I.     OFFICERS:  1

II.       FEES:  1

III.      EQUIPMENT:  2

IV.     SCHEDULES:  2

V.      PLAYER REGISTRATION:  2

VI.     PERSONAL CONDUCT AND SPORTSMANSHIP:  4

VII.        FOULS & MACHINE IRREGULARITIES:  4

VIII.       PROTESTS:  6

IX.     FORFEITS:  6

X.      DUTIES OF THE CAPTAIN:  7

XI.     EXCHANGING SCORESHEETS:  9

XII.        START OF PLAY:  9

XIII.       MATCH FORMAT:  10

XIV.      POINT SYSTEM – TEAM:  11

XV.       POINT SYSTEM – INDIVIDUALS:  11

XVI.      REPORTING RESULTS AND STANDING:  12

XVII.     AWARDS:  12

XVIII.       FINAL STANDINGS/PLAYOFFS:  12

XIX.      GAMES:  13

XX.       DEFINITIONS:  14


 

I.                     OFFICERS:

A.                  Commissioner / Frank Wala

B.                  Treasurer / Frank Wala

C.                  Secretary / Dave Glisczinski

II.                  FEES:

A.                  A team is registered with the MFDA when it has met the following criteria:

1.                   Paid their Team Sponsorship fee.

a)                  Sponsors will be invoiced after the Pre-Season Captains’ Meeting.

b)                  Payment of those invoices is then due within 30 days.

c)                   Failure of the sponsor to pay invoices may result in:

(1)                 Team members required to pay the Sponsor Fee themselves.
(2)                 The Sponsor Fee being deducted from the team’s season-ending prize money.
(3)                 The team’s expulsion from the league.

2.                   Provided a team roster listing all players with names, addresses, and phone numbers.

B.                  The per player fees are to be collected and placed in the Dart Monies Envelope, along with a signed remittance form, and turned in at the designated drop-off point before midnight the same evening or before 5:30 p.m. the following day.

 

III.                EQUIPMENT:

A.                  As of 08/25/2014, the foul line will be 8 feet from the surface of the board, measured along the floor, or 9 feet 9-1/2 inches measured diagonally down from the center bull, to the front of the Throw Line.  The Throw Line should be no longer than 36 inches - 18 inches either side of the center.

B.                  The management at the location of the match or tournament will be responsible for supplying and maintaining the league play dartboard, which must be acceptable to both home and visiting team.

C.                  All league play dartboards shall be firmly anchored and well illuminated, minimizing shadows.

D.                  The dartboard shall be positioned so that it is readily available to players without distraction to the thrower, clear of obstacles.

E.                  Any complaints regarding equipment should be sent in writing with scoresheet.  If warranted, the MFDA shall direct the sponsor to correct any substandard equipment.  If not corrected, the MFDA may alter the site of any subsequent matches.

F.                  Player’s darts must have plastic tips.

IV.                SCHEDULES:

A.                  Schedules must be approved by the MFDA.

B.                  Any changes in the schedules will result in the issuance of a new schedule one week prior to its effect.

C.                  Any match rescheduled through the mutual consent of the captains must be played within one week after the next regularly scheduled match.  The MFDA reserves the right to reschedule matches outside of these time constraints.

D.                  Any time weather conditions raise the possibility of match cancellation, it is the responsibility of the team captains to contact the designated drop-off point after 5:30 PM for an official ruling.  A cancelled event will push the entire schedule back 1 week, i.e., the week will not be skipped.  This ensures compatibility should the current schedule contain a position night the final week of the season.

V.                  PLAYER REGISTRATION:

A.                  A team may register new players on the same night, provided there is an open spot on the roster.  To register, simply enter the player number as "NEW" and write the player’s full name and telephone number, (and email address if applicable) on the bottom of that evening’s scoresheet.  Submit this information along with the player registration fee and a (life-time) player number will be assigned.  If after one month and a day, the new player has not been successfully registered, that entire match, and any subsequent matches using that player, will become forfeits.  Maximum 8 persons per team.

B.                  THE 3-WEEK RULE:  During the last three weeks of the season, a team may not add new players.  The MFDA may waive this ruling in the interest of eliminating forfeits.  Teams needing players during the last three weeks of play must contact the MFDA prior to the match involved.  The MFDA reserves the right to assign players for these matches.

C.                  A player registered prior to the start of a season who has not played is exempt from THE 3-WEEK RULE.

