2011-2012
LEAGUE HOTLINE:
(414) 321-3345
WEB SITE - www.redsnovelty.com
RED’S NOVELTY LTD.
CITY DART TOURNAMENT
MARCH 2-3-4, 2012
CLARION HOTEL
5311 SOUTH HOWELL AVE.
for the latest tournament
updates
4 LEAGUE
FEES
4 ROSTERS
5 STARTING
TIMES AND FORFEITS
5 SCHEDULING
& POSTPONEMENTS
6 HANDICAPPING
7 LEAGUE
STANDINGS
7 PROTEST
PROCEDURES
8 PRIZE
MONEY, AWARDS & BANQUET
8 LOCATIONS,
SPONSORS & PROHIBITED PLAYERS
9 THE GAME OF 301
9 THE GAME OF CRICKET
9-10 GENERAL RULES (APPLY TO 301
& CRICKET)
10 MATCH RULES OF CONDUCT
SAMPLE
SCORESHEET (SHOOTING ORDER) AND HANDICAPPING (AVERAGE COMPARISON)
The captain’s guide has been compiled to help make your league run as smoothly as possible. It contains the information ranging from objectives, award lists and tournament information. Knowledge of its contents is mandatory for all players. Most of the time problems and disputes arise as a result of a lack of an understanding of league by-laws and policies. A complete knowledge and understanding of rules, policies and procedures will allow everyone to have fun without worrying about the technicalities. Common sense and good sportsmanship are to be used to cover any questions that may arise and are not covered explicitly in these rules. If an issue requires further advice – W.A.M.O. and/or A.M.O.A. will be contacted and their decision will stand.
League schedules and standings are right in the dartboard! Check your standings and figure your handicapping BEFORE entering league mode. Once you are in the league mode – you cannot go out of it!
Use
the UP and DOWN arrows to work your way around the screen. The RED BUTTON is the SELECT or ENTER
button.
From
the MAIN MENU on the dartboard – select LEAGUE PLAY.
From
the LEAGUE PLAY MENU – choose your league.
The
HOME TEAM chooses their lineup first.
You can modify players and order using the ARROW and RED buttons.
If
you need to add a new player – choose NEW SUBSTITUTE. Then a dartboard with the alphabet will appear on the
screen. Enter the new players name. New players can also be added through the
league office up until 3:00pm the day BEFORE league play.
After
your line up is set – use the DOWN ARROW to choose VISITING TEAM. The machine will then require the HOME
TEAM’S dues to be put in. DO NOT
INSERT MONEY FOR DUES UNTIL PROMPTED TO BY MACHINE!!!
Now the VISITING TEAM will choose their team and set their line up. Follow above instructions. Then insert their league dues. DO NOT INSERT MONEY FOR DUES UNTIL PROMPTED TO BY MACHINE!!!
Select
START MATCH. The score sheet is
programmed into the dartboard. I have
enclosed a few score sheets so you can see the shooting order and to help you
select the shooting order for league play.
TEAMS MAY REVISE THEIR LINE-UP BEFORE THE 501 GAME!
The
four players that start a match must play the entire match. If a player must leave early, their score
for the remaining ’01 games is 301. For
cricket, their rounds will be passed.
Nobody else can fill in for that player.
In
the event a team wins/loses a game by default – you must call this change in to
Red’s Novelty at time of occurrence OR by NOON the day following league
play. (EXAMPLE – player taking a single
out when their team had to Master Out or player going down to 1 when they had
to Master Out)
At
the end of the match – all I receive is a cumulative report with player’s total
stats for that night. It is IMPOSSIBLE
to tell which players played in each game.
Therefore – the penalty for an ILLEGAL PLAYER is the loss of 9
games. If your team won less than 9
games – you will lose all games you won. The ILLEGAL players’ games will not count as games played!!!
CHECKS
WILL BE ACCEPTED FOR PAYMENT OF SANCTION FEES AND TOURNAMENT ENTRY FEES. CHECKS SHOULD BE MADE PAYABLE TO: RED’S NOVELTY LTD.
ANY
CHECKS RETURNED FOR NON-SUFFICIENT FUNDS WILL BE CHARGED A $28.00 FINE!!!
