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         MENOMONEE FALLS

         DART ASSOCIATION
        
RULES


  1. I. OFFICERS: *
  2. II. FEES: *

    III. EQUIPMENT: *

    IV. SCHEDULES: *

    V. PLAYER REGISTRATION: *

    VI. SCORING DISCREPANCIES, FOULS & MACHINE IRREGULARITIES: *

    VII. PROTESTS: *

    VIII. FORFEITS: *

    IX. DUTIES OF THE CAPTAIN: *

    X. EXCHANGING WEEKLY ROSTERS (PLAYER MATCH-UPS & SHOOTING ORDERS): *

    XI. START OF PLAY: *

    XII. MATCH FORMAT: *

    XIII. POINT SYSTEM - TEAM MATCH PLAY: *

    XIV. POINT SYSTEM - INDIVIDUAL SCORING FEATS: *

    XV. REPORTING RESULTS AND STANDINGS: *

    XVI. AWARDS: *

    XVII. FINAL STANDINGS/PLAYOFFS: *

    XVIII. DEFINITIONS: *

    XIX. GAMES: *

  3. OFFICERS:
    1. President / Ralph Krueger
    2. Commissioner, Treasurer / Frank "Commish" Wala
    3. Secretary, Vice-Treasurer / Dave "Diamond" Lane
    4. Vice-Secretary / Dave Glisczinski
    5. League Directors:
      1. Frank "Commish" Wala, 250-1955 (after 6:00 PM):
        1. MFDA Special Format Leagues
          1. Monday Traveling - Menomonee Falls/Germantown
          2. Wednesday In-House - Krueger’s
      2. Dave "Diamond" Lane, 335-9727 (after 5:30 PM):
        1. MFDA State (WAMO) Sanctioned Format Leagues
          1. Monday Traveling - Menomonee Falls/Germantown/Hubertus/Richfield
          2. Tuesday Traveling - Menomonee Falls/Germantown/Hubertus/Richfield
        2. MFDA State Format Leagues (Not Sanctioned)
          1. Wednesday In-House - The Phoenix Pub
  4. FEES:< /A>
    1. A team is registered with the MFDA when it has met the following criteria:
      1. Paid their Team Sponsorship Fee.
        1. Sponsors will be invoiced after the Pre-Season Captains’ Meeting.
        2. Payment of those invoices is then due within 30 days.
        3. 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. The roster should also include the name, address and phone number of the Sponsor. NOTE: Teams playing in the WAMO Sanctioned Leagues must also include the dart board vendor’s name and phone number if the MFDA does not already have the information.
    2. The per player fees ($5.00 per darter, per night) are to be collected and placed in the Dart Moneys Envelope, along with a signed remittance form and the completed scorecard. The team envelope must be turned in at the designated drop-off point on the night of the match.
    3. Quarters required, per player, for league play each week (based on MFDA-Suggested cost/game) are as follows:
      1. MFDA Special Format:
        1. Minimum of $ 2.25 and maximum of $ 3.50.
      2. MFDA State (WAMO) Format:
        1. Traveling Leagues = $ 3.00.
        2. In-House Leagues = $ 2.25.
        3. Quarters should be placed in a coin cup, prior to the start of play, and placed next to the dart board or at the home team’s table. In this way, the match will proceed smoothly and without argument.
  5. EQUIPM ENT:
    1. Mechanical Failure – see Machine Irregularities.
    2. Foul Line (Hockey):
      1. MFDA Special Format:
        1. The foul line (front) will be 7 feet 9-1/4 inches (237 cm) from the base of the board (even with the face), measured along the floor. (Or 9 feet 7-1/2 inches measured diagonally down from the center bull.)
        2. The foul line itself should be at least 36 inches long (18 inches either side of center).
      2. MFDA State (WAMO) Sanctioned Format:
        1. The foul line (front) will be:
          1. No less than 7 feet 9-1/4 inches from the base of the board (even with the face), measured along the floor. (Or 9 feet 7-1/2 inches measured diagonally down from the center bull.);
          2. and/or