D.                  No cross-subbing (Shooting for more than one team on the same night will not be allowed).

E.                  Any player used in violation of the above rules will be considered an “illegal player.”  The use of an “illegal player” will result in the entire match being forfeited. 

F.                  Opposing teams may request a form of identification from any player if they believe that player to be an “illegal player.”  Team captains should follow the appropriate protest procedures if necessary (see PROTESTS).

G.                 Exceptions:  Any team which wishes to deviate from the roster rules must contact the MFDA Commissioner before using players in violation of the rules.  An exception may be granted if the opposing team’s captain does not object.

H.                  Underage shooters are legal only if accompanied by legal guardian.

I.                    Mercy Rule:

The mercy rule, also well known by the slightly less polite term slaughter rule, brings a sports event to an early end when one team has a very large and presumably insurmountable lead over the other team(s).  It is called the mercy rule because it spares the losing team(s) the humiliation of suffering a more formal loss, and prevents the winning team from running up the score, a generally discouraged practice in which the opponent continues to score beyond the point when the game has become out of hand and play could theoretically continue forever.

The Mercy Rule, as it pertains to the MFDA, will be invoked at the discretion of the MFDA Commissioner, (usually at the request of several peer Captains).  As a courtesy, the affected team Captain(s) will be notified when THE 3-WEEK RULE is invoked, in order to allow for contingency planning.  This rule is applicable only to the top of the "A" Division and will become effective at season's end.  Its intent is to address league parity.

When invoked, the affected team, since it cannot be promoted to a higher Division, will be deemed Over-The-Top (OTT).  The team will be promoted out of the league and forced to disband.  All darters and subs that shot on the OTT team during the affected season will be assigned an OTT Number.  Darters with an OTT Number may reenter the league with a different team makeup, subject to the following OTT limitations:

OTT limitations:

Any team participating in the MFDA may contain no more than two (2) darters with the same OTT Number during a season.

The use of three (3) or more darters with matching OTT Numbers, be it the same number, or multiple pairs, will result in the entire match being forfeited.

OTT Number Definition:

An OTT Number will be made up of four (4) parts; the Year, Season, Division and Team Number, uniquely identifying when the OTT event occurred.  This unique OTT Number will be attached to each affected player's history.  Over time, a player may accumulate more than one OTT Number.  In order to benefit the league, removal of an OTT number from a player's history is at the sole discretion of the Commissioner.

OTT Compliance:

A report will be generated listing OTT players and their OTT Number(S).  It will be made available online to ensure future compliance with OTT limitations.

VI.                PERSONAL CONDUCT AND SPORTSMANSHIP:

A.                  Heckling or other harassment is strictly forbidden.  It is the home team’s responsibility to maintain the best order of play during league.

B.                  A player may pursue whatever strategy his heart or conscience dictates, as he is responsible to assure his winning.  The MFDA will not, however, be held liable for any action resulting thereof, including personal injuries.

VII.              FOULS & MACHINE IRREGULARITIES:

A.                  Mechanical Failure – If a machine should fail mechanically, i.e., stop working completely, or runs amok such that it is no longer under darter control, the captains should reach agreement and do one of the following:

1.                   Re-start on a different board, punching the board back to precisely the point where play was interrupted.

2.                   If a punch-back agreement cannot be reached, the game shall be re-started from the beginning, on a different board.

B.                  In the event of scoring discrepancies, the “the board never lies” rule will apply, unless the captains can agree on a proper re-start procedure.

1.                   If the captains are in agreement, punch the board out as required and re-start, punching the board back to precisely the point where play was interrupted.

2.                   If there is no agreement reached, then what shows on the board is what goes.  This includes players shooting on the wrong score.

C.                  A player must have both feet behind the oche (foul line) before each throw.  If he has one or both feet over the line, a foul occurs.  A violating player will be given one warning by the opposing captain.  Subsequent fouls will result in forfeiture of any remaining throws in the player’s current round.  Failure to comply with forfeited throws rule after a warning is issued will result in forfeiture of that leg.

D.                  A dart dropped accidentally may be picked up and re-thrown.

E.                  Any errant dart (actually thrown) may not be re-thrown, regardless of the circumstances.  (Three errant darts constitutes loss of turn).

F.                  A dart landing on top of another (piggy-back, robin-hood) does not count (unless the board happens to register the dart).

