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Lewes & District Bar Billiards League

League Rules

  • Playing Conditions

    1 The playing area of the table shall be not be less than 54" or more than 56.5" in length, and not less than 32" in width, measured from the inside edge of the cushions.

    2 The table shall be not less than 34" and not more than 36.5" in height from the floor to the top of the cushion.

    3 Every effort should be made to ensure that the table be level and in good condition.

    4 There shall be one black and two white skittles of equal size and weight. To a height of at least 2" above its base, each skittle should be cylindrical with a diameter between 0.6" and 0.7". The black skittle shall be placed on a spot; the back edge of which will be a 1/4" from the front edge of the 200 hole. The white skittles shall be placed on spots level with, and 7" from, the centre of the 100 hole.

    5 A 'D' shall be firmly fixed to the table in the centre of the base of the playing area. This should be approximately one and three sixteenth inches radius, and the centre of the 'D' shall be clearly marked with a spot; to be known as the break spot.

    6 Another spot shall be fixed in the centre of the table with its centre not less than 6.75" and not more than seven and one sixteenth inches from the centre of the break spot on the 'D'. This shall be known as the red spot.

    7 Baulk lines shall be clearly drawn on the table radiating from the centre of the base of the playing area to the side cushions, so as to form an arc of not less than 150 degrees and not more than 160 degrees.

    8 The table shall be adequately illuminated with an 150 watt bulb and shade or equivalent.

    9 One red ball and seven white balls of equal size and weight shall be provided in a clean condition.

    Rules of Play

    10 All shots must be played with the cue ball within the area of the 'D'.

    11 The red ball should be placed by hand on the red spot and white ball placed on the break spot, also by hand. The white ball is then played with a cue onto the red ball with the objective of potting one or both balls. This is known as playing from the break position.

    12 If, from the break position, both balls are potted into any holes three times consecutively, the player shall, on his next shot, be barred from potting more than one ball.

    13 If no balls remain on the table at any time during the course of the game, play will be continued from the break position.

    14 From the break position, the red ball should always be used on the red spot. At any other time, use of the red ball as the cue ball is optional.

    15 Other than from the break position and the last ball shot (see Rule 26) the cue ball may be placed anywhere on the 'D'.

    16 A white ball potted into any hole shall score the value of that hole. The red ball when potted will score double the value of the hole.

    17 A break will continue until such time as the player fails to pot a ball or plays a foul shot.

    18 At the end of a break the score should be recorded progressively on the scoreboard.

    19 If, during a break, a ball on the lip of a hole falls in without being struck by another ball, the ball shall count as if potted and the score will count.

    20 If a player plays at a ball on the lip of a hole and the ball falls before the cue ball reaches it the score for that ball will count and the break shall continue, except for any penalty incurred before the cue ball reaches the position previously occupied by the object ball.

    21 If a ball on the lip of a hole falls in at the end of a break this ball shall not count. The break is deemed to be at an end if the player has left the table, or if end of break is called in accordance with rule 33 (vi).

    22 Should a ball knock a skittle off its spot, but the skittle does not fall over, the score shall count and the skittle should be replaced in its correct position before the next shot is played, unless prevented by a ball encroaching on the skittle's correct position.

    23 Should any ball be touching a skittle causing it to lean or preventing it from being respotted, this ball should be returned to the rack AT THE END OF THE BREAK.

    24 When no balls are left in the rack play continues by taking the ball furthest from the top (back) cushion. If two balls are equidistant from the top cushion, the ball nearest the centre line of the table should be taken. In the event of two balls being balanced over a pocket, and one has to be returned as a cue ball, the other ball shall be placed in a position nearest to its former position.

    25 After the bar has dropped, play should continue until all the balls in the rack have been used.

    26 If only one ball remains, either in the rack or on the table, the break score should be recorded before the last shot is played. The last ball must then be played from the centre of the 'D' into either the 100 or the 200 hole OFF ONE SIDE CUSHION. This is known as the last ball shot. Before the last ball shot is played, the white skittles should be placed in the 50 holes and the top holes guarded. If the ball strikes a skittle in the 50 hole this constitutes a foul shot, and the ball should be returned to the rack. Both players should continue to play the last ball shot alternately until the ball is potted or the black peg is knocked down.

