember that our actions will ALWAYS be viewed and judged by others. All players within this league will conduct themselves in a courteous, professional manner.
1.9 Disqualification: The disciplinary committee, comprised of the League Administration, will have the right to disqualify any player from the league for unsportsmanlike conduct or actions detrimental to league play. (Examples include violence, intimidation, coercion, vulgarity, destroying score sheets or personal property, etc.) In such a case, the player may forfeit any and all rights to prize money, awards and/or trophies. Please note: Team captains must make written notice of unsportsmanlike conduct to league officials, which will result in a warning to the player/team. Upon a third notice, the disciplinary committee will decide if the player/team will be disqualified. Any extreme circumstances, physical alterations or threats thereof, do not require prior notice or warnings for disqualification.
2.0 PARTICIPATING SITES
2.1 Definition: Sites can be any location that provides a pocket billiard table for league play. The atmosphere should provide a setting in which competitive serious play can occur.
2.2 Collecting Dues: The host bar will be responsible for all monies collected once the bartender has signed the score sheet at the end of the match.
3.0 TEAM REGISTRATION
3.1 Team Registration: Team rosters and player fees are due prior to the start of the season. The league reserves the right not to schedule a team that does not comply with this policy. Teams must have a minimum of four (4) players on the roster for the team to be scheduled. No team roster shall exceed ten (10) players at any time during the season. A player already registered who does not intend to play may be dropped from the team roster in order to make room for another player. NO additions/subtractions from a team roster shall occur within the last two (2) weeks of the season. (Special circumstances will be considered by the league, e.g., military service, death, etc.)
3.2 Dues Payment: NO PAY, NO PLAY! Team dues are to be paid to the league prior to the day set for creating the schedule. Player registration fees are due the first night of league play. Weekly dues are to be paid on a weekly basis. Any player fees that are not paid at the required time will forfeit any games played for that night. No player may take an advance on game earnings for nightly dues. The league does not owe any player prize money until the end of the season
4.0 RESCHEDULE OF MATCHES
4.1 Bad Weather Rescheduling: Matches may be rescheduled at any time by the captain or director due to severe weather conditions. If either captain initiates this action, the captain shall notify the director by leaving a voice message at 272-4200. The rescheduling in this case is done at both teams’ convenience. Any rescheduled matches must be played within three (3) weeks of the originally scheduled match date. If a match is not played by season’s end, then both teams will be charged with a forfeit.
4.2 Short-Handed Rescheduling: The league director shall keep phone numbers of the captains. If a team needs to reschedule a match, the captain must call in to the league at 272-4200 to get the opposing captains phone number. Any time a team knows it will be short-handed and can notify the opposing team captain at least 24 hours in advance (before 7:30 p.m. the night before), then the match will be rescheduled at the opposing team’s convenience. (See 4.3 Rescheduling Process). No short-handed rescheduling will be allowed on the last week of play. During the playoffs, there will be no rescheduling allowed.
4.3 Rescheduling Process: After learning the availability of the host site, the opposing team’s captain will choose three (3) possible makeup dates for the rescheduling team captain to choose from. These dates will be phoned in to the league director at 272-4200 by the opposing team captain. The rescheduling captain will choose from the available dates and notify the league director in a timely fashion. The director shall notify the teams of the set date and schedule the match. If the rescheduled match is not played by the end of the season, the rescheduling team will be charged with a forfeit.
4.4 Rescheduling Limit: No team can have more than four (4) rescheduled matches requested within the same season. If this occurs then each additional reschedule is an automatic forfeit. (Assigned or bad weather rescheduled matches do not apply). 4.5 Forfeited Matches: When a match is forfeited, each team will still be responsible for paying $20 for that match.
4.6 Assigned Rescheduling: The league can assign rescheduled matches (or matches to be played at a neutral site) due to circumstances not foreseen at the beginning of the season. If this occurs, the director will notify the team captains involved as soon as possible. If a rescheduled match is not played prior to the end of the season, both teams will be charged with a forfeit.
4.7 Mutual Rescheduling Process: The director will learn the availability of the host site. Both captains will notify the director of three (3) available dates to play the rescheduled match. The director will notify the team captains of a common date, and reschedule the match. If a team that is aware of the rescheduled match fails to appear for that match, that team will be responsible for both teams’ weekly players fees for that match.
