Table of Contents. PPD Emergency Assistance Line

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2 Table of Contents Section A League Schedule Types, Individual Player Stats, League Caps and Break-Out Rule pages 3, 4 Section B League Fees, Byes, Payouts page 4 Section C League Match Player/Game formats page 5 Section D Handicap details pages 6, 7 Section E Team Captain Responsibilities, Player Accounts & Local League Coordinator Responsibilities page 7 Section F Player Order, Team Roster & Substitutes pages 7, 8 Section G Electronic Handshake, Start Time, Match Time Outs, Delay of Match, Shot Clock & Protest Procedures pages 8-10 Section H Reschedules, No Call/No Shows & Match Forfeits pages 10, 11 Section I Freeze Night, Play-Offs & Play-Off Handicapping pages 11, 12 Section J Machine Errors and Remote Camera Functions pages Section K Fouls, Errors, Solutions page 13 Section L Player Etiquette, Good Sportsmanship and Ethics pages 13, 14 Please Note: These rules are meant to provide a foundation for an enjoyable experience playing darts. Please never use any rule out of the context for which it was written, in doing so you may be causing more problems than the rule was originally meant to help prevent. Never allow misplaced competitiveness to over shadow the real purpose of the league, which is to have FUN. Common sense and good sportsmanship will always solve a problem if you will allow it. THROW DARTS, RELAX AND HAVE FUN!!!! The Partners Promoting Darts (PPD) sanctioning body is comprised of progressive amusement machine operating companies nationwide who provide dart leagues and tournaments to their players with the goal of providing the best softtip darts experience possible. Participating in sanctioned PPD leagues enables players who meet certain standards an opportunity to compete at the Darts - Tournament of Champions and the Extreme-Team Remote Dart Tournaments offered by the PPD. PPD Emergency Assistance Line Effective immediately the PPD league administration office now has an on call phone for situations that may need to require immediate assistance after hours if both teams participating in a scheduled league have exhausted all communicative and technical possibilities as laid forth in the following rules. This phone number is provided for emergency use only and is not intended to be used for questions or clarifications that can simply be found within this rulebook. Any misuse of the PPD Emergency Assistance Line is subject to penalties as described in Section G. 2

3 Section A League Schedule Types (Standard & Express), Individual Player Stats, League Caps, Break Out Rule Extreme Team remote leagues are leagues in multi-vendor territories or a single-vendor territory with two schedule types to choose from Standard or Express. Standard Scheduled Leagues leagues that allow for minimum 6 teams to a maximum of 10 teams - the league schedules consists of a number of matches necessary to play all other teams in the division at least twice, sometimes more = 18 to 21 matches in total league play, have make-up/freeze/position nights and an overall play-off. See Section I for more details. Express Scheduled Leagues leagues that allow for minimum 6 teams to a maximum of 8 teams - the league schedules consist of playing all other teams in the league twice = 10 to 14 matches in total league play, have no makeup/freeze/position nights and no overall play-off. See Section I for more details. All other standard league rules apply. Choices for both Standard and Express leagues are: Capped & Handicapped Capped - no handicap No Cap & Handicapped No Cap - no handicap NOTE: Individuals/teams may play in multiple leagues at the same time if their location has the required number of boards to support the matches. If players/teams are participating in multiple leagues at the same time it is important that positive communication, as described in Section G, is practiced. Opposing teams must be made aware that their opponents are participating in multiple matches so there can be no misconception that the team is delaying or attempting to circumvent the shot clock as described in Section G. Individual Player Stats Capped and Handicapped Extreme Team remote leagues use handicapping for both X01 and Cricket games. A team cap based on CPR (Combined Player Rating) which is a combined of each player s points per dart (ppd) multiplied by their marks per round (mpr) and is used in assembling teams at time of sign up to add a level of parity. New players who have not previously competed in any league system are assigned a starting player rating (mpr x 10 + ppd). A male starts with player rating (pr) of 48 (2.5 mpr x ppd) and new females start at 35.5 (1.75 mpr x ). New players establish their own pr (mpr x 10 + ppd) after their first match within a league and once 24 games of Cricket and 24 games of X01 (full bull) are played. Said stat becomes the best known stat until other league or tournament data becomes available* If, at league end, a player does not achieve a minimum of 6 matches within a league that stat is no longer eligible to be considered a best known stat when or until other league and tournament data is available. *For the purpose of registration for the TOC and the October All-Star remote tournaments, pr s will be reset to the new current TOC league-year on the Monday following the October All-Star remote tournament. Existing league players may find their previously established pr located at under the current year tab and titled Player Rating List. PR for players not currently participating in league during any TOC league-year is retained from the last TOC league-year the player participated in. All players are expected to provide honest data at time of league sign-up. A player who believes they should use a higher starting pr (mpr x 10 + ppd) should contact their local league coordinator to request an adjustment to their starting statistic to avoid break out penalties after league begins. When access to stats from other leagues is available and that data shows a new player [to this league] has stats above average, that other league stat is to be used to start this league to provide additional coverage, a 10% increase will be applied to provided stats at the start of league. League officials reserve the right to access a higher than 48 pr (men) and 