JUST
DARTS RULE BOOK PAGE
1
As
Team Captain you will be expected to:
1.
If a Team League Card is used, then you are responsible for your Team
Card. There is a $30.00 charge if your
card is lost or is not returned at the end of the league season.
2.
Attend any meetings called by the League Director that require your
presence. If you are not able to attend
then make sure the co-captain is present.
3.
Make sure you have a full team on league nights.
4.
Perform any and all talking for your team in league play.
5.
Be responsible for your team’s conduct during league play.
6.
Collect all money for your team before the match. No Pay – No Play!
7.
If league envelopes are used, then the home team captain is responsible
for collecting league money from both teams.
Make sure the envelope is filled out completely and signed by both team
captains. Before the match starts drop
the envelope into the dart machine.
8.
Be sure the correct handicaps are entered into the dart machine before
league play starts.
9.
Notify Just Darts of any player changes, rescheduled matches or matches
played early.
10.
Our rule book is a set of guidelines to help captains solve a problem
if a disagreement arises. Common sense
and good sportsmanship are to be used if a solution is not explicit in the
rules. Remember to have fun and enjoy
yourselves.
-
Must play at least 1 full league season as a regular player per
qualifying year.
-
Sub games are not eligible.
-
Held annually following the Spring, Summer and
Fall league seasons.
-
Must be a player in good standing with Just Darts.
-
Events will be separated by gender and skill ranking with Just Darts.
Points
Per Dart (PPD) and Marks Per Round (MPR) are the
official means of classifying and ranking players.
PPD:
Points
Per Dart is used for all ’01 games, (301, 501,
etc.). To obtain a PPD, divide the total
points by the number of actual darts thrown.
Example: Player #1 wins the game
with his 12th dart. He has
achieved a total of 301 points. His PPD
is 25.08 (301 / 12 = 25.08). The winner
of the game will use the total points of the game, (301, 501, etc.) all other
players will use the actual points scored as reported
by the machine.
MPR:
Marks
Per Round is used for all Cricket games. To obtain a MPR, divide the
total number marks scored by the actual number of darts thrown then multiply by
three (3). Example: Player #1 wins the game with their 46th
dart. They have achieved a total of 59
marks. Their MPR is 3.85 (59 / 46 x 3 =
3.85).
JUST
DARTS RULE BOOK PAGE
2
MEN WOMEN
PPD
27.0 & Above PPD
20.0 & Above
MPR
3.0 & Above Master MPR
2.0 & Above Master
PPD
21.0 – 26.9 PPD
17.0 – 19.9
MPR
2.1 – 2.9 A MPR
1.6 – 1.9 A
PPD
20.9 & Under PPD
16.9 & Under
MPR
2.0 & Under B MPR 1.5
& Under B
-
Just Darts will re-evaluate player rankings after every league season.
-
A new unranked player must complete a minimum of 24 league games to
establish a skill ranking.
-
Player known ability will also rank players.
-
Players that represent two different PPD and MPR divisions will be
ranked with the higher stat.
X01:
Win
% Total wins based on
total games played. Wins divide by games
played.
Game Total number of games
played.
Win Total number of games
won.
PPD Points Per Dart. Total
points divide by the number of darts thrown.
6DO 6 dart out.
7DO 7
dart out.
8DO 8 dart out.
9DO 9 dart out.
4RO 4 round out or 10 – 12 darts
thrown to win.
T80 3 triple twenties
scored.
3BD 3
triples thrown in the same number.
HAT All 3 darts registering
in the Bull’s eye in one turn.
HTN High
Ton. A score of 151 – 180 points in one turn.
LTN Low
Ton. A score of 100 – 150 points in one turn.
Award Jackets or shirts will
be given to those regular team members who throw a true 6 dart out (Starting a
game at 301 points)
Player needs to notify Just
Darts as soon as a 6 dart out is hit. One award per player every three years.
CRICKET:
Win
% Total wins based on
total games played. Wins divide by games
played.
Game Total number of games
played.
Win Total number of games
won.
MPR Marks Per
Round. Total number of
marks divide by number of darts thrown multiply by three.
5MR Registering 1 triple and
1 double, 1 triple and 2 singles, 2 doubles and 1 single in one turn.
6MR Registering 2 triples, 1
triple and 1 double and 1 single, 3 doubles in one turn.
7MR Registering 2 triples
and 1 single, 1 triple 2 doubles in one turn.
8MR Registering 2 triples
and 1 double in one turn.
9MR Registering same 2
triples and 1 different triple, same 3 triples.
WHS 3 darts
registering 3 different triples in one turn that have not previously been
marked or scored upon by your team.
HAT All 3 darts registering
in the Bull’s eye in one turn.
JUST DARTS RULE BOOK PAGE
3
1.
Drop at least one quarter into the machine.
IMPORTANT:
Deposit quarters game by game in case of machine malfunction.
2.
From the main menu, select League Play and Press Enter
3.
Select Play League, Press Enter
4.
Select the Name of your League.
5.
Select Home Team First, Press Enter
6.