G.                 Darts in scoring surface that do not register MAY NOT BE PUSHED IN to register.

H.                  In the interest of sportsmanship, the opposing captain MUST award a winning dart to the opposition.  Note: This is the only exception to the “the board never lies” rule.

I.                    IRREGULARITIES:

1.                   Wrong game - If it is determined that the game being played is not an MFDA sanctioned game, manually close out the game, and re-punch in a new game down to the best possible corrected scoring situation.  (If the offending team can be determined, they will be responsible for the cost of the new game; otherwise the cost will be split between both teams.)

2.                   If during a double out game it is noticed that the double out button was not punched, you may agree to start over immediately and punch the scores down to reflect the current scores, or you may continue to play “on your honor”.  “On your honor” means a legitimate double out will win the game whereas a single or triple out will count as a loss.

3.                   It is the shooter’s responsibility to insure that the “player change” button is correct before shooting.

a)                  Situation 1: Player shoots in place of “team-mate” (i.e. Player 1 shoots for Player 3):

(1)                 Once the error is caught, no additional darts may be thrown, even if only 1 or 2 darts have been thrown.  The next player in the rotation, from the opposing team (i.e. Player 4), then takes a normal turn.  Play then continues in the original order from that point on.
(2)                 If all 3 darts have been thrown, or if it can not be determined exactly when the switch occurred, the next player due up for the violating team will forfeit that round (all 3 darts).

b)                  Situation 2: Player shoots in place of “opponent” (i.e. Player 4 shoots for Player 3):

(1)                 Option 1 -- Player 3 can accept the score and move the game forward to Player 1, the result being that Player 4 loses the opportunity to score in that round.
(2)                 Option 2 -- Player 3 can move the game forward to that spot again and throw all 3 darts (the result being that Player 3 has received a double scoring opportunity in that round), then move the game forward to Player 4 as if normal.

4.                   Warning: It is possible to shoot the winning dart for the opposing team.  Likewise, it is possible to Double-In for your opponent.

5.                   Questionable dart - No dart may be touched by the thrower, another player, a captain, or a spectator prior to the decision of BOTH captains.  A player not adhering to this rule will automatically forfeit the leg.

6.                   “The board never lies” rule: The capability of the machine determines scoring irregularities.  Players may not make up rules regarding a machine’s scoring capabilities. THE BOARD IS ALWAYS RIGHT. (Unless it is the winning dart, as noted in FOULS & MACHINE IRREGULARITIES above.)

VIII.            PROTESTS:

A.                  The captain of the team may file a protest for any irregularity of a match.  The opposing team must be notified at the time of the protest that the game/match from that point is being played under protest.  The match shall then be played to conclusion.

B.                  Protest details must be submitted in writing to the MFDA no later than 5 days after the alleged infraction took place.  The protest will automatically be disallowed unless written details are submitted.  The protest must also be indicated on the scoresheet.  The scoresheet must be handled in the same manner as a scoresheet not under protest. It must be submitted to the MFDA on schedule.

C.                  A written determination of the protest will then be posted on the stat sheets after resolution.

IX.                FORFEITS:

A.                  Teams are responsible for paying the per week team fee even in the event of a forfeit.

B.                  A forfeit will be declared for a team having less than three players.

C.                  A match can start with less than a full team in attendance.   When a game comes up and there are no players to play that game, that particular game will be forfeited to the particular team in attendance. (With good sportsmanship in mind, captains may by-pass a game in order to wait for a player who has a legitimate reason for being late.) 

D.                  A team not showing at all will forfeit all points for that evening.

E.                  A forfeit will be declared for the use of an unregistered player.  The use of one unauthorized team member will result in the entire match being forfeited.  It is a team’s responsibility to accept the penalty of playing shorthanded if they cannot field a team with only registered players.  Cross-subbing will not be allowed (shooting for more than one team on the same night) without prior approval from the MFDA.                                            NOTE: A team may register new players on the same night, provided there is an open spot on the roster.  To register, simply enter the player number as "NEW" and write the player’s full name and telephone number, (and email address, if applicable) on the bottom of that evening’s scoresheet.  Submit this information along with the player registration fee and a (life-time) player number will be assigned.  If after one month and a day, the new player has not been successfully registered, that entire match, and any subsequent matches using that player, will become forfeits.  Maximum 8 persons per team.

F.                  If a delay in play causes the dart machine to “time out”, the offending team will forfeit that leg of the match.