35.5 pr (women) for any player known to have exhibited above average skills during any other darting activity. Extreme Team Dart League - Sign-up Team Caps for Standard and Express Leagues Promoted leagues allow for establishing varying league caps; promoter can choose a capped league and can designate league cap. League cap applies at time of sign-up, when replacing a permanent player and when using substitutes (Subs). Any attempt to circumvent league cap is subject to penalties. Player ratings will change as players improve, the league cap is not applicable after the league has begun except for application of the following "Break-out" rule. Break-Out Rule To ensure the fairest competition and as fail-safe measure to prevent stacking of teams or other activity that cause damage to league competition, players are strongly advised to review their cumulative league statistic to ensure their league-starting statistics accurately demonstrate the true skill and darting ability of each player on a team. This is 3

4 necessary to avoid the team "breaking out" during the course of a league session. Break-out applies to any team of players whose current league stats, when added together, exceeds the original league cap by 25% or more after any of the players on the team has thrown a minimum of 120 darts in X01 and/or 120 darts in Cricket games. Any team, that 25% or more above the original team cap is deemed a break out and is required to modify the team roster to return to a team combination under a total of team cap when adding 25%. If no combination of existing players fits under the break-out cap of a specific league type, a new player must be added to the team and only a player who has previously established a true "history stat" enabling a team to be fielded under the 25% above the original team cap. Any matches played in breach of this rule are subject to be disqualified. Contact your local league coordinator for final decision. Section B League Fees League Fees Dependent upon the type of league played, each player pays $10 - $15.00 per match in league fees. Match play will not begin until all team league fees have been added at the dart board during match set-up. League fees per league are as follows: 4-Person Team 15 games $10 per player, $40 per team 4-Person Team No cap, no handicap 19 games $11 per player, $44 per team Triples 15 games $11 per player, $33 per team Triples No cap, no handicap 19 games $12 per two players, $13 per one player, $37 per team Doubles 15 games $13 per player, $26 per team Doubles No cap, no handicap 19 games $15 per player, $30 per team League fees are distributed as follows: $3.00 returned to players in the league through the general league prize fund money. This amount is paid back to each team in the league on the number of wins earned by the team during league play and at the end of the session. $1.00 is used for paying positional prize money. This portion of prize money is paid out as follows: 50% is added to the win money for 1 st Place 30% is added to the win money for 2 nd Place 20% is added to the win money for 3 rd Place $2.00 to support the Extreme Team Dart Tournament Fund. The remaining money is normal coin-drop, split evenly between local PPD vendor to pay for equipment upgrades and normal business operating costs, and the PPD for administration including league and tournament operating costs. NOTE: If an individual player drops off of a team without replacing themselves OR if a team drops out of a league without replacing themselves thus creating a bye, the teams that were involved in matches played will receive credit for the games played and the league point for the match played. The team will be issued a portion of the league fees as a refund: league prize fund + positional prize money (4-person team = $24 refund; Triples = $18 refund; Doubles = $12 refund). Byes When a league has a BYE, a team with a bye receives 0 wins and team fees are not required. Payouts All prize monies are distributed to individuals proportionate to the games that they participated in via the PayPal account listed in their player profiles (described in Section E). Team captains must select within their player account the mode of league payouts from one of three choices: None: for teams who opt to have sub winnings sent to sub s PayPal. Captain: for teams who pay for their subs, this choice will have all sub winnings sent to team them to disperse. Vendor: for teams who wish payouts sent to their local league operator. Updates for team winnings and payouts can be found on stats page online under the archived stats and schedules tab. 4

5 Section C League Match Player/Game formats Doubles Match Format Doubles Match Format - with Singles Games Each thrower plays in 15 of 15 games as follows: Each thrower plays in 12 of 15 games as follows: Game Freeze - Team Game 1 Cricket - Team Game Freeze - Team Game 2 Cricket - Player 1 Game Freeze - Team Game 3 Cricket - Team Game Freeze - Team Game 4 Cricket - Player 2 Game 5 Cricket - Team Game 5 Cricket - Team Game 6 Cricket - Team Game Freeze - Team Game 7 Cricket - Team Game oi/oo - Player 1 Game 8 Cricket - Team Game Freeze - Team Game 9 Cricket - Team Game oi/oo - Player 2 Game 10 Cricket - Team Game Freeze - Team Game oi/oo Stacked - Team Game 11 Cricket - Team Game oi/oo Stacked - Team Game 12 Cricket - Player 1 Game oi/oo Stacked - Team Game 13 Cricket - Team Game oi/oo Stacked - Team Game 14 Cricket - Player 2 Game oi/oo Stacked - Team Game 15 Cricket - Team Triples Match Format Triples Match Format - with Singles Games Each thrower plays in 12 of 15 games as follows: Each thrower plays in 10 of 15 games as follows: Game oi/oo Stacked - Team Game 1 Cricket - Team Game Freeze - Players 1, 2 Game 2 Cricket - Player 1 Game Freeze - Players 1, 3 Game 3 Cricket - Player 2 Game Freeze - Players 2, 3 Game 4 Cricket - Player 3 Game oi/oo Stacked - Team Game 5 Cricket - Team Game 6 Cricket - Team Game oi/oo Stacked - Team Game 7 Cricket - Players 1, 2 Game oi/oo - Player 1 Game 8 Cricket - Players 1, 3 Game oi/oo - Player 2 Game 9 Cricket - Players 2, 3 Game oi/oo - Player 3 Game 10 Cricket - Team Game oi/oo Stacked - Team Game oi/oo Stacked - Team Game 11 Cricket - Team Game oi/oo Stacked - Players 1, 2 Game 12 Cricket - Players 1, 2 Game oi/oo Stacked - Players 1, 3 Game 13 Cricket - Players 2, 3 Game oi/oo Stacked - Players 2, 3 Game 14 Cricket - Players 1, 3 Game 15 Cricket - Team Game 15 Cricket - Team 4 Person Team Match Format Each thrower plays in 9 of 15 games as follows: Game Freeze - Players 1, 2 Game Freeze - Players 1, 3 NOTE: X01 games posted as Freeze are individual Game Freeze - Players 2, 4 scores while X01 oi/oo are stacked scores. Game Freeze - Players 3, 4 Game 5 Cricket - Team In leagues with no handicap & no team cap all Game 6 Cricket - Players 1, 2 stacked X01 games will be changed to 701. Game 7 Cricket - Players 1, 3 Game 8 Cricket - Players 2, 4 Game 9 Cricket - Players 3, 4 Game 10 Cricket - Team Game oi/oo Stacked - Players 1, 2 Game oi/oo Stacked - Players 1, 3 Game oi/oo Stacked - Players 2, 4 Game oi/oo Stacked - Players 3, 4 Game oi/oo Stacked - Team 5

