
EQUIPMENT
Darts
Darts used in league play shall not exceed an overall maximum
length of 30.5 cm or 12 inches, nor weigh more than 50 grams per
dart. At the start of each throw, each dart shall consist of a
recognizable point, barrel and flight.
Dartboards
Construction
All league matches, including tournaments, shall be on standard-type,
bristle dartboards with the “twenty” bed in black
or the darkest color.
Spider wires must be visible and unbroken. The double and triple
rings must be within a tolerance of 1/16” of the normal
gap 5/16” in any segment. Problems should be corrected before
the match is started.
Condition
Prior to the match, both team captains shall check the dartboard.
If the board is acceptable, then no protest will be allowed. However,
the captain of any team objecting to the condition of any approved
dartboard may protest the match to the League Statistician or
the Technical Committee before proceeding with the match.
Competition shall be conducted on dartboards meeting the satisfaction
of both team captains.
Location
-Height
The center of the bull for all dartboards shall be 5 ft. 8 inches
from the floor.
-Hockey Line (Throw Line)
The hockey line shall be 7 ft. 9 ¼ inches from the surface
of the board to the front of the line, measured along the floor
to a plumb line hanging from the face of the board. The hockey
line shall be placed parallel to the board and be at least 36
inches in length. (Note: A simpler method of locating the hockey
line is to measure from the center of the bull, on a diagonal,
to the floor. The length of the diagonal, to the front of the
hockey line, shall be 115.5 inches.)
THE MATCH
Before the Match Begins
Warm-up Session
Dartboards must be cleared thirty minutes before game time to
allow for warm-up session.
Board Assignments
Team name plates will be posted on designated board assignments
before game time.
Two-Board Format
With the consent of both captains, teams may use two dartboards
to play their match, if extra boards are available.
Toss Coin
Winner of the toss coin has the following options: a) to make the
player line-up on the left or on the right side of the score sheet;
b) to start games 1,3,5,7,9 or pass the turn to the other team and
start games 2,4,6,8 instead.
Player Line-ups
Team captains shall exchange line-ups: (a) for game 1 which is an
open line-up, (b) prior to the 2nd game for games 2 to 6, (c) for
game 7 for any player replacements and (d) for game 9, which is
again an open line-up game. (Note: To minimize problems that have
arisen in the past, please make sure that the players listed in
the player slots 1 to 4 remain in their playing slots from games
2 to 6 unless alternates will replace them and continue playing
in their playing slots. Players who are not replaced should continue
playing in their slots for games 7 to 9.)
Players who arrive after the game time may play as long as they
are posted in the line-up and are ready to play at the start of
their turn. A player can play a maximum of six (6) games. Alternates
can start playing in game 7 only.
Three-Player Line-up
A team may play a match with three players with the following amendments:
In the team game the short-handed team with only three players must
sit out every fourth turn. In each of the doubles sections, one
game may be forfeited or, at the discretion of the short-handed
team captain, may be played by the third player, who will sit out
every other turn. All forfeited games count as a win for the opponents.
A match cannot be played with fewer than three players. All games
will be forfeited with less than three players.
PLAYING THE MATCH
Basic Configuration
All games are worth one (1) point for a total of nine (9) points
per match.
Starting Time
Starting time is 7:00 PM. The official forfeit time is7:15 PM
but try to prevent forfeits, even if your opponent may be late.
Remember, it is in the best interest of both teams to arrive in
time to warm up before the match.
The official time shall be dictated by the clock located inside
the venue.
Practice During the Match
Each player is entitled to a maximum of six (6) darts warm up for
each game.
Any player, whether actively involved in a game or not, may practice
on an open board as long as it does not interfere with a match in
progress.
PLAYING ATTIRE
Dress Code
Shorts, slippers, sandals, sandos, sleeveless shirts, caps and
other types of headgear (unless for religious purposes,) are not
allowed.
Team Uniform
Team uniform requirement and specifications as well as the corresponding
penalties for players not in uniform shall be decided and voted
upon by the Team Captains prior to the start of the league. Mandatory
wearing of team uniforms shall be implemented strictly on the
3rd playing week of the League. Any player who will not be wearing
his team uniform will not be allowed to play.
RULES OF THE GAME
Throwing
Legal Turn
Each dart player shoots a maximum of three (3) darts per turn,
by and from the hand. Darts must be thrown toward the dartboard
in a safe and sane manner so as not to endanger the safety of
any person nor damage or deface any furnishings or equipment in
the establishment. Once a turn is completed, or the shooter has
busted, no more darts may be thrown during the turn. No practice
darts are permitted on the game board during a game in progress!
A dart that is not propelled toward the dartboard, even if it
is dropped over the hockey line, may be picked up and thrown.
