Dart Player Guide Book

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1 Dart Player Guide Book HISTORY Arachnid, the originator of electronic darts, was formed in 1975 when the first dart game was made. Over the last twenty plus years many advancements and changes have been made to the dart game, which have helped dart leagues to grow all around the world. With the development of the dart game by Arachnid, leagues have done away with paperwork and stat collections have been greatly improved. DART EQUIPMENT SPECIFICATIONS Tips used must be standard factory issues for Electronic Darts. No darts with broken tips allowed. Darts may not exceed eight (8) inches in length measured from end of tip to end of flight. Dart weight may not exceed 18 grams. (Local leagues may allow higher weights, but these higher weights are not allowed at most major Electronic Dart Tournaments). The weight of darts is voted on each year at the N.D.A. Dart Summit held during the summer months. Arachnid is a member of the N.D.A. and follows their dart limits. THROWING A DART The first thing a player needs to know when they go to the line for their turn is where to stand. There is a line on the floor that is positioned eight (8) feet from the face of the dart game. A player may stand on this line but the player is not allowed to go past the front edge of the line. (Closest to the dart game). The last part of throwing a dart is keeping as much motion out of the throw. The more motion you put into your throw the more things can go wrong. This will affect the accuracy of your throw. Stance: There are many ways to stand at the dart game. You can stand with both feet touching the throw line or you can stand at a forty-five (45) degree angle, or in some cases you can stand at a ninety (90) degree angle from the game. Whichever one you chose you must be comfortable when standing at the line. If you do not feel comfortable chose a different stance. Holding the Dart: The most important thing any player needs to know about holding a dart prior to throwing is the dart must feel comfortable in your hand. Any time you throw a dart which feels less than comfortable you will make a poor throw. OFFICIAL N.D.A. RATING SYSTEM S.P.R.E. The S.P.R.E. formula for Cricket is as follows: 8 & 9 Dart Outs = 17 points, Whitehorse = 6.5 points, 9 Mark Round = 5.5 points, 8 Mark Round = 4.5 points, 7 Mark Round = 3.5 points, 6 Mark Round = 2.5 points, 5 Mark Round = 1.5 points and a Hattrick / Crickhat = 2.5 points. The S.P.R.E. formula for 301 is as follows: 6 Dart Out = 20 points, 7 Dart Out = 9 points, 8 Dart Out = 8 points, 9 Dart Out = 7 points, 4th Round Out = 3.5 points, Ton = 2 points, High Ton = 4 points, Hattrick = 5 points and Wins =.5 points. The following is an example of how S.P.R.E. is figured for a game of 301 open in / open out. Remember to add all the points 1

2 earned and divide by the number of games played. So, if in league you play in 6 games of 301, add all your points and then divide by 6. In a game of 301 your first round was a hattrick (150 points) and your second round was a high ton (151). You threw 301 points with six (6) darts and your S.P.R.E. would be for this game. How is this figured? Hattrick 5 points High Ton 4 points 6 DO 20 points Win.5 points Total 29.5 points S.P.R.E. has always been total points earned divided by the number of games played. If you played another five (5) games and threw one more hattrick for five (5) points, you would have earned 34.5 points and played in six (6) games, your S.P.R.E. would be for the night. ***At the end of 1996 S.P.R.E. was replaced by these new rating systems - PPD for all X01 games (501 OI/OO is the standard) and MPR for all Cricket games. S.P.R.E. can still be used by your league but the ratings are no longer used to place teams into levels at the N.D.A. Team Tournament. The Galaxy game will figure MPR and PPD for you and display them at the end of each game. These point totals are good if your league uses the standard 15.5 target head and uses a Full 50- point bull in the X01 games and a Split 25/50 bull in Cricket. PPD Points Per Dart is a simple means of checking your ability against another player. Take all points a player collected during a game of x01 and divide by the number of darts thrown during the game. The higher the average the better the player is. Ex: Player A throws 20 darts during a game of 501, player A wins the game scoring 501 points. To get A s PPD rating, divide 501 by 20 = PPD. MPR Marks Per Round is the new Cricket measuring stick. Similar to PPD in calculation MPR does have one twist to it; MPR is actually Marks Per Dart times three (3). The times three is to recognize three darts in a round. To figure your MPR add up your total marks during a game of Cricket and divide by the number of darts you threw during the game. Ex: Player A hits 22 total marks and throws 25 darts during a cricket game. To figure MPR take the 22 marks and divide by 25 darts, this equals 0.88 MPD x 3 = 2.64 MPR. THE GAMES 301 Open-In/Open-Out: Used mostly as an introductory game into electronic darts. A player starts the game with 301 points and the game ends when the player hits exact zero. Player starts scoring by hitting any number on the board. A player has three darts to throw per round. The game will deduct the proper points from the players score so the player knows how many points remain to be thrown. To end the game the player must hit zero exactly. If the player throws more points than required to reach zero, the player will bust. When a player busts, their score will return to the score they had at the start of the round. Ex: A player has 15 points. The player throws and they hit a triple 15 scoring 45 points. The player will bust and their score will remain Double-In/Double Out: This game is for the master player. This game starts with the player throwing at the double ring. Player must hit this ring to start scoring. If the player does not hit the double ring with their three (3) darts, the player is not in the game yet and must throw at this double ring until player hits it. Player can throw at any double to start the game. 2