1. League dues are $5.00 per person
per night. League dues are paid
directly into the dartboard before the start of the league match. (CASH ONLY!) If a regular player is missing, it is the responsibility of the
team captain to make sure the dues are paid in full each week. (League dues will be used for prize money,
banquet and trophies.))
2. WAMO State sanction fee is $12.00 per team. This fee will be deducted from team prize money at the end of the season.
3. NDA National sanction fee is
$8.00 per player (please pay by check).
All players are required to fill out and turn in a sanction envelope and
pay a sanction fee of $8.00. The fee of
$8.00 is a ONE TIME ANNUAL fee. Players
will receive a National sanction card, player pin and quarterly magazine. Once sanctioned, you may play on as many
nights as you wish, but you do NOT have to pay a fee for each league. Substitutes playing less than 3 weeks do
not have to pay the NDA sanction fee of $8.00.
SANCTION ENVELOPES ARE TO BE PUT INTO THE ENVELOPE SLOT ON THE
RIGHT HAND SIDE OF THE DART BOARD!
4. If a person plays 3 or more weeks
and doesn’t pay their sanction fee - a $3.00 fine will be charged. The total fee will be deducted from your
team’s prize money. Failure to provide
Red’s Novelty Ltd. with all information necessary for sanctioning may make you
ineligible for sanctioned tournaments.
1. The GALAXY II dartboard will allow (8) players on the roster. For ease in team set up, players 1 – 4 should be the players who play most often. Each team is allowed unlimited subs – however, once a team has 8 players, any additional players will not appear in the dartboard and will have to be manually added each week. You must call the league office if you need to change the order of the players who are in the dartboard. Players that have not played will NOT show up on the weekly standing sheets. Original rosters were included in every team’s folder. Changes in the board line-up do NOT change who your approved, regular players are.
2. Once a player has legally played a
match for a team, they cannot switch teams within that league.
3. Teams may add new players at any
time up to the roster deadline. Sanction
and roster deadlines are on your schedule.
Complete rosters will be posted to our web site after the roster
deadline. If a player is not listed
they are not eligible to play after the roster deadline. It is recommended that teams have at least two
substitutes available at all times!!!
4. New players will be permitted to
play after the roster deadline only under extremely extenuating circumstances
such as sudden illness or accident.
(Player(s) unable to play will be DROPPED and new players can only bring
the roster up to SIX players.) For a
team to add new players after the roster deadline they must have written
permission from the league secretary before the new player can
play. The new players average must be
equal to or lower than the person they are replacing.
5. All league players must be at least
21 years of age to participate in the various licensed establishments. It is the captain’s responsibility to make
sure all players are of age. Any team
caught with minors on it will be dropped from the league with all prize money
forfeited.
6. Intentionally playing under
another player’s name is illegal. If
you believe a player is playing under another players name – it is up to you to
do the ID check at that time. (We
cannot verify players after the match has been completed) If a player is questioned and does not have
an ID or refuses to show ID – they will be considered illegal.
7. PLAYER ID – ALL players are required to have one form of picture ID on their person at all times.
8. Under
no circumstances will new players be accepted the last 3 weeks of league play.
2. If a partial team is there, begin play with the players present. A team must have at least two players to start. Pass the rounds of the absent player(s).
3. If an entire team is not there
at 7:30 – there is a 15-minute grace period.
At 7:45 you can consider it a FORFEIT!
The team that is there enters their name as the HOME team, puts in the
dues and then enters their name as the VISITING team. The dartboard will ask, “Is this a forfeit?” Enter YES.
Your team will be credited with ALL WINS. You do not have to play out the match. You do have to wait the 15 minutes. If you wait longer and START the match upon the other teams
arrival – it CANNOT be protested because it started late. A BYE is not a forfeit.
4. If a player arrives late, his score
will remain 301 for the games missed or on CRICKET his rounds will be passed. That player is allowed to join in on any of
the remaining games.
5. A forfeit will cost the forfeiting
team a $25.00 fine and ALL the points for that match. The forfeiting team must also pay the league dues for that
match. (The forfeit fine will go into
the City Tournament fund.)
