Competition Rules

Read carefully!

||| 1. ELIGIBILITY

General: 7-Speed is a supplementary competition run jointly by UIC Swiss and ILC. Since by agreement ILC will be hosting the tournaments via its MyLeague website, all Eligibility rules in ILC will apply.

||| 2. COMPETITION FORMAT

2A. Any player may participate in ILC, whether playing in Gamedesire or any other gaming site, as long as he or she is correctly signed up to Gamedesire in accordance with normal eligibility rules.

2B. The competition consists of two True Swiss tournaments played on Mondays during the season at 3pm EST (called the 3PM) and 6pm EST (called the 6PM). All tournaments consist of seven rounds played one after the other in League Room 16 – see Rule 4 Tournament Games regarding which game will be played for each round. The season will be played over seven weeks and there will be standings for the team competition only.

2C. All players will be put into categories named Group A or Group B, depending on UIC Swiss and ILC standings, previous records and achievements in online pool, and known ability, at the discretion of competition admin. Group A will be the highest group of the recognised better players.

2D. A player may play in one or both tournaments per week. A team must be represented by at least two different players each week to be eligible for challenging for the 7-Speed title (see examples 1 and 2 in Rule 2E). If there are less than two different players, including none at all, the minimum count for the team will be two players per week (see example 3 in Rule 2E). If one player plays twice for a team in a particular week, the count for that team will be three players (see example 4 in Rule 2E). 

2E. A points system will apply to the team standings as follows: Group A players will score 1 point per tournament win and, Group B players will score 2 points per tournament win. All points scored by a team will be added together and divided by the number of players representing that particular team, which must be a minimum of two different players per week (as per Rule 2D), to give an average score per team. The higher average score will determine team standings in the competition. A bye in any tournament will count as a win.

Example 1: This example covers a team's score with two or more different players – Player 1 (Group A) scores 7-0 (7 points), Player 2 (Group A) scores 5-2 (5 points), Player 3 (Group A) scores 4-3 (4 points), Player 4 (Group B) scores 3-4 (6 points), Player 5 (Group B) scores 2-5 (4 points), Player 6 (Group B) scores 2-5 (4 points) and Player 7 (Group B) scores 1-6 (2 points), Total points: 32 points, divided by SEVEN players = 4.571. So this team's average score is 4.571 points.

Example 2: This example also covers a team's score with two or more different players – Player 1 (Group A) scores 6-1 (6 points), Player 2 (Group B) scores 5-2 (5 points) and Player 3 (Group B) scores 3-4 (6 points). Total points: 17 points, divided by THREE players = 5.666. So this team's average score is 5.666 points.

Example 3: This example covers a team's score with less than two different players: Player 1 (Group B) scores 4-3 (8 points). Total points: 8 points, divided by TWO (not one) as per Rule 2D = 4.000. So this team's average score is 4.000 points.

Example 4: This example covers a team's score with one player who plays twice: Player 1 (Group A) scores 4-3 (4 points) in the 3pm tournament and then 5-2 (5 points) in the 6pm tournament. Total points: 9 points, divided by THREE (not two) as per Rule 2D (because there must be two different players) = 3.000. So this team's average score is 3.000 points.

2F. The team finishing the season with the highest average score in the team standings will be named the 7-Speed Champions. Where two or more teams are equal on the average score in the team standings at the end of the season, the higher number of players used by the team will determine final positions. If these are tied, the higher number of tournament wins will determine the standings.

2G. A player MUST report losing a game immediately using the tournament website (by clicking on the ‘Report’ button on the tournament home page). Any player failing to report for a third time will have 5 points deducted from his or her individual competition total. For further cases of non-reporting, another 5 points will be deducted per offence. Any reporting difficulties must be reported to the TD or Admin.

2H. A player wishing to withdraw from a tournament MUST clearly request to be withdrawn via private message directly to the hosting TD in the room. Any requests in the lobby will be ignored.

2I. Should any circumstance arise whereby a tournament cannot be completed due to outside influences, such as servers crashing, then standings will be calculated from the last known point where they went down, as long as at least three rounds have been completed. All points accrued to that stage will be given as normal. ie. if there is a clear leader, that player will be allocated the bonus points and if there are current ties then the same will apply to them. Should there be less than three rounds completed, the tournament will be void and replayed at another time during the season.

2J. A TD may not, under any circumstances, alter any pairings in a tournament. This is strictly forbidden irrespective of the number of repeated pairings in any round. A TD who alters any pairing will be removed and face sanctions under ILC rules.

2K. A TD must remove a ‘no show’ player prior to ROUND 4, unless instructed by the player him or herself, or a member of the same team, to keep him or her in. However, if a player has not arrived by Round 5, he or she will be removed unconditionally. Any wins gained by default by a ‘no show’ player will not count.

