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The QBall Pool League of Greater Fort Lauderdale is a GLBT & Straight-Friendly Pool League welcoming all players 21 years of age and older to come and play.

STANDINGS

TeamsWinsByeScores IncentiveTotal HC Wins (incl. Incentive, Bye)Total GamesAverageHandicap AverageHC Wins
Corner Pub 11063036173.0015070.67%71.33%107.00
Scandals 3894036172.0014063.57%68.57%96.00
Mona's 1893036171.2515059.33%70.17%105.25
Scandals 1983036164.5015065.33%65.67%98.50
Scandals 2933036162.5015062.00%64.33%96.50
Mona's 2663036144.5015044.00%52.33%78.50
Scandals 4564032135.2514040.00%45.18%63.25
Ramrod 2583032130.7515038.67%45.83%68.75
Ramrod 1443028111.5015029.33%35.67%53.50
Corner Pub 2393036111.5015026.00%30.33%45.50

PLAYERS STATS

NameTeam NameWinsGamesAverageHandicap AverageHandicap WinsHandicap
Reggie B.Scandals 1253083.33%83.33%25.0000N
Art S.Corner Pub 1242885.71%85.71%24.0000N
Ron R.Corner Pub 1232882.14%82.14%23.0000N
Billie O.Scandals 3222878.57%78.57%22.0000N
Felix P.Mona's 1172762.96%78.70%21.2500Y
Barry Fi.Mona's 1213070.00%70.00%21.0000N
Robert H.Mona's 2162661.54%76.92%20.0000Y
Bob O.Scandals 2202774.07%74.07%20.0000N
Andy H.Corner Pub 1202871.43%71.43%20.0000N
Coby W.Scandals 2202871.43%71.43%20.0000N
John G.2Mona's 1162955.17%68.97%20.0000Y
Oscar M.Scandals 3151978.95%98.68%18.7500Y
Marc P.Scandals 2142556.00%70.00%17.5000Y
Bobby T.Ramrod 2142850.00%62.50%17.5000Y
Jessie M.Scandals 3172373.91%73.91%17.0000N
Bill B.Corner Pub 1172665.38%65.38%17.0000N
Jacob B.Ramrod 2132846.43%58.04%16.2500Y
Ralph E.Scandals 1162176.19%76.19%16.0000N
Mike D.Scandals 1162857.14%57.14%16.0000N
Dean K.Mona's 1121963.16%78.95%15.0000Y
Chris S.Scandals 2152657.69%57.69%15.0000N
Shannon H.Corner Pub 1152657.69%57.69%15.0000N
Walter L.Mona's 2122842.86%53.57%15.0000Y
Chris H.Scandals 4141877.78%77.78%14.0000N
Robbie P.Scandals 1142263.64%63.64%14.0000N
Kelly S.Ramrod 2112152.38%65.48%13.7500Y
Frank R.Corner Pub 2112740.74%50.93%13.7500Y
Daniel W.Ramrod 1112839.29%49.11%13.7500Y
Mitchell L.Scandals 2132356.52%56.52%13.0000N
Chuck S.Scandals 1132454.17%54.17%13.0000N
Fred C.Scandals 3102147.62%59.52%12.5000Y
Jim P.Ramrod 1102540.00%50.00%12.5000Y
Pedro P.Scandals 1122157.14%57.14%12.0000N
Giovanni F.Mona's 2122548.00%48.00%12.0000N
Juluis P.Mona's 191656.25%70.31%11.2500Y
Jonah P.Mona's 292634.62%43.27%11.2500Y
Don M.Scandals 3101855.56%55.56%10.0000N
Andy P.Scandals 482433.33%41.67%10.0000Y
Evo G.Ramrod 2102638.46%38.46%10.0000N
Terry N.Scandals 471643.75%54.69%8.7500Y
Jerry Ch.Scandals 472133.33%41.67%8.7500Y
Cody R.Mona's 272231.82%39.77%8.7500Y
Rafael R.Scandals 472330.43%38.04%8.7500Y
Doug C.Corner Pub 272429.17%36.46%8.7500Y
Robert P.Mona's 281650.00%50.00%8.0000N
Patrick M.Mona's 161442.86%53.57%7.5000Y
David T.Ramrod 162128.57%35.71%7.5000Y
Barry F.Ramrod 162425.00%31.25%7.5000Y
Bob G.Corner Pub 263020.00%25.00%7.5000Y
Rick J.Mona's 151050.00%62.50%6.2500Y
Bobby G.Scandals 461250.00%50.00%6.0000N
Horacio M.Scandals 361442.86%42.86%6.0000N
Paul D.Scandals 261442.86%42.86%6.0000N
Pedro S.Scandals 25771.43%71.43%5.0000N
Tony L.Corner Pub 14757.14%71.43%5.0000Y
Oscar F.Scandals 35955.56%55.56%5.0000N
Chad S.Corner Pub 251729.41%29.41%5.0000N
Joe K.Ramrod 141723.53%29.41%5.0000Y
Valentino G.Scandals 452321.74%21.74%5.0000N
Paul S.PJ's4850.00%50.00%4.0000N
Miguelito B.Ramrod 141526.67%26.67%4.0000N
Abbi R.Scandals 33560.00%75.00%3.7500Y
Jimmy (Jay) P.Ramrod 231421.43%26.79%3.7500Y
Gabriel G.Mona's 13560.00%60.00%3.0000N
CowboyCorner Pub 23837.50%37.50%3.0000N
Fransisco V.Ramrod 231816.67%16.67%3.0000N
Mark S.Corner Pub 232412.50%12.50%3.0000N
Willy S.Scandals 12450.00%62.50%2.5000Y
Greg B.Corner Pub 22540.00%50.00%2.5000Y
Mike H.Mona's 22540.00%50.00%2.5000Y
Josh T.Ramrod 22633.33%41.67%2.5000Y
Dean S.Scandals 42366.67%66.67%2.0000N
Horacio M.PJ's2450.00%50.00%2.0000N
Anthony H.Corner Pub 12540.00%40.00%2.0000N
Larry G.Corner Pub 22728.57%28.57%2.0000N
Bobby G.PJ's2825.00%25.00%2.0000N
Tyler S.Ramrod 22825.00%25.00%2.0000N
Buck P.Ramrod 121612.50%12.50%2.0000N
Harold (Aspen) R.Ramrod 11425.00%31.25%1.2500Y
GaryPJ's11100.00%100.00%1.0000N
Pedro P.Scandals 311100.00%100.00%1.0000N
Emery G.PJ's1250.00%50.00%1.0000N
Ronen P.Corner Pub 11250.00%50.00%1.0000N
Mike K.Mona's 20150.00%50.00%1.0000N
ChrisMona's 2010.00%0.00%0.0000N
Jarv S.PJ's010.00%0.00%0.0000N
Paul W.PJ's020.00%0.00%0.0000N
Tyler D.Ramrod 2010.00%0.00%0.0000N