          3. No more than 8 feet from the base of the board (even with the face), measure along the floor. (Or 9 feet 9-1/2 inches measured diagonally down from the center bull.)
    3. The management at the location of the match or tournament will be responsible for supplying and maintaining the league play dart boards, which must be acceptable to both home and visiting teams, and which must offer the following games:
      1. MFDA SPECIAL FORMAT (See MATCH FORMAT & GAMES regarding non-split bull.)
        1. 301 Double-In / Double-Out
          1. Cost = $ 0.50 per game.
          2. Bullseye must be split, with single bull equaling 25-points and double bull equaling 50-points.
        2. 501 Double-In / Double-Out
          1. Cost = $ 0.50 per game.
          2. Bullseye must be split, with single bull equaling 25-points and double bull equaling 50-points.
        3. Cricket
          1. Cost = $ 0.75 per game.
          2. Bullseye must be split, with single bull equaling 25-points and double bull equaling 50-points.
      2. MFDA STATE (WAMO) SANCTIONED FORMAT (Non-split bull option is MANDATORY!)
        1. 301 Open-In / Open-Out (Mandatory)
          1. Cost = $ 0.25 per game.
          2. Bullseye must equal 50-points for entire bull (no split).
        2. 301 Open-In / Master-Out (Mandatory)
          1. Cost = $ 0.25 per game.
          2. Bullseye must equal 50-points for entire bull (no split).
        3. Cricket (Mandatory) (Single non-split bull is unacceptable.)
          1. Cost = $ 0.75 per game.
          2. Bullseye must be split, with single bull equaling 25-points and double bull equaling 50-points.
    4. All league play dart boards shall be firmly anchored and well illuminated, minimizing shadows.
    5. The dart boards shall be positioned so that they are readily available to players without distraction to the thrower, and clear of obstacles.
    6. Any complaints regarding equipment should be sent in writing with the scorecard. 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.
    7. All darts used shall be standard plastic-tipped darts weighing no more than 18 grams.
  6. SCHEDULES:
    1. Schedules must be approved by the MFDA.
    2. Any changes in the schedules will result in the issuance of a new schedule one week prior to its effect.
    3. 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.
    4. Any time weather conditions raise the possibility of match cancellation, it is the responsibility of the team captains to contact, after 6:00 PM, their team sponsor or their league director (see OFFICERS).
  7. PL AYER REGISTRATION:
    1. The roster limit for each team is 8 players.
    2. A team roster should be turned in at the Pre-Season Captains’ Meeting if at all possible. It must be turned in, with the team envelope, by the first week of scheduled play.
    3. A team may register new players on the same night, provided there is an open spot on the roster. An MFDA (life-time) player number will be assigned before the next scheduled match. To register a new player:
      1. MFDA SPECIAL FORMAT -- Simply write the player’s full name, address and phone number on the bottom of that night’s scorecard. (There is a $2.00 fee for new, or re-issued, MFDA (life-time) player number cards.)
      2. MFDA STATE (WAMO) SANCTIONED FORMAT -- Complete a player registration form (included in your team folder) for the new player and include it with your team envelope for that week. Also add $8 Sanctioning Fee for WAMO & NDA.
    4. Once your team roster shows 8 players, no new players or substitutes will be allowed. (See Exceptions below in this section.)
    5. THE 3-WEEK RULE -- No new players may be added during the final 3 weeks of the season, even if the team has fewer than 8 players on the roster. (See Exceptions below in this section.) NOTE: The MFDA may waive this ruling in the interest of eliminating forfeits. Teams needing new players during the last 3 weeks of play must contact the MFDA prior to the match involved.
    6. A player registered prior to the start of a season who has not played is exempt from the 3-week rule.
    7. Cross-subbing will not be allowed (subbing for more than one team on the same night) without prior approval from the MFDA.
    8. Any player used in violation of the above rules will be considered an "illegal player." All games involving an "illegal player" will be forfeited to the opposing team.
