UPL Rules Cheat Sheet
Quick Team Requirements
Roster Size: Up to 8 players per team
Matches Per Night: 5 matches
Required Rating Rule: Each team must play at least one player rated 450 or under each night.
Player Restrictions
Teams may play:
• Up to two players over 600
• Only one player over 700
• At least one player rated 450 or under
Starting League Night
Each team must have a player and a timekeeper available to start.
Minimum players required:
• Single format: 2 players
• Double play, 8-Ball and 10-Ball: 3 players
Teams receive a 15-minute grace period to start the night.
Double Play Rules
Teams may double play up to twice if needed to field a full team for the night.
Double play matches must be played in:
• Match 5, or
• Matches 4 and 5
Roster Changes & Player Eligibility
Roster Changes
• Sessions 1 and 2: Rosters may be adjusted at any time.
• Session 3: Roster changes must happen within the first 4 weeks.
Player Eligibility
• Players need 4 matches to be considered active for the session.
• Players need 10 matches to play in GFQ and/or Nationals.
Once a team qualifies for GFQ:
• The team must keep 5 original players on the roster.
• The team must remain active.
• The team must stay in the top 50% of the division.
Clock Management
Starting the Clock
The clocks start when the cue ball is struck on the break.
The shot clock resets every time the balls stop rolling.
On a scratch:
• The clocks continue to run.
• The shot clock resets to 30 seconds once the cue ball is available to the player.
Extensions & Timeouts
Each player gets one 30-second extension per rack.
Players rated 450 or under may use that extension as a timeout.
The timeout may be called by:
• The player
• The coach
Once a timeout is called, it must be used.
Important Timeout Rule
Players rated 451 or higher do not receive a timeout.
If a timeout is called for a player rated 451 or higher, it is a ball-in-hand foul.
Timekeeper Responsibilities
The timekeeper should give:
• A 10-second warning
• A 5-second warning
Unless otherwise requested by the player.
Stop all clocks when the player cannot address the table.
Start all clocks when the table is available again.
Time stops once the game-winning ball is pocketed and all balls have stopped moving.
Break & Lag Rules
Follow the official rack diagram.
In both 8-Ball and 10-Ball:
• The 8 ball or 10 ball goes on the spot.
• The table is open after the break.
• The player must call their suit.
Break Rules
Scratch on the Break
In 8-Ball, a scratch on the break results in cue ball behind the line, shooting in any direction.
Cue ball off the table or any other foul on a legal break results in ball in hand anywhere on the table.
8 Ball or 10 Ball on the Break
If the 8 ball or 10 ball is made on the break:
• It spots back up.
• The player continues shooting.
You cannot win or lose on the break.
Legal Break
The 3-point break rule applies.
If there is a miscue on the break, the opponent has the option to:
• Take the break, or
• Give the break back
Breaking order stays the same.
Example: If Player B does not make a legal break, Player A may take the break and will also break the next rack.
Fouls & Special Situations
General Fouls
All ball fouls result in ball in hand.
Do not move the ball back.
Intentional fouls result in loss of rack.
Touching the cue ball while it is still in motion results in loss of rack.
Do not catch the scratch.
Frozen Balls
When shooting from a frozen ball, the player must hit away from the ball.
If the frozen ball moves because of contact by the cue ball, it is a ball-in-hand foul.
10-Ball Specific Rules
Push outs and slop shots in 10-Ball may be given back.
A second foul warning must be given when a player is on two fouls and subject to the three-foul rule.
8-Ball Specific Rules
Scratch when the 8 ball is not pocketed:
• Ball in hand
Scratch when the 8 ball is pocketed:
• Loss of rack
Early 8 ball:
• Loss of rack
Balls Off the Table
Balls driven off the table are respotted.
The opponent receives ball in hand.
Scoring
Players receive 1 point for every game won after zero.
Players receive 5 bonus points for winning the match.
A draw receives no bonus points.
If a player finishes with negative games, it counts as zero points.