G.                 A team having the minimum number of players, but unable to field a full team, will forfeit the respective number of points for each singles game not played and for team events will miss one turn of play for each player not in attendance in each round of play; i.e., a three-player team playing against a four-player team would have only three turns for every four turns of the opponent.  The doubles matches would be played so that the light team throws once for every two throws that the full team would.

H.                  Players absent from both teams - The doubles match MUST be played two against one, twice.  This ensures that darters do not get “extra” throws to score points towards individual awards.  The (blank) singles match will split one point per team with the odd point awarded to the winner of the team match. 

I.                    Forfeit Scoring:  A team forfeit will result in a 21-point forfeiture loss to the offending team; whereas, the team winning by forfeiture will receive wins in all categories.  Win points will be awarded to the individuals scheduled to play that evening, or if indeterminate, to the four team members with the most individual games played to date.  Loss points will be attributed to the team as a whole scored via a dummy player named "A. Forfeit".

J.                   The MFDA reserves the right to drop a team from the league if it forfeits twice in one season.  Future re-admittance to the league of a team that has either been dropped, or has withdrawn, is at the sole discretion of the Commissioner.

K.                  All moneys paid by a dropped or withdrawn team will be forfeited.

L.                  Points won against a team that has withdrawn, or has been dropped from the league, will remain as scored only to the point where each team has played that team an equal number of times.  Monies paid beyond the "equal number of times" point will be refunded to the affected teams at season's end;  whereas, monies paid by the offending team will be redistributed to the league as Prize Money and a new Prize Money Breakout report will be published.  

X.                  DUTIES OF THE CAPTAIN:

A.                  Captains meetings shall be comprised of all captains in the league or an authorized representative from each team.

B.                  A captain is responsible for:  Scoresheets, dues, remittance forms, envelopes and team conduct.

C.                  Sheets are to be completed in full, signed and placed in the Dart Monies Envelope.  Torn, mutilated, crumpled or otherwise unreadable scoresheets are not acceptable.  Violators will be assessed a $1.00 penalty for the 1st occurrence with fines doubling with each subsequent occurrence. Should the number of occurrences reach 7 weeks, the $64.00 will be assessed and the team will be dropped team from the league.  All moneys paid will be forfeited and will be redistributed to the league as Prize Money.  A new Prize Money Breakout report will be published. 

D.                  Dues are to be collected, placed in the Dart Monies Envelope, along with a signed remittance form.

E.                  Each captain must appoint a co-captain to act in his place during his absence.

F.                  If a captain disregards his duties to the point where he creates disharmony and/or impedes and interferes with the efficiency of established procedures, the MFDA shall have the authority to require his team to provide a replacement.

G.                 Both captains must sign the scoresheet to attest to its accuracy.  Each captain is required to bring his respective signed scoresheet and signed remittance form with dart monies to the designated drop-off point before midnight the same evening or before 5:30 p.m. the following day.

XI.                EXCHANGING SCORESHEETS:

A.                  By 7:30 P.M. captains must begin exchanging scoresheets.  THE VISITING TEAM captain shall complete his half of the entire scoresheet and give it to the HOME TEAM captain, who will then complete his half of the entire scoresheet.  Next the HOME TEAM will copy his scoresheet to his own sheet and give it to the VISITING TEAM for completion.  The first game must be underway by 7:45 P.M.

B.                  Matches not underway by 7:45 P.M. are subject to protest and forfeiture of team points.

C.                  With sportsmanship in mind, captains are encouraged to schedule around a game in order to wait for a player who has a legitimate reason for his lateness.

D.                  A late arriving player may not participate in any leg of a match already in progress.  He may play in any later match for which he is scheduled.

E.                  Changes to the original scoresheet must be agreed upon by both captains.  If an expected player will be arriving late, notify the other captain in advance.  Substitutions will be allowed until the late darter arrives.  If a substitute starts a match, they must complete that match in its entirety.

XII.              START OF PLAY:

A.                  Warm-Up Activities:

1.                   Dartboards to be played on during a league night should be cleared one half hour before the match and used by both teams as warm-up boards.

2.                   A TOTAL OF TWELVE warm-up darts are allowed before a match.

a)                  TWELVE throws per player before each singles match.

b)                  SIX throws per player before each doubles match.

c)                   THREE throws per player before each team match.