    9. 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).
    10. Exceptions: Any team which wishes to deviate from the roster rules must contact their MFDA League Director (see OFFICERS) before using players in violation of the rules. An exception may be granted if the opposing team’s captain does not object.
  8. SC ORING DISCREPANCIES, FOULS & MACHINE IRREGULARITIES:
    1. 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.
    2. In the event of scoring discrepancies, the old adage of "the board never lies" will apply, unless the team 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.
    3. A player must have both feet behind the hockey (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. Any subsequent fouls will result in forfeiture of the player’s next throw.
    4. A dart dropped accidentally may be picked up and re-thrown.
    5. Any errant dart (actually thrown) may not be re-thrown, regardless of the circumstances. (Three errant darts constitutes loss of turn).
    6. A dart landing on top of another (piggy-back, robin hood) does not count (unless the board happens to register the dart).
    7. Darts in scoring surface that do not register may NOT be pushed in to register.
    8. In the interest of sportsmanship, the opposing captain may award a winning dart to the opposition.
    9. IRREGULARITIES - MFDA SPECIAL FORMAT:
      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.
        1. 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).
        2. 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 capability of the machine determines scoring irregularities. Players may not make up rules regarding a machine’s scoring capabilities. THE BOARD IS ALWAYS RIGHT.
    10. IRREGULARITIES - MFDA STATE (WAMO) SANCTIONED FORMAT:
      1. Standard Forfeiture Scoring -- In the event of a forfeit for one of the reasons listed in this section:
        1. The player on the winning team who has the lowest score will be awarded the win.
        2. The winning player can NOT be credited with a 4-round game or better (individual scoring feat), no matter what point the game was at when forfeited.
      2. Any game that "0’s out" due to excessive force or abuse of the machine will result in a forfeit of that game by the guilty team. NOTE: The winning team may credit the win to the player of their choice (shooting in that game). However, he/she can NOT be credited with a 4-round game or better (individual scoring feat), no matter what point the game was at when forfeited.
      3. 301 games are played on separate scores (4 scores) with the freeze rule. The team that goes out must have a lower total score than the opposing team. In other words, a team may NOT go out on a tie, or they lose. (See Standard Forfeiture Scoring above.)
      4. DART BOUNCE-OUTS:
        1. Cricket -- All darts count, whether they stick in the board or not.
        2. 301 Open-In / Open-Out -- All darts count, whether they stick in the board or not.
        3. 301 Open-In / Master-Out (board IS set for Master-Out) -- All darts count, whether they stick in the board or not.
        4. 301 Open-In / Master-Out (board is NOT set for Master-Out) -- All darts prior to the Out Dart count, whether they stick in the board or not. However, the Out Dart MUST stick in the board. If it does not, the game is forfeited. (See Standard Forfeiture Scoring above.)
        5. 301 Open-In / Double-Out (board IS set for Double-Out) -- All darts count, whether they stick in the board or not.
        6. 301 Open-In / Double-Out (board is NOT set for Double-Out or Master-Out) -- All darts prior to the Out Dart count, whether they stick in the board or not. However, the Out Dart MUST stick in the board. If it does not, the game is forfeited. (See Standard Forfeiture Scoring above.)
      5. SHOOTING ORDER FOULS. Always make sure the players are shooting in the correct order. It is the responsibility of each player to ensure it is that player’s turn before shooting. Fouls (shooting out of turn) will be addressed as follows:
        1. Situation 1: Player shoots in place of "partner" (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).
          3. If a player goes OUT while shooting out of turn, he/she will forfeit that game to the opposing team. (See Standard Forfeiture Scoring above.)
        2. 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.
  9. PROTESTS:
    1. 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.
    2.  