Make sure Home Team Line-up is correct and Handicaps are correct. If Home Team needs to Substitute a player or
adjust a players Handicap, then do so now before the match starts. Select the player you want to sub for and
press enter, then it will ask you to choose an existing sub or create a new
one. When using a Sub make sure you
input complete first and last names. To
adjust a players handicap, select the players X01 or Cricket and use the
buttons to adjust up or down on the machine.
When all else fails, read the instructions on the screen.
7.
If Leagues are automated the Home Team will enter their Leagues Fees
into the dart machine now when prompted.
If league requires the use of an envelope then place all league fees for
both teams into the envelope along with both team captain’s signatures and drop
inside the dart machine.
8.
Select the Visiting Team, Press Enter
9.
Follow steps 6 and 7 as did before with the Visiting Team.
10.
Select the Start Match and Press Enter
11.
Home Team starts the first game with the loser starting the next
game. If the game malfunctions, call
Just Darts at 899-8009 for service or continue play on a score sheet.
GOOD LUCK…GOOD DARTS!!!
If a player misses his out, is
that “sandbagging”?
Not necessarily. It may be a momentary response to a
competitive situation. It may be the
reflection of dedication and practice.
It may be a
However, if there is a
consistent pattern to a player scoring higher in non-stat games, matches and/or
events said player scores when stats are being recorded; it is sandbagging!
“Sandbagging” is winning outside
the defined, established, and accepted ethics and rules of the sport.
“Sandbagging” is receiving prize
money that rightfully belongs to others.
Solution – Just Darts cannot solve
sandbagging.
“Sandbagging” will only be
minimized (never totally eliminated) through the combined efforts of the
players, the location owners, the Executive Board and Just Darts.
Players:
-
Do not shoot with “sandbaggers” in leagues and/or tournaments.
-
Assist your location in identifying in-house sandbaggers.
-
Provide Just Darts and the Executive Board with the objective
information needed to enforce the “sandbagging” policy.
Location Owners:
-
Exclude “sandbaggers” from your dart program.
-
Alert Just Darts of your in-house “sandbaggers”.
-
Recognize your responsibility to all the players in the league. Tolerating “sandbaggers” is an inequity to
every one of your legitimate, honorable players.
Just Darts:
-
Be willing to decline teams from locations that promote, tolerate,
and/or ignore “sandbaggers” within their operations. “Sandbagging” will be reviewed and
disciplined on an individual basis by the Executive Board.
A
continuing program presence of “sandbaggers” within a location will cause said
location to be excluded from the Just Darts Leagues.
It
will not be tolerated for a player or handful of players to compromise the
program to the competitive disadvantage of the players who are playing with
honor and within the rules.
This rule is effective immediately and will be enforced.
1.
If league envelopes are used, then the home team captain is
responsible for collecting league money from both teams. Make sure the envelope is filled out
completely and signed by both team captains.
Before the match starts drop the envelope into the dart machine. If league is automated then league fees will
be entered into the dart machine when prompted.
2.
The two captains should settle all misunderstandings with their
fullest cooperation in a spirit of sportsmanship and common sense.
3.
Only a player/team competing against said player/team may submit a
protest. A written protest must
be submitted to Just Darts within 48 hours of the match along with $15.00. If the Executive Board finds in favor of the
protesting team/player the $15.00 will be refunded. If the Team/player protest is denied the
$15.00 will be directed to the Just Darts City Championships.
4.
Automated score keeping or a score sheet if needed will determine
games. Only one score sheet will
be used per match and must be signed by both team captains attesting to the
accuracy of the score sheet. The opposing
team captain must sign all mark outs or changes. Score sheets must be turned in to Just Darts
the next day.
5.
Players pay league fees each week up until the last week of play (or as
indicated on the schedule) and also pay own quarters for all matches. League fees are $6.00 per player per night
or $10.00 per player for Big Money Leagues.
Game fees are indicated on the dart machine. League fees must be paid with cash. If league fees are paid with a bad check then
there is a $20.00 fee and the player is suspended until the check and fees are
paid in cash at Just Darts. No Pay –
No Play!
6.
Teams
will consist of regular players plus any substitutes. All players must be 21 years of age. You may register for any team you wish. However, you are not officially a member of
that team until you have played at least one week. Any roster changes must be reported to Just
Darts.
7.
No roster changes are allowed within the last two weeks of league play. No new unranked subs or new regular players
are allowed to play in the last two weeks of league play. It is the responsibility of the team captain
to make sure his team roster is the way he wants it before this date. Only in the case of extenuating circumstances
and with Just Darts approval can a team replace a regular player within the
last two weeks. Once removed the initial
player cannot play in that league again.
8.
In mixed leagues, the ladies must be placed in positions #1 and
#2 on the machine. If you change your
team line-up before the match begins the ladies must stay in positions #1 and
#2.
9.
All regular players must sanction their first night of league
play. Sanctions fees are $12.00 per
player. Sanctions are paid annually
and expire on August 31st of each active year. If the player sanctions fees are not paid,
then the fees will be paid from the league ending payout.
