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MEMBERS
SCORECARD
ROSTER
HALL
OF FAME
ORLEANS
DART
CLUB RULES (revised 5/5/25) I. TEAM FORMAT 1-5 II. FORMAT OF MATCH PLAY
1-9 III. FORFEITS 1-6 IV. RULES OF PLAY 1-9 V. AWARDS & PRIZES 1-5
VI. SCORING
1-6
I.
TEAM
FORMAT 1. A
team
shall consist of no less than four and no more than
ten players. 3. Approved
Players may be added to a roster prior to
the sixth week of a
ten-week season or the eighth week of a fourteen-week
season. After this
deadline, no new players may be added. An
Approved Player is
someone who has paid their dues and received
approval from a board member.
The added player's name must be written in the
"Drop/Add" section at
the bottom of the scorecard for their first appearance
in club
play. If a player has not paid or
been approved and plays any
games, those games are automatically forfeit.
In the top
division, however, you do not need
to get players
approved although you do still
need to pay for
them before they play. 4. Any
member
who has played in any of a team’s matches and has been
dropped from the team
for any reason will be ineligible to play on that team
or any other for the
rest of the season, pending board review. 5. Teams
are
responsible for filling out their scorecard and either
email a picture of it or
send the match & indiv. stats info) to: orleansdartclub@cox.net by
12:00
am (Sat. midnight) on the Sunday following their
match. Failure
to do so will result in a 2 point team
penalty. If
the individual stats section is not completed, there
will be a 1 point
team penalty. Prior to the last week
of the season, you have a
one week grace period in the “Warning Box” on the
website before -2 penalties
are applied. You may also write your team’s
individual stats in the
“drop/add” section of your opponent's card and as long
as they send in their
card including your stats, you will not be assessed
any penalties. II.
FORMAT OF MATCH
PLAY
1. Starting
time
for the first game of all matches is 7:30 p.m. each
Tuesday.
Tardy teams should notify their opponents of their
situation
ASAP. The match is subject to forfeit
after 8:00 p.m. unless
both team captains agree to a delay or
postponement. 2. Each
match
will consist of five “events.” The
first event is 4
singles games of either 301 (double in/double out) or
501 (easy in/double out)
player's choice. You may play 301 vs. 501 in a single
game, per player's
choice. The
second event is 4 games of singles American (killer)
cricket. The third
event is 2 games of doubles 501 (easy in/double
out). The
fourth event is 2 games of doubles American (killer)
cricket. The
fifth event is a triples game of either 801 or
Super Cricket (14, 13 & 12)
decided by the losing team in regular season or
the winning team in Playoffs. The deciding team
may declare their choice of
game any time they wish before the cork. If
the match is tied 8-8 or 7-7, AFTER the
filled out cards have been
exchanged, THEN teams cork. The winner of
the cork then decides which
game shall be played AND ALSO gets to
throw first. Singles are
worth one point, doubles are worth two points and
the triples are worth three
points. The total of points available in any
match is 19. 3. On
the
scorecards, the lineup for each event must
be filled out with
an eligible player’s name before lineups are
exchanged. Filled out
cards are to be exchanged BEFORE the cork. If
fewer than 4
players are present for singles, you may leave
positions blank and fill
them in with a player’s name if they arrive before
the end of that event.
