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Manhattan Dart Leagues By-Laws and Playing Rules |
| Section One: General Rules |
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The Manhattan Dart league consists of four (4) separate leagues. |
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a.
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Open Cricket League plays Monday nights at 7:00 p.m. Teams are made up of any four players. A match is ten games of Cricket/200 with the double bullseye. |
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b.
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301 League Plays Tuesday nights at 7:30 p.m. Teams are made up of any four players. A match is ten games of 301 Open In/Open Out. |
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c.
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501 DI/DO plays Thursdays nights at 7:30 p.m. Teams are made up of any two players. A match is six games of 501 Double In/Double Out Piggyback (both teammates shooting on the same score, and a seventh game of 501 DI/DO Singles. |
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d.
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Mixed Cricket League plays Sunday nights at 6:00 p.m. Teams are made up of two men and two women. A match is ten games of Cricket/200 with the double bullseye. |
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The specific rules of the four leagues are outlined in Section Nine. |
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2.
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The order of players is to be determined by each team's captain. |
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3.
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Players may use unaltered factory darts that are no more than eight (8) inches long and no more than eighteen (18) grams in barrel weight, as per Arachnid's national regulation. |
| Section Two: Eligibility and Substitute Rules |
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A team consists of the number of REGULAR players specified in Section One, Rule #1 plus up to two OWNED substitutes. If a REGULAR player is absent and a sub is unavailable, a substitute may be chosen from the bar on the night of the match. If a REGULAR player is present at the time of the match or arrives late, that player, barring injury, must enter the match in the position of his or her substitute at the conclusion of the game in progress. |
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2.
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A player may be on "Open Sub" for any team any number of times provided that the player's rating (current or final rating of the player's most recent official season) is below the average men's rating of the previously completed season. As of May 31, 2004, those cutoffs are: 2.93 SPRE in Mixed Cricket, 3.05 in Open Cricket, 22.20 PPD in 301, and 2.52 personal SPRE in 501. Any player who has or attains, after three weeks' worth of games, a SPRE or PPD rating at or above any of those amounts is an OWNED sub and may only shoot for one team. If he or she has shot for more than one team, the player has the choice of the team for which he or she will shoot exclusively. Any TOP GUN rated player automatically qualifies as an OWNED sub, regardless of the player's SPRE rankings. |
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3.
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A player released from one team, wanting to play for another team, must be released by the captain of his or her original team and must be approved by a majority of the team captains in that league. To release a REGULAR or OWNED player, the original team captain must provide written notification to the league, including the names of the released and replacement player, the date of the change and the captain's signature. |
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4.
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Anyone who is a REGULAR or OWNED player can only be released by one team per season. If a player is claimed and then released by two different teams in the same league in one season, that player becomes ineligible to participate for any team in that league for the remainder of that season, including the league tournament. |
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5.
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A team cannot shoot a match without at least half of its REGULAR players, i.e. a team can use no more than 2 substitutes (OWNED or OPEN) in a Cricket or 301 match, or no more than 1 substitute (OWNED or OPEN) in a 501 match, the only exceptions being the cases of injury or emergency. |
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6.
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All players must be at least 18 years of age, but no team may have more than two players under the age of 21 shooting in any match. Any team using minors are responsible for their conduct, including but not limited to: |
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a.
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Learning the policies regarding minors of all league sponsors. |
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b.
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Keeping their minor teammates from breaking any house rules, local, state or federal laws. |
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c.
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Finding substitutes at any location that does not allow minors. |
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7.
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A team that allows its minors to possess or consume alcohol shall automatically lose all games in that match. A second infraction results in expulsion from the league. There will be no refund in either situation of any weekly dues or sponsor fees. |
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8.
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TOP GUN RULE: |
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a.
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A player is considered to be a Top Gun if, in a season in which he/she shoot in at lest 3 full weeks worth of competition, the player either:
- Has a SPRE rating in Cricket of at least 5.00
- Has a personal SPRE rating in 501 DI/DO of at least 3.80 (a team SPRE rating of at least 6.00 makes a player a Top Gun for 501 ONLY)
- Has a final PPD (points per dart) score in 301 OI/OO of at least 28.00
- Is listed on a verifiable PRO list, (Arachnid Pro or Women's A-List, NDA, etc.)
The Arachnid Women's A-List shall only be used for the purposes of Mixed Cricket. The league reserves the right to take any other league's or organization's Top Gun and SPREE lists under advisement at any time.
