DAKOTA DART LEAGUE RULES AND
REGULATIONS
2009 EDITION
A. PURPOSE
1.
The purpose of the Dakota Dart League is and shall be to promote the
game of darts. This shall be done
through any method that helps to UNIFY GAME RULES, BRING PEOPLE WHO ENJOY THE
GAME TOGETHER, AND PROMOTES GOOD SPORTSMANSHIP.
B. MEMBERSHIP
1. To
be a member of any division team a person must be of legal drinking age and be
a member of the Dakota Dart League. To
become a member of the Dakota Dart League the person must fill out a sanction
sheet and pay a sanction fee of $4.00 to the League. Players must pay a $4.00 sanction fee in each
area they play in, such as, Bismarck -
2.
All games will be played on machines owned and operated by Dakota Music.
3.
Dakota Music has the right to deny or expel any player from the
league. Sorry, but we can no longer
allow our competitors or their employees to play in our leagues.
C. TEAMS
1.
There are four players per team, however you may play with 3
players. Money will be collected for the
4th person. Money will be put in the
machine for the 4th player but that player's turn will be passed with their
score remaining at 301. If you start the
match with 3 players you must finish with 3 players. If you start the match with 4 players you can
finish with 3 players in the event that someone has to leave for an
emergency. Once you have filled out the
roster and play begins, you cannot change names on it. If you don't have enough players, you may get
anyone who fits in your division’s CDA limit, however,
this player must then be sanctioned before any team scores count. Players may play on only one team per
night. If you would like to play on a
different team on a night that you are already playing you may do so by putting
a note on the back of the envelope telling us to drop you off the other
team. That player may not re-enter that
team without permission of all team captains in that division. If your division finishes early, you cannot
play on another division on the same night.
2.
Each team may have nine players on their roster. In the event a team must add a 10th member
the captain must notify the secretary as to which player you would like dropped
off the roster by simply putting a note in the envelope that night of play.
3.
There is a CDA limit on each division which no players starting CDA may
exceed. A starting CDA is what is in
Dakota Music’s CDA book at the beginning of the season, or a CDA we get from
another operator if you played darts elsewhere.
When signing up a team, it is the captain’s responsibility to notify us
of any member that has played league somewhere else. If a player's CDA rises above his or her
division CDA limit, that player or players will be allowed to remain on that
team for the rest of the season.
4.
Using an ineligible player will result in a forfeit for that night's
play.
5. If
you are subbing on a different team you must use your starting CDA. All new players must use your current CDA.
6. It
is the responsibility of the opposing captain to check CDA's and player's ID
number, before play begins.
D. FEES
1.
For 301 each captain collects $5.50 per person per night and gives it to
the "Home" captain before play begins. The "Home" captain then allocates
$26.00 in quarters for machine play. The
"Home" captain will put the remaining $18.00 along with that night's
score sheet in the envelope to then be put in the mail box located in the
bar. For 9/9 split leagues $6.50 per
person is collected with $31.50 allocated for the machines and $20.50 going in
the envelope. For the masters league
$8.00 per person is collected with $42.00 allocated for the machines and $22.00
going in the envelope.
2. On
a forfeit a score sheet must be filled out and each team must turn in $9.00 for
301 leagues, $10.25 for 9/9 split leagues and $11.00 for the master's league.
E. MATCH
1.
Starting time is
2. In
the event a team cannot show for a match and wishes a chance to make up the
match, they must notify the opposing captain 24 hours before the scheduled
match, and if opposing captain agrees, rescheduled matches must be made up
before the next regularly scheduled match.
The same thing will apply to bad weather, we
will not cancel League play because of bad weather. It will be up to the two team captains as to
whether they will play that night or make it up before the next week's play.
F. THE GAME
1.
The game is 301 ANY IN-ANY OUT or Cricket.
2.
All players start with 301 points and attempt to reach 0.
3.
Players stand at the "throw" line, 96 inches 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.
4.
Each player throws a maximum of three darts per turn.
5. It
is not required for a player to throw all three darts on every turn. A player may pass or throw less than three
darts.
6.
Darts on the board cannot be touched until the turn is over and the
player has pushed the "Player Change" button.
7. A
dart is considered thrown when the player's arm is in an over hand forward
motion and the dart leaves the hand.
8.
When any player reaches 0 the game is over. In 301, the winning team is the team with the
lowest combined score (both team members).
If the game score ends in a tie, the team that reaches zero wins. On the Valley machines if you use the League
feature button and your partner's score is higher than the opposing team score
the machine will bust you and the game will still be considered a loss.
9. As
is the tradition in darts, and to avoid confusion with the score sheet/playing
order, team captains will introduce themselves and their teammates to the
opposing team before beginning a match.
It will also be the responsibility of the captains to check opposing
team's CDA’s and player ID numbers.
10.
Players using assumed names or ID numbers will cause the entire team to
forfeit all matches, prizes, prize money and possibly lead to suspension. Identification will be checked on protest.
11.
The player who throws the first dart in a game must announce to the
opposing team captain before throwing the first dart that he is "starting
the game," and is responsible to be sure the machine is set up on the
CORRECT GAME. If the game is started on
the wrong game then the player who started the game puts in the money to start
the game over.