5.0 LEAGUE MATCH PROCEDURE
5.1 Time: Matches begin at 7:30 p.m. If a team is not ready by 7:30, there will be an automatic 15-minute grace period until 7:45. All players do not have to be present for a match to begin, but if a particular player is not there when his or her game is scheduled to start, that game is forfeited. Note: After match play begins, there is to be NO practice by any player from either team! Start times may be adjusted if both captains agree.
5.2 Match: A match consists of four rounds of four games each, for a total of sixteen (16) games per match.
5.3 Equipment: Matches will be played on coin-operated bar tables without commercial logos. All cue balls will be the same size, and of the magnetic type. Please note: any coin-operated table that is able to use a non-magnetic cue ball is an accepted alternative. The equipment used for practice will be the same equipment used during the match (i.e., table designated for visiting team practice, balls, etc.).
6.0 SCOREKEEPING AND PLAYER LINEUP
6.1 Score Sheet: The home team is responsible for maintaining the score sheet, as well as the lineup. Visiting team captains are encouraged to use one of the three copies provided to keep track of the score as well. A sample score sheet is attached at the end of these rules.
6.2 Scoring: The home team captain records wins (W) and losses (L) throughout the match. In the event there is a mix-up in the players’ order, and it is not caught prior to the finish of the game affected, the affected games will be replayed in the order originally intended.
6.3 Verification: Upon completion of the match, all three copies of the score sheet will be signed with the wins/losses, as well as the bartender’s signature receiving the players fees. The white copy will be put in a sealed envelop with the players fees and given to the bartender on duty. Teams are to keep one (1) signed copy of the score sheet, should any questions occur.
7.0 SUBSTITUTIONS
7.1 Substitutes: Eligible team members may substitute for another player, only if present at the start of the round they intend to play in. The sub assumes the lineup position for the substituted player. Once a player has been subbed out of a match, that player may not play for the remainder of the match.
7.2 Notification: The opposing team captain must be notified of any substitutions prior to the beginning of the round the substitute intends to play in.
7.3 First Round: No substitutions are allowed in the first round.
7.4 Game In Progress: No substitutions are allowed during a game already in progress; a player who begins a game must finish the game.
7.5 Roving Subs: There are to be NO roving subs. A player may not play for, or sub for any other team in the league. A player may play or sub only for the team that the player is registered with.
8.0 ELIGIBILITY
8.1 Requirements: To be an eligible member of the Anchor Town Pool League, all players must:
- Pay a $30.00 annual membership fee
- Sign and file a player contract
-Be at least 21 years of age
- Abide by all league rules as well as the rules of the host bar (at NO TIME will any player do anything to jeopardize the liquor license of the host bar).
8.2 Determination: If eligibility is in question, the team captain must file a written notice of protest to the director. The player in question will play the match in question. If the player is found to be ineligible, all games played by the player in question will be forfeited. An opposing captain may ask for picture identification to verify names listed on the score sheet.
8.3 Open Players: Open players may only play in the A Division. No team may use more than 2 open players per round. A list of open players is attached at the end of these rules.
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9.0 PAYMENT OF FEES
9.1 Prepayment of fees: Before any player is allowed to play, the following fees must be paid:
- $30 annual player fee
- $5 weekly match fee (this money is paid back to the players, at the rate of $2.50 per win, at the end of the season)
- $5 transfer fee (if applicable)
- $25 NSF fee (if applicable)
Failure to pay before you play will result in forfeiture of all games played by the unpaid player.
9.2 Responsibility: Team captains are ultimately responsible for collecting all monies, including applicable NSF fees.
9.3 Payment: Payment of all fees may be made by check (Payable to Anchor Town Sports) or by $5 bills or larger. No $1 bills and no coins.