JUST DARTS RULE BOOK PAGE
5
10. No player shall be allowed to jump
leagues. Any team playing with a jump
player will forfeit any games won using the jump player. Example: a jump player is a player who plays in more
than one league on the same night (this includes in-house leagues). A player can sub for two separate leagues
playing on the same league night, but not at the same time. Regular players may not sub for any other team
within their league.
11. Subs: Spot Points/Spot Marks Handicap Leagues.
o
If gender rule applies:
A sub may be of equal rank,
one rank above, or any rank below the player you are subbing for. A Master cannot sub for a B player.
o
If gender rule does not apply:
Male Master = Any Male or
Female can sub.
Male A = Any Male or Female can sub.
Male B = Male A, B or any
Female can sub.
Female Master = Any Male or
Female can sub.
Female A = Male A, B or any
Female can sub.
Female B = Male B or Female
A, B can sub.
Subs:
Spot Dart Handicap Leagues.
Spot darts are to be thrown for
the first round only. After the first
round play will continue as normal.
A sub may be of equal rank or
lower. Spot darts are as follows:
Male Master = 0 Darts Female Master = 1 Dart
Male A = 1 Dart Female A = 2 Darts
Male B = 2 Darts Female B = 3 Darts
12. A Team may acquire a substitute player as long as the sub
meets all sub requirements and all requirements of the league that the player
is playing in. Such as
limit 1 master per team. All
Open leagues may use any player as a sub! At least one regular player per team must be
present. The team and sub possibilities
are listed below:
o
4 person leagues = 2 subs + Blind 151 Rule, 2 subs, 1 sub + Blind 151
Rule.
o
3 person leagues = 2 subs, 1 sub + 1 Blind 151 Rule.
o
Doubles leagues = 1 sub, 1 Blind 151 Rule.
o
The word Blind is entered in for the absent player.
o
Blind score is pushed to 151 in handicap rounds for 301 games only.
o
Blind partner may take game out until frozen by opposing team.
o
Blind will be pushed off for all rounds once pushed to 151.
o
In 501 and 701 games, the Blind score is pushed off each round – No 151
Rule.
o
In Cricket, the Blind score is pushed off each round – No 151 Rule.
RULES
OF PLAY – X01
1.
The game is 301/501 Any In – Any Out or Any In
– Double Out. The Bull’s Eye will count
50 points.
2.
All players start with X01 points and attempts to reach zero. If a player scores more than the total
required reaching zero, the player “busts” and the score returns to the score
that existed at the start of the turn.
3.
When a player reaches zero, the game is over. The winning team is the team with the lowest
combined score. If a player reaches zero
when they are “frozen”, they will not be credited with any individual stats and
the win will be credited to the opposing team.
4.
Freeze Rule – The teammate of the player that takes out the game must have an
equal or lower score than the total of the opposing team score.
5.
Leagues with Double-In/Double-Out games must score a true Double-In and
Double-Out. If you Bull-In or Bull-Out,
you lose the game.
RULES
OF PLAY – CRICKET
1.
The game of Cricket will be played with a double Bull’s Eye.
2.
The object will be to close the numbers 20, 19, 18, 17, 16, 15, and
Bull’s Eye in any order before your opponent(s). The player/team that closes all numbers and
the Bull’s Eye first, and has a greater or equal point score, wins.
3.
An outer Bull’s Eye will count 25 points and an inner Bull’s Eye will
count 50 points.
1.
Players stand at a “throw” line, 96 inches horizontally from the face
of the dart board. They may step on, but
not across the line. If a player steps
over the line, but does not throw a dart, they may return to the line and throw
remaining darts. If a player throws a
dart with their foot over the line:
o
One warning will be given.
o
Loss of next dart after one warning is issued.
o
If a player ends the game, that player’s team loses game.
o
If a player throws out of turn on their opponents score, the machine is
advanced to the correct position and that player will throw all three
darts. The game then proceeds normally.
o
If a player throws out of turn on their teammates score, the correct
player will throw any remaining darts and the player throwing out of turn will
lose their next turn.
o
If the player throwing out of turn causes their opponents to be
“frozen”, the freeze rule will not apply
o
If a player throws out of turn and ends the game on that turn, their
team loses that game.
12. If a player throws too many Spot Darts on their handicap round in
Cricket, the player along with his teammate will lose their next turn.
13. If a machine resets due to power failure or other reason beyond
control, the game will reboot and inform you that league play has been
interrupted, to continue press enter.
The machine will then start the match where it was last played. League play will then continue as normal.
14. Any machine reset, tilt, or malfunction due to intentional player
action shall result in loss of game for the team committing the action.
o
The “Last Dart – Winning Dart” must stick.
o
The machine was displaying the “Throw Darts” message and all other
rules were followed. Then, no matter if
the machine fails to score, or scores incorrectly, the
player/team will be credited with the win in that game. Example: Player’s score is 24 at the beginning of
their turn. Their first dart hits and
sticks in the 9, but does not register or score. Their second dart scores a single 15, leaving
the player on 9. The third dart is then
thrown in the single 9, but does not register or score. Since it was the “Last Dart – Winning Dart”,
that player wins the game.