Introduction
The AMOA National Dart Association
(NDA) is the sanctioning body of electronic darting dedicated to the
standardization, recognition, promotion, and growth of competition worldwide.
Memberships are processed without regard to race, color, religion, ethnic
origin or age.
Forward
This player publication, entitled “NDA-Recommended
League Play & Rules Guidebook” has been prepared for the exclusive use
of the members of the NDA. Areas of copyright are protected.
Topics covered in this document are to
be viewed in two ways. First, there are areas of standardization that
require compliance of NDA-sanctioned leagues.
Secondly, there are areas that have
been included herein that are suggested means of conducting local league play.
In all of these areas, your local NDA Charter Holder will have full and
unequivocal authority to implement rules for league play. Examples of those
areas are:
We hope this material will be an asset
to you in maximizing your enjoyment of our fun, competitive sport: “Electronic
Darting –The Game You Can Count On.”
AMOA NDA Requirements
Dart Machine Specifications
8 ft. (96”) from Face of Target to
Front Edge of Foul Line*
5 ft. 8in. (68”) from Floor to Center
of Bull’s Eye***
Note: The
measurement is from the “Foul Line” to the “Face” of the dartboard and not from
“Foul Line” to the front of the machine cabinet.
**Plus or minus one-half inch to allow
for stability of the game during play.
Dart Equipment Specifications--
1.
Players may use their
own darts if they meet the following specifications:
a. They must be plastic-tip darts. They must be standard factory issue
for electronic darting and cannot be broken.
b. Flights may be any length as long as they do not exceed eight (8)
inches in total length (from end of tip to end of flight).
c. Flights may be no wider than ¾ inch as measured from shaft to flight
edge and may not have more than four wings.
d. Flights that block, impede or otherwise prevent competitors’ throws
during the diddle are not allowed.
e. Complete darts may not exceed 20 grams in weight. This total weight
includes the flight, tip, shaft, barrel, etc.
f. Darts may not have broken or cut off tips. No blow darts or
magnetic darts are allowed.
g. Darts will be inspected upon request.
Throwing Area
The area directly in front of the
assigned dart board, not to exceed either dart board to the left or right of
the assigned board, is considered the official “throw area.” Up until the time
a player has thrown a dart, he/she is allowed to leave the throw area. Once a
dart has been thrown, a player is not allowed to completely leave the throw
area to the rear or the side. Partially stepping on or placing one foot over
the back or the side does NOT constitute a foul.
The “players box,”
located directly behind the foul line, is reserved for the players competing in
the match. This area is considered part of the throw area. The only player
allowed in the box is the one who is currently shooting. This area is
considered part of the throw area. Any player who completely removed
himself/herself from the throw area has indicated that his/her turn is
complete.
For wheelchair-bound participants, the
torso can be on but not across the foul line.
General Rules of Play
1.
Players stand at the
“throw line,” 96 inches horizontally from the face of the dart board. It is
legal to lean over the line. They may step on, but not across, the line.
2.
Players may use their
own darts if they meet the following specifications:
a: They must be plastic-tip darts.
b. Flights may be any length as long as they do not exceed eight (8)
inches in total length.
c. Flights may be no wider than ¾ inch as measured from shaft to flight
edge and may not have more than four wings.
d. Flights that block, impede or otherwise prevent competitors’ throws
during the diddle are not allowed.
e. Complete darts may not exceed 20 grams in weight.
f. Darts may not have broken or cut off tips.
g. Darts may be inspected upon request by the opposing player/team
captain.
3.
Each player throws a
maximum of three darts per turn. Darts must be thrown only when the machine
instructs to “Throw Darts” and the proper player’s number is lit.
4.
It is not required for a
player to throw all three darts on every turn. A player may pass or throw fewer
than three darts. A player will always be allowed to throw all three darts
unless a foul occurs.
5.
Any dart thrown counts
as a throw, whether or not it is registered on the machine. A throw counts if
it misses the board and bounces out, or if it misses the board completely. A
player may not throw the darts over. Dropped darts may be thrown again.
6.
Darts on the board may
not be touched until the turn is over, the “Player Change” is activated, and
the machine recognizes the end of the turn. Exception: When a dart is in the
board and machine reads “Stuck Segment,” that dart may be removed as long as both
teams agree.
7.
