Time Allotment
By default, shooters are allowed 60 seconds to execute each shot when it is their turn at the table. Your local league operator may set each division’s time allotment between 30 seconds and 90 seconds. If a time allotment is not set at the beginning of a session, the default is 60 seconds.
Exceeding the time allotment is considered slow play. The time allotment begins after your opponent’s shot ends and all balls come to rest. After a first warning, if slow play continues, the captains from both teams may institute a time clock (or stopwatch). After a time clock is instituted, any violation of the time allotment is a cue ball in hand foul.
Cushion Frozen Object Ball
If an object ball is frozen on the cushion, the shooter must cause the cue ball or any other ball to contact a cushion after contact with the frozen ball in order for the shot to be legal.
Shooting Frozen Balls
If the cue ball is frozen to the object ball, pushing through the cue ball is a legal hit. If there is separation between the cue ball and an object ball equal to or less than the width of a piece of chalk, the shooter must avoid double-hitting the cue ball. This can be executed by elevating the cue stick to at least a 45° angle. As long as this attempt is made, no foul can be called during the execution of the shot. However, after the stroke has been legally executed, any further contact or interference with the cue ball or any object ball should be referred to rule #4.1 (Interference), which can result in a foul.
If the distance between the two balls is greater than the width of a standard size piece of billiard chalk, a double hit of the cue ball is a ball-in-hand foul. When confronted with this situation, it is strongly recommended that a third party or referee be called to watch the hit to avoid controversy. If a third party is not called, it is the shooter’s decision.
Push Out
The shooter who shoots 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 cushion; however, all other foul rules still apply.
The shooter must announce the intention of playing a push out before the shot, or the shot is considered a normal shot. Any ball pocketed on a push out does not count and remains pocketed except for the 10-ball. Following a legal push out, the incoming shooter may shoot from that position or return the shot to the shooter that pushed out. A push out is not considered a foul as long as no other rule is violated. An illegal push out is penalized according to the type of foul committed. After a shooter scratches on the break shot, the incoming shooter cannot play a push out.
Massé Shots
Massé shots are legal.
Jump Shots
Jump cues are allowed. It is legal to cause the cue ball to leave the surface of the table by elevating the butt of the cue and, with a downward stroke, forcing the cue ball to rise off the playing surface. For the shot to be legal, only the cue tip may touch the cue ball — the shot must not be “scooped” by the ferrule or shaft. Any miscue on a jump shot is a cue ball in hand foul.
Shooters are not allowed to break their cues down to the shaft only in order to attempt jump shots. See the rule titled “Miscue Jump Shot” under the section “Interference and Fouls.”
Safety Shot
Safety shots are not allowed in NAPA 10-ball.
What is a safety shot? For tactical reasons, a shooter may choose to pocket a “called” object ball into its proper pocket and also discontinue the turn by declaring “safety” in advance.
Disputed Shots
It is the opponent’s responsibility to ask the shooter to wait before making a shot when the opponent believes the previous shot was a foul. If the shooters cannot agree on the status of the last shot, the captains must make a ruling. If the captains cannot reach an agreement, contact your local NAPA representative.
Close or Questionable Shots
It is the responsibility of all shooters to recognize the potential for a disputable shot. If a disputable shot is recognized, it is the responsibility of the shooter, the opponent, and both team captains to appoint themselves or other participating players (listed on either roster) to officiate the shot and determine a ruling based on the outcome of the shot.
If a player’s cue ball contacts two object balls at the same time, or determining which object ball was contacted first is too close to call, then “tie goes to the shooter,” meaning the shooter continues shooting.
Late Arrival
Matches are to begin at the designated time set by the local NAPA league operator. At least one (1) player on a team’s roster must be present at the playing venue no later than fifteen (15) minutes after the scheduled start time. Example: a 7:00pm start requires at least one player present by 7:15pm. If no players are present within fifteen (15) minutes, a team forfeit must be declared.
For individual late arrivals: shooters must be present by the time the last shot is made on the match before theirs is to begin. If, by that time, no shooter already on the roster is available, that match and any that follow are forfeited.
If a player (or players) is present but refuses to play because the rest of the team did not show up on time, it is an automatic team forfeit.
Multiple Tables
Team matches may be played on multiple tables at the same time at any time during a league match. Playing on only one table is not required.
Rules Are Subject to Change
Due to the ever-changing nature of sports and the situations that can occur, NAPA reserves the right to make rulings and rule modifications as necessary, at any time. NAPA also reserves the right to make exceptions to rules in order to promote fairness.
Protests and Disputes
In general, all protests, disputes, and complaints should be made by your team captain to your NAPA representative. Most protests and disputes should be settled immediately through compromise, common sense, and by referring to the rule manual.
Highest Authority
NAPA is the highest authority concerning all league rulings. NAPA reserves the right to change any and all rules at any time without notice, in the best interest of NAPA and its players.
No Choosing the Forfeited Matches
If a team is forced to forfeit an individual match during league night—either due to the Max Team Skill Level rule or being short on the required number of shooters—the team is not allowed to decide which match is forfeited. All eligible shooters who are present must play before a forfeited match occurs. Additionally, any time a team has to forfeit an individual match (for any reason), every match afterward that evening is automatically a forfeit as well.
Balls Moving Spontaneously – 5 Second Rule
A shooter’s shot is considered completed after all balls have come to a final resting position. There is a 5-second window during which if a ball shifts, turns, or otherwise moves by itself, the ball shall remain in the position it assumed and play continues. The movement is considered a continuation of the player’s shot.
A hanging ball that falls into a pocket by itself after being motionless for 5 seconds (or longer) remains pocketed and play continues as if the pocketed ball did not occur. If the hanging ball is the 10-ball or the cue ball, that ball should be replaced as near as possible to its original position immediately prior to the incident and play continues.
Table Size
NAPA allows 7-foot, 8-foot, and 9-foot tables to be used, considering size availability and LO approval. The table size being played on must be established at the beginning of the session.
Changing table size in the middle of a session is not allowed.