6. If a team forfeits 3 times, they
will be dropped from the league with all prize money forfeited. (Forfeited prize money will go into the City
Tournament fund.)
7. Teams forfeiting during the last
seven weeks of league play will pay a $50.00 forfeit fine. (The forfeit fine will go into the City
Tournament fund.)
8. If a team drops before the end
of a round of play, all matches played against that team in that round will be
deleted and considered a BYE.
1. Every effort should be made to
avoid forfeits and postponements!!!
If a team requests a postponement and the opposing team agrees – they
must settle on a date and a time at this point. They must then notify the league secretary and their tavern
owner. (League secretary must be
notified of any changes so the computer can be set to call the dartboard) If BOTH teams do not agree to reschedule –
the match must be played as originally scheduled. The only circumstance under which an opposing team must grant a
postponement is when a team is playing in a sanctioned dart tournament.
2. Postponed matches should be
played within TWO WEEKS of the originally schedules match unless another
date is approved by the league secretary.
The match must take place at the bar it was originally scheduled
at. If a match is played anywhere other
than where originally scheduled, the sponsor may charge a $50.00 fine. If the match is not made up, it will be
posted as a forfeit for both teams.
3. Games not played for any reason
will be scored as 0 wins for both teams.
League dues must still be paid for in league dues by both teams
involved. Also, the same rule applies
for forfeited matches—both teams must pay league dues.
4. In leagues comprised of an odd number
of teams (leagues with byes) teams may be added up through the third week of
play. Teams taking over these vacant
spots are responsible for paying all league dues for missed matches. They must make-up the unplayed matches. It is the new teams responsibility to
contact the other captain(s) and reschedule those matches. These matches must be made up on or before
the 2nd time they play each other.
5. Leagues will NOT be cancelled for
any reason. If the weather is a factor
– see SCHEDULING #1.
MASTER
LEAGUES – ALL
TEAMS MUST DOUBLE OUT.
LEVEL
1 LEAGUES - ALL
TEAMS MUST MASTER OUT. If the team
totals differ by 8.00 or more - the team with the highest total must DOUBLE
OUT. When you add a new player that
is not listed in this guide, the new player comes in at 25.00.
Sheets
are provided where each CAPTAIN should write their players names and most
current P.P.D. Then total P.P.D.s for
the team. The first night a player
plays on your team, they are to use their P.P.D. from the back of this
guide. When you add a new player that
is not listed in this guide, women will be an automatic 18.00; men will be an
automatic 22.00. (Current P.P.D.’s are
NOT transferable from league to league.)
If a team is playing with 3 or less players, they still need to add
up and total four players’ averages.
IF
THE TEAM TOTALS DIFFER BY 5.00 OR MORE – the team with the highest total
must MASTER OUT
IF
THE TEAM TOTALS DIFFER BY 10.00 OR MORE – the team with the highest
total must DOUBLE OUT
The
lower team is OPEN OUT. The
machine will still show the game as 301 OPEN IN/OPEN OUT. Handicapping is for both 301 & 501. If you must master or double out in 301 –
you must also master or double out in 501!
LEVEL
2 leagues and lower will have TEAM limits on the league schedule. Teams will be classed by the statistics of
their 4 best players. The team limit
for each league will be based on the highest team in that league (rounded up to
the next whole number.) Whenever you are using all approved
players (players on the original roster) the limit does not
apply. (A good week in the beginning of
the season can make a huge difference and players are expected to improve)
Whenever
you are using any subs you cannot exceed the league limit. (The only exception to this is when adding
a new player without an average in the book.
If you are using the 22.00 or 18.00 and exceed the limit, you must
follow the proper out if necessary.)
If a team is using players other than on their approved list, and they
exceed the limit – they must play with 3. If a team exceeds the limit and still plays, the ILLEGAL PLAYER
RULE will be enforced. It is possible
that a sub may be able to play for some of your higher averaged players but not
sub for a lower player because his average will put your team over the
limit. Plan accordingly! The league secretary checks all team
stats every week. The opposing
team does not have the authority to OK a team playing over the limit.