If 4 players are present, however, these 4 must
play. No “waiting for
better players” is allowed. 4. If
a
posted player is tardy, absent or otherwise unable to
play for any reason,
another team member not already playing in that event
may be substituted in their
place. Once substituted, the original
player is ineligible to
play in any subsequent games in that evening’s
match. Should they
do so, those games would be forfeit. Only
one substitution will
be allowed per team, per match. No player may
play more than once in each
event. (Note: a good rule of thumb is to
leave the singles slots blank
if you don’t have a player for them. That way, you
can write them in if they
show up w/o having to substitute someone and hence,
eliminate them from later
games. Doubles, however, should be filled out
with a player’s name if
they are expected to arrive. That way, if they
do show up, they can jump
right into a game in progress. By that time,
the odds are slim that
anyone else will be coming, and if they do, a
substitution is less likely to
affect your team adversely.) 5. Late-arriving
players whose names are posted in the lineup may
jump right
into any doubles or triples game, even if it
is currently in progress. (Typically,
this
will happen when a team is short-handed and playing a
2 vs. 1. Note
that the game is NOT restarted, the new player just
joins in at the appropriate
time between opponents’ shots.) 6. The
home
team shall select the dartboard upon which the match
games will be
played. This board shall be cleared of non-club
play no less than thirty
minutes before the match. In Playoffs, the
higher seed is the “home
team”. 7. The
home
team shall provide a scorer for the first and third
singles games, the first
doubles games and the final triples game as they are
written on the
scorecard. The visiting team shall provide a
scorer for the second and
fourth singles games and the second doubles games as
they are written on the
scorecard. When short-handed, a scorer may
play (or a player may
score, if you prefer). 8. The
player
whose team is not scoring has
the option of corking
first or second. 9. Playoff matches
will
be held in neutral bars, when possible. The
first team to score 10
or more points wins the match and advances to the next
round. If
the score is tied at 7-7 and
both teams agree, you may skip
the second double cricket game and proceed directly to
the final and
determining triples game. In this case, teams
exchange rosters then
cork ONCE to decide the game AND who
goes
first. If the 2nd double cricket game is
played, the team
w/ more points gets to choose what the
triples game will be.
Single and double Allstars do not count in the
Playoffs, but Triple &
Quadruple Allstars and Outs 61 and higher will be
counted towards prize rewards
& the Mystery Out and High Out prize eligibility.
The higher seeded
team shall be designated as the “home team” and scores
first. Players usually need 15 regular
season games to become
eligible for Playoffs*. (*exceptions for forfeited
games & divisions with BYEs,
etc.) The Playoffs schedule is posted on
the website after the last
week of the regular season. If a team
cannot field enough players on
the scheduled day of the Finals, they may request a
postponement to the next
Tuesday. If the opponent agrees, the match
will be held at the
opponent’s bar. III.
FORFEITS
1. Within
each
event, games may be played in any order, (for example,
the second and
third games, then the first and fourth games) whenever
a player posted to play
in that event is tardy or missing, but expected to
show up. At
the end of that ‘event’ however, any un-played
games will be considered forfeit
to the team who has a player present.
This rule is only to keep
players from repeatedly being tardy. It
is strongly urged that
bypassed games be played once the missing players
arrive, either at the end
of the event currently being played or at any time the
team captains deem
appropriate. This is especially true during the
regular season as we all
come out to play darts and not simply to amass points
by hiding behind the
rules. There are 5 ‘events’ in a match: singles 301,
singles cricket, doubles
501, doubles cricket & triples (801 or
cricket). 2. A
team
fielding less than four players will forfeit the
points for each game not
played. Because these games are not actually
played, points
won or lost due to a forfeit do not count toward
any player’s average, but
should be counted as won or lost by “bye” in the
stats section* of the
scorecard. *See VI.7-Bye Games/IndivStats 3. When
both
teams are short of players, there may be some games
that do not have a
player listed on either team’s side of the
scorecard. In the event of
this “double forfeit” no points are awarded to either
team and the sum total of
points for the match will be less than the usual
nineteen. 4. A team
only needs a minimum of two players present
to play a match and avoid a team forfeit. 5. Any team that
forfeits twice
during a season or once during the last two weeks
of the season shall be
dropped from the club and
forfeit all team members’ rights to
membership in the ODC for the following season and
furthermore shall forfeit
all team members’ rights to any and all awards and/or
prizes they may have
forthcoming, pending board review. Any team
voluntarily dropping out at
any point during the season shall incur the same fate. 6. A
team
winning a forfeit will initially receive ten points.
Points awarded are subject
to change under two situations: a) If
the
forfeiting team only forfeits one match prior to the
last two matches of the
season, the winning team shall either receive an
average of their points per
match (computed at season’s end) or ten points,
whichever is greater. b) If
the
forfeiting team is dropped from the club, all points
won against this team
shall be deleted and the entire division’s point
totals
recalculated. 7. Any
and
all make-up matches must be completed before the final
week of the regular
season.
IV. RULES OF PLAY 1. Darts
is
an indoor, civilized, non-contact sport, no matter
what you may have seen on
TV. Unsportsmanlike conduct including, but not
limited to, fighting,
verbal threats, use of weapons, throwing darts in
anger, temper tantrums,
intentional distractions and acts of destruction will
not be tolerated by the
Orleans Dart Club. 2. In
the
spirit of good sportsmanship and fun, agreements
between team captains shall
take precedence over these rules of play. 3. A
maximum
of nine practice darts on the game board is allowed
per player per game.