6 Section D Leagues with Handicap Handicap Details Handicap for Spot Dart leagues Player handicaps range from 0 to 4 and in some leagues 5 darts as found on the weekly stats. For the first night of all new handicapped leagues, handicaps are assigned. After the first night s match, player handicaps are as found on the current weekly stat screen on the dart board and online. IMPORTANT: If using a player on your first night of league who was not on the original roster, please visit the current handicap list as found on the dart machine or the dartstoc.com website to view the handicap thresholds in PPD and MPR to properly handicap the new player by finding where their statistic would have placed them among those who are on the list. Team captains adjust player order and handicap as found on the league stat screen during board set-up at the start of a match. The dart board will then automatically calculate how many darts each player will throw during the handicap round of each of the games for the match by determining the mathematical difference between the lowest player and the highest involved in each game. The dart board will always give the weakest player in any game a full set of darts and the best player in that game the difference. EXAMPLE: if Joe is a 0 and Cindy is a 4, Cindy will throw 6 darts total in the first 2 rounds while Joe will only throw 2 darts in the 2 nd round. NOTE: Shooting order and handicaps are subject to change weekly depending upon how each player performs within the existing and ongoing league session. Handicaps are input by league office for 1 st night of league only, if teams do not play on the 1 st night of league they will have to MANUALLY input their handicaps for the 1 st time they play league. 70% and 75% RULE When a team wins more than 70% of their games, it is usually because it has players whose skill has improved in comparison to the other teams in their league and beyond the ability of the standard handicapping to work properly. This is due to natural ability, strategy improvement or simply because they were better than average players and this was unknown prior to league startup. When this happens it is necessary to add extra handicapping to ensure: A) that the improved players continue to be challenged to improve their game and B) to ensure the other teams do not become discouraged and quit, which can be devastating to any league. The 70% rule is applied to any team whose win % (as found on the weekly stat screen) is 70% and up to 74.99% at any time after the team has played two full matches (30 games). Manual handicap is required as follows: On the team with the 70% (up to 74.99%), the highest ranked player in every game of the match will give up an additional dart after the automatic handicapping round. After throwing their 2 darts, the player change button must be pressed to advance to the next player to continue the game. For the same reasons explained above, if a team has a win % of 75% or higher another level of handicapping must again be applied. When a team exceeds 75%, every player on that team must give up an additional dart in every game in the second round following the automatic handicapping round. The 70% and 75% rule applies to ALL games played in the match. NOTE: If a team is at 70% or higher after two full matches (30 games), they MUST play with the 70% and 75% rule even if the opponent has not yet completed two matches. 70% and 75% RULE FOR SPOT POINTS/MARKS LEAGUES Manual handicap is required as follows: On the team with the 70% (up to 74.99%), the highest ranked player in every game of the match will give up one dart their first throw. After throwing their 2 darts, the player change button must be pressed to advance to the next player to continue the game. For the same reasons explained above, if a team has a win % of 75% or higher another level of handicapping must again be applied. When a team exceeds 75%, every player on that team must give up one dart their first throw in every game. The 70% and 75% rule applies to ALL games played in the match. Exception to the 70% and 75% Rule The 70% and 75% rules are excluded from use whenever two teams in a match are within 5% (total league win percent). Neither the 70% nor 75% rule as explained above is used and no additional handicapping is applied. Example: Joe s team is at 73.5% and the opponent is at 68.6% - the difference is 4.9%, which is 6

7 less than 5%. Thus the match is exempt from the 70% / 75% rule and the match is played using the normal league handicaps as found in the current league stat screen. Section E Team Captain Responsibilities, Player Accounts & Local League Coordinator Responsibilities Team Captains are responsible for their team adhering to all league rules. Captains must make available to league officials: their contact information and agree to allow this information to be distributed among the other team captains in the league for the purpose of assisting in rescheduling missed matches, and other common communication needs etc. When choosing their team, team captains must assess all potential players for dedication to play and pay. By submitting a team at time of registration, team captains accept responsibility for collecting team fees and setting up each league match. Team Captains Phone Numbers provided by each team captain are required at time of league and/or tournament registration and will be confirmed via text message as a working phone number prior to the start of each league/tournament. If at any time a contact number