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b.
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Any player who qualifies for the Top Gun list shall be added to the list at the end of the qualifying season (8/31/XX) and the player shall remain on the list until that player throws three qualifying seasons in which the player fails to retain a Top Gun ranking. |
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c.
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No more than one Top Gun-rated player may throw on the same team in the same regular season or tournament match. The ONLY EXCEPTION to this rule would be in the case where a sub is a Top Gun shooting in the place of a regular Top Gun player who is late, as long as the regular shooter replaces his or her sub in accordance with Section two, rule #1. |
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d.
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Any team which, knowingly or otherwise, uses two Top Gun-rated players in the same match (with the exception of the case noted in part c above) will forfeit all games in which either Top Gun shot. |
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e.
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The published list is not necessarily complete. The published Top Gun list is subject to change midseason, but only with respect to players who need to be added or dropped due to new information available from seasons previously completed in other leagues. |
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9.
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No player may shoot for more than one team in matches scheduled for the same night in the same league. |
| Section Three: Location Regulations |
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1.
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Locations may have only two league teams, one home and one visitor, per board. |
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2.
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Sponsors will not charge a cover charge to dart players during league play and will attempt to ensure adequate throwing room. |
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3.
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Teams may not change locations in the middle of a season without the written permission of the original sponsor, unless that sponsor is no longer open for business. |
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4.
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All games must have a taped foul line 8 feet (96 inches) from the face of the dartboard, noted by the notch in the side of the Top Gun and Galaxy boards. The center of the bullseye is to be 5 feet 8 inches (68 inches) above the ground. On a flat floor, the distance from the center of the bullseye to the center of the toe line is 9 feet 10 inches (118 inches). Due to a slope in the floors of various locations, this distance could very by as much as 6 inches, but the bullseye height and horizontal distances must be correct. Improperly marked boards are grounds for a protest of the games played up to the point the error is called. |
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5.
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All league boards must be positioned in locations that provide ample throwing clearance. For league matches, over the distance of the toe line to the board there must be at least 7 feet 2 inches (86 inches) of vertical clearance, equal to the height of the Arachnid Galaxy 1 dart machines. There shall also be at least 5 feet of horizontal distance between the center of the bullseye and any movable object. Should a sponsor be unable to meet the latter condition, the sponsor may request an exemption, which must be submitted to and approved by the committee before any league match may be shot on the board in question. |
| Section Four: Rescheduling and Forfeits |
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1.
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Late teams will have fifteen (15) minutes (regular time) to show. At that time, the other team should get the bartender to time and sign the match score sheet, then begin to play game #1. If the opposing team arrives before the first game is over, they will forfeit game #1, but the rest of the match will continue as usual. If the first game is finished before the late team arrives, they will forfeit all games in the match. Exceptions can be made for emergencies, injuries or inclement weather. |
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2.
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If a team must reschedule any match, it must give the opposing team no less than 24 hours notice. Team captains are strongly encouraged (but not required) to honor requests for rescheduling of matches, even if less than 24 hours notice is given. Exceptions to the 24-hour rule can be made for emergencies, injuries or inclement weather. |
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3.
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Once a team agrees to honor a request to reschedule a match, the original date and time of the match are voided, and the team captains must set a new match date and time. All matches that are rescheduled must be made up within 3 weeks of the original match date. If a match cannot be made up within 3 weeks, the team who most recently asked to reschedule the match will be charged with a forfeit. |
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4.
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If a match cannot be made up within 3 weeks of the original match date and the teams intend to make it up, the two captains must submit a signed written statement to the league including specific detail (including location, date and time) of the make-up match. If no such notice is given, the match will be deemed a forfeit and cannot be made up. |
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5.
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In a league, which will be splitting into divisions before the league tournament, all matches that are rescheduled must be made up no later than the date of the final scheduled match in Round Robin play. |
| Section Five: Dues, Result, and Awards |
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1.
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Players pay $3.00 dues per week plus quarters for the machine. Out of this money, $2.50 will go toward the regular season league purse and $0.50 will go into the league tournament fund, to be distributed according to the tournament rules in section Seven. Home team captains are responsible for getting the signed and dated score sheet and money to the sponsor or league. Each team is responsible for the full $12.00 (or $6.00 for 501 DI/DO) regardless of how many players show for the match. |
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The score sheet submitted by the home team is the official record of the match. It is the visiting captain's responsibility to ensure that it is accurate before it is submitted. In the event where games are missing in the final results of a match (wins and losses don't add up to 10), all unmarked games shall be rewarded to the visiting team. |
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3.