During a game, a player may not throw practice darts
on the game board or any
other board. During ’01 games, once a player has
“busted”, they must stop
throwing and retrieve their one or two darts from the
board. Players may
not “practice” with the dart(s) remaining in their
hand or hurl them in
anger. Two warnings are sufficient per player
before invoking the penalty
for this offense, which is loss of their next
turn. 4. Opposing
players
and all spectators must stay at least two feet behind
players shooting
at the oche if at all possible. They may not
remain within the visual
range of a shooter facing the board if the shooter
finds their presence to be
distracting. Any requests to move out of a
player's field of vision must
be honored. No player or spectator
may intentionally distract
any shooter for any reason.
Do not shoot until you feel
you have a distraction-free zone. 5. All
darts
must be deliberately thrown, one at a time, by and
from the hand from a
standing position (excepting special-needs/disabled
players). Any dart
released from the hand during a forward motion is
considered a valid dart and
shall not be re-thrown. Darts that accidentally fall
from a player’s hand
without a forward motion do not count as a throw, may
be retrieved and then
thrown. 6. Any
dart
bouncing off or falling out of the dartboard shall not
be
re-thrown. To count, a dart must remain
in the board long enough
for the player to complete his throw (all three
darts, if necessary), approach
the dartboard and touch the dart while it is still
stuck in its scoring
position. (not removing it
and not catching
it in the air and re-sticking it!) The scorer
will determine whether
these conditions are met, and hence, if the dart
scored is 7. Players
whose
feet or shoes
are over the oche
when throwing their darts should first
be given a warning by the opposing
captain. Any subsequent violation
should be brought to the attention of the violator’s
team captain for
verification while it is occurring and will result in
a loss of darts scored
during that turn. Players, please toe the line.
Captains, please report
only gross violations. Minor fudging is often
accidental and
unnoticed. 8. Any
player
shooting out of turn during a doubles or triples game
shall receive a zero for
their score as their turn shall be forfeit. The
player who should have
thrown will shoot next (after the opponent) and that
team will continue in the
original order. This rule may only be enforced
if no player has shot
after the offense. (Example: the
order is Bob, Abe,
Ted. Ted accidentally shoots instead of
Bob. Ted gets
zero, then the opponent shoots, then Bob shoots,
then opponent shoots, then Abe
shoots, then opponent shoots, then Ted shoots.) Partners
may
shoot in any order they choose the first round but
must maintain that order for
the rest of the game. Written lineups on
the score sheet have no
bearing on actual shooting order. Scorekeepers
should write down
the players’ initials in shooting order (Example:
B-A-T) in Triples
games because it’s the end of the night and the extra
players make confusion
most likely to occur then. 9. Regarding coaching,
a player must step
back off the oche and request it. In singles
games, spectators,
teammates, V. AWARDS &
PRIZES
1. First,
second
and third place teams will receive a beautiful wall
plaque in honor of
their historic Achievement. First place teams
will also receive their
choice of 1) a single customized dartboard or
chalkboard, or 2) individual
customized engraved glass mugs, plaques or
t-shirts. Mugs are the default
prize. 2. The
winner
of the playoff series final match will receive the
Orleans Dart Club City Grail
trophy, which they may keep at their home bar until
the next City Grail finals,
after which a replacement cup will then be awarded to
keep forever. The winners
also receive individual large mugs while the
runners-up get individual small
mugs. 3. Players
scoring 180’s & 9
marks get shot glasses or patches. 6 bulls
gets a color-changing
mug. 4. The
High Allstar Leader and “MVP”
from each division will receive a customized large mug
except for High Allstar
totals under 10 which get a small mug. 5. There
will
be three randomly selected $20 Mystery Out (61 or
higher) prizes and one $40
High Out prize awarded each season. VI.
SCORING 1. The
scorer
may not distract the shooter in any way.