is no longer working or has changed, it is the player s responsibility to immediately contact PPD league officials so that updated information can be distributed to other teams in the league. Should players fail to update their contact information, the captain or entire team may be subject to the penalties as described in Section G. Player Accounts A player account is a vital tool, it contains pertinent league information as well as financial reports for expenses and earnings. Players who are new to the league system, who have never played league either with the PPD Extreme Team leagues or with their local league operator, will need to be entered in the local league operator s League Leader account in order for the player to be assigned a unique operator/player identification number that will be required for assigning league points and games played. Once players are listed on the All-Star standings page they are required to establish a player account which includes full name, address, phone number, date of birth, Facebook contact info (used for alternate form of communication) and PayPal info (used for league and tournament payouts). Team Captain is responsible for ensuring teammates have established their player profiles and for selecting league payout method within their own player account. Local League Coordinators Common league concerns and protests are normal within traditional leagues and because of the remote aspect of this league, local league coordinators are to ensure that their team captains adhere to their responsibilities as described above. In addition, local league coordinators are responsible for any league concerns and protests pertaining to their submitted teams. Please see Section G for protest procedures. NOTE: If an individual player drops off of a team without replacing themselves OR if a team drops out of a league without replacing themselves thus creating a bye, the individual and ALL players on the team are subject to Section L and the penalties as described therein. Section F Playing Order, Roster & Substitutes Playing Order Shooting order is dependent upon league type, regular or with Singles. For regular leagues - shooting order is determined by X01 standings only, however handicaps are determined by each player s ppd for 01 games and mpr for cricket games. The player with the highest ppd, as found on the weekly stat s sheet, must be in position one for 01 games regardless of their mpr for the cricket games. Player 2 will be the next best by 01 stats and so on until all players are entered. Each player participates as their name is displayed on the game monitor. For leagues WITH singles games, shooting order is determined by CRICKET standings only, however handicaps are determined by each player s ppd for 01 games and mpr for cricket games. The player with the highest MPR, as found on the weekly stat s sheet, must be in position one for Cricket games regardless of their ppd for the 01 games. Player 2 will be the next best by Cricket stats and so on until all players are entered. Each player participates as their name is displayed on the game monitor. Substitutes Subs are limited to 2 on a team per match. A sub may be selected from originally listed subs on the team roster. Remember, to never play any combination of players that will exceed the signup team cap. For new subs, 7

8 restrictions apply as follows: when a team uses a sub for a missing player - the sub s current pr, when combined with the remaining player ratings as found on team roster cannot exceed league cap. If a new sub s skill level is unknown prior to play handicaps are determined by using 48 pr (23 ppd & 2.5 mpr) for males and by using 35.5 pr (18 ppd & 1.75 mpr) for females just as new players are assessed at the start of a league. New subs may be used except for the last two weeks of league and play-off matches (see Section H for complete play-off details). If a sub plays in any other league, the ppd and mpr from that league may be used by applying the existing ppd and mpr to your current stats to determine a proper handicap. If a sub plays in more than one other league use the highest known pr. If stats are not available from other leagues, check the player rating list on the website. Ghosting League matches may also be played with a missing player, the vacant spot being passed by pressing the player change edit button to advance the match play to the next round. This is to be done if a player has experienced an emergency and must leave during match play. If both teams are aware of a player that will be late and wish to start the match, ghosting may be done in the missing players spot until said player shows up and can start or resume play. Age Requirements All players should be at least 21 years of age to play in league. If under 21, players must have prior approval from the location involved in the league. Illegal Players If a player is found to have played illegally in a match, all games that the illegal player participated in are subject to forfeiture at league discretion OR the match may be subject to a replay after investigation by league officials. Releasing A Player A player released from one team and wanting to play on another team MUST have written permission from the original team captain, filed with local PPD league officials, if they meet the following: player was listed on the team roster at league start-up or has played at least 6 weeks for one team, thus becoming a permanent player for that team. Section G Electronic Handshake, Start Times and Protest Procedures Electronic Handshake As a new league is established each team captain (and their operator) will receive an containing the starting handicap sheet (to be used as the player s handicap for the first night of league) where applicable. Also a list containing contact information for each team. Contact info is to be used for the express purpose of communicating prior to setting up each league match as uniquely necessary to support remote league play (electronic handshake). This communication is necessary to ensure all players are present before putting money in dart board and setting up the league match. Contact information is NEVER to be used for any purpose including but not limited to: comments that are abusive, negative or anything that could be deemed derogatory. Misuse of contact information will result in severe consequences to the sender and/or team of sender. Consequences including but not limited to: loss of wins, removal from league, loss of all sanctioning privileges including tournament participation. Please be courteous as to the start time. Contact the opposing team approximately 15 minutes before the scheduled start time of EACH MATCH to ensure that all members are present BEFORE putting team fees in the dart board --- also please confirm proper shooting order and handicap for all players in match BEFORE beginning the match set-up.!