DAKOTA
DART LEAGUE RULES AND REGULATIONS
2006
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 in any
one division. You cannot play in
two different divisions on the same night.
Although 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.
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 and prize
money. 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 is a "tie breaker" game,
and 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.
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. TOURNAMENT
PLAY
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 AND CLYDESDALE DIVISIONS
Starting
time is
©
Dakota Music Inc.2006