Each Person must be a current SNDA paid individual**, to play as a league member. The annual cost (January 1 - December 31) of joining this club is $15.00 per year and entitles members to play in any of the two seasons that the SNDA conducts per year. In addition, each individual pays a players fee of$15.00 per league per season. No individual may be a registered player on more than one team per league night per season.
**Subs must pay a membership fee after playing 3 matches on any night, on any team. A Sub will become a permanent member of a team after playing three times for that team.
Members must be 21 to play adult league darts in Las Vegas and the burden of proof rests with the individual. Since the drinking age in Nevada is 21 and league darts are conducted in bars, individuals must carry identification with them. An establishment has the right to refuse to let anyone play league darts if they cannot prove they are 21 or over.
Any local public house may request to join this dart league and are subject to SNDA rules governing the quality of boards in use, lighting and conditions. The sponsor fee is set by the SNDA Board of Directors and is subject to vary as the league grows. Any bar that feels that they need help with set up, can contact the board, and someone will be happy to help.
American Dart Organization (ADO) rules are the official guidelines for this group.(Read ADO Rules HERE)
Dart boards are required to be a standard 18 inch bristle board of the type approved by the ADO and must be of the standard 1-20 clock pattern with no alterations. Board height is determined by measuring from the center of the bull to the floor 5 feet 8 inches. The minimum throwing distance must be set at 7 feet 9 1/4 inches from the face of the board (not the wall) to the front of the toe line/oche. The diagonal measure is 9 feet 7 5/8 inches (center bull to the front edge of the toe line/oche). Lights must be affixed in such a way as to brightly illuminate the dartboard, reduce to a minimum the shadows cast by the darts and physically not impede the flight of the darts. Multiple boards must have a minimum of 6 feet between the bulls measured side to side. Boards must have a minimum of 2 feet from the edge of the board to any adjacent wall. Unimpeded traffic around the dart area is required. Any player who feels that a bar has dartboard/setups that are not in complience with the above should contact a board member and it will be looked into.
Good Sportsmanship will be the prevailing attitude throughout the match. Should a player's equiptment become damaged, or be lostduring the course of a turn, that player will be allowed up to a maximum of 5 minutes in which to repair/replace the playing equiptment. A maximum time limit of 5 minutes under exceptional circumstances, subject to notification of the opponent and the chalker, will be allowed in the instance of a player requiring to leave the playing area during the course of match play. Opponents and chalkers ONLY are allowed inside the playing area. Opposing players must stand at least 2 feet behind the p;ayer at the toe line/oche. A player wishing to throw a dart, or darts, from a point either side of the toe line/oche, must keep their feet behind an imaginary straight line extending from either side of the toe line/oche.
NUMBER OF PLAYERS
The following is a list of the minimum amount of players required for each league. There are no maximum amounts.
MASTERS 3 players
CHICAGO 3 players
[not more than 2 masters players on a team, including subs]
A AND B 4 players
Masters, Chicago, A&B Leagues
Team captains write down the order in which their players will play prior to the start of the match. Line-ups may not be changed once written and accepted by both team captains. No protests will be allowed on a line-up after the match has begun. A team who post a player on a roster who is not present suffers the loss of those games if that player does not show up. No substitutes may be entered once a match has begun. Should emergency situations arise, this rule may be waived by mutual consent of both team captains. A team may leave an open space on the roster pending arrival of a player upon notifying the opposing team captain.
During the doubles matches, a player cannot have the same partner twice.** No player may play more than one singles match. No player may play more than two doubles matches in a seven game format. No player can play more than three doubles matches in an eleven game format.
**Exceptions: For Masters League, because of the format, players can partner twice, as long as it is once in 501 and once in Cricket games.
SCORE SHEETS/MATCH RESULTS
Both teams must fill out a score sheet. At the end of a match, both team captains must sign the score sheets indicating their agreement with the win/loss record and the scores shot. Score sheets can be submitted by fax or web to the league statistician. It is the responsibility of both team captains to see that a score sheet from each team is submitted by fax or web, before the teams next scheduled match.. If scoresheets are not received within 7 days of date match is to be played, the match will be deemed forfeit or rescheduled.
Chicago and Masters matches are scheduled to begin at 7:30 PM, A-league at 7PM, at the home teams location. There is a 15-minute grace period for each team to appear.
Players who appear late for their match may be allowed to play at the discretion of both team captains. A match may be played around a late player providing the player has notified the team that they will be late and it is with the approval of the opposing team captain.
STARTING A MATCH
After the team captain has arranged the team’s line-up, both captains agree to start the match. Each player involved in a game is allowed 9 darts warm up prior to each game. If possible, pending game players should warm up on other boards to speed up the match. All games will begin by throwing the cork.
All matches will begin with the home team flipping a coin to determine who has the option to throw the first bull. The player throwing closest to the Inner Bull will throw first in the first leg. the Loser of the 1st leg has the option of throwing for the Inner Bull first or second in the 2nd leg. If the 3rd leg is necessary, the Inner Bull will again be thrown, with the loser of the original coin flip having the option of throwing first.