2L. A tournament must be closed and started by a TD on time as per the schedule under normal circumstances. If a registered player is attempting to jump a tournament but is facing log-in difficulties, a tournament may be delayed by no more than three minutes. Once the three minutes have expired, a tournament must be closed, irrespective of a player still attempting to jump. No tournament must be delayed to allow a new player to sign up.

||| 3. GAME PLAY

3A. The table set-up must have the following ON and applying: ‘Regular Game’, ‘Allow Watchers’, ‘Allow Guests’, ‘Allow guests/watchers to access chat’, ‘SafeGame’ and ‘Rated Game’. Under ‘Security’ and ‘Maximum Allowable Disconnection Time’ must be set at maximum. Under ‘Game/Move Time’, the ‘Game Time’ must be left unchecked – there are no table timers.

3B. If a table has been set up incorrectly and the mistake has been detected BEFORE four balls of the same denomination (either solids or stripes) are potted, then the game MUST be re-racked, Once four solids or stripes have been potted, the game must be continued to completion. If a re-rack is requested in time, the player causing the incorrect table set-up, must abandon the game and remake the table correctly. Screenshots can be taken if necessary as evidence. Under no circumstances must a game be re-racked for incorrect set-up once four solids or stripes have been potted. If a screenshot shows that a re-rack should have applied but the player setting up the table incorrectly refused to re-rack and goes on to win the game, the result will be reversed after the tournament.

3C. It is customary – although not compulsory – for the player listed first in any pairing to ‘Create Table’ and to invite his or her opponent to a table. If both players in a pairing create a table, the second named player must accept the invite of the first named player in all cases. A second named player risks losing the game by default should he or she refuse an invite.

3D. All games are ANYTHING GOES so Ball In Hand (BIH) and snookers apply in all games unconditionally.

3E. Re-racks are NOT permitted unless the 8-ball has been sunk directly on the break, or before a solid or stripe ball has been potted (an ‘open table’), or if a case of incorrect set-up has been detected in time as per Rule 3B. If an unauthorised re-rack is detected by ILC Admin, the result of the initial game leading to the re-rack will count for the purposes of the tournament.

3F. Where a player has lost connection, has frozen or is unable to continue (ie. his or her cue is immobile on the screen), the opponent MUST NOT continue to play and a timer must be requested. Every player is entitled to a timer and playing on with the opponent absent is strictly prohibited. A player continuing – and winning – a game when the opponent is absent will have the win point deducted at the end of the tournament.

3G. If Gamedesire boots a player from a table while he or she is actually playing in a game and the opponent is automatically given a win as a forfeit, the game must be replayed. However, if a player that looks like he or she is going to be defeated and suddenly forfeits, it will count as an intentional force forfeit and a penalty will be applied.

3H. Should a game be delayed due to any technical glitch where one or both players cannot open a table or start the game, and other options have been tried (including rebooting the players’ computers, and re-signing-in to Gamedesire), then the hosting TD or ILC Admin may award the game to the higher ranked player specifically to enable the tournament to advance.

3I. Deliberate slow play or wasting time will not be tolerated. If a player is deemed to be doing so then he or she will be warned by the hosting TD or ILC Admin and if this warning is ignored then he or she will be disqualified in that game.

3J. The use of Team Viewer, Skype, WhatsApp video or any other screen sharing device or application during a tournament is strictly prohibited. Any breach of this rule would make a player liable to be penalised for cheating.

||| 4. TOURNAMENT GAMES

4A. All games must be played on Rated tables. Ball In Hand may be taken in all games. The 'Hanging 8-ball Rule' applies if necessary.

4B. ROUND 1: Regular 8 (abbreviation: REG)
(1) Once Stripes and Solids have been determined, a player must pot all his or her colors in any order, before finishing on the 8-ball last. All balls can be potted in any pocket.
(2) If a player scratches when potting the 8-ball, the game is lost.
(3) If the 8-ball is potted on the break, it is a re-rack.

4C. ROUND 2: Last Pocket (abbreviation: LP)
(1) A player must pot the 8-ball into the pocket where his or her last ball went into (whether he or she shot it or not).
(2) A player must make sure he or she calls the pocket right after the last ball is sunk so there is clarity between both players regarding which pocket has been selected.
(3) If a player cannot remember it, or agree with his or her opponent on the correct pocket, the TD can name a random pocket to shoot into.

4D. ROUND 3: Four Corners (abbreviation: 4C)
(1) A player must pot all his or her balls, including the 8-ball, into corner pockets only.
(2) If a player's ball is potted into a middle pocket (top or bottom), whether intentionally or unintentionally, or in the same shot as another ball being potted, he or she must tap and give the opponent BIH.
(3) If the 8-ball is potted in a middle pocket when going for a corner pocket, the game is lost.
(4) If the 8-ball hangs in a middle pocket, with no opportunity to move it, both players must single bank the 8-ball or cue to win.

