Scorekeepers Helper - Following this will help ensure you are scoring correctly.
1. Write the players name (both first & last), ID#'s, H/C, and "Race To" on the score sheet.
It doesn't matter which player wins the lag. The "Home Team" player always goes on top. "Visiting Team" player always goes on the bottom. Circle add player if they are new.
A basic rule of thumb to scoring TAP: Something is marked on every shot once. You do not mark anything twice. Marks are made in each column for the entire match. Do not separate them by game.
2. Made On Break (MOB) - USE WHOLE NUMBERS, NOT HASH MARKS
Mark all the balls made on the break regardless of suit. It does not matter if there is a scratch, the MOBs still go to the player breaking. Do not mark anything in COMP or MISS. Example: Bill breaks and makes the 1, 7, and 14 balls. You mark "3" in the MOB column. The table is open and Bill keeps shooting. Once Bill makes another ball, then the table is closed and Bill must keep shooting his suit.
3. Completions (COMP) Use hash marks
A Completion or (COMP) is marked when a player makes the shot on the called pocket. It does not matter if there is a scratch; it is still marked as a COMP. If there is a scratch, then it is ball in a hand to the opponent. Example: Bill is solids. Bill shoots at the 3 ball, makes his called pocket; but then the cue ball scratches. The shot is marked at a COMP only and it is Bill's opponent's turn with ball in hand.
Note if you make another ball, then that ball is marked as a Dead Ball or ignored. Do not mark 2 COMPs
4. Misses (MISS) - Use hash marks
A miss or (MISS) is when you fail to make the called ball in the called pocket. Basically, when you fail to make a completion. Example: Bill shoots the 4, but the 4 ball misses or goes in to the wrong pocket. This is marked as a MISS only.
5. Defensive Shots (DEF) - Use hash marks
A Defensive shot (DEF) is marked on 2 situations. 1) The player calls a Defensive shot. 2) The player intentionally misses or plays a safety. Once a defensive shot is called, the next shot goes to your opponent regardless of the outcome of the shot. Example: Bill calls defense and shoots at the 6 ball. The 6 ball goes in. This is marked as a DEF only and the next shot belongs to the opponent (Not ball in hand, unless a foul occurs).
6. Left On Table (LOT) - When The Game Is Over - USE WHOLE NUMBERS, NOT HASH MARKS
A Left on table (LOT) is marked when the rack is over. Count the balls remaining on the table. Usually, these belong to the losing player. (Example: Bill loses the rack and has the 5 and 2 remaining. Mark "2" in the LOT column for Bill only) There are 2 exceptions.
1) If the losing player scratches on the 8 or shoots an early 8, there may be both solids and stripes left on the table. In this case, mark each player for the number of balls they have left on the table in their own (LOT) column.
2) If the breaking player makes the 8 on the break, the remaining balls left on the table are added to both players (LOT) column with the breaking player credited with the lower count of stripes or solids and the opponent or loser with the higher count. If the breaking player scratches and sinks the 8, then the breaking player is charged with the higher count. Example: Bill breaks and makes the 8, 2, 3, and 11. 5 (the remaining solids) would go on LOT for Bill and 6 (the remaining stripes) would go on LOT for Bill's opponent. If Bill scratched and made the 8 on the break, then 6 would go to Bill and 5 would go to the opponent.
7. When the match is over.
1) Each player is marked for "Games Won or Games Lost" in each game. Note: the games won for one player will equal the games lost for the other player. At the end of the match, circle the W or L for each player.
2) Total all marks in each column. Write the total in the box located in the upper right hand corner of each column. Make sure this is written clearly and they match on each score sheet.
3) Before turning in your score sheets make sure they match with the opposing team, are completely filled out, and signed by the team captains.
Skill Level note: It takes 8-12 matches played for your Skill level to be established. You may submit an audit form if you feel someone is not rated correctly. If you have a skill level in APA, an average in BCA, or ranking in another league you will be assigned a skill level. Please be honest with your information. Do not compare TAP skill levels with those in other leagues. The scoring system is different and the rules are harder. A skill level 5 in APA is probably a 4 in TAP. It is much harder to move up skill levels in TAP than in other leagues. Win on the table. Remember, when you lose your opponent is under ranked, and when you win you are under ranked in your opponent's view. Sandbagging is cheating and not tolerated in TAP. If you have to cheat in Amateur pool, you are a sad person.