MENOMONEE FALLS DART ASSOCIATION
ELECTRONIC ABBREVIATED RULES
July 20 th, 1997
1.
ROSTER - By 7:30 P.M. captains must begin exchanging rosters. The VISITING
·
Any match rescheduled through the mutual consent of the captain must be
played within one week prior to or within one week after the next regularly
scheduled match. The MFDA reserves
the right to reschedule matches outside of these time
constraints.
2.
DIDDLE - All games are begun by throwing for the Bull with the HOME team
throwing first. The team of the
player who throws closest to the Bull shall choose and start the game. Double Bull beats single Bull. If a third game is necessary, the
VISITING team will diddle first.
·
Rethrows shall be called if it cannot be decided which dart is closest to
the Bull 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 the same triples or doubles
ring.
·
If a rethrow of the Bull is necessary due to a tie, the VISITING team
shall throw first with additional rethrows made on an alternating basis. When diddling, the darts must remain in
the playing surface. If the second
dart dislodges the first, both must be rethrown. 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. Any player
scheduled to play in that game may throw for the
Bull.
3.
THROWING ORDER - Players shall throw in the order as written on the
scoresheet.
·
A player’s turn terminates when the Player’s Change Button is
pushed.
·
The team losing the first game shall automatically begin the second game. It is the new shooter’s responsibility
to insure that the Player’s Change button is correct before shooting. (It is possible to shoot the winning
dart for the opposing team).
4.
SCORING - No dart may be touched by the thrower, another player, captain,
or spectator prior to the decision of the captains. Non-adherence to this rule will result
in automatic forfeiture of the game.
Throwing out of turn errors must stand as scored unless they can be
corrected prior to the beginning of the next throw of the offending team. (The aforementioned may be waived in the
interest of sportsmanship).
·
The Board is always right.
The capability of the machine determines scoring irregularities. Players may not make up rules regarding
a machine’s scoring capabilities.
Darts do not have to remain in the scoring surface to count. Darts in
scoring surface that DO NOT score
·
A dart dropped accidentally may be picked up and
rethrown.
·
If a delay in play causes the dart machine to “time out”, the offending
team will forfeit that game.
·
A player must have both feet behind the hockey before each throw. If he has one or both feet over the
line, a foul occurs. A violating
player will be given one warning after the first foul by the opposing
captain. Any subsequent fouls will
result in forfeiture of the player’s next throw.
·
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) Bull 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 doubling out on the Bull is not allowed; doing
so will result in foreiture of that game.
·
Come Out Rule: When a player
busts, he
5.
FORFEIT - A forfeit will be declared for a team having less than three
players. A match can start with
less than a full team in attendance.
When a game comes up and there are not players to play that game, that
particular game will be forfeited to the particular team in attendance. Players absent from both teams - double
forfeit - teams will split any points for that particular match; odd points will
be determined by the team match. A
team no-show will forfeit all points for that evening.
·
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/doubles 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.
6.
MATCH FORMAT - A evening consist of the following
games:
·
Doubles: Cricket and “301
Double in/double out” - best of three games. The game not selected to be played
first, must be played as the second game.
If a third game is required, winner of the diddle selects the
game.
·
Singles: Same as
Doubles.
·
Team: “501 Double in/double
out” - best of three games. If
“double in” option is not available on machine, the highest available “double
out” game will be selected.
7.
POINT SYSTEM -
·
1 point for each Doubles match won (6 points total)
·
1 point for each Singles match won (12 points
total)
·
1 point for each Team match won (3 points total)
8.
POINT SYSTEM - INDIVIDUAL:
(2 straight matches won score as 3-0).
·
CRICKET OR “01”:
- 4 points for each singles
win (12 points total)
·
CRICKET ONLY:
- 2 points for each THREE
DARTS IN THE
- 4 points for each TURKEY
(Nine count - each triple must fully score)
·
“01” ONLY:
- 2 points for each T20 or
above (excluding points consisting of Bull(s) on
machines where
the Double Bull is not active).
- 4 points for each
T80.
- 4 points for the season
HIGH IN.
- 4 points for the season
HIGH OUT. If a tie exists for HIGH
IN/OUT,
points will
be given to each player, but the cash award will go to the
the
top rated darter).
9.
·
INDIVIDUAL STANDINGS - A player’s placement as a top darter will be
decided by their ratings.
Ties will be broken by player’s individual average. If a tie still exists, which affects the
first OR last money position, a shoot-out will take place one week after the end
of the season.