RULES

The Season

All games will be played on Tuesday evenings at 8:00pm at Sponsoring bars. Competing teams play ten games in two Rounds of five. The Sponsors provide one free drink to all team members at the half–time point between rounds. Members order their usual drinks or one of equal value.  Captains or selected players collect the orders as well a one–dollar tip from all members.

The Season Format

  • The League schedule alternates when games are played “Home” and “Away” by each team.
  • Tables must be closed to non–members at least one hour prior to game time to allow both teams time to practice. Players should enter their names on the board as they would when playing at any other time.
  • Each week, opposing teams (Visitors vs. Home) play two Rounds of five games. The team Captains select their members to play one game per Round. In Round #1, the Home Captain fills the team’s lineup first. In Round #2, the Visiting Captain goes first.
  • Enter player’s first name and last initial even when the first name is unique in the team. This helps to track players who switch teams during the season.
  • For all games in Round #1, the Home players rack and the Visiting players break. Players should be ready to participate when their games are scheduled. If a player is not immediately available to play in the order of the lineup, then the next game will be played and the skipped game will play at the end of the Round. If the original player is still not available, then the Opposing Captain may name another team member to play in his stead. See the next section on Short teams.
  • In Round #2, the Visiting captain lists the players first; the Visiting players rack and the Home players break. All rules from the previous paragraphs apply.

