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Automatic Amusements
Dart League Rules
For Service Please Call
232 - 1371
League Rules
1. Starting time is 7:00
pm for all leagues except Monday 2nd
Shift which starts at 11:00 pm
If opponents do not
show up within 15 minutes ( real time not
bar time ) they will forfeit
the games or will
have to reschedule at the opponents
availabilty.
If opponents do not
show up on the given night please call
232-1371 and leave a message
with the answering
service or you can call Reggie the next
day and explain what happened.
2. Players MUST be of
Iowa legal drinking age to play in any
dart league. All games played
by anyone under the
age of 21 will be forfeited.
3. Each team must have
at least half of their team members
present to play league. All players
listed on each
teams roster are concidered team members.
4. Winners will be
determined by which team wins the most
games in that league. In the event
of a tie between
1st and 2nd place, there will be a
playoff at a neutral location.
5. Individual plaques /
trophies will be given to the 1st place
team members on all leagues. A
sponsor plaque will
be given to the 1st, 2nd and 3rd place
teams based on a minimum of 8
teams within that
league. 1st and 2nd place plaques will
be awarded to leagues with less
than 8 teams.
Players wishing to order personal plaques /
trophies will be at their expense.
6. A person or team
shall get one warning on conduct. A
second time they may be voted out
of the league by
the League Coordinator, President or Vice
President and shall forfeit all
prize money up to
that time.
7. Any "No Show" team
to forfeit 2 weeks in a row will
receive NO prize money at the end
of league and NO
money will be refunded. All games
played by that team will be eliminated
from the final
standings. Any opponents played to that
point will NOT receive credit in the
standings for those
games, but will receive cash payoffs for
the wins at the end of the season.
8. Any questions during
the match will be handled by the two
team captains.
Sanction Fees
Sanction fees are
$7 per player and are on a fiscal year
( Fall to Fall ). Every player will
need to fill out
the roster sheet that is in the folder
behind the bar and accompany that with
your $7 payment.
This will need to be done the first
night of league....No Exceptions !!
All "Subs" must
sanction the 2nd time they play.
Subs
1. If you need a sub,
please look at your league schedule to
make sure the subs average is
within the legal
guidelines. A cap for each league is
posted on every schedule.
2. Subs MUST play under
their names, not the regular players name.
3. After the first 10
weeks of league, a sub NOT on your
roster MUST be approved by the
League Coordinator,
President or Vice President. No subs
will be allowed on the last
night of league
except in the case of an extreme
emergency.
4. If you have a sub
and you show up to league, you MUST
step in and start playing unless
there are medical
reasons you can not play.
5. A player listed on
a teams roster and has played, can not
play for another team within
that league. If
they want to switch teams during the
season they must have the consent
of their team
captain and the League Coordinator prior
to joining any other team.
Team Rosters
Rosters must be kept
at an 8 player maximum for 4 person
teams and 4 players max for
2 person teams.
All subs must be listed as such.
Please notify the League Coordinator
at 232-1371 of any
changes that may occur to add or remove
a player.
Protests
If a team wishes
to enter a protest, it must be a formal
written protest delivered to the
League Coordinator
with a $20 deposit within 48 hours of
the match. Protesting teams
must notify the
opposing team the moment the protesting
situation occurs. The protest will
then be reviewed by
the League Coordinator, President and Vice
President and a decision
will be rendered.
If need be, the rules committee might be
asked to vote on the situation.
The two teams
involved will not be allowed to vote.
In case of a tie, the League President
will have the
deciding vote. If the team loses the
protest, they lose the $20 which will be
added to the prize
fund for that league. If they win the
protest the $20 will be refunded.
Rematches
A team unable to
attend the dart match on a given night
may request the opposing team to
reschedule at THEIR
convenience. Games MUST be made up one
week before or one week
after the orginal
date. There must be a 24 hour notice
to the opposing team if you are unable
to attend. Please
notify the League Coordinator with the
date where you plan to play.
Smoking
If smoke breaks are
an issue to your opponent or partner
please limit these breaks to
two per match. If
problem persists please refer to " Slow
Play" rule.
Fouls
The following items
constitute fouls. Committing a foul may
lead to loss of turn, loss
of game, loss of
match, expulsion from leagues, expulsion
from site or expulsion from
future leagues.
All decisions concerning fouls will be
made by the League Coordinator,
League President and /
or League Vice President.