3 Note: If the game has a double bull, the double bull can be used to start the game. (The double bull must be active.) If the bull scores 50 points only, the player can only start with a double. To end the game, the player must double or bull out. The game will automatically bust you if you single out or triple out. If the game has a double bull, the player must hit the inner bull to score 50 points. Remember: double or bull to go out only! 301 Masters Out: This game is for players who need more of a challenge than open in / open out. The game plays the same, as 301oi/oo except for the finish where a double, triple or bull is needed to end the game. This game is favored as a warm-up game for leagues players, as well as a betting game when a group of players get together to practice. 501: This game can be played either Open-In / Open-Out or Double-In / Double-Out. Games play the same as 301 versions. The game starts with 501 points. 701 Open-In/Double-Out: The game starts with 701 points and uses the same rules to end the game as Double/Out 301. A player starts the game by hitting any number for a score. In league play, 701 is a team game with all players playing. Generally, in the last game, teams divide so two players from same team are on a position. These players take turns throwing for a score until the game is over. Cricket: This is the most popular game in the country, and played in most leagues. This game uses the numbers 15, 16, 17, 18, 19, 20, and the bull. The object of this game is to be the first to close all the numbers and be ahead in points. Scoring: The player must close a number first. Hitting a number 3 times closes it. EX: triple = 3 hits, double = 2 hits, single = 1 hit. Once a number has been closed, any extra hits will score points on that number. This will continue until both players close the number. Once both players have closed the number, the number is dead and no more points can be scored on it. Bull: The bull can be set as a double or a single bull. If set as a single bull, the bull must be hit three times to close it. Any additional hits will score points; single bull setting will score 50 points. In a double-bull setting, the outer bull scores 1 hit, and the inner bull scores 2 hits. It takes 3 hits to close the bull. Points are 25 points for an outer bull and 50 points for the inner bull. Note: Players - remember you may close all the numbers first, but if you are behind in points, the game will continue until you are ahead in points or your opponent closes all their numbers. You cannot lose at Cricket as long as you are ahead in points. THE DART BOARD The dartboard has a throw line positioned 8 feet from the face of the dart game. On the Arachnid 6000 series games, the measurement is 87-1/4 inches from the base of the game. On Arachnid 6500 and 8000 series games, the throw line has an 8 foot mark on the side of the game, or you can measure 92-1/4 inches from the base of the game. These measurements are to the front of the throw line. Scoring - on any dart game the outer ring is the double ring, this is followed by the big square, this in turn is followed by the triple ring, followed by the inner pie, and in the center is the bull. Double Ring - Scores two (2) times the number Big Square - Scores one (1) times the number Triple Ring - Scores three (3) times the number Inner Pie - Scores one (1) times the number Bull - Scores fifty (50) points if set as a single bull Scores twenty-five (25) or fifty (50) if set as a double bull. 3