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Each team will play all other teams at least one time, schedule and size of the league permitting. The Fall/Winter session of a league will begin on the first dart night in October, and conclude by April 30th of the following year. The Summer session of a league will begin on the first dart night (Tuesday) following Memorial Day, and will conclude by August 31st. |
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4.
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A team's final place is determined strictly on the number of wins earned by the team throughout the entire season, not just in divisional play. First and Second place teams in each division will receive Sponsor's and individual awards. |
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TIEBREAKERS: |
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a.
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If there is a tie in the final standings involving an award position (between 1st and 2nd or between 2nd and 3rd), the tie shall be broken by a playoff match, with the home team decided by a coin toss. In the event that the playoff match ends in a tie, there shall be a single-game playoff, with each team captain choosing two players to shoot (must be a mixed team for Mixed Cricket). The playoff game will be shot at the same location as the original playoff match, with the team to shoot first in this single game playoff to be decided by another coin toss. |
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b.
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If there are three or more teams tied for an award position, the tie shall be broken by a playoff, the format of which is to be determined by the captains of the teams in question. |
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6.
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The league does not give award pins. Pins may be purchased at the tournament for $1.00 per pin, unless the cost of the pin is more. |
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7.
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Any team that misses three straight matches will be dropped from the league and forfeits all sponsors' fees, entry fees, entry fees, prize money and awards. |
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8.
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If a team drops in the first half of the season, all games played will be voided. If a team drops in the second half, all first half games will be counted and the second half games will not. A team's drop date is to be one week after the final match in which the team shot. |
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9.
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Money in the league purse will be returned minus the cost of tournament awards (see Section eight Rule #6), and is allotted according to the total number of games won by a team. |
| Section Six: Machine and Throwing Regulations |
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1.
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DEFINITION OF A THROWN DART: (The nationally accepted Arachnid definition) A dart is a thrown dart anytime it leaves the throwing hand of the shooter after the throwing hand has been cocked and is making a forward motion toward the board. A DART WHICH FALLS OUT OF A PLAYER'S NON-THROWING HAND, OR FALLS OUT OF THE PLAYER'S THROWING HAND BEFORE HE OR SHE BEGINS A THRWING MOTION FORWARD TOWARD THE BOARD, IS NOT CONSIDERED A THROWN DART, REGARDLESS OF WHETHER THE DROPPED DART LANDS IN FRONT OF OR BEHIND THE TOE LINE. The player may pick up a non-thrown dart and proceed to throw it legally without penalty. |
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2.
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Players throw from behind the toe line. No part of the player's show or foot may be positioned across the toe line. Player will be allowed to lean across the foul line with the trail foot, so long as the trail foot does not come into contact with the floor prior to the thrown dart reaching the board. |
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3.
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Decisions about throwing errors or throwing out of turn should be a collaboration of the team captains involved. |
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4.
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The dart machine is always right. If the machine is not operating correctly, the team captains must decide to play, call a repairman, change boards, or reschedule the match. |
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5.
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A dart that is thrown and sticks but does not register a score cannot be manually scored. |
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6.
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If, for any reason, a player manually trips the score, he or she may either forfeit the game or reset the game as it was before the mishap. |
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7.
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It is each player's responsibility to see that the machine is displaying that player's number before throwing any darts. If a player throws when the machine is displaying an opponent's number, the opponent has the option of accepting that score and allowing play to continue, or resetting the machine to the player's number who originally shot on the wrong number and allowing play to continue. In either case, a player who throws darts on an opponent's score is not allowed to re-shoot those darts on his or her own score. |
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8.
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In the event that a dispute cannot be resolved by the team captains during a match, a team may protest the match. To protest, a team must submit a protest form, which must be signed, dated and turned in within two weeks of the match being protested. A protest must include a $20.00 bond to be held until the outcome is determined. If the protest is upheld, the $20.00 will be returned to the protesting team. If the protest is denied, the $20.00 will be deposited into the KDA bank account. |
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9.
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Committing physical violence could subject the offending player and/or team to expulsion from the league, forfeiting all points, awards and monies earned. |
| Section Seven: One-Warning Rules |
| If a player breaks any of these rules, he or she is to be given one verbal warning by the opposing team's captain. All subsequent violations will result in the loss of turn or of the game in question. |
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No kibitzing, harassment, or any behavior, verbal or otherwise, intended to distract an opponent will be tolerated from players or spectators. |
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2.