*!*!*!* VERY IMPORTANT *!*!*!*! When participating in any Handicapped leagues please note If match play began without any prior communication as described above, said match CANNOT BE PROTESTED for improper shooting order and/or handicap if neither team captain cannot provide screen shots of texting PRIOR to match as described above. NOTE: Positive communication between teams - phone calls or texts for great darts or good game is encouraged. 8

9 Start Times League start time is stated on league schedule. League matches may start earlier or later so long as both teams agree prior to the scheduled date and time of the match. All efforts must be made to get a match concluded, even when it is started late and loss of game penalties may be applied to teams who start late*. When there are problems, play the match then report details of the situation to your local league coordinator and work with league officials help to decide how best to resolve any conflict. If a team does not have all players present and able to start a match thirty (30) minutes post league match start time, the team that is present should call their local league office/coordinator and leave a voice mail. The message is necessary to give a report of the situation and to log the time. NOTE 2: If at any time a contact number is no longer working or has changed, it is the player s responsibility to immediately contact PPD league officials so that updated information can be distributed to other teams in the league. Should players fail to update their contact information, the captain and/or entire team may be subject to penalties including but not limited to the following penalty options: Penalty options: Five (5) game penalty assessed after match is played* at PPD discretion. Point deduction on the All Star rank list for team captain and/or entire team (5-10% of current points at PPD discretion). Player(s) status marked ineligible for pending league and/or tournament registration during an appropriate probationary period to be determined at PPD discretion. In addition to or in lieu of the above penalties, a $25 penalty processing fee is assessed against the league winnings of any team being penalized. Penalty fees are placed into the National Pediatric Cancer Foundation fund. *When loss of game penalties are assessed against a team for starting late, up to five (5) wins may be deducted from the final match score of the late or no call, no show team presuming all details are properly reported to your local league coordinator and passed on to PPD staff. The non-offending team will only receive the number of truly won games for the match. Penalty games assessed win money is placed into the National Pediatric Cancer Foundation fund. Match Time Outs In many situations there can be scenarios in which teams need a moment for a break, in doubles leagues especially. There is ample time between each game if needed to deal with anything that requires a short delay. If you need a few minutes of time out, 1, simply let the other team know via text or phone-call and 2, do not select start match until teams are ready to resume the match. This is not intended to indicate a break between every game is expected or allowed. This is merely a common sense advisory for how to take a short break without abusing the other team in the process. Courtesy is expected at all times. NOTE: Any unnecessary delay of match or intentional stalling constitutes a foul. Non-offending team shall report any problems to their local league coordinator to initiate possible disciplinary action. Delay of Match/Shot Clock Feature 30 seconds per dart plus player change-over of 6 seconds. How does it work? Each player is expected to be at the throw line and ready to throw when it is their turn. The normal player change over time of six seconds is ample time to get to the line. Simultaneous to the end of the player change over period, the 30 second shot clock begins. Players will see a small green box in the top-center of the screen with numbers counting down. This is the 30-second per-dart shot-clock. The shot clock starts at 30 seconds and counts down to zero for each dart of a player s turn. The countdown graphic starts out green in color then fades into a red color during the last ten seconds. As soon as a dart is thrown - the shot clock starts over at 30 seconds again for each of the remaining darts during the player s turn. IMPORTANT: If at any time during a player s turn a dart is not thrown prior to the shot clock reaching zero (0) the player loses any remaining darts of that one turn. The shot clock feature is designed and intended for the named player who should be at the throw line. An attempt to circumvent the shot clock by any other person is subject to penalties as found in Section G, PLUS a $25 penalty processing fee - Penalty fees assessed are placed into the National Pediatric Cancer Foundation fund. 9

