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PUBLICATION OF NDFP DART REFERENCE MANUAL All Rights Reserved 2005
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| Equipment |
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Darts
Darts used in league play shall not exceed an overall maximum
length of 30.5 cm or 12 inches, nor weigh more than 50 grams per
dart. At the start of each throw, each dart shall consist of a
recognizable point, barrel and flight.
Dartboards
Construction
All league matches, including tournaments, shall be on standard-type,
bristle dartboards with the “twenty” bed in black
or the darkest color.
Spider wires must be visible and unbroken. The double and triple
rings must be within a tolerance of 1/16” of the normal
gap 5/16” in any segment.
Problems should be corrected before the match is started.
Quantity
The venue shall be responsible for supplying and maintaining at
least one dartboard for every two teams. The boards must be available
for league matches each week of play.
Condition
Prior to the match, both team captains shall check the dartboard.
If the board is acceptable, then no protest will be allowed. However,
the captain of any team objecting to the condition of any approved
dartboard may protest the match to the League Statistician or
the Technical Committee before proceeding with the match.
Competition shall be conducted on dartboards meeting the satisfaction
of both team captains. Teams may bring their own boards to the
match if both captains agree.
Location
Height
The center of the bull for all dartboards shall be 5 ft. 8 inches
from the floor.
Hockey Line
The hockey line shall be 7 ft. 9 ¼ inches from the surface
of the board to the front of the line, measured along the floor
to a plumb line hanging from the face of the board. The hockey
line shall be placed parallel to the board and be at least 36
inches in length.
(Note: A simpler method of locating the hockey line is to
measure from the center of the bull, on a diagonal, to the floor.
The length of the diagonal, to the front of the hockey line, shall
be 115.5 inches.)
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| The Match |
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Before the
Match Begins
Warm-up Session
Dartboards must be cleared thirty minutes before game time to allow
for warm-up session.
Board Assignments
Team names will be posted in the dartboards where they will play.
Board assignments will be posted before game time.
Two-Board Format
With the consent of both captains, teams may use two dartboards
to play their match.
Toss Coin
Winner of the toss coin has the choice to make the player line-up
in the left or the right side of the score sheet. Winner of the
toss coin starts games 1,3,5,7 and 9.
Player Line-ups
Captains shall exchange line-ups (a) for game 1 which is an open
line-up, (b) prior to the 2nd game for games 2 to 5, (c) for game
6 for any player replacement and (d) for game 9, which is again
an open line-up game.
(Note: To minimize problems that have arisen in the past, please
make sure that the players listed in the player slots 1 to 4 remain
in their playing slots from games 2 to 8 unless alternates will
replace them and continue playing in their playing slots. Players
who are not replaced should continue playing in their slots for
games 6 to 8.)
Players who arrive after the game time may play as long as
they are posted in the line-up and are ready to play at the start
of their turn. A player can play a maximum of 6 games. Alternates
can start playing in game 6 only.
Three-Player Line-Up
A team may play a match with three players with the following amendments:
In the team game the short-handed team with only three players must
sit out every fourth turn. In each of the doubles sections, one
game may be forfeited or, at the discretion of the short-handed
captain, may be played by the third player, who will sit out every
other turn. All forfeited games count as a win for the opponents.
A match cannot be played with fewer than three players. All games
will be forfeited with less than three players.
Playing the Match
Basic Configuration
All games are worth one point for a total of nine (9) points
per match. The first game is 1001 with a minimum of four players
and a maximum of six players. Detailed format schedule for each
division are provided to each team captain in the Team Captain's
Packet.
Starting Time
Starting time is 8:00 PM. If you think
you may be late, call the League Statistician and your opponents
to let them know. The official forfeit time is 8:30
PM, but try to prevent forfeits, even if your opponent
may be late. Remember, it is in the best interest of both teams
to arrive in time to warm up before the match.
Practice During a Match
Each player is entitled to a maximum of six darts warm up for each
game.
Any player, whether actively involved in a game or not, may practice
on an open board as long as it does not interfere with a match in
progress. |
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| Playing Attire |
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Dress Code
No shorts, slippers, sandals or sandos are allowed.
Team Uniform
Team uniform requirement and specifications as well as the corresponding
penalties for players not in uniform shall be decided and voted
upon by the Team Captains. |
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| Rules of the
Game |
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Throwing
Legal Turn
Each dart player shoots a maximum of three darts per turn, by and
from the hand. Darts must be thrown toward the dartboard in a safe
and sane manner so as not to endanger the safety of any person nor
damage or deface any furnishings or equipment in the establishment.