12.
The 13th game must be played. The
team captains will designate two players from each team who have played that
night to play the 13th game. You do not
use a handicap and feats are not counted in the 13th game. Flip to see who starts the game. Include the 13th game in the team wins at the
top of the scoresheet only.
13.
Cricket games will have a limit of 30 rounds. The team with the most points after 30 rounds
will win the game. In the event of a
tie, the team with the most marks will win the game. The individual win will go to player #4 or
player #1.
G. SCORING ON THE
ELECTRONIC DART MACHINE
1.
Darts thrown in the "outer ring" of the board count double and
those thrown in the "inner ring" of the board count triple.
2. If
a player scores more points than the total required to reach 0, the player
"BUSTS" and the score returns to the score that was existing at the
start of the turn.
3.
The score recorded by the machine is the score the player receives. The player accepts that the machine is always
right. The only exception will be as follows:
EXAMPLE: Player needs 39 to go out. He shoots the triple 13, but the machine
fails to score, or scores incorrectly, so long as the dart sticks, the machine
was displaying the "THROW DARTS" message, and all other rules were
followed, that player/team shall be credited with a win in that game. This rule will apply ONLY if a player uses a
single dart in that turn and not a combination of darts. If a player uses the 2nd or 3rd dart and this
happens, it is not a win, it will only be a win if 1 dart was thrown.
4. A
dart that sticks in the board but does not activate the electronic scoring may
not be manually scored.
5. If
a dart wedges between the white spider and a score segment and the dart board
locks up, play is to be stopped. The opposing
team captain and the player shooting will go up to the board and then the
opposing captain will remove the wedged dart.
It is the responsibility of the player shooting to notify the opposing
captain that he has a wedged dart. If
the player throws any darts while the machine is locked up due to a wedged dart
those darts will be considered thrown and may not be removed and thrown again.
H. FOULS
The following points constitute fouls -
the commission of a foul may lead to:
loss of turn, loss of match, expulsion from the League.
1. If
either foot touches the floor beyond the throw line, prior to the game
recording the score or the dart reaching the board it constitutes a foul and
that player will lose his next turn.
2. If
any player tilts or causes the machine to blank out by unnecessary abuse, that
player's team loses that game.
3. If
a player reaches zero in a round in which that player or that player's team
committed a foul, that player (team) loses that game. The player on the other team whose score is
lowest receives the win.
4. If
a player throws more darts in the handicap round than is allowed that player
will lose his next turn.
5. It
is each player's responsibility to see that the machine is displaying the
appropriate player's number prior to throwing any darts. If the player throws while the machine is
displaying an opponent's number, this constitutes a foul. Play is to stop immediately when the
infraction is noticed.
A.
If the player has thrown less than three darts the machine is advanced
to his correct position by use of the "Player Change" button and he
is allowed to throw his remaining darts.
The game then proceeds normally with the opponent shooting next, and so
on.
EXAMPLE: Player two throws 2 darts on player three
before the infraction is noticed. At
that point the game is advanced to player two, he
throws his third dart (thereby allowing him to throw only one dart on his
number). The game is then advanced to
player three and play resumes normally with player three allowed his full
complement of three darts on his turn.
If a player throws out of turn and ends the game on that turn, his team
loses that game.
B.
If the player throws all three of his darts on his opponent's number
before the infraction is noticed, he has completed his turn and the machine is
advanced to the proper order (his opponent's number) and the game proceeds
normally.
6. If
a player throws when the machine is displaying the number of that player's
partner, it constitutes a foul. If the
player has thrown all three darts, his turn is completed. The machine is then advanced to correct
player position and play resumes, except that BOTH PLAYERS from the team which
threw incorrectly will lose next turn.
A.
If a player has thrown less than three darts when the infraction is
noticed, play stops and the machine is advanced to the opponent's position. Play resumes, except BOTH PLAYERS from the
team which threw incorrectly will lose their next turn.
B.
If the player reaches zero while shooting on his partner's number, that
team loses that game.
7.
Any player throwing out of turn as dictated by match schedule has
committed a foul.
EXAMPLE: H2 and H3 are supposed to be playing this
game. H4 throws in either position, but
is not supposed to be playing.
A.
If all four players have thrown 3 darts, foul represents loss of game.
B.
If all four players have not thrown 3 darts when the infraction is
noticed, the game will be started over, with the player/team committing the
foul paying quarters to re-start the game.
I. MANUALLY SCORED
POINTS
1. On
opponent's score: constitute a
foul. Advance player changes to correct
player position and continue play, except that player who caused the machine to
manually score loses next turn.
2. On
players' own score or team's score constitutes a foul. Advance player change to correct player
position and continue play, except that BOTH PLAYERS from that team lose next
turn.
J. MACHINE RESET
(TILT)
1. If
a machine resets due to power failure or other reason beyond player control,
game will be started over (replayed from start), if machine problem exists call
for a service man at 223-7588 and leave a message on our answering
machine. If no answer, please call
again. If service man fails to show up
or call you within 15 minutes please call and leave another message.