 

Teams, Players and Fees

  • Each team must assume a small fee of $80.00 per season. This fee should be divided by the number of players in the team and paid by each of them to their Captain. The collected fee by the Captain should be given to the QBall League president by the end of the 4th
  • Each team must have at least five members and as many as eight. All team members must play exclusively for one team in the League. One member will serve as team Captain; a second may be appointed Acting Captain for cases when the former is unavailable. The Captain will set the line–up, monitor all games, advise players, enforce League rules, sign the Weekly Lineup forms for both teams and send in the game results to the scorekeeper. All results should be sent to the scorekeeper by the Tuesday of the same week. A two points bonus will be awarded to teams that send their results in time.
  • Don’t expect the opposing captain to assume the duty of posting game results. Too often, both captains make the same assumption, and the Standings can’t be updated.
  • The first eight players reported playing for a team on or after the fourth week make up a team’s permanent roster. Teams that have fewer than eight players may add players (who have not played any games for other teams after the fourth week) to their roster without prior approval, up to the maximum of eight. Permanent Replacements may be permitted any time during the Season if members find they are not able to complete the season. Captains must inform the President about the replacement before the new player participates. Replaced players may not return to the League for the remainder of the season.
  • It is the responsibility of the captains to know the eight permanent players on the team roster. If a team plays more than eight players – aside from approved permanent replacements – then those games will be recorded as Lost and the opposing team will be accorded the Win.
  • To reduce the number of forfeited games due to absent players, the Opposing Captain may choose another player from the Short–handed team to play instead. This allows members to play their games rather than having to sit out the round. The results of that game (Win or Loss) will count for the opposing team and player. The Fill–in game will not count for the Fill–in player, but the Short–handed team will take an automatic Loss. This could result in a Loss/Loss result; marked as “L/F” or “F/L” in the Posting page of the site.
  • If there are too many forfeits by a team, then it may be deemed a Failed Team. Captains are encouraged to find committed and avid players to avoid such circumstances.

 

Rules of Play

The game is “Bar Room 8–Ball”. The player legally pocketing the 8–ball after pocketing all seven of the target balls (Solids or Stripes) is the winner. A Cue ball leaving the table is treated as a Scratch. Scratches are played anywhere from behind the Head String by the opponent and may not protrude over the line at all. The Cue ball must cross the Head String before striking an Object ball.  In that case, the Object ball also may not protrude over the line. Object balls leaving the table are spotted on the Foot Spot (“the Rack Spot”).

Legal Shots

  • All players should attempt to legally hit an Object ball on each shot.
  • A legal shot is one in which the Cue ball strikes one of the player’s Object balls first, and either the Cue ball or another ball strikes a rail.
  • If a player fails to make a legal shot, the opposing player may call “ball in hand” from behind the Head String as a penalty, with the following exception:
  • If a player cannot see a direct shot at any Object Ball (i.e., all of his balls are 100% hidden or “snookered” leaving only kick shots off of a rail) AND the player announces that to the opposing player, then failure to make a legal shot will NOT result in a possible ball-in-hand for the opposing player. If the player fails to announce that he is completely snookered prior to taking the shot, then his opponent may call a “ball-in-hand” from behind the Head String for failure to make a legal shot.

The Break

  • The balls are tightly racked and frozen (touching each others) in a triangle at the foot of the table with the 8–ball in the center of the triangle and the 1-ball being the first on the Foot Spot. The remaining order of the rack is immaterial. The breaking player must break from behind the Head String – if not, the breaking player loses his turn. The breaking player may request that the balls be re–racked, if loose, or repositioned if not on the Foot Spot or misaligned.
  • If one or more balls of the same type are pocketed on the break, the breaking player must play the balls that were pocketed. For example, a stripe is made on the break, the breaking player must play stripes and the racking player will play solids.
  • If at least one solid and one stripe are pocketed on the break, the breaking player may choose to shoot either stripe or solid. Until another ball is legally pocketed, the table remains open.
  • If the 8–ball is made on the break without a scratch, then the breaking player wins the game. With a scratch or having the cue ball leaving the table, the breaking player loses.

The 8–ball 

  • If the 8–ball is made out of turn (before all of the solids or stripes are pocketed), the player pocketing the 8–ball loses. The exception is on the Break where the player wins.
  • If the Cue ball scratches or leaves the table while a player is shooting the 8–ball, the player loses the game – regardless of whether or not the 8–ball is pocketed. Also, if the 8–ball ever leaves the table, then the shooting player loses the game.
  • If, when shooting the 8–ball, the player misses, then he loses his turn, but not the game.
  • When shooting the 8–ball, if a player interferes with any other balls and the 8–ball is pocketed, the player loses the game.
  • When shooting the 8–ball, the Cue ball may not hit any other ball before the 8–ball. If it does and the 8–ball is not pocketed, the player loses his turn. If the Cue ball hits another ball first and the 8–ball is pocketed, the player loses the game. The exception to this is if an Object ball and 8–ball are called in the same shot:  When this is called, if a player pockets his last ball and then pockets the 8–ball, he wins the game. If he pockets the 8–ball before pocketing his last Object ball, he loses the game. If he pockets the last ball but fails to make the 8–ball, he loses his turn.
  • Object balls may be kissed off the 8–ball. The Cue ball may kiss off the 8–ball into another Object ball, provided the 8–ball is not the first ball struck by the Cue ball.  If a player, while shooting at the 8–ball, interferes with any of the balls and the 8–ball is pocketed, the player loses.
  • The 8–ball cannot be the first ball struck in a combination.