Once a turn is completed, or the shooter has busted, no more darts
may be thrown during the turn. No practice darts are permitted on
the game board during a game in progress!
A dart that is not propelled toward the dartboard, even if it is
dropped over the hockey line, may be picked up and thrown.
End of Turn
If a player removes any dart from the board or touches any dart
in the dartboard during a turn, that turn has ended and all thrown
darts shall be scored. Example: A player throws two darts and, thinking
that it is a bust when in fact it is not, proceeds to pull them
from the board. The score for those two darts shall stand and the
player may not throw the third dart nor re-throw the turn. Or having
a hard time determining where the dart landed touches his dart,
automatically he loses his turn to throw any remaining darts, and
whatever dart has been thrown will be scored.
Throwing Out of Turn
A player shoots out of turn if he throws his darts out of the player
listed sequence or rotation. For example: In the team line-up of
listed players for the 1001, a player throws out of turn if he throws
his darts second when in fact he was listed as the third player
or throws first in the doubles wherein he was listed to throw as
the second player. If any player shoots out of turn, and the opposing
team notices the out of turn play, finish the game and then the
opposing team has the option of replaying the game if they lose.
This rule does not apply to teams who mistakenly and inadvertently
start a game they should not start.
Throwing Out of Player Slot
A player throws out of player slot when he plays in a game wherein
he should not be playing. For example: A player listed in player
slot number 1, should only play in player number 1 in games 2 to
8. If in game 8 he plays in player slot number 2, then he plays
out of player slot. If a team plays out of slot then the opposing
team has the option to replay the game if they lose. This usually
happens in the second half when alternates come in and listed players
in slots 1 to 4 are reshuffled. Players who are not replaced should
stay in their player slots. To avoid throwing out of slot, the team
captains should consciously check the player line-up of the score
sheet before the start of the match.
Position of Thrower
The throw line or hockey line must be observed at all times. No
part of foot, foot covering or foot substitute (i.e., crutches,
cane, etc.) may cross the line. If, after a first warning, the line
is crossed, the opposing team has the option of having the turn
re-thrown or allowing it to stand. The warning should be directed
to the thrower's captain and the captain shall...
Scoring
Scoring 01 Games
All 01 games (501, 701 and 1001) shall end with an exact double.
If a thrower's dart(s) would reduce his/her score to a single point
or less (not counting and exact double, which is a double that reduces
the score to zero), the thrower has “busted” and the
score remains as it was at the beginning of the turn. When a player
throws an exact double, the game is over. If a player hits the winning
double and throws another dart without realizing the game is over
the additional thrown dart cannot bust, the game is still over.
A winning dart cannot be busted.
Legally Scoring a Dart
Only those darts, which have their points sticking in the board
upon the completion of a turn, are scored. Darts that rebound from
the board, stick into others darts or do not stay in the board for
five seconds after the third dart is thrown do not score.
The spider wires shall be used to determine the scoring zone within
which a dart has landed. The color and/or physical relief of the
dartboard shall not be considered in determining the score.
Any darts mistakenly thrown by a player after scoring the required
“double’ shall not be counted as the respective leg,
set or match is considered concluded by the dart scoring the required
“double” . |
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| League Organization |
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League Format
The league format shall be dependent on the number of teams and
number of weeks allotted for the conference.
The following standard practices shall be applied:
- Elimination - round robin
- Play-offs - none cash games
- Semi-finals - cross over or Top 4 Eliminations - round robin
- Finals - winners of the Semi-finals or Top 2 of the Top 4 Eliminations
Match Format
- There are a total of nine (9) games per match. Every win is one
(1) point.
- All games are best of one. Games are as follows:
Game 1: Team Game 1001 open line-up (min of 4 and max of 6 players)
Game 2: Doubles 501
Game 3: Doubles 501
Game 4: Doubles 501
Game 5: Doubles 501
Game 6: 4-Man Team 701
Game 7: Doubles 501
Game 8: Doubles 501
Game 9: Team Game 1001 open line-up (min of 4 and max of 6 players)
- Team captains will both sign the score sheet and leave one copy
for the League Statistician. If the League Statistician is not present,
the score sheet may be left with the venue cashier.
League Highlights
- The following are the league highlights:
8T0
7T1 (all Triple 19 only)
High score 2T1 and over
High score 2T1 and over
Double Bull out
- All highlights should be listed beside the player's name in the
score sheet. List down the scores made such as 3T3, 4T2, 5O DB out,
etc.
