SPRING 2008
LEAGUE HOTLINE: (414)
321-3345
WEB SITE - www.redsnovelty.com
3 LEAGUE
FEES
3 ROSTERS
4 STARTING
TIMES AND FORFEITS
4 SCHEDULING
& POSTPONEMENTS
5 HANDICAPPING
5 LEAGUE
STANDINGS
6 PROTEST
PROCEDURES
6 PRIZE
MONEY & BONUSES
6 LOCATIONS,
SPONSORS & PROHIBITED PLAYERS
7 THE GAME OF 301
7 THE GAME OF CRICKET
7-8 GENERAL RULES (APPLY TO 301 &
CRICKET)
8-9 MATCH RULES OF CONDUCT
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 your shooting order for league play.
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.
1. League dues are $5.00 per person per
night. NEW 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.)
2. There is NO sanction fee for the
SPRING/SUMMER leagues.
1. The GALAXY II dartboard will allow (8)
players on the roster. Each team is
allowed unlimited subs, however, once a team has 8 players, any additional
players will not appear on the dartboard and will have to be manually added
each time they play. If you want to
switch a player from the sub list to a regular position – you must do this
through the league office. Players that
have not played will NOT show up on the weekly standing sheets.
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. If a player
is not listed in the board OR on the weekly standings – they are not eligible
to play after the roster deadline. It
is recommended that teams have at least two substitutes available at all
times!!!
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 FIVE
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 must be played within
TWO WEEKS of the originally scheduled 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 within two weeks, it will be
posted as a forfeit for both teams.
3. Games not played for any reason 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.
Sheets
are provided where each CAPTAIN should write their players names and most
current P.P.D. and then total 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. (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!
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.
NEW – 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.
If
teams tie for any other position, there will not be a play-off.
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: SPRING/SUMMER
1ST
Place $50.00
2ND Place $35.00
3RD Place $25.00
3. 6 DART OUT - $25.00 will be awarded to
the 1st player to get a 6DO with 75% of the season played. If no players with a 6DO played 75% of the
season – award will go to the player with a 6DO with the most games played.
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 if they have written permission from the sponsor. The team must reimburse the sponsor fee to
the original sponsor as the fee must remain in the league kitty. 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 301 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, 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 301 & 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.
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.
NEW 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, as
long as they are unaltered factory issued darts and tips, do not exceed eight
inches in length, and do not exceed 18 grams each in weight. Otherwise, bar darts will be supplied by
each location.
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 ˝ 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 ˝ 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
2007-2008 PLAYERS PPD’S
The following list is
players that played at least 24 games of 301 in the 2007-2008 league
season.