9.4 NSF Fee: There is a $25 NSF check fee for all returned checks (payable in cash).
9.5 Host Bar: The host bar will be responsible for all monies once the bartender and team captains sign the score sheet.
10.0 OBJECT OF THE GAME
10.1 Call Pocket: In the Anchor Town Pool League, 8-ball is a “Call Pocket, Ball in Hand” game played with a cue ball and fifteen (15) object balls, numbered 1-15. One player must pocket the group numbered 1-7 (solids) while the other player must pocket the group numbered 9-15 (stripes). The player who pockets his or her group first, then legally pockets the 8-ball, wins the game. In Call Pocket, players must call the ball and the pocket. However, if the ball and the pocket are obvious, the shot does not have to be called, except when shooting the 8-ball. It is the player’s responsibility to make sure the opponent knows the ball and pocket being called. It is the opponent’s right to ask which ball and pocket if he or she is unsure of the shot. When calling the shot, it is never necessary to indicate details such as the number of cushions, banks, kisses, caroms, etc. Any balls pocketed on a foul remain pocketed regardless of whether they belong to the shooter or the opponent (but see Rule 10.7 re: pocketing 8-ball on the break). Failure to call the ball and pocket is a loss of turn, with ball in hand. Failure to call the intended pocket for the 8-ball is a loss, if the 8-ball is pocketed.
10.2 Opening Break: The opening break is not a called shot. Any player performing a break shot in 8-ball may continue to shoot his or her next shot so long as he or she has legally pocketed a ball on the break.
10.3 Racking the Balls: The balls are racked in a triangle at the foot spot of the table with the 8-ball in the center of the triangle, the first ball on the foot spot, a stripe ball in one corner of the triangle and a solid ball in the other corner.
10.4 Legal Break Shot: To execute a legal break, the breaker (with the cue ball behind the head string) must either: (1) pocket an object ball; or (2) drive at least four (4) numbered balls to the rail. If he or she fails to execute a legal break, it is a foul and the incoming player has the option of the following: (1) accepting the table as it is, and continuing to shoot; or (2) having the balls re-racked, with the option of shooting the break him- or herself or allowing the offending player to re-break. On the break shot, stopping or deflecting the cue ball after it has crossed the headstring and prior to striking the rack is a foul. The opponent has the option of allowing the offending player a re-break or taking the break shot him- or herself.
10.5 Scratch on a Legal Break: If a player scratches on a break shot: (1) all balls pocketed remain pocketed (exception: 8-ball; see 10.7); (2) it is a foul; (3) the table is open. Please note: Incoming player has ball in hand behind the headstring and may not shoot a ball behind the headstring unless he or she first shoots the cue ball past the headstring and causes the cue ball to travel across the headstring to hit the object ball. The area behind the headstring, or the kitchen, does not include the headstring. Thus, any object ball sitting dead on the headstring is playable by the incoming player. The base of the ball (the point touching the table) determines if the ball is on the headstring or not.
10.6 Object Balls Jumped Off the Table on a Legal Break: If a player jumps an object ball off the table on a break shot, it is a foul and the incoming player has the option of: (1) accepting the table as it stands and shooting; or (2) taking cue ball in hand behind the headstring. Any ball jumped off the table is pocketed. If the 8-ball is jumped off the table, it is a loss of game.
10.7 Eight-ball Pocketed on the Break: If the 8-ball is pocketed on the break, the breaker may ask for a re-break or spot the 8-ball and continue shooting. If the player scratches while pocketing the 8-ball, the incoming player has the option of a re-rack or having the 8-ball spotted and taking ball in hand behind the headstring.
10.8 Open Table: The table is open when the choice of groups (stripes or solids) has not yet been determined. When the table is open, the player may hit a solid before pocketing a stripe, or vice-versa. The table is always open after the break shot. When the table is open, it is legal to hit any solid, stripe or the 8-ball first in the process of pocketing a called stripe or solid. The suit is determined by the legal pocketing of either a stripe or a solid. On an open table, all illegally pocketed balls remain pocketed.
10.9 Choice of Group: The choice of group is not determined on the break even if balls are made from one or both groups. The table is always open immediately after the break shot. The choice of group is determined only when a player legally pockets a called object ball after the break shot.
10.10 Legal Shot: On all shots (except on the break and when the table is open) the shooter must hit one of his or her group first and (1) pocket a numbered ball, or (2) cause the cue ball or any numbered ball to contact a rail. Please note: It is permissible for the shooter to bank the cue ball off of a rail prior to contacting his or her object ball; however, after contact with his or her object ball, an object ball must be pocketed or the cue ball or any numbered ball must contact a rail. Failure to meet these requirements is a foul.
10.11 Jump and Masse Shots: There are NO jump shots allowed within the Anchor Town Pool League. Masse shots are permitted as long as the pool cue is not elevated over 45 degrees. A jump shot is defined as intentionally striking or scooping a cue ball causing it to rise off the bed of the table in an effort to clear an obstructing ball. Such jumping action may occur accidentally (i.e., miscues) and are not considered fouls as long as a legal shot is made. A masse shot is defined as a shot in which extreme spin is applied to the cue ball by elevating the cue butt at an extreme angle to the bed of the table. This angle must be 45 degrees or less.