10 NOTE: A missed dart, not detected, cannot stop the shot clock because it was not detected by the dart machine - so the next dart will have to be thrown before the shot clock gets to zero, then press the player change button at the end of the turn as normal. This is rare, but sometimes darts do not register. Be aware of the possibility so you and your team mates know what to do when this happens. When this happens the next dart must be thrown prior to the shot clock reaching zero to avoid losing any remaining darts of that turn. IMPORTANT: Any time a discrepancy is noticed by either team in a match, the shot clock may be stopped by initializing the back-up feature as described in Section K. Doing so will give both teams an opportunity to communicate and then correct the problem. If, after discussion, no correction is needed, cancel the back-up feature and continue the game. How The League Handles A Protest When a protest is made it is done so through the local league coordinators for both teams. Local league coordinators will first refer to the rules to make sure there is a reasonable dispute and use said rules for reference to resolve the dispute locally. If there is no clear rule to resolve the dispute, they will contact the PPD league office. The PPD league office will then form a committee of five league players at random, not involved in the dispute or the league in question. In forming the committee, we will contact each selected member. The situation is explained/described so that they may have a clear understanding of the situation. ALL player names and team names are withheld from committee member. After the dispute is explained to the committee members, their opinion will help determine how the situation should be resolved. Majority vote determines the outcome. Again, if there is a rule pertaining to the situation, PPD officials retain the right to determine the best outcome. Player / match protests must be made directly to your local league coordinator IN WRITING within 48 hours following the match. All protests must contain a $25 deposit - non-refundable if the protest is lost. Protests found in favor of the protesting team shall be redeemed to that team. Section H Reschedules, No Call/No Shows and Match Forfeits Rescheduling a Match Reschedules are not encouraged. However, in case of extenuating circumstances (weather or an emergency) or other similar reason, a match may be rescheduled. When a match is rescheduled, both team captains rescheduling MUST contact their local league coordinator. Match reschedules require a minimum of two (2) hour notification to the opposing team!!! Teams found not to provide ample notice of a reschedule may be subject to penalties as described in Section G at PPD discretion. When a scheduling conflict exists a match can be played early or ahead of schedule. Any match missed in the 1 st half of the season must be made up before the start of the 2 nd half of the season so as to determine 1 st half position standings. Any match missed in the 2 nd half of the season must be made up on or before the final play-off night depending upon the circumstances of the missed match and how the score might impact the teams involved in play-offs. All teams must be prepared to play on any available night to resolve a missed match. It is each teams responsibility to make up a missed match, regardless of why the match was missed or who was at fault. The primary goal is to prevent a team from becoming a bye at mid-season or at the end of a season due to missed matches. No Call, No Show When an attempt to contact an opposing team results in a disconnected number, no answer, no voic , etc. the next step is to contact the opposing team s home bar at the number provided on the schedule. If the opposing team remains unreachable provide proof of contact attempts (screen shots of text message and/or call log) the following day to your local league officials who will help contact PPD to determine penalties to team/players with nonworking contact information. Penalties for No Call, No Show teams include those listed in Section G in addition to the following more severe penalty for repeat offenders: 1 st Offense $25 fine deducted from team winnings. 2 nd Offense Team turned into a bye see section L for further bye penalties. NOTE: Penalty fees are placed into the National Pediatric Cancer Foundation fund. 10

11 Match Forfeits If a rescheduled match is not made up prior to the mid-season or end-season freeze, a forfeited match score is awarded to both teams by determining their overall win percent at the time of the missing match, plus or minus one game. The plus one game will go in favor of the non-offending team; the offending team will receive the difference in game wins for the match, minus one game. In cases where offending and non-offending status cannot be determined or when no communication is given between teams as to the status of the reschedule or the make-up, match score is zero wins to both teams. Match forfeits will have league fees deducted from both teams league winnings. NOTE: Use of league discretion in enforcing any rules related to a no call/no show match, rescheduled match or match forfeit is based on both teams willingness to reschedule a match. In a situation that appears to be a possible manipulation of stats by a team, league officials may allow the most advantageous consideration to the more willing team at PPD official discretion. IMPORTANT: Once a team reaches THREE (3) reschedules, that team will be expelled from the league and turned into a BYE, forfeiting all privileges as stated in Section L. To avoid this penalty, reschedules MUST be called into the league office a minimum of four (4) hours PRIOR to scheduled match. During this call, the make-up date for the reschedule must be turned in as well. For teams that played the offending team prior to their expulsion, please see Section B for details concerning credit for night/games played and match refunds. Section I Freeze Night, Play-Offs and Play-Off Handicapping Freeze dates League schedules consist of a number of matches necessary to play all other teams in the division at least twice, sometimes more. Mid-season freeze is the last scheduled night at the middle of the total number of matches or after every team has played all others at least once and will be noted on the schedule. Mid-season freeze and End-of-season freeze determine which team wins the 1 st and 2 nd positions of the league as well as all other positions during either half of the league session. To win your league you must win one half of a session or the other to force a "play-off". NOTE: All win and loss stats start over for the second half of the session - the week following mid-season freeze. However, to provide for the 70% and 75% rule, all team win percentages are carried over, throughout the entire season. Play-Offs Overall play-offs determine League Champions, 2nd and 3 rd Place. Play-off immediately follows the endseason freeze, after all scheduled and rescheduled matches have been played. The two 1 st place freeze night teams will play for the league championship with the loser being awarded 2 nd Place. The two 2 nd place