1. Distracting
behavior by opponent while a player is
throwing is not allowed and
constitutes a
foul. Throwing on a non-coined board is
considered a distraction.
You will
receive only ONE warning.
2. On a thrown
dart, the dart must make contact with
the board before the player's
foot make
contact with the floor in front of the
throw line or a foul has been
committed. A
player must receive a warning from the
oppposing team captain.
If the problem
continues the player will lose his / her
next three darts.
3. If the machine
resets due to power failure or other
reasons beyond contol, the
game will be
started over.
A. The
machine will ask you if play has been
interrupted - - answer "Yes"
Follow
the instructions on the screen to
continue league play.
B. Any
machine reset due to intentional player
action will result in loss of
game
for the
team committing the foul.
4. If a player
reaches zero in a round in which that
player or that players partner
committed a
foul, that team loses the game.
5. Abuse of
equipment, poor sportsmanship, or unethical
conduct as judged by the
League
Coordinator, President or Vice President
may constitute a foul.
6. Players must use
their own darts if they meet the
following specifications.
A. Plactic
tips.
B. Flights
can be any length as long as they don't
exceed 8" in total length.
Flights
may be no wider than 3/4" as measured
from the shaft to flight edge
and may
have no more than 4 wings.
C. Complete
darts must not exceed 18 grams in weight.
D. Darts may
not have broken or cut off tips.
E. Darts will
be inspected upon request.
7. Any player found
to be using overweight or otherwise
illegal darts shall cause the
team to forfeit
all games in the match that player has
played. The match will then
continue with
all players using legal darts. Any
protests about weight of darts must
be made before
the end of your match and will not be
allowed once a match has
been concluded.
8. Disregard of any
rules may constitute a foul, whether it
be these rules or the
rules of the
bars you play in.
PLEASE
REMEMBER.... any bar has the right to
refuse service to ANYONE !!
Slow Play Rule
Exaggerated slow
play will be penalized. After the first
warning from the opposing
captain, the
player shall throw within 3 minutes,
second warning: player has one minute
once their turn
begins. Third and consecutive infractions
will be loss of turn.
Backup Feature
The backup feature
should be used to correct the following
player errors:
a.
Shooting out of turn
b. Wrong
player shooting
c.
Manually scored darts
d. Any
dart that sticks in the board and
registers as a dart thrown but does not
score
will
be corrected. The backup feature will
be used to enter the correct score.
The correction must
be made in the turn the error occurred,
prior to the next player
throwing a dart.
Both team captains must agree the error
falls within the above guidelines.
Last Dart - - Winning
Dart Rule
1. The "Last Dart
- Winning Dart" must stick.
2. The machine
was displaying the "Throw Dart" message
and all other rules were followed.
Then, no
matter if the machine fails to score or
scores incorrectly, the player / team will
be credited
with the win in that game. You then
would manually score the correct number
to end the
game for that player / team.
Rules of Play for 301,
501, 701
1. The game of
301 / 501 / or 701 will be any - in any -
out unless otherwise noted.
2. All players
start with 301 / 501 ect. and attempt to
reach zero. If a player scores
more than the
total required to reach zero, the player
"busts" and the score returns
to the score
that was existing at the start of the
turn.
3. When a player
reaches zero the game is over. The
winning team is the team with the
lowest
combined score ( both team members ). If
the score ends up in a tie, the player
or team that
reaches zero first wins. If a player
reaches zero when they are "blocked"
or "frozen"
the win will be credited to the opposing
team. The terms "blocked or
"frozen" means
a person can not win the game is their
partners score in MORE than
the combined
total score of the other two opponents.
4. The game will
end after 20 rounds and the team with
the fewest total points will win.
Rules of Play for Cricket
1. The game of
Cricket will be played with a double
bull's eye.
2. The object
will be to close the numbers 20, 19,
18, 17, 16, 15 and the bull's eye in
any
order before
your opponent(s). The player / team who
closes all the numbers and the
bull's eye
first and has a greater or equal number
of points wins.
3. An outer
bull's eye will count 25 points and the
inner bull's eye will count 50 points.
4. The game will
end after 25 rounds and the team with
the most points will win the game.
5. All general
rules of play will apply.
And always remember to
show:
Good Sportsmanship -
Respect your Opponent
Be a Leader and Have
some FUN
Make it a Great
Experience for Everyone !! |