Week 1 Week
2 Week 3 Week 4
Player 1 25.42 25.42 OFF 25.42
Player 2 21.47 21.47 21.47 21.47
Player 3 16.27 OFF 16.27 16.27
Player 4 15.23 15.23 15.23 OFF
Sub 22.00
Total 78.39 84.12 52.97 63.16
On
week 2 – they added a new player (without an average) had to use the default of
22.00. Total of 84.12 – but had to
double out! This is the ONLY exception
to the TEAM LIMIT RULE!
On
week 3 – their best player is not there – they can use a sub up to 27.03.
On
Week 4 – their worst player is not there – they can use a sub up to 16.84
DEFINITIONS:
OPEN
OUT – The team may end the game by scoring a Single, Double, Triple or
Bull’s-eye.
MASTER
OUT – The team must end the game by scoring a Double, Triple or Bull’s-eye
only. No Single out.
DOUBLE
OUT – The team must end the game by hitting a double score only.
When
a player is required to double out, the darts to not have to stick. The board will show what was hit. (If the machine shows a single was hit instead
of a double the player who threw the single loses the game.)
PLEASE
NOTE – When required to MASTER or DOUBLE OUT – going down to 1 is NOT an
OPTION!
If
a player goes down to 1 and has a dart remaining – they must bust their
score. If a player goes down to 1 on
their last dart they lose the game. (Pass
to next player and manually take the game out.
Make sure they are not FROZEN.)
2. Protests should be presented to the
league secretary, who will render a decision in writing.
3. The Secretary’s decision may be vetoed by a two-thirds majority vote of the team captains. The veto must be submitted to the league secretary within seven days of the decision with the signatures of two-thirds of the league captains.
1. Prize money will be awarded based
on wins and losses. There will be prize
money for ALL teams.
2. Bonuses are: FALL/WINTER
1ST Place $100.00
2ND Place $75.00
3RD Place $50.00
3. There will be a Sponsor Plaque for
the 1st, 2nd & 3rd place teams.
4. There will be 4 individual
trophies for the 1st, 2nd & 3rd place
teams. If your team needs additional
trophies OR if there are any spelling errors, notify Reds Novelty before final
standings are processed. If your team
indicated you do not want trophies on original roster – you will be given the
cash equivalent.
5. Players must have played 75% of the
league matches to be eligible for the following awards:
The 3 players with the highest averages in each
league will receive AWARDS
$25.00 will be awarded to the 1st player
in each league to win with a 6 DART OUT.
6. Information on the dart league banquet will be on your standings when it becomes available.
1. All games must be played on
equipment owned and operated by RED’S NOVELTY LTD. In the event that a location changes machine operators during the
course of the league season, that team will either have to change locations for
the remainder of the season or drop from the league, thus forfeiting all prize
money. The new sponsor must have a
Red’s Novelty Ltd. Dart machine.
2. If a sponsor closes the tavern, the
team will have to switch locations. The
new sponsor must have a Red’s Novelty Ltd. Dart machine.
3. Teams may switch taverns during the
league season. The team must reimburse
the sponsor fee the original sponsor paid, as the fee must remain in the league
kitty. The team must also reimburse the
original sponsor for any other items they paid for (Sanction Fees, team shirts,
etc.) The new sponsor must have a Red’s
Novelty Ltd. Dart machine.
4. Teams with a player(s) not allowed
in opposing team’s location must have substitutes available to take the place
of the prohibited player(s).
5. It is recommended that differences
between “barred” players and sponsors be reconciled to that they could at least
play the match and leave immediately.
(These circumstances are between tavern owners and patrons, therefore,
the league secretary cannot get involved and protests cannot be filed.)
6. Team drinks are a courtesy offered
by some locations. Each location has
total authority on their policy for team drinks. Team drinks are not to be expected or demanded!
The object of the game is to count down from X01 points to exactly zero, using as few darts as possible. As soon as any player gets exactly zero, the game is over. The team with the lowest combined score wins. YOU CAN GO OUT ON A TIE!!! Machines are set for 20 rounds. If the machine shuts off before the game is completed, the machine will determine the winner to be the team with the lowest combined score.