- All highlights will be posted in the Weekly League Results and
will be used as the basis for the Special Awards.
Technical Committee
The team captains before the start of the league conference will
vote on the number of members who shall comprise the Technical Committee
and will elect the members of the Technical Committee among themselves.
The League Statistician and the League Organizer are automatic members
of the Technical Committee. The Technical Committee will hear disputes
between teams and complaints against individual members. It has
the power to adjudicate and render final decisions on league disputes
and complaints and to impose and remove penalties. No committee
member may vote in a dispute involving his/her team.
League Statistician
The League Statistician will set the schedule of matches, tabulate
the results and highlights and is the league contact person for
updates and any questions.
League Tournament
If the schedule allows, the Technical Committee will set the event,
date and entry fee for the League Dart Tournament open only to league
players. This will be held on a regular league night. Awarding of
tournament trophies will be held during the League Awards Night.
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| League Awards |
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Awards Night
The Awards Night shall be held on the day of the League Championship
or whenever deemed convenient by the Technical Committee.
All participating teams shall be asked to contribute to the food
and beverages that will be served during the Awards Night (pot luck).
Awards and Trophies (Sponsored by Robson Sportscraft)
Team Awards
The top three (3) teams in each Division will be given Team Trophies.
Champion Team will receive individual trophies (6).
Team Manager Plaque will be given to the Champion Team in each Division.
Individual Awards
Player with the most highlights in each Division will be given a
special trophy.
T80 pins to the players with the most T80's.
Any special award or trophy deemed special by the sponsor.
Cash Prize
The breakdown of the prize money will be based on the number of
wins. Thus, computation is as follows: Divide the total cash prize
(entry fees + sponsorships if any) with the total games played.
This is the value of each game multiplied by the number of wins.
All team with wins will have a share of the cash prize. The total
number of games includes the semi-finls and the finals but excluding
the playoffs.
Example: There are a total of ten (10) teams participating with
an entry fee of P1,000.00 per team. Therefore, the total prize money
is P10,000.00 (excluding sponsorships and fines).
Game breakdown is as follows:
Regular Five (5) mathces per week x nine (9) games per match x 9
weeks = 405
Semi-finals Two (2) matches x nine (9) games = 18
Finals Two (2) matches x nine (9) games (championship & 3rd/4th
place) = 18
Total Games Played = 441
Therefore, value of each game is P1,0000.00 divided by 441 games
or P22.68 per game won. |
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| Miscellaneous |
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Personal Conduct
of Members
League members must conduct themselves in a sportsmanlike manner.
Heckling, harassing or distracting a shooter will not be tolerated
nor will foul or insulting language or physical violence. Complaints
about improper conduct must be made to the Technical Committee within
one week of their occurrence. The committee may penalize the offending
player by revoking his/her right to play in league tournaments or,
in extreme circumstances, may expel him/her from the league for
a specified period of time.
Protest
If any part of the match is in question and the captains cannot
settle the dispute, please remain calm and play out the match. Get
in touch with the Technical Committee and lodge a protest. Do not
wait to file a protest or it may be too late. All protests must
be filed within 24 hours of a dispute and/or incident.
Postponements and Forfeits
There will be no postponements of matches. In extreme cases that
may arise due to natural calamities and political emergencies, the
Technical Committee can declare postponement of league matches.
Matches that are not played will be declared as forfeits and the
forfeiting team will have zero wins and the opposing team will have
the maximum number of wins.
Any team that forfeits a match during the last three (3) days of
the Elimination Round will be dropped from the league and all matches
played and the remaining matches to be played will be forfeited
in favor of the opposing teams. Any team dropped from the league
due to non-appearance, disciplinary expulsion and any other reason
by the Technical Committee will have all their matches forfeited
(both for matches played and remaining matches) and their prize
money forfeited.
Additions in the Team Line-up
Additions in the team line-ups will only be allowed: (a) before
the end of the elimination round and (b) if the team still has open
slots in its line-up (maximum of eight (8) slots). Additions after
the elimination round (even if the team still has open slots in
its line-up) will not be allowed.
The name of the new player/s must first be submitted to the Technical
Committee. New players will not be allowed to play unless prior
approval / clearance has been given by the Technical Committee.
Changes in the Team Line-up
Changes in the team line-ups will only be allowed: (a) before the
end of the elimination round (changes will not be allowed after
the elimination round) and (b) if the player to be changed has not
played in any game.
The name of the new player/s must first be submitted to the Technical
Committee. New players will not be allowed to play unless prior
approval / clearance has been given by the Technical Committee. |
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