Miscues and Errors 

  • On the break, at least four object balls must strike a rail; otherwise, it is a miscue. If the Cue ball strikes a rail before striking the rack, it is a miscue.
  • If the break is a miscue – and no Object balls are pocketed – the racking player may choose to play the balls as broken, or may choose to re–rack the balls and let the breaking player break again. Upon a second miscue, the balls will be played as broken.
  • If the breaking player miscues on the break – and an Object ball is pocketed, then the breaking player must shoot the balls as broken. If the shooting player moves an Object ball before a shot is made, the Object ball either remains in the new position or is replaced to its original position at the option of the opposing The opposing player replaces the ball in its original spot and the shooting player resumes shooting.
  • If a player moves or touches the Cue ball (either personally or with his cue or bridge) before the shot is made, the player loses his turn. If this happens while shooting the 8–ball, and the 8–ball is pocketed, the player loses the game.
  • If, while in play (at the moment of contact and after), the player touches or moves any ball (either personally or with his cue or bridge), then he loses his turn. If this occurs while shooting the 8–ball and it is pocketed, then the player loses the game.

Calling shots

  • Whenever the shooter is attempting to pocket a ball (except on the break), he is required to call the shot, the intended ball and the pocket must be indicated for each shot. Details of the shot, such as cushion struck, or other balls contacted are irrelevant.
  • It is the responsibility of each player who is shooting to make sure that his/her opponent understands the shot that is being called. Conversely, it is the responsibility of the opponent to pay attention to the game and to the player who is shooting, particularly when he/she is making an effort to communicate a shot that is being called. If your opponent starts to shoot and you’re not sure what shot he/she has called, don’t be afraid to stop the game and request that the shooter specifically call their shot.
  • Combinations, Kiss shots, Double–Kiss shots, Bank shots and shots off the 8–ball do not have to be called. Players do not need to call whether other balls will be pocketed or the order in which balls will be pocketed.  As long as the target ball is pocketed in the called pocket, the shot is good and the player continues to shoot.

Wrongfully Pocketed Balls

  • If the shooter makes his intended ball in a wrong pocket, the shooter loses his turn and the pocketed ball is spotted at the Foot Spot of the table (the racking spot) at the option of the opposing player.
  • If the shooter does not make his intended ball but pockets another one of his balls unintentionally, the shooter loses his turn and the unintentionally pocketed ball is spotted at the Foot Spot of the table (the racking spot) at the option of the opposing player.
  • If the shooter does not make his intended ball, but pockets one of his opponent’s balls, the shooter loses his turn and his opponent’s ball stays in the pocket.
  • If the shooter makes his intended ball in the right pocket, any other balls pocketed stay in the pocket and the shooter keeps playing.
  • When spotting balls, if the Foot Spot of the table is covered by an existing ball, the spotted ball is placed directly behind the spot, as close as possible to the Foot Spot of the table, touching whatever ball that may already be there. In the case of multiple balls being spotted, they are lined up toward the back rail, touching each other.

Jump shots / Masse’ shots

  • They are not permitted, regardless of house rules.

Bridge

  • If a bridge is available, it may be used.

Bank and Kick shots

  • All shots in which an Object ball is driven into a rail (Bank shots) or the Cue ball strikes a rail before hitting an Object ball (Kick shots) do not have to be called.

Kiss Shots

  • Object balls may bump against another ball before being pocketed without being called.
  • Object balls may kiss the 8–ball. The 8–ball may kiss another ball. The Cue ball may first kiss any ball that matches the Target ball (Stripe or Solid).
  • The Cue ball may not kiss the 8–ball before a target ball.
  • The Cue ball may not kiss any Object ball when the 8–ball is the Target.
  • Object balls may follow a kissed ball into a pocket – except, of course, the 8–ball.

Split Shots

  • The Cue ball may strike two Object balls simultaneously, provided the two Object balls are of the same type – both stripes or both solids. The 8–ball may not be used in a split Shot.

