Darts League

DARTS LEAGUE

TEAM CARDS:

League “Team Cards” will be issued to team captains. The league will charge $22.00 for any lost Team Cards. Any team who has not returned or paid for their Team Card shall forfeit the teams right to play-offs, trophies, shirts, and to attend the banquet.

TEAM CAPTAINS:

The Team Captain will be responsible for the following:
1. Collecting nightly team fees from their team members.
2. Home team captain will collect the match dues from visiting team captain and also make sure the outside of the dues envelope has the date of the match and both team names in full. Both team captains will verify money and make sure the (1) envelope is inserted in the dues slot on the dart machine.
3. Team captains will be responsible for entering team lineup on the score sheets. This includes entering the players with the closest handicaps in each match. (see scoring for more info)
4. Team captains will try to settle any problem(s) that may come up during play. If the problem cannot be resolved, the team captains will call 846-5300 to have the league director paged.

DUES:

Dues for the league is $14.00 per team per week, including forfeited matches, but excluding a “bye” match. The dues will be used for shirts, trophies, jackets and the banquet. Teams shooting with less than 4 players are still responsible for the team Dues in full. The team captain is responsible for the Dues and the league will not have any dealings with any other party.

“B” LEAGUE (BEGINNERS)

The beginners’ league was set up for players who wish to learn about darts and dart leagues. It was not set up for advanced players. To be eligible for the beginner’s league a player must have a points per dart (PPD) average of 18.4 or lower. If it is found that a player in the beginners’ league is “sand bagging” so as he/she can remain in the beginners’ league, then he/she, of course, will be banned from play.

TEAMS:

Each team is required to have 4 players per match. Any team may have up to 8 players on their roster. During the first three weeks of the season a team will be allowed to rotate three players if necessary to get the team started. No team is allowed any advanced players.

SUBSTITUTIONS:

  1. All subs should be local and equally qualified for the beginners’ league.
  2. No advanced,“A”player may substitute in the beginners’ league.
  3. Ringers will not be tolerated.
  4. No sub may switch back and forth between teams. Subs may not return to a team once they have played for another.

GAMES:

The “B” League plays on Tuesday, with a start time of 7:30 p.m.
There is a 15-minute grace period for late arrivals. 

There are thirteen (13) games per match:
4 games of 301, OI/OO, 4 player scores, with freeze rule*, full bull
4 games of cricket*, 2 player scores, partners, split bull
4 games of 501,OI/OO, 2 player scores, partners, full bull
1 game of 701, OI/DO, 2 player scores, family, full bull

*freeze rule - When it is your turn, you can’t go out if your partner has more points than your opponents combined total points. It doesn’t matter what your score is. If you do go out while you are “frozen”, you will lose the game. This part of the dart machines programming was put into its system to prevent ringers from dominating the leagues.

*cricket - The dart machine’s program for cricket is “Cricket 200”, a cricket game that will not allow any team to be ahead by more then 200 points.

Players in the beginners’ league are determined by individual stats.

"A” LEAGUE (ADVANCED)

The advanced league was formed for players who wish to compete in a more competitive atmosphere. The advanced league is set up in two parts. There is an “A” Masters League set up for advanced teams, the best of the best. There is an “A” Minors League set up for advanced players whose experience is beyond that of a beginner.

"A” LEAGUE (ADVANCED)

The advanced league was formed for players who wish to compete in a more competitive atmosphere. The advanced league is set up in two parts. There is an “A” Masters League set up for advanced teams, the best of the best. There is an “A” Minors League set up for advanced players whose experience is beyond that of a beginner.

TEAMS:

Each team is required to have 4 players per match. Any team may have up to 8 players on their roster. During the first three weeks of the season a team will be allowed to rotate 3 players if necessary to get the team started. Your team must earn its way into the “A” Masters League during the “A” Minor playoffs.

SUBSTITIUTIONS:

  1. All subs should be local and equally qualified for the advanced league.
  2. Any beginner who substitutes in the advanced league more then 3 times in one season will be considered an advanced player.
  3. The league director must approve any substitutes, who are not on the roster, in the last 3 weeks of the season or in the play-offs.
  4. No sub may switch back and forth between teams. Subs may not return to a team once they have played for another.

GAMES:

The “A” League plays on Wednesday, with a start time of 8:00 p.m. There is a 15-minute grace period for late arrivals.

