GAMEPLAY RULES. (What would we do without them?) |
You will have 5 cards to work with. The visiting team will shuffle the deck, then deal out 5 cards to each player
present that will be playing in the match. This will be their “Hand”.
Here is where your captain skills come into play, Each member of your team has the right to trade 1 card within
your team. You may have one player who cannot make a shot from the cards that was drawn. You can then
direct the player to trade their card with another player from your team who has a better chance at making it. As
a captain “you decide”, your decision is critical for the team. In some cases you may want to sacrifice a card.
That is, if you think that you cannot score with this card, give it to the lowest rated player on your team.
Once the trade is complete, each member then must trade with a member of the opposing team. Each team
member playing, then places 1 card face down on the table. They then must pick up 1 card each from the
opposing team.(cards they have placed on the table to trade). You as a captain can give your advice on which
card you wish to trade.
The deck of remaining cards is then placed on the table. You will cut the deck and then draw a card. This will
be your opening shot. Each member will then perform this discipline. You may want your best player to shoot
first so you can begin on a positive note, plus your lesser skilled players will see how this shot is performed.
Your team will acquire the points from the card. This opening shot is your key to begin the competition. You’ll
want to get your team excited about playing and anxious to have a great night. Let’s hope you draw a great
card.
The VISITING team always plays first. Each week, just before league time, the Home Office will send you a
special pattern. This is the BONUS MYSTERY PATTERN
This is a 3 ball pattern. Each member of your team gets a chance to perform this difficult pattern. As a captain
you will want to work with your players to master this B.M.P.
You and your teammates have the option to shoot a shot twice. The final decision is up to you. You decide if
your player has a good chance to succeed with this discipline. If your player fails on the second attempt, these
points will be awarded to the opposing team. You should be aware of the score at the time. Experience shows
that when you have a lead you should refrain from second attempts unless they are high percentage shots. If
your player fails on the first attempt no points are awarded to the opposing team. I have found that the second
attempt is both fun and rewarding. However, you are the captain and your job is to help your team win the
match.
You will have some time to go over the disciplines that each member has in his cards. You can then form your
strategy based upon their skill level. If your teammate is having a good night in good rhythm, then you will want
him to attempt a lot of second shots.
When one of your players draws a Three Ball Discipline Card, you will want him to trade it to a player who has a
better chance to perform this shot in four attempts. It takes a good player to do this. You must break three balls
and then run them to get ten points. If you make a ball on the break and run them in three tries, you will get 25
points. The same strategy applies to the Five Ball Discipline Card.
As a sporting gesture, your teammate tosses his card on the table when it’s their time to perform. He sends the
card flying to the table in a challenge gesture and the opposing team sets up the shot.
As Captain of your team, I strongly urge you to bring along a score keeper. It is hard to perform at a high level
when you are doing other things like score keeping and setting up shots.
You will begin with your best player and go through your line up. I think you should do your easiest disciplines
first so you have a positive opening round. No one sees your cards except your team members.
Keep your team in their chairs. When a member throws his card on the table, he is the only player who can
advance the table. Stay together and offer help and encouragement to each team member. Decide what card
you are going to play when your round comes up. Place the other cards on the table and hold only that card.
You are welcome to discuss the shots within the team. Once your player advances to the table, you cannot
offer additional advice. Cheers are fine.
If one of your players draws a Wild Card, you may consider having him trade it to a more advanced player in
exchange for a more appropriate card. After all, you will want to get more points out of a Wild Card. You could
perform a twenty point discipline three times. A Wild Card is a nice card to draw when used in the proper
manner.
Within the deck are five cards that designate a “Break Wild Card” in both five-ball and three-ball. Trade this
card to the one who has the best chance to succeed with the discipline.
Many times, the Bonus Mystery Round is a nine-ball break. Make one ball and get five points. Two balls get ten
points. Three or more is twenty points and the nine on the break are twenty five points. All members of the team
get to try their hand at this special break contest.
If you are the home team, your score is the official score sheet. Make sure you both keep score and then sign
it in the end before you turn it into the League Operator.
You are the Captain. I suggest you purchase league shirts with our logo on them and show up looking like
winners. I also urge you to post pictures of each of your teammates on the website. You are welcome to post a
short bio of your players and then put a team picture up. Building a strong, solid team is vital to an enjoyable
evening. Bonding is a special part of “Performance Pool”.
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LEAGUE RULES. (From the big guys in San Diego) |
League begins play at seven o’clock. The players are allowed a one hour warm up practice time before the
match begins.
League play ends when the game is over. In some cases the League members will be allowed to stay at the
pool hall for practice as long as they desire. This applies to other venues as well.
The captain of the team has 160 + discipline cards. The captain deals out five cards to each player. No one
sees the cards until they are shuffled and dealt.
Home team provides deck of card to be used that evening.
Upon receiving the cards, the team then has the option of trading one card to a team member. Players may
look at each other’s cards and discuss the trade.
After each member trades within their team, they exchange one card to the opposing team. This is handed to a
select member face down. Each captain determines who the card is traded to.
Opening shot and closing shot – This will be a card drawn from the remaining cards on the table. All five
members shoot the opening shot. Each member receives the points designated on the drawn card. There are
no second attempts. Visiting team begins play and goes first in the first round.
“Bonus mystery pattern”
A three ball pattern is sent out for the end of the game. The Mystery Pattern will be emailed on the night before
to each captain via the league segment. The player who holds the most points in his/her hand at the beginning
of play, after all trades are made, is the one designated to attempt the Bonus Mystery Pattern.
In the designated disciplines the player has the option to shoot the shot twice. He can elect to shoot it the
second time and if successful he will keep the total points. If he fails, the points will be awarded to the opposing
team to be added on to the final team total. If he fails the first attempt, no points are recorded however he can
then attempt a second try. The decision to shoot it the second time is made by the captain.
Three ball discipline. Player declares the amount of shots he will use. Five shots 5 pts. Four shots 10 pts 3
shots 25 pts.
Five ball discipline. 9 shots result in 10 points awarded to the opposing team. Eight shots 5 pts. Seven shots
10 pts. Six shots 20 pts. Five shots 25. There are no second attempts on this discipline.
A thirty second quiet time must exist while the shooter is shooting. If this rule is broken the player gets to shoot
again. This rule exists for team players only.
Opposing team captain sets up the shot.
On all safeties the opposing captain picks the shooter to respond to the safe. A responder can only attempt
one shot per evening. The responder must be selected before the card is played.
Following the opening challenge, team play begins with the number one shooter shooting first discipline. The
opponent uses the same order. The second, third and fourth and fifth will go in order.
One Team performs all their shots in the first round. Add up the score. The penalty points received from
opposing team are listed in the Penalty Point column and awarded to the team. No player receives the
penalty points against his personal average.
The opposing team then performs their shots in the first round. Each team shoots five players per round.
If you draw a wild you must then draw another card. If you miss your shot, you can use the wild card for a free
attempt. Plus the wild card doubles your point total on the card.
Within the deck are five cards that designate a break wild card in nine ball. Five cards that designate a break
shot in eight ball. When a player draws this cards, his team members must discard a card to join the break shot
charge. They do not have to join the break card charge. 5 pts. for one ball on the break. 10 pts for two balls
made on the break. 20 points for three balls.
Home team keeps the official score.
Visiting team shuffles the deck and deals the cards.\
Each captain must sign the score sheet and turn it in to the LO.
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