K. OTHER CONCERNS
1.
Abuse of equipment, poor sportsmanship or unethical conduct may lead to
loss of games, being put on probation and or expulsion from the League.
2.
Players may use their own darts if they meet the following
specifications.
a. They must be plastic tip darts.
b. Flights may be any length as long as
dart does not exceed 8" in total length.
Flights may be no wider than 3/4", as measured from shaft to flight
edge, and may not have more than four (4) "(wings)".
c. Complete dart must not exceed 18 grams
each in weight. (There will be a 1/2
gram allowance.)
d. Darts will be inspected on protest.
3.
Any player found to be using overweight or otherwise illegal darts shall
cause the entire team to lose all wins for that night or match in tournament
play.
L. PROTEST PROCEDURE
1.
Only the team captain or the acting captain has the authority to
protest.
2. A
protest must be given to the League Coordinator in writing, within 24 hours
after the match. The protest must be
accompanied by a protest fee of $15.00.
If the protest holds, the $15.00 will be returned to the protesting
captain. If the protest does not hold,
the $15.00 will go into the division treasury.
3.
The Advisory Committee will review the protest and make a decision by
majority vote.
4.
The Advisory Committee will consist of captains in that division.
M. SPONSOR’S
TOURNAMENT
1. If
you are a member of more than one team you must decide which team you will be
playing on during the sponsor's tournament before tournament time. You will be allowed to play on only one team
during this tournament.
2. A
team member must have played 3 nights in order to play during the sponsor's
tournament. It will be up to the team
captains to check before the match begins to make sure that all players have
played 3 nights.
3. It
is the captain's responsibility to make sure that the roster is correct and
legal. After games have been completed
and both captains sign the score sheet the roster will be considered legal.
4.
Any team that does not notify us by January 31st that they will not be
playing in the sponsor’s tournament will be charged their $20.00 entry fee.
N. SCORE ON THE SCORE
SHEET
1.
Your handicap (HCP) is calculated by a computer comparing your SPRE
(CDA) with all of the other players in your division.
2.
Your individual HCP will be 0, 1, 2, or 3. Your HCP means you are spotted that number of
darts. For example, if your HCP is 2 you
are spotted 2 darts before the game begins.
3.
Your HCP may change from week to week.
It will be displayed each week on the League standing sheet in the
column marked HD-CP.
4.
The first time a player plays in a division their HCP is 0. A
player may not carry his or her handicap from one division to another.
5.
Each week, when filling in your team roster on the score sheet, you must
fill in each player's current HCP. It is
the team captains’ responsibility to make sure all players are using the
correct HCP.
6. If
you play a team that has not played a league match yet, both teams use 0
handicaps.
7.
Home team fills out the roster first then the visitors. You cannot change the roster after play
begins. You must use full names and ID
number on the rosters.
8. In
the first round of each of the games the players involved will throw their HCP
darts. If your HCP is 2 you will throw 2
darts in the first round. If your HCP is
0 you do not throw any darts, you simply push the player change button and
advance the game to the next player.
9.
Any feats accomplished in the HCP round will count and must be marked
down on the score sheet.
EXAMPLE: If you had a 2 dart HCP in order to receive a
6 dart out you would have to go out in 4 darts after the HCP round.
10. The
HCP round is not used in the 13th game nor are feats counted in the 13th game.
11. In
all split leagues, 301 will be played first and cricket will be played second.
12. On
the score sheet there are a number of feats that must be kept track of. It is required that you keep track of all
feats earned during that night's play.
Therefore we suggest that the two team captains sit together to make
sure each player is awarded his or her feats.
The penalty for willfully not reporting feats earned by players can
result in loss of all wins for that season.
Any incorrect score sheet turned into Dakota Music must be corrected by
signing a correction form at Dakota Music within one week’s time after the
incorrect standing sheet is posted.
13. It
is entirely possible to earn more than one feat in a round. Any time you score 100 points or more you
must mark it as a ton with the exception of a hat trick or ton 80.
EXAMPLE: Player throws a hat trick and goes out in 6 darts, he must then record 6 dart out, a hat trick, and a
win on the score sheet.
O. Seasons End and
Playoffs
1.
The season will be divided into two halves and season winners will be
determined as follows:
If the same team wins
both halves - that team will be first.
If different teams win
first in the halves they will play off to determine first.
If the same team wins
second both halves and there is a play off for first, the team who won second
both halves will play off with the team who loses the play off for first to
determine second and third places.
If different teams
win second each half and there is a play off for first, the loser of the
playoff has second and the two second place winners will play off for third.
A player must have
played 3 nights in order to play in a playoff.
There will be a night
on the schedule for playoffs and all playoffs will be played on that night.
To qualify for 1st,
2nd or 3rd place for the year, a team must compete in at least 75% of the
scheduled matches.
Dakota Music reserves the right to make
any changes to the rules it deems necessary to make the league run
smoother. Interpretation of all rules
will be the sole job of the coordinator.
The coordinator’s decision will be final.
COAL COUNTRY
DIVISION
Starting time is
© Dakota Music
Inc.2009