3.                   Practice on an open board while shooting in a match is prohibited.  If not actively shooting, practice will be allowed only if agreed upon by both Captains.

B.                  Throwing for the Cork (Diddle for the Middle):

1.                   Each team will pay 1/2 the cost for each game.

2.                   All matches are begun by throwing for the cork with the HOME team throwing first.  The team of the player who throws closest to the cork shall throw first and also choose the game they will play in the first leg.  If a game should go to a third leg, the VISITING team will diddle first.

3.                   Re-throws shall be called if it cannot be decided which dart is closest to the cork or if both darts are anywhere in the outer bull, or if both darts are anywhere in the inner bull, or if both darts are in either the triples or doubles ring.

4.                   If a re-throw of the cork is necessary due to a tie, the VISITING team shall throw first with additional re-throws made on an alternating basis.

5.                   When diddling, the darts must remain in the playing surface.  If the second dart dislodges the first, both must be re-thrown.

6.                   If the first dart goes into the single or double bull, the player must announce whether it is a single or double, and IT MUST BE REMOVED.

7.                   Any player scheduled to play in that game may throw for the cork.

C.                  Throwing Order:

1.                   Players shall throw in the order as written on the scoresheet.  (Team matches may start in rotation where the last player left off, if agreed upon by both Captains. In such an instance, both teams must start in the new rotation).

2.                   The cork shooter need NOT be the one who throws first in the leg.

3.                   An accidentally dropped dart from the oche may be picked up and re-thrown.

4.                   Muggs Away:  The team who loses the first leg shall automatically begin the second leg.  Should the match go to a third leg, the VISITING team shall diddle for the middle first.

5.                   A player does NOT have to throw all 3 dart’s.  The player's turn terminates when the Player’s Change Button is pushed.

6.                   A player may NOT throw more than 3 dart’s in a single turn.  Failure to comply with this rule after a warning is issued will result in forfeiture of that leg.

XIII.            MATCH FORMAT:

A.                  Both teams shoot on the same score. 

B.                  DOUBLES:  Cricket & “301 Double in/double out” - best of three games.  Start of second game is Muggs Away.

1.                   Winner of the diddle selects and starts the first game.  Loser of the first game starts the game not selected.  If a third game is required, winner of the re-diddle will select and start the remaining game.

C.                  SINGLES: Same as Doubles.

D.                  TEAM:  “501 Double in/double out” - best of three games.  Start of second game is Muggs Away.

1.                   If “double in” option is not available on machine, the highest available “double out” game will be selected.

XIV.           POINT SYSTEM – TEAM:

A.                  A match consists of 21 points.

B.                  1 point for each DOUBLES match won (6 points total).

C.                  1 point for each SINGLES match won (12 points total).

D.                  1 point for each TEAM match won (3 points total).

E.                  2 straight matches won score as 3-0.

XV.             POINT SYSTEM – INDIVIDUALS:

A.                   Darters may increase their individual ratings as follows:

B.                  CRICKET OR “01”:

1.                   SINGLES WIN: 4 points for each singles win (12 points total).

C.                  CRICKET ONLY:

1.                   HATTRICK: 2 points for each THREE DARTS IN THE BULL (not 3 or more bulls total).  NOTE: 3 red-eyes (double bulls) will count as a DOUBLE HATTRICK (4 points).

2.                   TURKEY: 4 points for each TURKEY (Nine count - each triple must FULLY score).

D.                  “01” ONLY:

1.                   TON-TWENTY: 2 points for each T20 or above - excluding points consisting of Bull(s) on machines where the Double Bull is not active.

2.                   TON-EIGHTY: 4 points for each T80.

3.                   HIGH-IN: 4 points for the season’s highest in scored - excluding points consisting of Bull(s) on machines where the Double Bull is not active.  Note: In case of tie, points will be awarded to each darter, but the cash prize will be awarded to the highest rated darter, only.

4.                   HIGH-OUT: 4 points for the season’s highest out scored - excluding points consisting of Bull(s) on machines where the Double Bull is not active.  Note: In case of tie, points will be awarded to each darter, but the cash prize will be awarded to the highest rated darter, only.

XVI.           REPORTING RESULTS AND STANDING:

A.                  Captains must sign each other’s scoresheets to attest to its accuracy and both captains must turn in their scoresheets (top white copy only).