    3. 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 score sheet. The score sheet must be handled in the same manner as a score sheet not under protest. It must be submitted to the MFDA on schedule.
    4. A written determination of the protest will then be posted with the stat sheets after resolution.
  10. FORFEITS:< /A>
    1. MFDA SPECIAL FORMAT:
      1. Teams are responsible for paying the $20 per week team fee even in the event of a forfeit.
      2. A forfeit will be declared for a team having less than three players.
      3. 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.)
      4. A team not showing at all will forfeit all points for that evening.
      5. Players absent from both teams - double forfeit - no team receives any points for that particular match.
      6. 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 (subbing for more than one team on the same night) without prior approval from the MFDA.
      7. If a delay in play causes the dart machine to "time out", the offending team will forfeit that leg of the game.
      8. 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.
      9. 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. 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.
      10. Points won against a team that has withdrawn will remain as scored, only to the point where each team has played the withdrawn team an equal number of times.
      11. The MFDA reserves the right to drop a team from the league if it forfeits twice in one season. All moneys paid will be forfeited.
    2. MFDA STATE (WAMO) SANCTIONED FORMAT:
      1. A forfeit will be declared for any team having less than 2 players, with all 20 points awarded to the opposing team.
      2. Teams are responsible for paying the $20 per week team fee even in the event of a forfeit.
      3. A match may start with less than a full 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. A player arriving late may not play in any games already in progress, but may play in any remaining games for which he/she is scheduled.
      4. If a team is playing short-handed:
        1. 301 -- When a game comes up where it is 1 or 2-on-0, the team with 0 players forfeits, the win being credited to the player of the winning team’s choice.
        2. 301 -- When a game comes up where it is 2-on-1, the short-handed team player’s missing "partner" stays at 301. In other words, the short-handed team’s player must go out before the opposing team’s combined total is 301 or less.
        3. Cricket -- When a game comes up where it is 1 or 2-on-0, the team with 0 players forfeits, the win being credited to the player of the winning team’s choice.
        4. Cricket -- When a game comes up where it is 2-on-1, the short-handed team simply skips the missing player’s spot in the rotation. In other words, the short-handed team’s player gets 3 darts for every 6 darts by the opponents.
      5. If a delay in play causes the dart machine to "time out", the offending team will forfeit that leg of the match. (See Standard Forfeiture Scoring above.)
      6. No player may play for more than 1 team per league. This will apply even to 1-time substitutes, who will be added to that team’s permanent roster. Individual points earned in violation of this rule will be disallowed, and games involving illegal player will be forfeited to the opposing team.
      7. A team may, at the discretion of the MFDA, be expelled from the league if it forfeits twice in one season.
      8. If a team withdraws or is expelled from a league, and each opponent has not played that team an equal number of times, results against that team will be "BACKED OUT" to a point where all teams have played the dropped team an equal number of times.
  11. DUTIES OF THE CAPTAIN:
    1. Personal Conduct & Good Sportsmanship: Heckling or other harassment is strictly forbidden. It is the home team captain’s responsibility to maintain the best order of play during league.
    2. Captains’ meetings must be attended by all captains in the league, or an authorized representative from each team.
    3. Each Captain must appoint a co-captain to act in the Captain’s absence. Designation for both is to be made on the Player Registration Form to be turned in at the Pre-Season Captains’ Meeting.
    4. Captains must properly register all team members, including new members who are added during the season. They must also ensure that all team members are at least 21 years of age or with their legal guardian.
    5. Captains are responsible for the accuracy of the scorecard, including captains’ signatures from both teams.
    6. Captains are responsible for turning in a completed team envelope each week, containing the following: Scorecard (white copy), $20 team fees, completed remittance form, and player registration form for new players.
    7. Team envelopes must be turned in at the designated drop off-point(s), as indicated on the league schedule, the same night as the completion of play.
    8. 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 board shall have the authority to require his team to provide a replacement.
  12. EXCHANGING WEEKLY ROSTERS (PLAYER MATCH-UPS & SHOOTING ORDERS):
    1. By 7:30 PM captains must begin exchanging rosters. THE VISITING TEAM captain shall complete his half of the entire roster and give it to the HOME TEAM captain, who will then complete his half of the entire roster. The first game must be underway by 7:45 PM.