THE GAME OF CRICKET
The object of the game is to close the numbers 20, 29, 18, 17, 16, 15 & BULL in any order, before your opponent(s). The team that closes all numbers (including the BULL) first, and has a greater or equal point score wins. Machines are set for 35 rounds. If the machine shuts off before the game is completed, the machine will determine the winner to be the team with the highest point total.
Closing a number – a number is closed by scoring a total of three marks on that number. The machine will score your marks for each number on the display. A triple is 3 marks, a double is 2 marks, and a single is 1 mark. Three marks closes a number (combinations of singles, doubles or triples can be used.)
Scoring points – if you score more than three marks on a number before your opponent(s) close that number, you score points for the “extra” marks. Your point score will be displayed under the appropriate player number on the screen. Points will not be scored if you do not have the number closed or if your opponent(s) have the number closed.
GENERAL RULES (APPLY TO X01 & CRICKET)
1. Each player gets three throws per turn. You may pass any or all of your darts. A dart passed does not count as a dart thrown.
2. If a dart misses the board or doesn’t stick, it counts as a dart thrown. A dart thrown that sticks, but does not score may not be manually scored. The only exception will be on a “last dart” or “winning dart”. (EXAMPLE) a player needs a 39 to go out. He shoots and the dart sticks in the triple 13, but the machine fails to score or scores incorrectly. If the dart sticks, the machine was displaying the “throw darts” message, and all other rules were followed, the player/team shall be credited with a win in that game. This rule will apply only on a single dart, not for a combination of darts.
3. Darts on board cannot be touched until turn is over and player has touched “player change” button.
4. Darts must not be thrown until “throw darts” lights up on machine. Any dart thrown early may not be thrown over.
THE GALAXY II DART BOARDS HAVE A “BACK UP” FEATURE THAT ALLOWS YOU TO USE THE UP ARROW AND ERASE UP TO 8 DARTS THROWN OUT OF TURN. Push the up arrow and it will erase each dart that scored and add back the number to the proper score.
5. It is each player’s responsibility to see that the machine is displaying that player’s name prior to throwing any darts. If a player throws when the machine is displaying the name of that player’s partner or opponent – you may use the BACK UP FEATURE.
6. If a player does not pull his darts in time and scores on the next shooters score, you can use the BACK UP FEATURE.
7. If a player reaches zero while shooting on his partners score, that team loses that game. When the teams are required to Master or Double out and a player reaches “1” while shooting on their opponents number, that team loses the game.
8. The dart machine is always right! If the machine isn’t operating correctly, call a repairman. There will be a 1-hour time period to get the machine fixed. If the machine cannot be fixed in the 1-hour time, and there is another machine available on site, complete the match using score sheets. If there is no other machine available and the board cannot be fixed in the 1-hour time the match should be temporarily postponed. Captains should agree on a date and time to finish the match. They must then notify league secretary. Postponed matches must be played within two weeks of the originally scheduled match.
9. Players may use their own darts if they meet the following specifications.
a) They must be plastic tip darts. Tips may not be broken or cut off.
b) Flights may be any length so long as dart does not exceed 8” in total length.
c) Flights must not exceed ¾” from shaft to flight edge and you may not have more than (4) wings.
d) They must not exceed 18 grams each in weight.
e)
No player may use rosin or a foreign substance!
10. All games shall have foul lines positioned eight feet from the bottom of the game directly below the bull’s-eye. Another way to measure the throw line is to measure from the center of the bull’s-eye diagonally to the throw line, 9 feet 9 ½ inches. If a question arises on the distance the machine is from the throw line, captains must measure the distance and move the machine if necessary. The game(s) already played stand as played. The remaining games will be played at the new distance.
11. When throwing, a darter must stand with both feet no closer than the front edge of the throw line. It is legal to lean over but not to step across the throw line. If a darter places any portion of his foot (or shoe) over the line, the opposing team can call a foul. The first time will be considered a warning with no penalty. The second time that darter will forfeit his next three darts. Any additional fouls will be forfeit of that game.
