The Chinese Round Robin is a non-intimidating
pub game, wherein a player plays five (5) matches with five (5) different
partners. The purpose is for players to play more games and at the same
time play with different partners.
To add spice to the game, a Mystery Out is included as an added attraction.
For the Mystery Out, a certain portion of the entry fees is set aside
and drawn after the end of five (5) rounds. This encourages players
to continue playing their best up to the last round in the hopes of
having a number for the Mystery Out draw.
The Chinese Round Robin works like this:
1. The players are first listed on the Score Sheet. (see Forms)
2. The name of each player is written on a card. His / her number on
the Score Sheet is likewise written on the upper left-hand corner of
the card. If the player is a classified player, an asterisk is placed
on the upper right-hand corner of the card. An example is shown below.
3. For the Chinese Round Robin, the “Rule of 4” is followed. This means
that the number of players should be in multiples of 4 (i.e. 8, 12,
16, 20 24 and so on), because in every match there are four (4) players
playing. For example, if there are 27 players, then there is an excess
of three (3) players (27 minus 24) which will be drawn as "byes" in
every round. Thus if, there is an excess of players, then “byes” would
be drawn. This means that players who draw a “bye” automatically get
a win in that round.
Note: A classified player could not receive a “bye”
and a player could only receive a “bye” once. Moreover, a “bye” could
not be waived.
4. Once registration is completed, the Tournament Director (TD) asks
one of the players to draw the “byes” and these are thereafter announced.
A “W” which means a "win" and a "B" which means a "bye" are placed beside
the name of the player/s which eraned the "bye". A "B" is also placed
on the lower left-hand corner of the player's card signifiying that
the player has already received a "bye" and will not be eligible to
get another "bye".
5. The remaining players are then blind drawn as partners. (Players
may witness the draw.) The TD must remember that classified players
(cards with asterisks) could not be drawn as partners and female players
could not be drawn as partners. Once the draw is in order, the partners
and the board assignments for the ensuing round are announced.
6. Players then play a single game of 501.
7. While the players are playing, the TD writes the number of the partner
of each tandem on the lower left-hand corner of the card. An example
is shown below.
8. A player from the winning team reports the outing to the TD. A “W”
is placed beside the name of the winning tandem on the column of the
corresponding round. The outing is likewise placed on the outing column
beside the name of the player who scored the outing. An “L” is placed
beside the names of the losing tandem. The outing is likewise written
and encircled on the lower left-hand side of the card of the player
who made the outing.
9. When all the players have finished their matches and the wins, losses
and outings listed, the cards are reshuffled and redrawn for the next
round. In drawing for the succeeding rounds, the TD should note that
players could only be drawn as partners once. Therefore, if the player
number of the drawn partner (player B) is already listed on the lower
left-hand corner of the card of player A, another partner is drawn for
player A. Steps 4 to 8 are then followed until five (5) rounds are completed.
10. After all the matches have been played, the points are totaled.
Players receive one (1) point for each game won and zero (0) points
for each game lost.
11. The number of players advancing to the next round depends upon the
number of players. Below is a distribution chart:
NUMBER OF PLAYERS |
PLAYERS TO ADVANCE |
Less than 25 players |
Top 8 |
25 to 40 players |
Top 12 |
More than 41 players |
Top 16 |
12. In the event that there is a tie among players who have to advance
to the next round, a play-off or “Funny Round” is required where the
players play a single game of 201 among themselves. For example, there
are 30 players. Therefore, the top 12 players after five rounds should
advance to the next round. If after five rounds, 2 players have 5 wins,
4 players have 4 wins and 10 players have 3 wins, the 6 players with
5 and 4 wins automatically advance to the next round. The 10 players
with 3 wins figure in a play-off or "Funny Round" to determine the 6
remaining slots that will advance to the next round.
Note: The number of classified players advancing to
the next round should not be more than half of the required number.
For example, if the top 8 players are needed to advance, only 4 of these
players should be classified. if there are more classified players than
the required slots, the classified players likewise play a "Funny Round"
among themselves to determine the classified players who shall advance
to the next round.