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No foul or abusive language will be tolerated. |
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3.
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Abuse of the equipment, poor sportsmanship or unethical conduct may be grounds for the loss of a game, loss of a match or expulsion from the league. |
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4.
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No player may practice on any adjacent board (coined or un-coined) once the match has started. "ADJACENT" is defined as directly beside and within 8 feet of the contest board. Exceptions to this rule can be made for league tournaments, where playing matches on adjacent boards is necessary, to the progression of the tournament. |
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5.
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No player may throw any darts on any other board during a game in which he or she is, at that moment, entered. |
| Section Eight: Special League Tournament Rules |
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1.
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League Tournament Fund: |
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a.
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Fifty cents from each players weekly dues will be added to the league tournament found. This fund serves two purposes:
- It will be used to reimburse players for quarters used to play tournament games.
- Any remaining money will be added to the tournament payouts
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b.
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The league tournament fund will be divided amongst all divisions of a league, in amounts proportional to the number of teams in each individual division. |
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2.
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The Manhattan league officials reserves the right to enforce all league rules at league tournaments, regardless if a formal protest is filed. Resolution of disputes shall be reached by a majority of Manhattan league officials present who are not involved in the disputed match. Two such league officials shall constitute a quorum. If a quorum does not exist or a majority decision cannot be reached by the Manhattan League Officers, the matter shall be resolved by secret ballot, by a majority of team captains present from the division of the match in question. |
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3.
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Tournament substitutes must have played at least 25% of league play, or have approval of a majority of team captains present, to be eligible to participate. New substitutes will be voted on by a secret ballot of the team captains, after they have had five minutes to consult with their teams. |
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4.
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All teams will pay a $10.00 registration fee, which will be added to the league tournament fund to be distributed as prize money. |
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5.
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All tournaments will be double-elimination, with each match being the best 3-out-of-5 games. If a match requires a fifth game, each team captain will choose any two players from his or her team to shoot. |
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6.
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Sponsor awards will be awarded to the First and Second Place teams in each division. The championship team in each division will also receive individual awards. |
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7.
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The home team in each match will be decided by a coin flip. The home team captain will be responsible for maintaining and submitting the match score sheet. The home team captain will also be responsible for furnishing quarters for the dart machine, which will be reimbursed from the league tournament fund. |
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8.
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In Open Cricket, 301 and 501 Tournaments, the player shooting order is to be determined by each teams captain and must comply with the tournament match sheet. |
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9.
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Special Mixed Cricket Tournament Rules: |
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a.
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Player shooting order is to alternate Male-Female-Male-Female (or vice versa), the choice of which belongs to the captain of the home team. The visiting team captain must comply with this choice in setting his or her shooting order. |
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b.
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All games in the Mixed Cricket tournament will be shot with mixed teams. |
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c.
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If a match requires a fifth game, each team captain will choose two players (one male and one female) to shoot. The setup must comply with the M-F-M-F (or vice versa) setup of the original lineup on the match sheet. |
| Section Nine: League Specific Rules Open and Mixed Cricket |
| Open Cricket Mondays 7:00 p.m. |
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1.
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Teams shall consist of any four players in accordance with the eligibility rules. |
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2.
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A match consists of ten games of Cricket200 doubles, with a split bullseye. |
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3.
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Each team captain will decide the shooting order of his or her team, and fill out the score sheet according to the selected order. |
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4.
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A players feats shall be recorded on provide score sheets, using the distribution at the bottom of this page to compute the players SPRE ranking, by taking a players total SPRE points divided by the total number of games played. |
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In the event a game is ended by round limit, after 30 or 35 rounds, the game is awarded to the team with the most points. If the two teams have the same point total, the game ends in a tie. |
| Mixed Cricket Sundays 6:00 p.m. |
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1.
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Teams shall consist of two men and two women in accordance with the eligibility rules. |
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2.
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A match consists of ten games of Cricket 200 doubles, with a split bullseye. |
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3.
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Each team captain will decide the shooting order of his or her team, and fill out the score sheet according to the selected order. |
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Each teams shooting order must alternate, being either Male-Female-Male-Female, or vice versa. The captain of the home team has the choice of whether a Male or Female player will shoot in position #1. The visiting team captain must comply with this setup. |
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5.