B.                  Scoresheets not received will result in an individual loss awarded to the individuals scheduled to play that evening, or if indeterminate, to the four team members with the most individual games played to date.  Sheets must be received at the designated drop-off point before midnight the same evening or before 5:30 p.m. the following day.

XVII.         AWARDS:

A.                  Awards will be presented at a party shortly after the season’s end.  Each Captain and their Sponsor will be provided with a pre-season Prize Money Breakout report

XVIII.       FINAL STANDINGS/PLAYOFFS:

A.                  Team Standings:

1.                   A team’s placement in the final standings will be decided by their statistical average.

2.                   Ties will be broken by the team rating (Cumulative individual player ratings).

3.                   If a tie should still exist, head-to-head total match points will be used as the last tie-breaker.

4.                   Finally, if a tie should still exist, the awards will be split; no post season matches will be scheduled.

B.                  Top Darter Ratings:

1.                   A player’s placement as a top darter will be decided by their individual rating.  Ties will be broken by the player’s individual average.

2.                   If a tie still exists, which affects the first OR last place awards position, a 5 round Bull-shoot will take place at the awards party.  If a tie should still exist after 5 rounds, sudden death Bull-shoot rounds will continue until a clear winner has been determined.

3.                   Should a tie exist for the season HIGHIN/HIGHOUT, points are awarded to each darter; however, the cash award will go to the highest rated darter, only.

C.                  League Placement:

1.                   In a multi-divisional situation, the winning team of the lower division may be promoted to the next higher division; conversely, the loser of the higher division may be demoted to the next lower division.  The MFDA reserves the right to increase or decrease the number of promotions in the interest of league parity.

XIX.           GAMES:

A.                  Cricket:

1.                   The numbers 20, 19, 18, 17, 16, 15, and bulls-eye are used.

2.                   To close a number it must be hit three times; i.e., one triple 20 would be considered three hits, and three singles would be three.  An open number is any number that has not been hit three times.  This also includes the bulls-eyes.

3.                   Points are not necessary to win.  The object of the game is to close the numbers before your opponent does.  The player who closes first, even if he has zero points, is the winner as long as his opponent also has zero points.  Should the opponent have points, the other player must score an equal or greater amount of points than his opponent to win.  A leg cannot end in a tie.  A tie in points is the same as zero points, allowing the player who is closed out to be the winner.

B.                   “01” Games:

1.                   To commence scoring in a “double in” game, a player must land a dart in the outer (double) ring.  This dart and all subsequent darts shall be counted for score.  Inner (double bulls-eye), is considered a double 25 for starting or finishing the game.   If the double bull is not available or is not active, doubling in or out on the bull is not allowed.

2.                   To commence scoring in a “single in”, “free in”, or “straight start” game, scoring shall begin with the first dart thrown.  Inner double bulls-eye is considered a double 25 for finishing a game.

3.                   Bust Rule:  A player busts when his score is more (or one less) than the remaining score, or equal to the remaining score, if the last dart was not a double.  When this occurs, the score remains the same as it was, prior to the throw.

4.                   Come Out Rule:  When a player busts, he MAY NOT throw another dart.  He must “come out”.  Failure to comply with this rule after a warning is issued will result in forfeiture of that leg.

XX.             DEFINITIONS:

A.                  Cork:  Bulls-eye, center (double bull).

B.                  Diddle for the Middle:  Throw closest to the bulls-eye.

C.                  Double In (DI): Hitting the double area of a number to start a game of '01.

D.                  Double Out (DO): Hitting the double of a number to win a game of '01.

E.                  Game (Leg): A single leg in a match such as 301 or Cricket.

F.                  Hattrick: Scoring all three darts of a turn in the bull.

G.                 Hockey:  (see Oche).

H.                  Leg (Game):  A single game in a match such as 301 or Cricket.

I.                    Match:  A set of games played by 2 players or teams on a single night.

J.                   Muggs Away:  Loser of first leg starts second leg.

K.                  Oche: The throw line (pronounced 'ockey').

L.                  Robin Hood: Sticking one dart into the back of another in the board.

M.                 Round:  Three throws.

N.                  Score Whore: Same as "Point Monger/Dirty Darts".

O.                 Throw:  One dart thrown at the board.

P.                  Ton Twenty: Scoring 120 or 120+ points in a throw.

Q.                 Ton Eighty: Scoring 180 points in a throw.

R.                  Turkey: Scoring three counting triples in Cricket (aka Whitehorse).

 

End of Rules