    27 FOUL SHOTS incurring loss of break score penalty:

  • i potting both balls from the break position four consecutive times (except as in Rule 33 (v)

    ii failing to hit another ball with the cue ball (except as in Rule 20

    iii any ball returning over or obstructing the baulk line. A ball shall be deemed to be obstructing the baulk line if, when viewed from directly above, it obscures any part of the line. The ball should be returned to the rack

    iv any ball obstructing or hitting the 'D'. A ball shall be deemed to be obstructing the 'D' if, when viewed from directly above, it obscures any part of the 'D'. The ball should be returned to the rack

    v any ball mounting the cushion or leaving the table. The ball should be returned to the rack

    vi knocking down a white skittle with a ball. The skittle should then be replaced on its spot, any ball preventing this should be returned to the rack

    vii knocking down a white skittle with cue or hand while balls are in motion or before a ball has fallen completely down a hole

    viii playing a shot while balls are still in motion or before a ball has fallen completely down a hole

    ix assisting the balls into the holes by any means

    x knocking the cue ball off the 'D' with the cue. The cue ball will not be considered to be in play until it is completely clear of the 'D' and the baulk line as in Rules 27 (iii) and 27(iv).

    xi hitting the cue ball after it has left the 'D'

    xii not using the red ball on the break shot when it is available.

    28 FOUL SHOTS incurring loss of entire score penalty:

  • i knocking down the black skittle with a ball

    ii knocking down the black skittle with cue or hand while balls are in motion or before a ball has completely fallen down a hole.

    29 Should both a white and a black skittle be knocked down, if the white skittle falls first, the penalty will be loss of break. Should the black skittle fall first, the penalty will be loss of entire score.

    30 If a player is nudged or jolted while in the act of playing a shot, causing him to play a foul shot, no penalty will be incurred. The scorer should replace the balls in what he considers to be their original positions, and the player should then replay his shot.

    31 If the balls are disturbed in any way other than in the normal course of play, then the scorer should replace the balls in what he considers to be their original positions and play should continue.

    32 DELIBERATE FOUL SHOT. If, after the bar has dropped, a player, in the opinion of the Scorer, deliberately plays a ball directly into a hole without touching another ball, then the ball should be retrieved and the other player allowed to play it. Any additional coins required to do so should be provided by the player deemed to have played the foul.

    33 SCORER AND MARKER

  • i a competent scorer should be appointed from the home team

    ii the scorer will act as referee and will be the sole arbiter on matters of fact and interpretation of the rules during the course of the game. Any dispute shall be reported to the League Secretary as in Rule 34

    iii the scorer will call out progressively and audibly the score after each shot

    iv progressive thousands must be recorded either by placing in clear view coins or other suitable markers

    v after a player has potted both balls three times consecutively from the break position, the scorer must clearly warn the player to leave one ball up. Should he fail to do so, the player will not be penalised under Rule 27 (i)

    vi if, during the course of play, a ball remains on the lip of a hole, the scorer shall decide when to call end of break in accordance with Rule 21

    vii the scorer will be responsible for ensuring that the scores recorded on the scoreboard are correct

    viii a marker may be appointed to record the progressive scores on the scoreboard at the end of each break

    ix if appointed, the marker should check the score as it is called out by the scorer and should draw his attention to any discrepancy at the earliest convenient time

    x no person, other than the scorer or marker, should touch the scoreboard during the course of the game

    xi the scorer is the only person allowed to touch or remove a ball from the table (this must be returned to the rack and not via the pockets); his decision is final during the game. Any dispute will be reported to the League Secretary as in rule 34.

    34 Any dispute must be referred to the League Secretary in writing within three days of the point of dispute if either Captain cannot agree, or the result card is not signed by both Captains. Any decision made by the committee will be final and binding.

    35 MATCH RULES

  • i Each team shall consist of 5 players; a draw to be made before the start of the match to decide order of play. Should a team have less than this amount of players then blank cards should be inserted as appropriate. The home team shall have the second and fourth break with the away team having first, third and fifth break - home team to supply table fee

    ii The number of players a team may register is unlimited, but new players must be notified to the League Secretary no later than midnight on the day before playing for a team. Similar notice is required before any player may transfer from one team to another. No registration/transfers shall be accepted after the first half of the season has been completed unless specifically authorised by the committee. Players may only play in the team for which they are registered. No player having played in a team competition may play for another team in that competition. No player may play more than one game in any team match. Any team which plays an unregistered player shall have one point deducted from their score on each occasion this happens. Should that player win his/her game, the point for the win shall automatically be awarded to the opposition