Scratch

  • In the event of a scratch, any pocketed balls remain in the pocket and the opponent takes a ball in hand behind the Head String.
  • All scratch shots are played from behind the Head String. The Cue ball must cross the Head String before striking an Object ball. This means that an Object ball must be completely over the Head String to be a legal “non–kick” shot. (In other words, if you place a cue stick from center–of–dot–to–center–of–dot and any of the Object ball is under the cue stick, that Object ball is not “over the line”.)
  • A Cue ball leaving the table is a scratch.
  • Object balls leaving the table are spotted on the Foot Spot (“the Rack Spot”).

Combinations

  • The Object ball struck by the Cue ball must match the Target ball being called (Stripe or Solid).
  • Intermediary balls in the combination need not match the object/pocketed ball.
  • The 8–ball may be used as an intermediary ball in a combination but may not be used as the first Object ball in the combination. For example, a 1–10–2 combination is acceptable, as is a 14–8–15. Conversely, a 1–2–15 or 8–7–6 combination is not
  • Combination shots and their details do not have to be called – jut the ball to be pocketed and the pocket need to be called.

Advice / Coaching / Timeouts / Outside Aids

  • During a time out, only one (1) person is allowed to approach and advise the player at the table.
  • During a time out, a coach may get some advice from any other players on their team and pass it on to the shooter.
  • A coach giving advice may use his fingers to suggest a target, but the fingers must be removed from the table prior to the shot.
  • Players may not mark the table or place objects, such as chalk or cigarettes to form a target.
  • Per game, a maximum of two (2) time outs of 45 seconds each may be called by the captain or requested by the player.
  • During their turn at the table, the shooter may discuss strategy only with the coach designated for that time-out.
  • Although this is a team sport, over coaching is not encouraged. Each pool game is played one on one.  Practice and coaching should be done prior to game time.  However, coaching is allowed in the following situations:
    • Any general advice provided by teammates prior to approaching the table is allowed.
    • All advice is acceptable when a player is not taking his/her turn.
    • The player may take advice from any member of his/her team. A player may also refuse to take a time out for advice even though the captain called a time out. It is the player’s option to take the time out.
    • Coaching is not permitted once the player is at the table other than calling either of the two (2) time outs. Players must be ready to play when it is his/her turn to play.
    • Captains may clarify rules for their players such as how to spot a ball, ball in hand options, advise a player that is about to hit the wrong ball, etc. These are not considered “Time-Outs”.

Close Hits

  • Potential bad hit situations are usually fairly obvious. Disputes over these situations can almost always be avoided by having a third party that is not part of the ongoing match watch the shot. Either the shooter or the sitting player can ask to stop the game prior to the shot. If asked, the shooter is required to stop if their opponent wants the shot watched. Once agreed upon, a third
    party is asked to watch the shot, the third party’s call will stand and cannot be disputed.

Disputes

  • If a situation arises that is not addressed by these rules or cannot be settled by the Team Captains, the League President will decide.
  • Captains are in the best position to settle a dispute during play. If they agree, it is permissible to re–shoot the entire game.
  • Teams that are consistently involved in disputes will receive a warning from the President. If disputes remain consistent, then the Team’s captain will be removed from the League.
  • A small committee of captains not involved in the situation will be consulted for a unified solution should any problem arise which needs further review about removal.

Rescheduling

  • If a team is unable to play at the scheduled time or location, the Captains may determine an alternate time and place to play those games.
  • Please notify the President in such event. In the event of a hurricane or other emergencies, the President may postpone or cancel scheduled games.
  • If a team’s sponsor should go out of business, close for remodeling, etc., it is the team captain’s responsibility to make arrangements with another venue to complete the season and notify the League President of the change. The President must approve of any such changes. The new venue must agree to abide with League procedures and the change must not disrupt other teams in the League. If the team cannot find a new suitable venue for its remaining home games, those scheduled home games will be deemed a failed team.

Courtesy

  • Any Player who threatens another, or who brings a weapon to the games will be permanently banned from the League. This will be enforced on the first offense.  Any subsequent games played will be recorded as Lost.
  • After winning a game, shake your opponent’s hand before high—fiving your own teammates.
  • If you’re unhappy about how you’re playing on a particular night, refrain from slamming the tables — with cue sticks or anything else. DO NOT EVER throw a game in frustration.
  • Players should be ready to start their games at the conclusion of the prior game.
  • Captains should encourage all team members to remain until the last game is played.
  • The opposing Captain may notify the player’s Captain that the Player is taking too much time. Games should average no more than 10–15 minutes.  The two complete rounds should take no more than 2 hours.
  • Players will provide opponents with space to make shots and not cause distractions.
  • Please apprise the League President of argumentative players or those who insist upon making their own rules or fail to follow the courtesy guidelines.