freeze night teams will play for 3 rd place. If two teams are tied either at mid-season freeze or at end-season freeze, the league will award a leader based on the score of the last time (last match details) those two teams competed that season. All other league positions 4 th place through last place are determined by total games won during the entire league season. Play-Off Handicapping Teams are required to play their matches with their best team and player handicaps (established from EITHER freeze night). For example - you finished 1 st or 2 nd with a higher win % at mid-season freeze than your current win %, at the end of a session you use the higher win %. If your win % is higher for end-of-season freeze you will use that win %. Further example: Team A won 1 st place at mid-season freeze at 70.4%, then finished 3 rd place at end-season freeze with 59.9%, they will use their higher win % of 70.4% to play the overall end of season playoff. The same is said for player handicaps if a player on a 1 st place team at mid-season freeze was handicapped as a 2 in 01 and a 2 in Cricket but he was handicapped as a 1 in 01 and a 2 in Cricket at end-season freeze, he/she will use their handicap from end-season freeze for the overall end of season play-off. The home team advantage for the championship match will be given to the team with the most overall wins for the entire league season. Team fees are required at match set-up and will be refunded to teams involved in a play-off match (see section B above for match refund amounts). SUBS are not allowed in a play-off match unless that sub has played 6 matches with the team, thus becoming a permanent player on the team. 11

12 NOTE: Express leagues are exempt from this section - they have no make-up/freeze/position nights and no overall playoff. League positions 1 st through last place are determined by total games won during the entire season. All other standard league rules apply. Section J Machine Errors and Remote Camera Functions Dart board errors When a board is not operating correctly, see Section J below. Repeated malfunctions may require a match move or reschedule. Both team captains must decide whether to play, move to another board or reschedule the match. All missed matches must be played and the league office must be notified. Teams must notify their local league coordinator of any stats that need credited due to a board malfunction immediately. When a match/board has malfunctioned and teams have decided to move to another board or reschedule a match the match may be suspended. Match Suspension Due to weather, electrical, internet issues, etc power to the dart boards may be lost during match play. When this occurs and the power is lost to one dart board, the other team will receive a message stating that match play has been interrupted. The team will then be prompted to resume match or suspend match. Please contact the other team to confer with them before answering the dartboard prompt. Should both teams decide to continue play, please select resume match and should both teams decide to reschedule the match simply select suspend match until you ve reached an agreeable date to resume. Once the teams involved in a suspended match decide to continue, at least one team must play on the original dart board from the malfunctioned match. Each team will choose themselves as the appropriate home / away team and the dart board will recognize the match as being suspended. The dart board will prompt to answer if the match was suspended, do you wish to resume? Both teams say yes and the program will take you back into the match at the point of suspension. It will recognize the match as being paid and will not require league fees again. NOTE: Manually initiating a match suspension will require interrupting power to the dart board for a few minutes in time. Remote Camera Malfunctions per Arachnid - the only time the remote camera function is not working is when the locations internet upload speed is not fast enough. Each G3 dart board should have a MINIMUM of 3mb of Download/Upload speed. For example 1 board = 3mb down/3mb up, 3 boards = 9mb down/9mb up, etc.** In the event that during league play a team recognizes that the camera is not functioning properly for the opposing team THE MATCH MUST BE STOPPED BY PRESSING THE BACK-UP ARROW and the other team must be contacted and advised that their camera is not working and no image is visible. Teams must then take the following steps: 1. Suspend the match so that a speed test can be performed at the location with the defective camera 2. A speed test at your location can be made by visiting on a smartphone, tablet or laptop and clicking on the green BEGIN TEST button this may take a couple of minutes. 3. If the test produces greater than 3mb download/3mb upload speed at the location, the malfunction is simply a faulty camera and the match can be either: a. Moved to another available dart board in that location or b. If no other board is available at that location, team may move to another available location or c. Suspend the match to a point in time that the camera function has been repaired by the local operator. 4. If the test produces less than 3mp download/upload speed, the locations internet access is not strong enough to provide camera functionality and the match must be either: a. Moved to another location or b. Suspended to a point in time that the upload speed has been corrected by the location and local operator. 12