    2. Matches not underway by 7:45 PM are subject to protest and forfeiture of team points.
    3. 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 being late.
    4. A late arriving player may not participate in any leg of a game already in progress. He may play in any later game for which he is scheduled.
    5. CHANGES TO THE ORIGINAL WEEKLY ROSTER:
      1. MFDA SPECIAL FORMAT
        1. Changes to the original roster 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 game, they must complete that game in its entirety.
      2. MFDA STATE (WAMO) SANCTIONED FORMAT
        1. Once match play begins, NO CHANGES CAN BE MADE TO THE SHOOTING ORDER. No substitutions will be allowed.
  13. START OF PLAY:
    1. MFDA SPECIAL FORMAT:
      1. Warm-Up Activities:
        1. Dart boards to be played on during a league night should be cleared one half hour, (by 7:00 p.m.), before the match and may be used by both teams as warm-up boards.
        2. NINE practice throws per player are allowed before each singles match; SIX throws per player before each doubles match and THREE throws per player before each team match.
        3. Practice on an open board while shooting in a match is prohibited. A violating player will be given one warning by the opposing captain. Any subsequent fouls will result in forfeiture of the player’s next throw.
        4. If not actively shooting, practice will be allowed only if agreed upon by both Captains.
      2. Throwing for the Cork (Diddle for the Middle):
        1. Each team will pay 1/2 the cost for each game.
        2. All games 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 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.
      3. Throwing Order:
        1. Players shall throw in the order as written on the score sheet. (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. MUGS AWAY: The team who loses the first leg shall automatically begin the second leg. Should the game go to a third leg, the VISITING team shall diddle for the middle first.
        4. A player’s turn terminates when the Player’s Change Button is pushed.
    2. MFDA STATE (WAMO) SANCTIONED FORMAT:
      1. It is the responsibility of the sponsors to make sure that dart boards are clear and available for league play no later than 7:00 PM.
      2. Once the first game has begun, there will be no additional warm-ups allowed. Play will flow directly from the end of one game to the beginning of the next game, in the exact player order listed.
  14. MATCH FORMAT:
    1. MFDA SPECIAL FORMAT (on 1 score - all teammates - per team):
      1. DOUBLES: Cricket & "301 Double-In/Double-Out" - best 2 of 3 legs. Second leg Mugs away.
        1. Winner of the diddle selects and starts the first leg. Loser of the first leg starts the second leg (game not selected). If a third leg is required, winner of the re-diddle will select and start the remaining leg.
      2. SINGLES: Same as Doubles.
      3. TEAM: "501 Double-In/Double-Out" - best 2 of 3 legs. Second leg Mugs away.
        1. If "Double-In" option is not available on machine, the highest available (501 or 701) "Open-In/Double-Out" game will be selected.
        2. Winner of the diddle starts the first leg. Loser of the first leg starts the second leg. If a third leg is required, winner of the re-diddle will start the remaining leg.
    2. MFDA STATE (WAMO) SANCTIONED FORMAT:
      1. ALL DOUBLES
        1. 301 Open-In/Handicap-Out -- On separate scores with the freeze rule. 12 legs per team, 6 legs per player.
        2. Cricket -- On the same score (1 score - 2 players - per team). 8 legs per team, 4 legs per player.
      2. HANDICAP is based on team’s 301 PLAYER P.P.D.’s, totaled:
        1. 0.00 to 75.00 Team 301 P.P.D. = Open-Out
        2. 75.00 to 95.00 Team 301 P.P.D. = Master-Out
        3. 95.01 & Higher Team 301 P.P.D. = Double-Out
      3. NEW PLAYERS are automatically listed, for handicapping purposes, as follows:
        1. MEN = 20.00
        2. WOMEN = 15.00
  15. POINT SYSTEM - TEAM MATCH PLAY:
    1. MFDA SPECIAL FORMAT -- 21-POINT SYSTEM:
      1. 1 point for each DOUBLES LEG won (6 points total / 3 points per game).
      2. 1 point for each SINGLES LEG won (12 points total / 3 points per game).
      3. 1 point for each TEAM LEG won (3 points total / 1 point per game).
      4. 2 straight LEGS won score as 3-0 for game.
  16. POINT SYSTEM - INDIVIDUAL SCORING FEATS:
    1. MFDA SPECIAL FORMAT:
      1. CRICKET OR "01":
        1. - 4 points for each SINGLES LEG won (12 points total).
      2. CRICKET ONLY:
        1. - 2 points for each THREE DARTS IN THE BULL (not 3 bulls total).
        2. - 4 points for each TURKEY (Nine count - each triple must fully score - to close number or to score points).
      3. "01" ONLY:
        1. - 4 points for each T80.
        2. - 4 points for the season HIGH-IN - excluding points consisting of Bull(s) on machines where the Double Bull is not active.
        3. - 4 points for the season HIGH-OUT - excluding points consisting of Bull(s) on machines where the Double Bull is not active.
        4. - 2 points for each T20 or above - excluding points consisting of Bull(s) on machines where the Double Bull is not active.
    2. MFDA STATE (WAMO) SANCTIONED FORMAT:
      1. Player averages are not based on these individual scoring feats, but are determined by Points-Per-Dart in 301, and by Marks-Per-Round in Cricket. Individual scoring feats are used solely for the purposes of awarding Individual Prizes in each of the categories.