There are thirteen (13) games per match:
4 games of 301, OI/OO, 4 player scores, freeze rule, full bull
4 games of cricket, 2 player scores, partners, split bull
4 games of 501, DI/DO, 2 player scores, partners, full bull
1 game of 701, OI/DO, 2 player scores, family, full bull

The Master league is an established league of 8 teams. The bottom two teams in the Master shall be dropped down to the Minor league at the finish of every season. The first and second place teams of the Minor league will be added to the Master league at the finish of every season.
Master league in determined by team record.

Cricket League
The cricket league was set up for players who wish to learn more about cricket and “Wild Card” cricket. All players from “Masters” to “Beginners” are welcome to join. 

TEAMS:

Each team is required to have 4 players per match. Each team must have at least one female, and she must shoot in the first position. Teams may have up to 8 players on their roster. During the first three weeks of the season a team will be allowed to rotate three players if necessary, to get the team started. If you team is shooting with only 3 players, one of them must be a female.

SUBSTITIUTIONS:

  1. The league director must approve any substitutes, who are not on the roster, in the last 3 weeks of the season or in the play-offs.
  2. No sub may switch back and forth between teams. Subs may not return to a team once they have played for another.

GAMES:

The cricket league is run 2 different times of the year. The winter league is on Sundays, with a start time of 2:30 p.m. and the summer league is on Mondays, with a start time of 7 p.m.
There is a 15-minute grace period for late arrivals. 

There are fifteen (15) games per match:
4 games of “Wild Card”, partners
4 games of “Cricket 200”, partners
4 games of “Cricket 200”, singles
2 games of “Wild Card”, family
1 game of “Cricket 200”, family

GENERAL RULES

ETIQUETTE:

  1. Harassment from players or spectators will not be tolerated. Each team is responsible for their spectators and players.
  2. No foul or abusive language will be tolerated.
  3. Abuse of the equipment, poor sportsmanship, or unethical conduct are grounds for forfeiture of a turn, a game, a match, or expulsion from
  4. the league.
  5. Physical violence will not be tolerated and will result in expulsion from the league.
  6. There will be no kibitzing during your opponent’s turn.
  7. If opposing player is disrupting a player’s turns, their team captain should warn opposing team captain of the problem. If the opposing team captain cannot resolve the problem after a warning, the opposing team captain shall remove their problem player from the match. If a player is removed they forfeit the rest of their games; they cannot be replaced.

MATCHES:

  1. Teams may reschedule their match, if both team captains agree and have gotten permission from the league director at least 8 hours in advance of their match.
  2. Any rescheduled match shall be played at the location where it was originally scheduled.
  3. The league director will determine any weather (snow) cancellations at 4 p.m. on the day of the match.

FORFEITS:

  1. No forfeit shall be entered into the machine without the permission of the league director.
  2. Any team not at the scheduled match location when the 15-minute grace period has ended will forfeit the match.
  3. All forfeits are scored 12 wins to 1 loss.
  4. Any team forfeiting twice in one season, without the confirmed rescheduled match, as verified by the league director, will be dropped from the league and lose any claims to awards and prize/Dues money.

PROTESTS:

  1. When any team captain calls for a ruling from the league director, it must be done immediately. Do not wait until the next day or your point will be moot.
  2. Time stands still, the game stands still, and the match stands still whenever the league director is called.
  3. Please, when you call for the league director (846-5300) leave your name, your team name, the location you are at, and the phone number of the location you are at.

AVS DART RULES:

  1. The maximum dart weight allowed in league play is 18 grams.
  2. The toe line will be set with the front edge of the line exactly eight feet back from the target head.
  3. A player may stand on the toe line, but no part of their foot can extend past the front edge of the toe line.
  4. Each player has a maximum of three darts to throw per turn. Players have the option of passing all or part of their turn.
  5. Any dart thrown counts at as a “thrown dart”, whether or not it is registered by the dart machine.
  6. The dart machine is always right! If a malfunction occurs the team captains will decide whether to continue on or call for repairs. If the team captains decide to continue play without calling for repairs, then the match stands, and both team captains have no later recourse.
  7. Darts may not be scored manually.
  8. Any manually scored or hand scored dart(s) will result in the loss of turn for that player and his/her partner, both skipping a turn.
  9. It is each player’s responsibility to see that the machine is displaying his/her name prior to throwing any darts.
  10. It is each player’s responsibility to push the player change button when the machine did not register all of his/her darts.
  11. Throwing before the machine is ready will result in loss of the dart(s) throw.
  12. Shooting out of turn will result in the next two players of your team both, skipping a turn.
  13. If a player does throw his/her darts at the opponents “unfinished” turn, that player may retrieve their dart(s), so as to have a complete three-dart turn.
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