A full description of every aspect of the CSLIPL

 

How to compete against the ghost

When playing against the ghost in the CSLIPL, you are essentially playing against a perfect opponent. You know who we're talking about - the player that never misses!!! This requires a different mindset when playing this format, and has numerous benefits for those that stick with it to become "ghost trained". Playing against the ghost teaches you the ultra aggressive side of pool, so that in 8 Ball, 9 Ball or 10 Ball, there is nowhere to hide when playing the ghost. 

The results over time are that your run out frequency will increase as well as the confidence in making "the shot" under pressure. It ultimately gives your practice purpose and results will speak for themselves. While you may not immediately see the results while playing the ghost, the fruits of being ghost trained will reveal themselves when you compete in any live tournament or league. 

We are not saying we are here to replace other leagues and structures. We are saying that if you add the CSLIPL into what you currently play, and STICK WITH IT, your game WILL improve - PERIOD.

 

How to register

Registration is a simple two step process

1) Click on the division you would like to enter (please ensure you are registering in the right division - see player description). Once you click on the correct division, scroll down. The "Player Information" form will pop up. Fill that form out and hit submit - please fill out one form for each game you want to play.

2) Once all player information forms have been summited, scroll back up and click the "Add to Cart" button. This is where you pay the associated league fees for each game you want to play (the total should reflect the same number of player information forms you filled out).  Please keep in mind you can always play up in divisions and play as much or as little as you want. If you qualify for Division 4, you can also play up in any or all of the other divisions and games.

 

How to GO LIVE

Once you have registered and paid the associated league fees, we will send you the rules for each of the games you have registered for. When you're ready to go live, you post your intention to go live 10 minutes prior to your league match to the private players page. For example: "Live in 10 for Session 1, Week 1, Division 1, 10 Ball, 7ft" (you can also include where you are live from if you choose.) During your live stream, please indicate your score in each game and the running total you have accumulated (This can be on a white board, scoreboard, using fingers, using the corresponding numbered ball and showing it to the camera, etc.) as it makes it easier for those that are watching your match to follow along with you. You can also comment on your own live stream with the scores for each game and the running total. 

You can use almost any device (phone, tablet, computer, etc.) to go live with on the private players page. It is highly recommended to do a test stream prior to your first live CSLIPL match. If you need a little help, we are always here as well as some of the alumni CSLIPL players who are extremely technical and knowledgeable.   

 

How to score against the ghost

8 Ball - Each ball in either stripes or solids is valued at 1 point and the 8 ball is worth 3 points. Following a legal break, you have the choice of taking ball in hand (run out is worth a maximum of 10 points) or leaving the cue ball where it is and attempting to run out (Extra 5 bonus points if no ball in hand is taken - 15 points maximum). Please note that this is ALL BALL FOULS (If using a magic rake, DO NOT attempt to lift the ball off the rack - that is a foul and will end that game).

*All balls made on the break DO NOT COUNT until you "claim" either solids or stripes. If no legal shot is made (you commit a foul) or miss your opening shot, you are awarded 0 points for that game. If no balls are pocketed on the break, the MAXIMUM points available in that game is 10 points and therefore you should always utilize your ball in hand.

9 Ball - Each ball (1-9) is valued at 1 point each and the 9 Ball is worth 2 points. Following a legal break, you have the choice of taking ball in hand (run out is worth a maximum of 10 points) or leaving the cue ball where it is and attempting to run out (extra 5 bonus points if no ball in hand is taken - 15 points maximum). Please note that this is ALL BALL FOULS (If using a magic rake, DO NOT attempt to lift the ball off the rack - that is a foul and will end that game).

*All balls made on the break DO COUNT regardless of the opening shot being made or not. If no balls are pocketed on the break, the MAXIMUM points available in that game is 10 points and therefor you should always utilize your ball in hand.

10 BallEach ball (1-10) is valued at 1 point. Following a legal break, you have the choice of taking ball in hand (Run out is worth a maximum of 10 points) or leaving the cue ball where it is and attempting to run out (Extra 5 bonus point if no ball in hand is taken - 15 Points Max). Please note that this is ALL BALL FOULS (If using a magic rake, DO NOT attempt to lift the ball off the rack - that is a foul and will end that game).

*All balls made on the break DO COUNT regardless of the opening shot being made or not.  If no balls are pocketed on the break, the MAXIMUM points available in that game is 10 points and therefor you should always utilize your ball in hand.