4E. ROUND 4: Poster Bed (abbreviation: PB)
(1) Played as a Regular 8 game untill a player is on the 8-ball. 
(2) When on the 8-ball, the player must shot for a corner pocket only. 
(3) If a player nominates a middle pocket by mistake and pots the 8-ball there, he or she loses the game.

4F. ROUND 5: Blue And Black (abbreviation: BNB)
(1) Played as Regular 8, but the 8-ball must be pocketed into the same pocket as a player's Blue ball.
(2) The Blue ball can be sunk at any point in the game.

4F. ROUND 6: First Pocket (abbreviation: FP)
(1) A player must pot the 8-ball into the pocket that his or her first ball went into (whether he or she shot it or not).
(2) Stripes and Solids need to be determined, so each player must note the pocket the first ball drops into.
(3) A player must call his or her pocket right after the first ball is sunk (by typing at the table) so that there is clarity between both players regarding which pockets have been nominated.

4G. ROUND 7: League's Choice (abbreviation: LC)
(1) Each week a different league will choose a game of its choice, to be determined before the tournament begins. The running order will be as follows: Week 1 – Bongwater (BW), Week 2 – Harley Hustlers (HH), Week 3 – Pool Dreams (PD), Week 4 – Rise (RS), Week 5 – Straightshots (SS), Week 6 – The Snack Bar (TSB), Week 7 – Beautiful Losers (BW) – allprovisional and subject to change. This list has been determined by participation during season 11.
(2) In the event of a league not selecting a game before the tournament commences as directed, Round 7 will be played as a Bank The 8/Cue. Under no circumstances will a game be permitted as a choice once a tournament has begun.
(3) A league may duplicate any game already played in Rounds 1 to 6 inclusive. All games must be Ball In Hand.

4H. Hanging 8-Ball Rule
(1) In any game requiring a specific or nominated pocket for the 8-ball (such as Last Pocket or Blue & Black), should the 8-ball hang in a nominated pocket, the opponent must single bank the 8-ball or cue to win, whilst the player going for that same pocket must pot as per normal.
(2) Where the 8-ball hangs in a neutral, un-nominated pocket with no opportunity to move it, both players must single bank the 8-ball or cue to win.
(3) There will be no re-rack nor any other alternative way of deciding the game.

||| 5. TIMERS

5A. Where a player is absent, timers are SEVEN minutes. Any timer imposed is cumulative, and does not restart at the full amount. A player requesting a timer is requested to contact the hosting TD via ‘private message’ to ask for one. Any requests in the lobby may be ignored.

5B. A player who returns after being placed on a timer MUST contact the hosting TD to ask for the timer to be taken off. If he or she fails to do this then the timer will continue until they comply. If a player has been put on a timer and fails to return he or she will lose that game.

5C. If a player has not returned by the time that the next round is about to be posted then he or she will be removed from the tournament at that point, unless a request from the player’s team is received to keep the player in. Such a request must be made to the hosting TD.

||| 6. PLAYER AND TEAM CONDUCT

General: All Player & Team Conduct rules in ILC will apply.

||| 7. PENALTIES

General: All Penalties rules in ILC will apply.

||| 8. RULE CHANGES, ASSENT & INTERPRETATION

General: All Rule Changes, Assent & Interpretation rules in ILC will apply.

History: Previous competitions

SEASON 1:  Winners – Straightshots | second – Freedom | third – Eight Ball Crushers

SEASON 2:  Winners – Freedom | second – Straightshots | third – Break And Run

SEASON 3:  Winners – Pool Hall Pros | second – Straightshots | third – Harley Hustlers

SEASON 4:  Winners – Straightshots | second – Deadstrokes | third – Bongwater

SEASON 5:  Winners – Cue Ball Crushers | second – Straightshots | third – Eight Ball Saints

SEASON 6:  Winners – Straightshots | second – Eight Ball Saints | third – Pool Dreams & Pool Hall Pros (tied)

SEASON 7:  Winners – Pool Hall Pros | second – Straightshots | third – Eight Ball Saints

SEASON 8:  Winners – Deadstrokes | second – Straightshots | third – Pool Hall Pros

SEASON 9:  Winners – Pool Hall Pros | second – Straightshots | third – Harley Hustlers

SEASON 10:  Winners – America Eastern | second – United Kingdom | third – America Pacific

SEASON 11:  Winners – Bongwater | second – Straightshots | third – Rise

SEASON 12:  Winners – Straightshots | second – Bongwater | third – Harley Hustlers


© Copyright 7-Speed