A round is defined as
the period of time from the end of a player’s turn to the start of his next
turn. On games with stacked teams (players on one score), a round is defined as
the end of the player’s turn to the start of his/her partner’s turn.
Rules of Play –‘01
1.
The game is ’01 Any
In-Any Out.
a. Open in OpenOut: The Bull’s Eye will count 50 points, full bull.
b. In all Masters ’01 Double In, Double Out events, players can double
bull-in or double bull-out and will play on a 25/50-point split bull.
**Using DI/DO or OI/MO stats to qualify for Team Dart will automatically
place you in a master level.
2.
All players start with
301/501/701points and attempt to reach zero. If a player scores more than the
total required to reach 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 (both team members). If the game score ends in a tie, the player/team
that reaches zero wins. If a player reaches zero when he is “blocked” or “frozen,
the win will be credited to the opposing team as a team win only.
4.
All general rules of
play will apply.
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.
4.
All general rules of
play will apply.
Scoring on the Electronic Dart Machine
1.
The score recorded by
the machine is the score that the player receives. Players accept the machine
is “always right.” The only exception will be on the “Last Dart-Winning Dart”
that meets the following criteria:
a. The “Last Dart-Winning Dart” must stick.
b. However, if the dart does not stick and the machine awards the win,
the machine is right and the game is over.
c. 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 his/her turn. His/ her
first dart hits and sticks in the single 9 but does not register or score. His/
her 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/ team wins the game.d. Any dart
that sticks in the board but does not register that segment will be manually
scored upon agreement by both players/team captains. A dart that flights a
beneficial mark on the way in, but sticks in another segment will not be
manually un-scored. If darts are removed, play continues and the score remains
the same.
e. Any dart that sticks in the board and registers two or more times will
be corrected by removing the extra points awarded by that one dart. This
assumes league allows and uses back up darts and correctable features, If not,
the “board is always right” rule shall apply.
2.
If there is any question
as to whether the machine is scoring or working properly, STOP THE GAME. Do not
remove darts or activate the “Player Change” The team captains must try to
solve the problem. If they are unable to do so, they will either need to contact
a league official or if possible, move to another available board. Scores will
be re-entered and play will continue.
3.
If a dart bounces off
the board, it is considered a dart thrown, even if it does not score. It may
not be thrown again.
4.
If a dart is thrown
before the “Throw Darts” message light, the dart will not score and is
considered a dart thrown. It may not be thrown again.
Player Correctable Features
It is each player’s responsibility to see that the machine
is displaying the appropriate player’s number prior to throwing the darts. Play
is stopped immediately when the infraction is noticed.
The backup feature should be used to correct the following
player errors:
The correction must be made in the turn the error occurred,
prior to the next player throwing a dart. Both players/captains must agree the
error falls within the above categories to use the backup feature.
If applicable in league play, the backup feature can be
used two times, by either team, during a game. If the backup button must be
pushed more than one time consecutively to correct the error, this counts as
only one use of the feature. Any use of the backup feature more than twice in a
game is treated as a foul, and the corresponding penalties will apply (see
section on Fouls).
If a player has thrown no more than three darts during
his/her turn, he/she will be allowed to make use of the backup feature, per the
following rules.
c.
If a player throws when the machine is displaying the number of that player’s
partner, it constitutes a foul.
i.
If the player has thrown all three darts, his turn is completed.
The machine is then advanced to the correct player position and play resumes,
except that both players from the offending team lost their next turn.
ii.
If a player has thrown less than three darts when the infraction
is noticed, the machine is advanced to their correct player position, and he is
allowed to throw the remainder of his three darts. The machine is then advanced
to the correct player position and play resumes, except that both players from
the offending team lose their next turn.
Fouls
The following items constitute fouls.
Committing a foul may lead to loss of turn, loss of game, loss of match,
expulsion from league(s) or tournament, expulsion from site, or expulsion from
future leagues or tournaments. Designated league official(s) shall make all
decisions concerning fouls without specific penalties. The penalty for fouling,
unless otherwise stated, is loss of turn for the fouling player.
1.
Adherence to all general
foul rules is required.
2.
Fouls must be called
within the round in which the foul was committed.
3.
Distracting behavior by
opponents while a player is throwing is not allowed and constitutes a foul.