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A players feats shall be recorded on provide score sheets, using the distribution at the bottom of this page to compute the players SPRE ranking, by taking a players total SPRE points divided by the total number of games played. |
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6.
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In the event a game is ended by round limit, after 30 or 35 rounds, the game is awarded to the team with the most points. If the two teams have the same point total, the game ends in a tie. |
| Calculation of SPRE: |
White Horse:
20 pts |
Hat Trick:
7.5 pts |
9-Mark Round
15 pts |
8-Mark Round:
10 pts |
7-Mark Round:
7.5 pts |
6-Mark Round:
5 pts |
5-Mark Round:
2 pts |
4-Mark Round:
1 pt |
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| White Horse: a 9-mark round which scores no pints. That is, a player receives credit for a White Horse when he or she hits triples on three different numbers which had previously been unmarked. |
| Hat Trick: three scoring darts in the bullseye in one round. Regardless if the players darts produce 3, 4, 5 or 6 marks in the bullseye, only a Hat Trick is recorded. |
| X-Mark Round: three darts which score a total of X marks for a player in one round. |
| Section Ten: League Specific Rules 301 OI/OO and 501 DI/DO |
| 301 Open In/Open Out Tuesdays 7:30 p.m. |
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1.
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Teams shall consist of any four players in accordance with the eligibility rules. |
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2.
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A match consists of ten games of four-player 301 OI/OO singles, in single bullseye mode. |
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3.
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Each team captain will decide the shooting order of his or her team, and fill out the score sheet according to the selected order. |
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4.
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At the end of each game, the home team captain will record each participants PPD (Points Per Dart) for that game. Each players final PPD ranking will be calculated by adding up all of the players games PPD total and dividing by the total number of games played. |
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5.
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Every game of 301 League will be played using the Freeze Rule. |
| THE FREEZE RULE: (used in 4-player X01 games) |
| At the end of a game of X01 (when one player reaches 0 or the machine reaches the round limit), a win of the game is awarded to the pair of teammates which has the lowest combined point total. |
| In the event that the two teams have the same combined point total, the win is awarded to the team whose player reached 0. |
| IN OTHER WORDS, if you are playing with the Freeze Rule, anytime your two opponents scores add up to less than your partners score, you will lose if you go out, i.e. you are FROZEN. In order for your team to win when you go out, your partners point total must be less than (or equal to) the combined total of your two opponents. |
| 501 Double In/Double Out Thursdays 7:30 p.m. |
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1.
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Teams shall consist of any two players in accordance with the eligibility rules. |
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2.
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A match consists of six games of 501 DI/DO Piggyback, where the two teammates are shooting on the same score, and a seventh game of 501 DI/DO singles. |
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3.
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Each team captain will decide the shooting order of his or her team, and fill out the score sheet according to the selected order. |
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4.
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A players feats shall be recorded on provided score sheets, using the following distribution to compute the players SPRE rankings, by taking a players total SPRE points divided by the total number of games played: |
7th Round Out:
2 pts |
6th Round Out:
5 pts |
15-Dart Out:
10 pts |
14-Dart Out:
15 pts |
13-Dart Out:
20 pts |
4th Round Out:
25 pts |
High
Ton:
7 pts |
Hat
Trick:
5 pts |
Low
Ton:
2 pts |
Win:
1 pt |
Assist:
0 pts |
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5.
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A players team SPRE is calculated using all feats, whereas a players personal SPRE is only calculated using Tons, Hat Tricks, and Player Wins. |
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6.
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In any game, using the Bullseye to open or take out the game shall result in the automatic loss of that game. All games must be opened and closed using the outer double ring. |
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7.
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The seventh game shall be played using the Freeze Rule. |
| High Ton: Scoring 151-180 points in one round. |
| Hat Trick: three scoring darts in the bullseye, worth 150 points. |
| Low Ton: scoring 100-150 point in a round, not including rounds which qualify as Hat Tricks. |
| Win: a player win goes to the person who throws the winning dart in a game. |
| Assist: an assist goes to the person whose partner throws the winning dart in a game. |
| The 13-, 14-, and 15-Dart Outs are reserved for games taken out in the fifth round. |
| In Piggyback games, where the two teammates are shooting on the same score, both players receive credit for the X-Round outs. In the singles game at the end, only the player taking out the game would receive credit for these X-Round outs. |