League Rules

rules

General Rules of Play

  1. Teams that forfeit a match will be fined $16.00.  These will be deducted at the end of the season from the team’s winnings.
  2. Dues must be paid to the machine before your games will begin.  The machine will not start play until the dues are paid for in full by both teams.  Once the dues are paid the machine will allow you to set up the matches.  Dues are $8.00 per person per night.  The $8.00 does not include game fees.
  3. If any team drops out of the league, they forfeit all money
  4. Teams will get 1 point per win.
  5. All players must be 21 years of age.
  6. All regular players must play 5 matches for the same team to be eligible for the play-offs.  MAKE SURE YOUR PLAYERS ARE ELIGIBLE FOR THE PLAY-OFFS!
  7. GAME TIMES ARE 7:00 AND 8:30PM. Teams will have 30 minutes to show.  At that time, the team enters their name into the machine and follows instructions on the board for the forfeit.  Forfeiture score is 13-0.
  8. In case on extenuating circumstances, games must be made up within 1 week.  Captains are responsible to contact each other to schedule a make-up match and notify DARRT Amusement of the make-up decision.
  9. Captains are responsible for their players during their matches.
  10. Any dispute that cannot be settled by the captains must be received by DARRT Amusement.
  11. All team members may discuss a shot once a player is at the foul line.
  12. Refer to DARRT Amusement dart league rules for any additional specific rules.
  13. Travel teams will consist of 4 players (men and/or women) and a minimum of 2 subs.  In house teams will consist of 2 players (men and/or women) and a minimum of 2 subs.

Subs

  1. Each team may have an unlimited amount of subs.  You must use the sub’s FULL NAME!  No nicknames!  If an error is made when putting the name in, contact DARRT Amusement to make the correction.  This will allow verification of subs at the end of the season and for play-offs.  Subs may not have a higher average than the highest person on your team.  If you only use a nickname for a sub and there is a question regarding eligibility, the games they played in will be a loss.
  2. Any person signed up as a regular may not sub.
  3. Once you have subbed for a team, you may only sub for teams from that bar.
  4. Subs must play 3 matches for the SAME TEAM to be eligible for the play-offs. 
  5. If a sub is needed, teams have 30 minutes for the sub to show up.  Regardless if it is a registered sub for the team or a person already at the bar.  After the 30 minutes are up, if the sub still hasn’t showed up, team with missing players forfeit and the other team takes the wins for the night.

overall league Game Rules:

Hammer Cricket:

Hammer Cricket is a count up game using a different cricket number each round. There are two wild rounds that display a random number between 12-20 or the Bull. Each round, the first dart scored is worth the segment hit. The second is worth two times the segment scored, and the third dart is worth three times the segment scored. If you miss all three darts the hammer falls and reduces your score by triple of the segment for that round. During the final round the second and third darts are worth 3 and 5 times the number scored respectively. In the event of a tie game there will be a final tie breaker round. If scores are still ties, the highest MPR wins the game. Hammer Cricket can be configured Masters (Triples only), or Open (Singles, Doubles, and Triples).

 

Bermuda Triangle:

Each round calls out a designated number or area to hit. They are Round 1- 12 Round 2- 1 Round 3- 14 Round 4- Double (any) Round 5- 15 Round 6-16 Round 7- 18 Round 8- Triple (any) Round 9- 18 Round 10-19 Round 11- 20 Round 12- Bull’s-eye Round 13- Double Bull’s-eye.

Points are accumulated by any segment of the designated number for each round. For example: In the first round a player must hit a 12. A single 12 = 12 points, a double 12 = 24 points, and a triple 12 = 36 points. In round 4 a player can choose any double, (all three darts can hit a different double and score), and in round 8 a player can choose any triple. If a player misses the designated number or area with all three darts in any round, the player’s total score is cut in half. The winner is the player with the highest score.

 

Wild Card Cricket:

Wild card cricket plays the same as cricket except the numbers 7 through 20 and the bull’s-eye are used.  Six “wild card” numbers will change at random, the bull’s eye remains constant throughout the game.  The drawn number on an appropriate electronic dart board is the 2-digit “flashing” number shown in the text screen with dot separation between 2 numbers.  Once a number is marked by a player, it is locked in and the number will not flash for the rest of the game.  All numbers unmarked will randomly change after every turn, until all six “wild card” numbers are locked in.  The winner is the first player to open all the number and have the highest or equal score.

 

Regular Cricket:

 A player/team attempts to close the 20’s, 19’s, 18’s, 17’s, 16’s, 15’s, and the bulls eye by hitting each one three times.  Points are obtained by hitting a number that is only closed out by your team, but not the other team.  When both teams have closed a number, no points will be scored for that number.  The first team to close all numbers and have more points is the winner.  Cricket can also be played with a double bull.

