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 ROSTERS: 7
XII. START OF PLAY: 8
XIII. MATCH FORMAT: 9
XIV. POINT SYSTEM – TEAM: 9
XV. POINT SYSTEM – INDIVIDUALS: 10
XVI. REPORTING RESULTS AND STANDING: 10
XVII. AWARDS: 11
XVIII. FINAL STANDINGS/PLAYOFFS: 11
XIX. GAMES: 11
XX. DEFINITIONS: 12
A.
President / Ralph Krueger
B.
Commissioner, Treasurer / Frank Wala
C.
Secretary / Dave Glisczinski
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 mid-night the same evening or
before 5:30 p.m. the following day.
A.
The foul line will be 7 feet, 9-1/4 inches (237
cm) from the surface of the board, measured along the floor or 9 feet 7-1/2 inches
measured diagonally down from the center bull.
The line should be no longer than 36 inches - 18 inches either side of
the center. Note: Many bars have their
lines set at 8 feet. You are allowed to
step over this line. If possible, check
with the sponsor and lay a second, MFDA line.
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.
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 Krueger’s Entertainment Center
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.
A.
A team may register new players on the same
night, provided there is an open spot on the roster. To register, simply write the player’s full
name and telephone number on the bottom of that evening’s scoresheet. A (life-time) player number will be assigned
before the next scheduled match. 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 (Subbing 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.”
All games involving an “illegal player” will be forfeited to the
opposing team.
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 will be notified as soon as the 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. It's 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 an identical OTT Number 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.
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. Any subsequent fouls will
result in forfeiture of the player’s next throw.
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.)
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.
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 (subbing for more than one team on the same night) without prior
approval from the MFDA. NOTE: If a new player, first and last name, is
entered on the score-sheet as "NEW" and the player registration fee is submitted that night, this
player is considered registered for all practical purposes.
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 (forfeited) 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.
J.
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.
K.
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.
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. Violations will be assessed a $1.00 penalty
with subsequent fines being doubled with each occurrence.
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 mid-night the same
evening or before 5:30
p.m. the following day.
A.
By 7:30
P.M. 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. Next the HOME TEAM will copy his roster 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 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
match, they must complete that match in its entirety.
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.
TWELVE WARM-UP DARTS in TOTAL: TWELVE
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. 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’s turn terminates when the Player’s Change
Button is pushed.
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.
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.
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 bulls total). Note: 3 red-eyes (double bulls) will count as
2 HATTRICKS.
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.
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 for each player registered on that team. (If need be, from the most recent match
played). Sheets must be received at the
designated drop-off point before mid-night the same evening or before 5:30 p.m. the following day.
A.
Awards will be presented at a party shortly
after the season’s end. Each Captain
will be provided with a pre-season breakdown of the award monies.
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.
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 three, 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.
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 or legs played by two 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