10.12 Safety Shot: For tactical reasons, a player may choose to pocket an obvious object ball and then discontinue his or her turn at the table by declaring a safety shot in advance. A safety shot is a legal shot. If the shooting player intends to play safe by pocketing an obvious object ball, then prior to the shot the player must declare a safety to his or her opponent. If this is NOT done, and a shooter’s object ball is pocketed, the shooter will be required to shoot again. Any balls pocketed on a safety shot remain pocketed.
10.13 Continuing Play: A player is entitled to continue shooting until he or she fails to legally pocket an object ball of his or her group. After a player has legally pocketed all of his or her group of balls, the shooter plays to pocket the 8-ball for the win.
10.14 Fouls: When a foul occurs, the opposing player with cue ball in hand, may place the cue ball anywhere on the table. (Exception: Foul on legal break. See 10.5). This rule prevents a player from making intentional fouls putting the opponent at a disadvantage. During any ball in hand placement, the player may use his or her hand, or any part of the cue (excluding the tip) to place the cue ball. When placing the cue ball into position, any forward stroke motion contacting the cue ball will be a foul, if not a legal shot. Fouls result from the following infractions:
- Failure to execute a legal shot (See 10.10)
- Scratch shots, pocketing or jumping the cue ball off the table during game play (See 10.5 - 10.6)
- Striking, touching or in any way making contact with the cue ball, unless ball in hand
- Shooting without at least one (1) foot touching the floor
- Masse or jumps shots of any kind (See 10.11)
- Any member of any team, other than the two players shooting, calling a foul, or any other coaching violation (See 10.15, 10.24)
- Picking up or shooting the cue ball while any balls (including the cue ball) are in motion
- Accidentally moving any ball after a shot but before all balls have come to a complete stop
- Push shot or double hits (See 10.16)
- Lying a cue on the table to mark a shot and letting go of it
- Either the shooter or a coach breaking the plane of the table during a time-out
10.15 Calling a Foul: Only the two players currently playing may call a foul shot. A player may call a time out anytime during the game to ask his or her team about a foul. All infractions must be called before another shot is taken, or it will be determined a legal shot. If there is a dispute about a call, the two acting captains must make a decision prior to the next shot. If an agreement cannot be reached within five (5) minutes, the game will be ruled a stalemate. The balls will be re-racked with the original breaker shooting the break again. Please note: There will be no protest of games or matches. All games are to be completed on the night scheduled.
10.16 Push Shots or Double Hits: Prior to a shot being played that is at risk of a push shot or a double hit, the opposing player must notify the shooter of the possibility of a rule infraction. The shooter must acknowledge the shot. If the opposing player does not notify the shooter of the rule, the shot will be called legal. A push shot is defined as the cue ball being pushed by the cue tip with contact being maintained for more than the momentary time commensurate with a stroked shot. With a cue ball and object ball frozen together, the shot from any angle other than 45 degrees to the right or left of center from the straight line of the frozen ball is a foul, and must be called. A double hit is defined as the cue ball being struck more than once on a shot with the cue tip. This type of shot is also a foul. Please note: as a general rule of thumb, if there is less than a chalk width between the cue ball and the object ball it is frozen to, and the direction of the shot being played is in line with the closest contact point, then the cue ball may not travel more than one ball width forward after the shot. If this occurs, it is considered a foul, and the opponent takes over with ball in hand.
10.17 Combination Shots: Combination shots are allowed. However, the 8-ball cannot be a first ball in a combination except where the table is open. (See 10.8).
10.18 Illegally Pocketed Balls: An object ball is illegally pocketed when: (1) that object ball is made on the same shot as a foul is committed; or (2) the called ball did not go into the called pocket; or (3) a safety shot is call prior to the shot. All illegally pocketed balls remain pocketed.
10.19 Object Balls Jumped Off the Table: If any object ball is jumped off the table, it is considered a foul and loss of turn, unless it is the 8-ball, which is a loss of game. All object balls jumped off the table are pocketed.