End of Turn
If a player removes any dart from the board or touches any dart
in the dartboard during a turn, that turn has ended and all thrown
darts shall be scored. Example: A player throws two darts and,
thinking that it is a bust when in fact it is not, proceeds to
pull them from the board. The score for those two darts shall
stand and the player may not throw the third dart nor re-throw
the turn. Or having a hard time determining where the dart landed
touches his dart, automatically he loses his turn to throw any
remaining darts, and whatever dart has been thrown will be scored.
Throwing Out of Turn
A player shoots out of turn if he throws his darts out of the
player listed sequence or rotation. Example: In the team line-up
of listed players for the 1001, a player throws out of turn if
he throws his darts second when in fact he was listed as the third
player or throws first in the doubles wherein he was listed to
throw as the second player. If any player shoots out of turn,
and the opposing team notices the out of turn play, finish the
game and then the opposing team has the option of replaying the
game if they lose. This rule does not apply to teams who mistakenly
and inadvertently start a game they should not start.
Throwing Out of Player Slot
A player throws out of player slot when he plays in a game wherein
he should not be playing. Example: A player listed in player slot
number 1, should only play in player number 1 in games 2 to 8. If
in game 8 he plays in player slot number 2, then he plays out of
player slot. If a team plays out of slot then the opposing team
has the option to replay the game if they lose. This usually happens
in the second half when alternates come in and listed players in
slots 1 to 4 are reshuffled. Players who are not replaced should
stay in their player slots.
If the opposing team notices that a team played out of slot after
the game has ended and before the start of the next game, it still
has the option of replaying the game if they lost in that game.
However, if the first dart for the next game has already been thrown,
the result of the game in question shall stand.
To avoid throwing out of slot, the team captains should consciously
check the player line-up of the score sheet before the start of
the match.
Position of the Thrower
The throw line or hockey line must be observed at all times. No
part of foot, foot covering or foot substitute (i.e., crutches,
cane, etc.) may cross the line. If, after a first warning, the
line is crossed, the opposing team has the option of having the
turn re-thrown or allowing it to stand. The warning should be
directed to the thrower's team captain and the team captain shall
warn the offending player. The warning should come immediately
after the third dart is thrown. A player wishing to throw a dart
or darts from a point on either side of the hockey line must remain
behind an imaginary straight line extending from either side of
the hockey line.
SCORING
Scoring '01 Games
All 01 games (501, 701 and 1001) shall end with an exact double.
If a thrower's dart(s) would reduce his/her score to a single
point or less (not counting and exact double, which is a double
that reduces the score to zero), the thrower has “busted”
and the score remains as it was at the beginning of the turn.
When a player throws an exact double, the game is over. If a player
hits the winning double and throws another dart without realizing
the game is over, the additional thrown dart cannot bust, the
game is still over. A winning dart cannot be busted.
Legally Scoring a Dart
Only those darts, which have their points sticking in the board
upon the completion of a turn, are scored. Darts that rebound
from the board, stick into others darts or do not stay in the
board for five seconds after the third dart is thrown do not score.
The spider wires shall be used to determine the scoring zone within
which a dart has landed. The color and/or physical relief of the
dartboard shall not be considered in determining the score.
Any darts mistakenly thrown by a player after scoring the required
“double' shall not be counted as the respective leg, set
or match is considered concluded by the dart scoring the required
“double”.
LEAGUE ORGANIZATION
League Format
The League Format shall be dependent upon the number of teams
and the number of weeks allotted for the conference.
The following standard practices shall be applied:
1. Eliminations - round robin
2. Play-offs - non cash games
3. Semi-finals - cross-over or Top 4 Eliminations - round robin
4. Finals - winners of the Semi-finals or Top 2 of the Top 4 Eliminations
Match Format
There are a total of nine (9) games per match.
Each game is equivalent to one (1) point or one (1) win.
All games are best of one. Games are as follows:
Game 1 : Open Line-up 1001(min of 4 and max of 8 players)
Game 2 : Doubles 501
Game 3 : Doubles 501
Game 4 : Doubles 501
Game 5 : Doubles 501
Game 6 : Four-Man Team 701Game
Game 7 : Doubles 501
Game 8 : Doubles 501
Game 9 : Open Line-Up 1001 (min of 4 and max of 8 players)
First half is Games 1 to 5 and the second half is Games 6 to 9.
Player replacement starts in game 7, if any.
League Highlights
The following are the league highlights:
T80
High scores T21 and over
Double bull out
High outs T21 and over
All highlights should be listed beside the player's name in the
score sheet. List down the scores made such as T33 HS (high score),
T42 HO (high out), 5O DB (double bull out), etc.
All highlights will be posted in the Weekly Results Sheet and
will be used as the basis for the Special Awards.
Submission of Score Sheets
Both teams must accomplish their own score sheet.
Only highlights appearing on both score sheets will be included
in the tabulation of highlights.
Both teams must submit their score sheet irrespective of whether
they win or lose.
Team captains must insure that both score sheets are signed and
all data (especially highlights) is complete and certified true
and correct.