Throwing on an adjacent machine not activated for game play is considered a
distraction.
4.
On a thrown dart, the
dart must make contact with the board before the player’s foot makes contact
with the floor in front of the throw line or a foul has been committed. A
player must receive a warning from the opposing captain. If the
problem continues and it is determined there is a foul, the player will lose
his next three darts. If the team captains cannot agree, contact the league
director or designated league official to resolve.
5.
If a player throws out
of turn or manually scores points and ends the game on that turn, that
player/team loses that game.
6.
If a machine resets due
to power failure or other reason beyond control, the game will start over
(replayed from the start).
7.
If a player reaches zero
in a round in which that player or that player’s partner committed a foul, that
player/team loses the game.
8.
Any machine reset, tilt
or malfunction due to intentional or non-intentional player action shall result
in loss of game for the team committing the action.
9.
Abuse of equipment, poor
sportsmanship or unethical conduct as judged by a league director may
constitute a foul.
10.
Any player/team that
commits three fouls in one game will forfeit that game.
11.
Any player found to be
using overweight darts or otherwise illegal darts shall cause the team to
forfeit all games in the match that player has played. The match will then
continue with all players using legal darts. Any challenge about weight of
darts must be made before end of the 3rdgame and will not be allowed once a
match has concluded.
12.
Disregard of any rules
may constitute a foul.
13.
All decisions by league
director/officials will be final.
Official Skill Rating Procedure
Points Per Dart (PPD) and Marks Per
Round (MPR) are the official means of classifying and ranking players.
To establish a Skill Rating, a player must compete in a minimum of 24 league
games in a league season that meets the following criteria:
Glossary of Terms
Here are some common terms or phrases that you will be
hearing as a sanctioned player for the NDA:
Actual Darts Thrown – Counting the actual darts that are used, not passed, in a
match. Only approved means of tracking feats for the NDA’s Team Dart
Tournament.
Blocked – A player is BLOCKED when his or her partner’s score is
higher than the combined score of their opponents. The player may still throw
to get his or her points lower, but cannot go out without losing the game
because of his or her partner’s high score. The following will result in a
loss: When a player reaches zero but his or her partner’s score is not equal to
or lower than their opponents combined score. Remember you can go out on a tie.
Classified League – Any league that
consists of teams with similar or closely matched team averages.Closed–When a
team has scored 3 Marks on the same number or Bull’s Eye in Cricket.
Feats – Various darting accomplishments. (See ’01 and
Cricket Feats)
Frozen – A player is FROZEN when his or her score is at one
point (two points in “Double Out”) and his or her partner’s score is higher
than the combined score of their opponent’s. The player may not get his score
any lower without losing the game (See Blocked).
Games –
The individual components of a dart match.
Geographic League –
Any league that consists of teams from the same area or location in a town.
Ladies – Teams consisting of only females.
League – All teams that compete directly against each other
in a season.
League Division – Teams in a specified combination or skill
level.League System–All of a Charter Holder’s leagues.
MPR – Marks Per Round –The system for averaging the marks a
player throws each turn in a game of Cricket. The higher the MPR, the better
the player.
Mark – Any throw that registers on a
number either to help close the number or score points in Cricket. The Single
segment portion of the Cricket number scores one (1) mark. The Double segment
scores two (2) MARKS, WHILE THE Triple segment scores three (3) marks. The
outer portion of the Bull’s Eye scores one (1) mark and the inner section
scores two (2) marks.
Match – The total games played on a league night.
Mixed Doubles –
Teams made up of an equal number of males and females. In each game a female
and male throw together.
Open –
Teams made up of any combination of males and/or females.
PPD – Points Per Dart
–The system for averaging the points a player throws on each dart in an ’01
game. The higher the PPD, the better the player.
Passed Darts –
Darts not thrown during a round or game for one reason or another.
Round –
A player/team’s turn during a game. Each player has the option of
throwing zero, one, two or three darts each round.
Spot Darts – A way of handicapping players, teams and leagues.
Better players throw fewer darts at the beginning of the game.
Spot Round(s) – The first or opening rounds of a spot-handicapped game.
Turn – A player is entitled to a maximum of three darts
per turn. A player may opt to throw zero, one, two or three darts.
Unclosed – When
a team has two or fewer marks on a number or Bull’s Eye.
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