10.20 Object Ball Frozen to Cushion or Cue Ball: This rule applies to any shot where the first contact with an object ball is one where the object ball is frozen to a cushion or to the cue ball itself. After the cue ball makes contact with the frozen object ball, the shot must result in one of the following: (1) a ball being pocketed; (2) the cue ball contacting any cushion; or (3) the frozen ball contacting a cushion that it was not already touching. Failure to satisfy one of these requirements is a foul. Prior to the shot, the opposing player must acknowledge the ball being frozen. If this does not occur, the shot is played as if it were not frozen.
10.21 Accidentally moving a ball. If any ball is accidentally moved by either player between shots (after all balls have come to a complete stop and before the next shot), the opposing player has the option of having the ball returned as near as possible to its original sport or leaving the ball where it is. If any ball is accidentally moved by the shooter after the shot and before all balls have come to a complete stop, this is a ball-in-hand foul if properly called by the opponent.
10.22 It is a foul if a player lies his or her cue on the table and lets go of it to walk away from the cue to mark the table.
10.23 Playing the 8-Ball: A scratch on the eight ball is a ball in hand to the opponent, NOT AN AUTOMATIC LOSS. If the eight ball is pocketed and a scratch occurs, then it is a loss.
10.24 Loss of Game: A player loses the game if one of the following infractions occurs:
a. Pocketing the 8-ball on the same stroke as the last of his or her group of balls
b. Jumping the 8-ball off the table at any time
c. Pocketing the 8-ball in a pocket other than the one called
d. Pocketing the 8-ball when it is not the legal object ball
e. Breaking down of a pool cue prior to the end of a game. This is considered a concession of the game.
Please note: All infractions must be called prior to another shot being taken, or it will be determined that no infraction occurred. The game is not over until all balls have stopped moving.
10.25 Stalemated Game: If, after three consecutive turns at the table by each player (six turns total), both players agree that attempting to move or pocket any object balls on the table will result in a loss of game, the balls will be re-racked with the original breaker of the stalemated game breaking again. If both players agree on a stalemate, then it is called, regardless of the number of balls on the table. Please note: Three consecutive fouls by one player is not a loss of game.
10.26 Coaching: To ask for a coaching period, a player may call time out any time during his or her turn. Team members may not call for or signal a time out. A player may confer with one team member (whether or not the other team member is playing).
It is a foul if, during a time-out, either the shooter or the coach break the plane of the table. The plane of the table is defined as a vertical plane from the outer edges of the table to the ceiling. It is not a foul to point at the table or balls, as long as the plane is not broken.
Conferring among team members between turns away from the pool table does not constitute a foul. Coaching without calling a time out results in a loss of turn. This is not a ball in hand foul.
A player may call time out two times during any single game and may be coached by one teammate during each time out (but it does not have to be the same teammate for both time outs). Once two time outs have been called, the opposing team must verbally acknowledge the fact, and the player then continues without further coaching. The time limit for coaching is two minutes per time out. If the two-minute limit is exceeded, a warning is to be given by the opponent. After the warning, there is a 15-second grace period. If coaching occurs after the grace period, a foul is called. The incoming player will have ball in hand.
11.0 PLAYOFFS
11.1 Eligibility: To be eligible for any league tournaments or playoffs, players must have played at least 25% of the available games prior to the event. Please note: the 25% must be played with the team entering the playoffs. If special circumstances are cause for a player’s ineligibility (less than the 25% requirement), a special vote may be made by the league administration to establish eligibility. However, a player must have played at least 20% of the available games to be considered.
11.2 Schedule and Format: Playoffs will be held beginning the Monday night following the last night of regular league play, and will continue on the following Mondays until concluded. If there are four divisions, the top four teams from each division shall qualify for playoffs. If there are five divisions, the top four A Division teams shall qualify and the top three teams from the remaining divisions shall qualify for playoffs. Once the qualifying teams are determined, the seedings for the playoff tournament shall be decided by seeding the 16 teams by won/loss percentage, without regard to division. Ties on won/loss percentage shall be broken by coin toss or lot. All matches, except the finals, are single elimination, race to nine. If a match ties 8-8, each team may elect one player to play the deciding game, even if the player has not played prior to the tiebreaker. The final match to determine the overall winner will be a race to seven, best of three matches. A coin toss at the beginning of each game will determine the player breaking. If a team must play short-handed, the opposing team will not be awarded the forfeited games until the missing player’s spot in the lineup is reached.
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