This includes
head & body movement, pointing, talking, calling
out scores unsolicited, or
staring at the shooter, etc. The
scorer shall face the board
at all times during the game. The
scorer may not move
or bend or even touch any dart in order to
determine whether it is
closer. If a scorekeeper exhibits
distracting behavior or makes
three or more scoring errors, the opposing team may
demand a replacement, even
from their own team or a bystander if no one else is
available. The
home team supplies the scorekeeper for the first game
and teams then alternate
the rest of the night. 2. Corking:
Before
each game begins, one player from each team throws one
dart at the
bullseye. Player with the closest dart gets
to throw first to start
the game. The scorer shall judge the winner
of the cork, or if tied,
call for a re-cork. If a re-cork, the player who
threw second now throws
first, and so on, until a winner is declared. 3. Darts
must
be left in the board until the scorer has acknowledged
them. Darts
removed before the scorer has seen and acknowledged
them will not count nor be
re-thrown! Make sure the scorer
has your correct score before you
pull your
darts. 4. Upon
any
shooter’s (at the oche) request, the scorekeeper shall
verbally inform them
of their current numerical score. 5. Score-Keeping
Errors-- If a player’s score is incorrectly
calculated by
the scorer: 6. Tie-breakers:
If
any teams tie for a division spot (i.e. 2nd place)
the
winner will be determined by the most points 7. Bye Games
& Individual Stats:
8. Regarding
Allstars, the
darts must count toward a score. For example, 6
bulls only counts as 5
bulls if you only * In any ’01 game, (not
Cricket) if you go
out on the Double Bullseye, add an extra allstar
(i.e. 64 out via ‘single 14,
DB’ = 2 Allstars), thusly 170 out is now a QUADRUPLE
ALLSTAR! Here
are some examples of how to
record your Allstars: In cricket, 6 marks =
"6M", 3
bullseyes = "3B". In '01 games, make sure
to put
"OUT" next to any allstar-caliber outs. If not
an out, simply
write the number as "116" or "1T6". We need the
individual stats in order to
provide you with current information and to keep the
precise data that allows
us to place teams accurately,
according to their skill
level. If we’re missing your stats, we can’t
credit your players with the
correct Allstar totals, Mystery Out or MVP
awards.
PENALTIES
1. IF
YOU DO NOT REPORT YOUR MATCH SCORES & INDIVIDUAL
STATS VIA EMAIL BY THE
DEADLINE, NOT ONLY WILL 2.
FAILURE TO REPORT YOUR
TEAM’S INDIVIDUAL STATS WILL
COST YOU 1 TEAM
POINT 5. IF A TEAM
HAS NOT PAID THEIR
DUES PAST THE WEEK 5 DEADLINE, THEY WILL INCUR A -10
PENALTY EACH WEEK.
We
urge you to get in the habit of sending in your
scorecard promptly. If we
do not receive it by midnight on the
Saturday following your match, a
penalty will be assessed to your team. They add
up. Unfortunately
if we didn’t have penalties, we’d get very few
scorecards and this would
prevent us from providing you with up-to-date
standings, stats, averages &
allstars. The ODC
does not mail newsletters. Updates, news,
special announcements, player
averages, Mystery Out lists, Allstar totals, Playoff
schedules and team
standings can all be accessed via the Internet
at: http://orleansdartclub.com/index.html The
webpage
is usually updated on Sundays, sometimes
Mondays. E-mail ORLEANSDARTCLUB@COX.NET to
get
on the mailing list. See more content in our Facebook
group https://www.facebook.com/groups/710055029149030. VII.
EQUIPMENT 1. LIGHTING:
All
venues are expected to provide lighting of sufficient
brightness so as to
provide a well-illuminated dartboard with no prominent
shadows. Usually,
two separate light sources are necessary to achieve
this. The light
sources must be mounted such a way so as to prevent
any direct light from being
visible from the oche, shining into players’
eyes. 3. DARTBOARDS:
The
dartboard used will be the standard English 18”
bristle board.
Acceptable brands are NODOR, HAMMERHEAD,
HARROW”S, WINMAU, & ACCUDART, just to name a
few. The only types of
boards that are specifically banned are shiny
CHROME-WIRED boards. NO
SHINY-WIRED BOARDS MAY BE USED FOR MATCH PLAY.
They may be used for
practice boards only. Boards are to be mounted
with the center bullseye
5’ 8” from the floor. The distance from where
the face of the board meets
the floor and the oche (throwing line) is 7’
9¼“. The distance from the
bullseye diagonally to the oche is 9’, 7 3/8”. FOR
MORE INFO, CONTACT:
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