13. The “Funny Round” is played as follows:
a. The TD assigns a non-participating player (preferably a player not
advancing to next round) to be the marshal and official chalker.
b. Another non-participating player (preferably a player not advancing
to next round) is asked to randomly draw the cards.
c. As each card is drawn, the player would be asked to diddle for the
bull’s eye.
d. After all cards have been drawn and all players have thrown their
darts, the marshal shall then draw each dart to determine the order
of play based on the darts nearest to the bull’s eye. As each dart is
drawn, the name of the player is listed on the scoreboard.
e. Once the order of play is finalized, play commences.
f. As each player throws, the marshal lists his / her remaining score
on the scoreboard.
g. The game stops until the exact number of players needed to advance
to the next round is reached.
14. Once the number of players advancing to the next round is determined,
their cards are classified. The players are then blind drawn as partners.
The names are then listed in the Bracketing form (see Forms) and from
this point on, partners are fixed. As each tandem wins, they advance
to the succeeding rounds until a champion is declared.
15. The mode of play for the succeeding rounds are as follows:
ROUND |
MODE OF PLAY |
Quarterfinals |
Single game, 701 |
Semi-Finals |
Single game, 901 |
3rd / 4th Place |
Single game, 701 |
Championship |
Best of 3, 501 |
16. While the players are playing, the Mystery Out is drawn. (see Added
Attractions)
This type of event takes a little longer as you have to wait until nearly
all the matches are completed. You may draw for partners in advance
and start the next round but you will still he held up by matches in
progress.
For a weekly tournament, it is recommended that
the prize money come from the entry fees of the participants or what
is known as “Money In, Money Out”. Hence, the more players there are,
the bigger the prize money will be. An entry fee of P50.00 to P100.00
would be a reasonable amount.
The prize money is divided among the winners in the following manner:
QUALIFIERS |
PLACE |
SHARE |
Top 8 |
Champion |
65% |
|
2nd Place |
35% |
Top 12 |
Champion |
50% |
|
2nd Place |
35% |
|
3rd Place |
15% |
Top 16 |
Champion |
50% |
|
2nd Place |
25% |
|
3rd Place |
15% |
|
4th Place |
10% |
Many venues have a tournament each week. There
are ways you can spice up the tournaments and keep the players coming
back.
You might hold the tournament for four weeks and then have a playoff
of the weekly champions. You could have a bonus for anyone winning two
or three weeks in a row. Also, you could award points for first through
fourth and determine a point champion after a set number of weeks.
Again, use your imagination and talk to the players and see what interests
them. Keep in mind that your tournament should be fair for all levels
of players.
Ingenious tournament directors are always trying to find ways to encourage
more participation in tournaments. Some added attractions that could
be employed are as follows:
Mystery Outs
• A portion of the prize money (usually 10%) is set aside as pot money
or each player contributes additional money as pot money.
• The numbers from zero (0) to nine (9) are written on separate pieces
of paper or on bottle caps.
• All players report their outing to the tournament director, which
is then listed. Single digit outings (0 to 9) are listed with a zero
before the outing. Hence, an outing of 5 is listed as “0-5” and so forth.
Players who out 100 and up report the last two digits only. Hence, an
outing of 136 is listed as “3-6” and so forth.
• Before the start of the championship round, the mystery out is drawn
using the pieces of paper or bottle caps prepared beforehand.
• The first number, corresponding to the tens digit is drawn and announced.
The names of the players who have a chance at the mystery out are then
announced.
• The number is returned and the second digit, corresponding to the
ones digit is drawn and announced.
• If a player goes out from the combination selected, he wins the pot.
The players gets 70% of the pot while his partner when he made the out
gets 30%. If there is more than one winner, the pot is divided according
to the number of winners with the same 70-30 sharing scheme between
partners.
• If no player wins, the pot money could be carried over for the next
week or a new combination is drawn until someone wins.
Bull Pots
• Each player contributes additional money as pot money.
• At the end of the night, a name is drawn. The player is given three
darts at the bull’s eye.
• Each dart wins a third of the pot.
High Out
• A prize could be given for high outs (T21 and up) or for all double
1 shots.
Most and Least Darts
• A prize could be given for players who use the least number of darts
(eight, nine and ten darts) as well as for players who use the most
number of darts.