 

“01” Games:

 “01” games begin with 301, 501, or 701 with the player attempting to hit a combination of total points to bring the score down to zero.  Most “01” games are played using a single bull where both the inside circle and the outside circle count as 50 points.  The exception is for double in/double out games where the outer circle is 25 points and the inner “double” bull is worth 50 points. “01” GAMES WILL BE OPEN IN/OPEN OUT.  FREEZE RULE IS IN EFFECT!!! See *Note 1 for explanation of Freeze Rule. 

 

301 GOTCHA!:

The objective is to score exactly the specified number of points first, I.E. 301. If one of the players having performed a throw scores the number of points equal to the number of points the opponent has, the opponent’s points are reset to zero. In case of a bust the player’s score from the previous turn is restored. There is bust if one of the following events arise: The player scores more points than 301. Players continue playing until one of them scores exactly 301 points in total. The player who does so, wins the game.

 

*Note 1: Freeze Rule is in effect for ALL ’01 games. If it is your turn to throw and your partner has a higher score then the opposing teams COMBINED score, then you CANNOT close out, but you CAN throw to lower your score. If you bring your score down to zero, your team loses that game. For example: It’s your turn. Your partner has 140 points left. Your two opponents have 40 and 60 left respectively so combined they have 100 points. Your partner’s score of 140 is higher than their combined score of 100 so you are frozen and you cannot close out. If you do close out while your partners’ score is higher, you lose that game.

game rules

General rules of play

  1. Players stand at the “throw line”, 96″ horizontally from the face of the dart board.  It is legal to lean over the line.  They may step on, but not across, the line.
  2. Players may use their own darts if they meet the following specifications:
    1. they must be plastic-tip darts.
    2. Flights may be any length as long as they do not exceed 8″ in total length.
    3. Flights may be no wider than 3/4″.  As measured form shaft to flight edge, and may not have more than four wings.
    4. Complete darts may not exceed 18 grams in weight.
  3. Each player throws a maximum of three darts per turn.  Darts must be thrown only when the machine instructs to “throw darts” and the proper player’s name is lit.  A player will always be allowed to throw all three of their darts.
  4. It is not required for a player to throw all three darts on every turn.  A player may pass or throw fewer than three darts.
  5. Any dart thrown counts as a throw, whether or not it is registered on the machine.  A throw counts if it missed the board and bounces out, or it misses the board completely.  A player may not throw any darts over again.
  6. Darts on the board may not be touched until the turn is over, the “player change” is activated, and the machine recognizes the end of the turn.  Exception: When a dart is in the board and machine reads “stuck segment”, that dart must be removed before other darts are thrown.
  7. If a dart is thrown, sticks in the board, but does not register, the other teams’ captain goes up and taps the dart until it registers.  This rule is under the digression of the two teams captains depending on the situation.
  8. A round is defined as the period of time from the start of both players’ turn to the end of their turns.  In a game that is played with two players sharing a score, a round is defined as the period of time from the end of a players turn to the start of their partner’s turn.

Forfeiting process

  1. Present team puts their team name and puts their due fees ($8 a player) into the board.
  2. Once all money is put in, the board will then ask for visiting teams name.  Present team selects THEIR OWN NAME again.
  3. Board will then ask if this is a forfeit.  Select yes.  The present team will be awarded 13 wins.

Scoring on the Electronic Dart Machine

  1. The score recorded by the machine is the score that the player receives and the players accept that the machine is always right, with the following exceptions:
    1. “Last Dart-Winning Dart” if the machine was displaying the “throw darts” message and all other rules were followed and the dart is sticking in the exact number needed to take out a game it will be scored.
  2. A dart that sticks in the board and registers as a dart thrown but does not score will be corrected (the dart is shown as a “missed” or “blank”).
  3. Any dart that registers two or more times will be corrected by removing the extra points awarded by using the backup button (up arrow).
  4. If a dart bounces, it is considered a dart thrown even if it does not score.  It may NOT be thrown again.
  5. If a dart thrown before the “throw darts” message lights, the dart will not score and is considered a dart thrown.  It may NOT be thrown again.
  6. The CANCEL button is NOT a backup button – Pushing it will end the match and team that cancelled will forfeit remaining games. 
  7.  If a player manually scores any points/marks on the dart board, that team gets an automatic  loss.  DARRT Amusement will go in and mark it as a loss in the computer program once the match is completed.

Players not in compliance with the rules are said to have committed a foul.  During league play there is no official to make foul calls.  Since many foul calls are judgments, players should calmly discuss perceived infractions and attempt to resolve them.  If unable to do so, play should continue and a complaint made to DARRT Amusement should be made the NEXT day – no disagreement is worth fighting over and will NOT be tolerated. 

        Committing a foul may lead to loss of darts in hand; loss of a turn, loss of a game, loss of a match, or expulsion from the tavern, the league, or any associated sponsored events.  The decision is made by a league coordinator.