MATCH RULES OF CONDUCT
1. Distracting other players is not allowed. Common sense and good sportsmanship shall be used during play regarding any questions that might arise. The captains (or acting captains) shall attempt to settle any disputes that may arise. Disputes that cannot be settled must be protested.
2. Any physical violence, abuse of equipment, poor sportsmanship, or unethical conduct may be grounds for forfeiture of the game, the match or expulsion from the league and forfeiture of all league dues paid.
3. All matches should be finished within a reasonable amount of time (approximately 2 ½ hours). If a team or player is delaying the game excessively the opposing team should give that team or a player a verbal warning. For the first offense there is no penalty. If the team or player still continues to delay – the second offense will be forfeit of that game. A third offense for unnecessarily delaying the game will be forfeiture of that entire match.
4. When a player gets up to the throw line, they must throw all darts they intend to throw before leaving the throw line. (EXAMPLE: you cannot throw one dart and go get a beer and then come back and throw your other dart(s).
5. No crowding the shooter at the line. Give the shooter some room – for safety and common courtesy.
6. Flagrant violations must be documented and submitted to the league secretary who after review will take appropriate action.
7. Penalties for documented and verified unsportsman like conduct incidents:
First incident - Written reprimand
Second incident - Two match suspension
Third incident - Suspension for one full league season
TOURAMENTS
Mark you
calendars now! Check out our web site
for additional information and additional tournaments!!!
DOPP’S – FRIDAY
NIGHT POINTS TOURNAMENT
Starts August 26 (No tournament March 2 or April 13)
Finals on May 13, 2011
Chicago Style - $10.00 entry fee – 7:30pm sign up – 8:30pm start
DINO’Z SATURDAY
NIGHT TOURNAMENTS
Starts September 10th and runs every Saturday (3 tourneys will be Black Light)
Finals – May 5th - $1500.00 added (7 week minimum)
Luck of the Draw - Chicago Style- $10.00 entry fee – Sign Up from 7-8pm – 8:30pm start
Trips pot starts at $150.00/dart
CLUB PARAGON
FALL TOURNAMENT – SATURDAY, OCTOBER 8TH
Chicago Style Doubles - $20.00/team - 10:00am sign up – 11:00am start
CLUB PARAGON MID
WINTER DART TOURNAMENT – JANUARY 28-29, 2012
4 Player Team – Saturday – 10:00 Registration – 11:00 Start - $40.00/team entry fee
Chicago Style Doubles – Sunday – 11:00 Registration – 12:00 Noon Start - $20.00/team entry fee
HEARTS &
DARTS – THUMBS UP PUB – SATURDAY, FEBRUARY 11TH, 2012
Mixed Couples – 2:00pm sign up – 3:00pm start - $15.00/team entry fee - $200.00 added
CITY DART
TOURNAMENT – CLARION HOTEL - 5311 S HOWELL – MARCH 2-4, 2012
Players must have a minimum of 48 games played on one team by February 10th to qualify.
AMOA NATIONAL
DART TOURNAMENT – BALLY’S - LAS VEGAS – APRIL 13 – APRIL 21, 2012
Entry deadline –
February 10th
Players must have a minimum of 96 games played by February 24th to qualify. Multiple league nights can be added together to get the 96 games, however – you must have 24 games of ’01 to enter an ’01 event and you must have 24 games of Cricket to enter a Cricket event. The 24 games must be on one team.
Visit www.ndadarts.com for additional information.
WAMO STATE DART
TOURNAMENT
LA CROSSE
CENTER, LA CROSSE - MAY 16 – 20, 2012
Players must have a minimum of 48 games played on one team by March 20TH to qualify. You can combine 301 & Cricket to meet the 48 game requirements!!! Visit www.wamo.net for additional information.
The above
information was accurate at time of printing – see official entry forms in case
of any changes!!! Sanction cards, pins
and Tournament Entry forms will be distributed to your sponsor in January!
2010-2011 PLAYERS PPD’S
The following list is players that played at least 24 games of 301 in the 2010-2011 or Spring 2011 league season. If a player is listed more than once – use their highest FALL/WINTER average first. Only use SPRING 2011 for players that did not play last fall.