THROWING THE CORK
The second thrower may acknowledge the first dart as an inner or outer bull and ask for that dart to be removed prior to his throw. The dart must remain in the board in order to count. Additional throws may be made when throwing the cork, until such time as the player’s dart remains in the board. Should the second thrower dislodge the dart of the first, a re-throw will be made with the second thrower now throwing first. Re-throws shall be called if the chalker cannot decide which dart is closest to the bull, or if both darts are anywhere in the inner bull, or if both darts are anywhere in the outer bull. Decision of the chalker is final. Should a re-throw be necessary, the person who shot second will now shoot first.
A turn consists of three darts, unless a Leg/Match is completed in a lesser amount. All darts must be thrown by, and from, the hand. The player is allowed a total of 3 minutes to complete their turn. No darts will be allowed to be thrown after 3 minutes.
CROSSING THE TOE LINE
All darts must be thrown from behind the toe line/oche Should a player have any portion of their feet or shoes over the toe line/ocheduring a turn, all darts so thrown will be counted as part of his turn, but any score made by said darts will be invalid and not counted.. The toe line/oche extends on an imaginary line from both sides as far as needed. It is permissible for a player to cross the toe line during their 3-dart throw in order to determine score. Shoud a player 'touch' any dart that is in the dartboard during a turn, that turn will be deemed to be completed.
Any dart dropped accidentally may be picked and thrown regardless of where it falls. Any dart dropped in the act of throwing will count as a thrown dart.
No score may be counted for darts that have bounced out of the board during a player’s throw. The player cannot pick up the dart and re-throw it.
The home team will chalk all of the odd number games, the away team will chalk on all even games. The chalker, if asked, may inform the thrower what has been scored and/or what is left. The chalker MAY NOT inform the thrower what remains in terms of number combinations. It is permissible for a partner, teammate, or spectator to advise the thrower during the course of a match. No dart may be touched by the thrower, another player, the chalker, or a spectator, proir to the decision of the chalker. In order for a dart to score it must remain in the board 5 seconds after the 3rd or final dart has been thrown by that player. The tip of the dart point must be touching the bristle portion of the board to count. A dart's score shall be determined from the side of the wire at which the point of the dart enters the wire segment. Should a dart lodge directly between the connecting wires on the dartboard, making it inpo0ssible to determine on which side of the wire the dart resides, the score shall always be the higher value of the two segments in question.This includes the outside double ring for the game shot. It is the responsibility of the player to verify his score before removing his darts from the board. The score remains as written if one or more darts has been removed.
IN '01 MATCHES
Errors in arithmetic stand as written, unless corrected prior to the beginning of that players next turn.
In case of Doubles/Team matches, such errors must be rectified proir to the next turn of any partner/player on that team. In Doubles/Team events, no player may throw (during a Leg) until each of his teammates has completed their turn. The FIRST player throwing out of turn will recieve a score of zero points for that round and their team will forfeit the turn.
A Leg/Match is concluded at such time as a player/team hits the "double" required to reduce their remaining score to zero. The "BUST RULE" will apply. If the player scores one less.equal, or more points than needed to reach zero, he has "busted". Their score reverts to the score required proir to the beginning of his turn. Equal darts, fast finishes such as three in a bed, 222,111, Shanghai, etc., do not apply.
IN CRICKET MATCHES
Cricket is played using the numbers 20, 19, 18, 17, 16, 15, and both the Inner and Outter Bull. To close a number, the player/team must score three of that number. The double and triple rings count as two, or three, respectively. Closure can be accomplished with three singles, a single and a double, or a triple. Once a player/team closes a munber, the may score points on that number until the opponent also closes that number. The double count as 2 or 3 times the numerical values, respectively. All numerical scores are added to the previous balance. Once both players/teams have scored 3 of a number it is "closed", and no further csoring can be made on that number by either player/team. To close the bull, the Outter Bull counts as a single, and the Inner Bull counts as a double. Numbers can be "owned" or "closed" in any order desired by the individual player/team. Calling you shot is not required. It shall be the responsiblility of the player to verify his score before removing his darts from the board. The score remains as written if one or more darts has beed removed from the board. In accordance with the ingerent "strategy" involved in the cricket game, corrections in arithmetic must be made before the next player throws. Winning the game: The player/team that closes all of the numbers first and has the highest numerical score, will be declared the winner. If both sides are tied in points, or have no points, the first player/team to close all of the specified numbers will be the winner. If a player/team colses all the numbers first, and is behind in points,
he/they must continue to score on any number not yet closed untill either thepoint deficit is made up, or the opponent has closed all the numbers.
Teams that have dropped or been dropped from a league after the start of league play will not be entitled to awards. If a team has played 1/2 or more of the designated matches, scores will stand for the first 1/2 of the season. Any matches played in the second 1/2 will be deleted. A team that does not finish the first 1/2 of the season will have all scores deleted as though the team never played. Subsequently, no other team will receive credit for wins against the dropped team. Individual achievements other than singles wins (such as 180’s,high on or offs, etc) will count. A team will not be dropped the final two weeks of a season. Those matches will count as forfeits.