13 **When determining download/upload speed for each dart board, you must also take into account other equipment using internet speeds as well (jukebox, POS systems, public wi-fi, etc) for locations with numerous items on one internet connection and with multiple teams participating in multiple league on multiple nights, they may be required to provide separate line for dart board connectivity. IMPORTANT: The match MUST NOT BE CONTINUED if the camera function is not working!!! DO NOT PLAY A MATCH without a camera view!!! STOP THE MATCH!!! If the other team is suddenly no longer available, the match can be successfully suspended by interrupting power to your dart board and leaving the board turned off. The offending team should then try to communicate with you in regards to why the match is not being continued. If no communication can be made between with the camera malfunctioning opposing team, further investigation into the match will have to be made via the PPD office and the local league coordinator for said team. If results present proof that camera is working and it is felt that offending team intentionally orchestrated a camera malfunction - the team will be subject to penalties as laid forth in Section G and/or immediate expulsion from league. Section K Fouls, Errors, Solutions Throw Line All Galaxy games have foul lines positioned eight feet from board face. Players throw from behind the foul line. Players are allowed to lean across the foul line with their trail foot, as long as their trail foot does not touch the floor before the dart scores The Shooter s Advantage (backing up darts or flighting a dart) A dart thrown that sticks, but does not score or appear on the darts thrown count on the monitor due to a game malfunction may be scored manually by agreement of both teams only after the action is agreed upon. A dart that flights another dart as it goes in is left scored as the board decides. If the dart counted on the monitor then it is not to be manually scored. Only darts that were not registered by the machine due to a machine malfunction or thrown too soon can be dealt with by backing up the game and manually scoring - and then, only with both teams in agreement. Stop the match by pressing the back-up button, call the other team and explain what you need to do... this will stop the shot clock, if necessary you may continue to push the back-up button until the situation can be discussed in detail with opposing team. Warning: Misuse of the back-up feature to cause match delays unnecessary is subject to penalties as described in Section G. Players Shooting On Opponents Turn It is each players responsibility to see that the machine is displaying the player's name and the throw darts is displayed prior to throwing a dart. Darts thrown prematurely can be lost. Or the dart can be manually scored after contacting the other team to explain what you need to do. Shooting On A Teammates Turn When a player throws while the machine is displaying the name of the player s partner: A) If caught soon enough, contact the other team and back up the game to allow the correct player to throw. Or B) if not caught soon enough, that team loses the next players turn in line. They will push the player change button after the correct player as identified by the game. Shooting Too Many Darts If a player mistakenly throws extra darts while throwing "manual handicap" darts (70% & 75% rule) during the non-automatic handicapping rounds the game shall be backed up to remove the score of the miss thrown dart(s) to put the game where it should be. Stop the match and contact the other team to explain what you need to do. Or, if not caught soon enough to back the game up - that player will lose that same number of darts in their next full turn. Errors during the automatic handicapping round... When any of player errors described above occur during the automatic handicapping round, the correction(s) described above must be made in the next turn for the player because the game cannot be backed up during automatic handicapping round(s). Section L Player Etiquette, Good Sportsmanship and Ethics Player Etiquette & Good Sportsmanship Players are required to conduct themselves in a positive manner at all times. Misguided competitiveness is not an excuse! Drinking is not an excuse! Please be especially considerate because the match is played remotely which in and of itself can create extra concerns, uncertainties and or potential for adding unwanted stress. Work with the other team to resolve a problem as quickly and reasonably as possible. 13

14 Be prepared to throw when it s your turn. Do not delay the match for any reason - especially when playing Extreme-Team remote league competition. Throwing practice darts during your opponent s turn is considered poor darting etiquette. If you are asked to discontinue this by the opposing team, please do so immediately. If you fail to comply you are subject to penalties. All Rules are meant to provide a foundation for an enjoyable experience playing darts. Please never use any rule out of the context for which it was written, in doing so you may be causing more problems than the rule was originally meant to help solve or prevent. Never allow misplaced competitiveness to over shadow the real purpose of dart league, which is to have FUN. Common sense and good sportsmanship will always solve a problem if you will allow it. THROW DARTS, RELAX AND HAVE FUN!!!! Ethics Unethical conduct such as but not limited to: accepting or requesting gratuities from a Bar Owner, abuse of equipment, poor sportsmanship, unwillingness to make up a scheduled match or any attempt to manipulate league standings is not allowed. Infractions may be grounds for forfeiture of: a game, a match, probation, expulsion from league including forfeiture of all league prize monies, banishment from a tournament or all tournaments and include forfeiture of any current position in any points standings and any and all other prizes and monies earned. The level or degree of any punishment assessed by and at the PPD and or your local league coordinator and PPD vendor/member is within the PPD s sole discretion. A team that is expelled from league may be expelled from the league for no less than one session or a team member that is expelled from the league for no less than one year (at PPD and or local PPD vendor league coordinator discretion), the expelled team / player forfeits all tournament (Extreme Team and TOC) privileges. NOTE: For the purpose of this rule anything of value is considered to be a gratuity including but not limited to: shirts, drinks, food and money. PPD and Extreme-Team dart league WILL NOT TOLERATE any poor sportsmanship or unethical conduct! Any negative, aggressive or abusive behavior of any kind will result in penalty. We reserve the right to address any misconduct once reported stemming from any darting activity including but not limited to: league match play or any other darts activity whether sanctioned league function or not. Bad behavior will result in disciplinary action and/or expulsion from this program at sole discretion of the PPD. 14

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