    iii Any pub/club entering two teams or more in the League may have floating reserves who must be registered as such. At least six players must be signed on for each team. A reserve may not play for any team more than twice in one half of the season. If he/she does, then he/she shall be deemed a registered player of that team and may not play for the other team for the rest of that season

    iv All players should arrive by 8.30pm. The first game must commence by 8.40pm, thereafter play to be continuous. In the event of the match not being started by 8.40pm, then all games incomplete or unplayed by 15 minutes prior to closing time shall be automatically awarded to the opposing team

    v If any team commences with one or more players short, and cannot provide a replacement(s) by the time the fourth game has started, the point(s) shall be awarded to the opposing team, and no player may play more than one game in any match

    vi No coaching of players is allowed during actual play

    vii The winning Captain shall be responsible for returning the score cards, and notification of the result to the League Secretary. In the event of a drawn match, the home Captain shall be responsible for the return of the score card and notification of the result. All results should be returned to the League Secretary with 5 days of the match being played. Failure to do this will result in 2 points being deducted from the offending team

    vii All league games are to be played on the date given in the fixture list. If, for any reason, the game cannot be played on the due date, the Captain of the responsible team shall contact his/her opposite number direct and try to reach an agreement for the fixture to be completed. Rearranged games should be completed with 28 days of the original date of the fixture or before finals night, whichever be the sooner. Both Captains shall be responsible for notifying the League Secretary within 3 days of the arrangements. If the two Captains are unable to reach an agreement, then both Captains must contact the League Secretary within 3 days, who will report the facts to the Management Committee for their decision. A team failing to notify their opponents of a cancellation shall forfeit the match which will be awarded to their opponents 5-0

    viii When a Club has more than one table in use, only one of these tables may be used in any one match and the choice of table shall be that of the home Captain

    x Unless otherwise mutually arranged, each team shall play home and away matches with each other team. At the end of the season, the team having the most points shall be declared the winner. Points will be awarded as follows - one point per player for a win, and 1/2 point per player for a draw

    xi In the event of two or more teams finishing level on points, the team having the most won matches to their credit shall be declared the winner. Should the teams still remain level, the position shall be resolved by a replay on a neutral table to be nominated by the Management Committee. In the event of a team withdrawing from the League before the season has been completed, all league results pertaining to that team shall be expunged from the League Table

    xii The Highest Break cup is awarded to the player making the highest break on an away table in a league match. No competition games are eligible for the award.

    xiii The Player of the Year cup shall be awarded to the player with the highest number of League wins during the season. In the event of a tie, the lowest number of losses shall decide the competition, and if there is still a tie, the highest average score will decide.

    36 Additional Rules for Competitions

  • i individual competitions will be the best of three games, the player who wins the toss has the choice of breaking first or second, in the event of the third game, both the players will have the break, the balls being respotted after the first break. Players will toss again for choice of break. In the event of the games still being level, a fourth game will have to be played in the same manner as the third. In a doubles match, only the first player on each team shall have the break.

    ii. In team competitions the Captains shall toss a coin; winners shall have the break in the second and fourth games and the losers in the first and third games. In the fifth game both players will have the break, and will toss a coin for choice of break. In the event of a draw, the Captains will have nominated a player before the match starts who will play a sixth game; rules as for the fifth game. All competition games will be played on neutral tables as nominated by the Committee. No player, having played in any team competition, will be allowed to play for another team in the same competition. Players may only play in a competition under the name of the team for which they are registered. In any doubles competition, should there be only one player available, the match can still proceed. However, the single player will only have one shot to his/her opponents two.

    iii In all even break games, if the second break player is still on their first break when the bar drops the player shall be entitled to insert extra coins in an attempt to equal or exceed the first break player's opening break. If the first break player is still on the table when the bar drops or has played the table out during the opening break, the second break player shall be entitled to insert extra coins in an attempt to equal or exceed the first break player's opening break.

    iv once a player has received a fixture list for any individual or team competition, the first named player or team shall be responsible for making contact with his/her opponent with 7 days from the receipt of the draw. If no contact is made for whatever reason, both players or teams will contact the League Secretary for an agreement to be made. All players who fail to play their matches or submit their result cards to the League Secretary by the closing dates specified will be automatically disqualified from the competition.

    37 Sprackling Cup

    This trophy shall be awarded for a knockout competition for team champions. Each Team shall be entitled to nominate one representative, whose name must be submitted to the secretary by the closing date specified by the committee. Any team failing to submit the name of their representative by the specified date will forfeit their right to enter the competition.

    September 1995


    © ldbbl - last updated 9 October 2008