Playoffs and Championships

The Playoffs span a three–week period after the Season’s final game night.  They are comprised of Wildcard, Quarter–Final & Semi–Final, and then Final matches.

Both Team and Individual Wildcard matches will be played on the Tuesday following the end of the Season.  The Teams’ Semi–Finals and Individuals’ Quarter and Semi–Finals are played the Tuesday following the Wildcard matches.  The Final games are played on the Tuesday following the Semi–Finals.

We encourage all to attend.  All awards will be presented after the final game.  These go to the First and Second placed Teams and Individuals as well as the Most Improved from the last season.

The location of the Championship games will be announced as decided.  For the weeks other than the Finals, the League will always choose a venue with two or more tables.

See the Playoffs page in the League’s website – www.Qballpool.net – for diagrams of the pairings; they are explained below.

Teams

  • The six teams with the Highest handicap Averages will compete in a three–round playoff to determine the League Champions. A
  • All matches are Best-of-Ten.
  • If there is a tie for the sixth position, then whichever team had won in head–to–head matches in the regular season will be selected. If the teams are still tied, then the one with higher total number of Wins in tie–breaking weeks will advance. The tie–breaking weeks are 5, 10 and 14.  If either tied team had a bye in one of these weeks, the following week will be substituted instead.  If there is still a tie, then individual tie–breaking weeks will be used in sequence.
  • The two teams with the Highest Handicap Averages will be seeded in the Semi–Final round as 1 and 2. The remaining four teams will compete in a Wildcard Playoff, paired as follows: (3 vs. 6) and (4 vs. 5). The two winning teams will proceed to the Semi–Final round the next week. The winning wildcard team with the Lower Handicap Average during the regular season will play seed 1; the one with the Higher Handicap Average during the regular season will play seed 2.
  • In all Best-of-Ten matches, the teams with the Higher Handicap Average in the regular season will be considered the “home team” and will rack first. To be eligible to play on a team in the Team Playoffs, a player must have played a minimum of one quarter of the eligible games during the regular season.
  • In the event of Tied matches, the winning team will be determined by one “Sudden Death” game. Each Captain will choose a player from an earlier round to participate in the Tiebreaker.  In the sudden death game, competing players Lag for the break:  shoot an Object ball from the Head String against the Foot rail.  The player whose ball comes to rest closest to the Head Rail (without hitting a side rail) will break.
  • Substitutes are not permitted in the playoffs.
  • In order to play in the Team Playoffs, a player must have played a minimum of 25% of the total possible games during the regular season.  For example, if there are 16 weeks of play and one player can play two games per week then there are 32 total possible games during the regular season. Therefore, a minimum of 25% of 32 possible games is 8 or more.

Individuals

  • Individual playoffs consist of twelve players in four Rounds.
  • The four players with the Most Handicap Wins will be placed in the Quarter–Final rounds as seeds 1 to 4. The remaining eight players – those with the Highest Handicap Averages – will play a wildcard round paired as follows: (5 vs. 12); (6 vs. 11); (7 vs. 10); (8 vs. 9).
  • Ties will be broken based on Wins in the tie–breaking games listed above.
  • If a qualifying individual is unavailable to play all nights of the playoffs, an alternate will be selected based on next Highest Average during the season. Individuals who won’t be able to compete should notify the President.
  • The four winners of the Wildcard matches will advance to face the seeded individuals in the Quarter-Finals. The Wildcard with the Lowest Handicap Average during the regular season will play seed 1; Second Lowest Handicap Average plays seed 2; Highest Handicap Average plays seed 4; Second Highest Handicap Average plays seed 3.
  • Wildcard, Quarter–Final and Semi–Final rounds are Best–of–Three; Finals are Best–of–Five. Players Lag to determine who breaks first, then breaking alternates in subsequent games.
  • Individuals in the Playoffs are not allowed to ask for assistance or coaching and no one is to assist them in any manner.
  • Substitutes are not permitted in the playoffs.
  • In order to play in the Individual Playoffs, a player must have played a minimum of 50% of the total possible games during the regular season.  For example, if there are 16 weeks of play and one player can play two games per week then there are 32 total possible games during the regular season. Therefore, a minimum of 50% of 32 possible games is 16 or more.