      2. For the purposes of feat scoring, Cricket marks must count either to close a number or to score points. In other words, if you have 2 20’s, and your opponent has the 20’s closed, and you hit a triple 20, you’ve actually only scored 1 mark.
      3. In Cricket, a triple is 3 marks, a double is 2 marks, a single is 1 mark, a double-bullseye is 2 marks, and a single-bullseye is 1 mark.
      4. The highest Combined Average (301 & Cricket-Adjusted combined) will determine the league’s top darters.
      5. Individual awards will be given only to darters who have shot in at least 1/2 of the scheduled matches.
      6. Individual Scoring Feats tracked for Individual Awards are as follows:
        1. 301
          1. Hat-Tricks (3 darts in the bullseye)
          2. 6-Dart Outs
          3. 7-Dart Outs
          4. 8-Dart Outs
          5. 9-Dart Outs
        2. CRICKET
          1. White Horse (3 Closing Triples - Non-Scoring)
  17. REPORTING RESULTS AND STANDINGS:< /A>
    1. Captains must sign each other’s score sheets to attest to its accuracy and both captains must turn in their score sheets (top white copy only).
    2. Score sheets not received will result in an individual loss for each player registered on that team. (If need be, from the most recent match played). Sheets must be received on the same night as the conclusion of the match.
    3. Weekly Stat Sheets will be mailed directly to the sponsors each week at no charge (part of sponsor fee).
    4. Team captains may elect to receive a weekly mailing of the stat sheets, as well.
      1. MFDA SPECIAL FORMAT - The charge for these mailings will be $ 0.50 per week, to be deducted from the team’s award money at the end of the season.
      2. MFDA STATE (WAMO) FORMAT - There is no charge for these mailings.
  18. AWARDS:
    1. Team and Player Awards will be presented at a party shortly after the league is completed. Player moneys paid to the league during the season will be used to pay for all awards and prize moneys.
    2. A schedule of awards and prize moneys to be paid at the party will be posted/mailed with the season schedule at the beginning of the season.
    3. Date, time and location of the awards party will be announced prior to the end of the season.
    4. Food and drink will be provided for the party at the discretion of the MFDA.
  19. FINAL STANDINGS/PLAYOFFS:
    1. Team Standings:
      1. A team’s placement in the final standings will be decided by their statistical average.
      2. Ties will be broken by:
        1. MFDA SPECIAL FORMAT -- the team rating (Cumulative individual player ratings).
        2. MFDA STATE (WAMO) SANCTIONED FORMAT -- the team’s combined P.P.D.
      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.
    2. Top Darter Ratings:
      1. MFDA SPECIAL FORMAT:
        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 award position, a 5 round Bull-shoot will take place at the awards party.
        3. If a tie exists for the season HIGH-IN/HIGH-OUT, points are awarded to each darter; however, the cash award will go to the highest rated darter.
      2. MFDA STATE (WAMO) SANCTIONED FORMAT:
        1. A player’s placement as a top darter will be decided by their COMBINED AVG.
        2. The first tie-breaker will be PLAYER’S 301 P.P.D.
        3. The second tie-breaker will be PLAYER’S CRICKET M.P.R.
        4. Subsequent tie-breakers will be TOTAL WHITE HORSES in Cricket, TOTAL 6-DART OUTS in 301, TOTAL 7-DART OUTS, TOTAL 8-DART OUTS, TOTAL 9-DART OUTS.
    3. 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.
  20. DEFINITIONS:
    1. Throw: One dart thrown at the board.
    2. Round: Three throws.
    3. Leg: A point. A single contest such as 301 or Cricket.
    4. Game: Best two of three legs.
    5. Match: A set of games played by two teams on a single night.
    6. Hockey: Foul line.
    7. Cork: Bullseye, center (double bull).
    8. Mugs Away: Loser of first leg starts second leg.
    9. Diddle for the Middle: Throw closest to the cork.
  21. GAMES:
    1. Cricket:
      1. The numbers 20, 19, 18, 17, 16, 15, and bullseye are used.
      2. To close a number it must be hit three times; i.e., one triple 20 would be three, and three singles would be three. An open number is any number that has not been hit three times to close it. This also includes the bullseyes.
      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.
      4. 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 personal injuries.
    2. "01" Games:
      1. MFDA SPECIAL FORMAT:
        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) bullseye 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, and doing so will result in forfeiture of that leg.
        2. To commence scoring in a "Single-In", "Open-In", or "Straight-Start" game, scoring shall begin with the first dart thrown. Inner double bullseye is considered a double 25 for finishing a game.
        3. 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.
      2. MFDA STATE (WAMO) SANCTIONED FORMAT:
        1. All games are "Open-In."
        2. All Bullseyes are 50-Points (no split).
        3. An illegitimate out (such as Single-Out when Double-Out is required) results in a forfeit. (See SCORING DESCREPANCIES, FOULS & MACHINE IRREGULARITIES.)
      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 given will result in forfeiture of that leg.


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