Technical Committee
The Team Captains, before the start of the league conference,
will vote on the number of members who shall comprise the Technical
Committee and will elect the members of the Technical Committee
among themselves.
The League Statistician and the League Organizer are automatic
members of the Technical Committee.
The Technical Committee will hear disputes between teams and complaints
against individual members. It has the power to adjudicate and
render final decisions on league disputes and complaints and to
impose and remove penalties. No committee member may vote in a
dispute involving his/her team.
League Statistician
The League Statistician will set the schedule of matches, tabulate
the results and highlights and is the league contact person for
updates and any questions.
League Tournament
If the schedule allows, the Technical Committee will set the event,
date and entry fee for the League Dart Tournament open only to
league players. This will be held on a regular league night. Awarding
of tournament trophies will be held during the League Awards Night.
LEAGUE AWARDS
League Awards Night
The League Awards Night shall be held on the day of the League
Championship or
whenever deemed convenient by the Technical Committee.
All participating teams shall be asked to contribute to the food
and beverages that will be served during the League Awards Night
(pot luck).
Awards and Trophies (sponsored by Robson Sportscraft)
Team
The top three (3) teams in each Division will be given Team Trophies.
The Champion Team will receive six (6) individual trophies.
Special Individual Awards (Per Division)
Player with the most highlights will be given a special trophy.
Trophy to the player/s with the most T80s.
Trophy to the player/s with the most or highest double bull out.
Trophy to the player/s with the most or highest high out.
Any special award or trophy deemed special by the sponsor.
Cash Prize
The breakdown of the prize money will be based on the number of
wins. Thus, computation is as follows: Divide the total cash prize
(entry fees + fines, if any + sponsorships, if any) with the total
games played. This is the value of each game multiplied by the
number of wins. All teams with wins will have a share of the cash
prize. The total number of games excludes the play-offs but includes
the semi-finals and the finals.
Example: There are a total of twelve (12) teams participating
with an entry fee of P1,000.00 per team without fines and sponsorships.
Therefore, the total prize money is P 12,000.00.
Game breakdown is as follows:
Elimination Six (6) matches /week x nine (9) games/match x eleven
(11) weeks 594
Semi-Finals Two (2) matches x nine (9) games 18
Finals Two (2) matches x nine (9) games 18
Total Games Played 630
Therefore, the value of each game is P12,000.00 divided by 630
games or P19.05 per game won.
MISCELLANEOUS
Personal Conduct of Members
League members must conduct themselves in a sportsmanlike manner.
Heckling, harassing or distracting a shooter will not be tolerated
nor will foul or insulting language or physical violence. Complaints
about improper conduct must be made to the Technical Committee
within one week of their occurrence. The committee may penalize
the offending player by revoking his/her right to play in league
tournaments or, in extreme circumstances, may expel him/her from
the league for a specified period of time.
Protests
If any part of the match is in question and the captains cannot
settle the dispute, please remain calm and play out the match.
Get in touch with the Technical Committee and lodge a protest.
Do not wait to file a protest or it may be too late. All protests
must be filed within 24 hours of a dispute and/or incident.
Postponement of Games
There will be no postponements of matches. In extreme cases that
may arise due to natural calamities and political emergencies,
the Technical Committee can declare postponement of league matches.
A notice of at least three (3) days prior to the scheduled games
must be given by the team requesting for postponement. Unless
teams receive an official announcement from the League Statistician,
games will go on as scheduled.
Postponements / re-scheduling of games will only be entertained
/ allowed under special circumstances.
Forfeits / Defaults
Matches that are not played will be declared as forfeits and the
forfeiting team will have zero wins and the opposing team will
have the maximum number of wins.
Any team that forfeits a match twice during or any match after
the Elimination Round will be dropped from the league and their
prize money automatically forfeited. All matches played and the
remaining matches to be played will be forfeited in favor of the
opposing teams.
Any team dropped from the league due to non-appearance, disciplinary
expulsion and any other reason by the Technical Committee will
have all their matches forfeited (both for matches played and
remaining matches) and their prize money forfeited.
Additions in Team Line-ups
Additions / changes in the team line-ups will only be allowed:
(a) until the end of the Elimination Round, (b) if the team still
has open slots in its line-up (maximum of eight (8) slots) and
(c) if the player to be changed has not played in any game. Additions
after the Elimination Round (even if the team still has open slots
in its line-up) will not be allowed.
The name of the new player/s must first be submitted to the League
Statistician. New players will not be allowed to play unless prior
approval / clearance has been given by the Team Captains of the
division where the player belongs.
Changes in Team Line-ups
Changes in the team line-ups will only be allowed: (a) until the
end of the Elimination Round, (b) if the player to be changed
has not played in any game.
The name of the new player/s must first be submitted to the League
Statistician. New players will not be allowed to play unless prior
approval / clearance has been given by the Team Captains of the
division where the player belongs.