4 LEAGUE PLAY What type of league should be run? The most popular league for beginners is 301 Open In - Open Out format. The reason I say this is, beginners have a harder time controlling their darts. In 301 everything counts for score and players have more fun. This league can be a Men, or Women, or even a Mixed. For a first league, I recommend a Mixed or Open League, anyone who wants to play can play. Men's League - any 4 males Women's League - any 4 females Mixed League - 2 males & 2 females Open Leagues - any 4 players Time league will play: The most commonly used starting time is 7:30 p.m. This doesn't mean you cannot start at a different time. This is a good item to talk over with your players and give them the choice. Type of game played: There are many types of games that can be played in league. Some are: 301 Open In / Open Out 301 Double In / Double Out 501 Open In / Open Out Cricket Count-Up There are other forms of these games, but this will give you an idea of what can be done. Pick a league that plays a game you can have fun playing. Don t let other players influence your decision on what type of league to enter. For the player who is new to the game of darts, I recommend starting them with 301 Open In / Open Out. One note of caution - most players like to play Cricket. If they have their heart set on it - "OK" but they might have a better time in a 301 league. Freeze Rule: This rule is unique to electronic darts. Players need to know how this rule works. The freeze rule is used in all major electronic tournaments and most leagues. The Freeze Rule was developed to prevent very good players from dominating league play. Simply stated you are frozen if your partner's score is higher than the combined score of the opposing team. It does not matter what score the player up has, only his partner vs. the combined score of the opposing team. Player has the option of throwing all or part of their darts to reduce score, as long as the player does not reach zero (0). Player fees: Paid by each player, this fee is held by the operator until the league is over. At this time, all the money is distributed back to the players. This is generally done at a banquet, but can be given to the team captains. Fee is $5.00 a night per player. TOURNAMENTS Bar: Bar tournaments are probably the most fun. Generally, run on a thirty-two (32) team double elimination chart. Tournament runs four - six (4-6) hours. Most popular is Mixed Doubles, remember you want the most participation you can get. Other types of events are Men s Doubles and Women s Doubles or Draw Doubles. State: Most state dart tournaments are put on by a State Operators Association. This involves a large number of machines and people to run a tournament of this size. 4

5 National: The NDA and ARACHNID run this type of tournament. Both of these tournaments are run over many days, and require more personnel to run these tournaments. NDA TEAM NATIONALS: This tournament is held in Las Vegas every year. The tournament centers on finding the best teams in the country. Teams are placed into divisions of play, by skill levels. These levels are earned through league play, in which the operator keeps and submits, to the N.D.A. for team placement. ARACHNID'S BULLSHOOTER TOURNAMENT: This is the largest Electronic Singles and Doubles Tournament in the world. The BullShooter is held in Chicago, IL every year at the end of May. There are two (2) ways to enter: 1. Win first, second, or third place in a main event at one of the sixteen (16) regional tournaments run each year. 2. Operator gets a tournament kit from ARACHNID. Prize Money: Prize money for a bar tournament is 100% of the entry fees collected. Fees generally run $ $ Players pay $5.00 for Singles and $10.00 for Doubles events. DART TERMS 301 FEATS 6 Dart Out Player reaches (0) in 6 darts 7 Dart Out Player reaches (0) in 7 darts 8 Dart Out Player reaches (0) in 8 darts 9 Dart Out Player reaches (0) in 9 darts 4th Round Out Player reaches (0) in 10, 11, or 12 darts Low Ton Scoring points in a turn. (hattrick doesn t count as a Low Ton) High Ton Scoring points in a turn Hattrick Throwing 3 bulls in a turn Three in a Bed Throwing 3 triples on same number (except 3 trips on the 20 s) Ton 80 Throwing 3 triples on the 20 Robin Hood When a player throws a dart that sticks in the back of another dart stuck in the board. Assist To the player on the winning team who did not reach (0) Win Goes to the player who reaches (0) in the game 501 FEATS 9 Dart Out Player reaches (0) in 9 darts 10 Dart Out Player reaches (0) in 10 darts 11 Dart Out Player reaches (0) in 11 darts 12 Dart Out Player reaches (0) in 12 darts 5th Round Out Player reaches (0) in 13, 14, or 15 darts Low Ton Same as in 301 High Ton Same as in 301 Hattrick Same as in 301 5

6 Three in a Bed Same as in 301 Ton 80 Same as in 301 Robinhood Same as in 301 Assist Same as in 301 Win Same as in 301 CRICKET FEATS Mark Any throw that counts points or puts a hit on the number. Triples count 3 marks, doubles count 2 marks and singles count 1 mark. Bulls count 1 mark for the outer segment and 2 marks for the inner segment. Closed Any number that has (3) marks scored on it White Horse 3 different triples in one turn, with no scoring and all marks count. 9 Mark Round 3 triples in one turn with scoring. May be same triple and all marks count. 8 Mark Round 8 marks in one turn, all marks count 7 Mark Round 7 marks in one turn, all marks count 6 Mark Round 6 marks in one turn, all marks count 5 Mark Round 3 darts in bullseye in one turn Assist Same as in 301 Win Same as in 301 DEFINITION OF DART TERMS Actual Dart Thrown Number of darts actually thrown during a game of Cricket or X01. Closed Frozen Term used in cricket to indicate 3 hits have been recorded on a number. Player is frozen in X01 games when partners score is higher than the combined score of the other team. Player may lower their point total but may not end the game. If player ends game team would lose game. 6

7 Games League Mark MPR Open Number Passed Darts PPD Rated Divisions Spot Darts Turn In Cricket or X01 the number of games in a match. All teams that compete against one another on the same night. League may have different divisions. In the game of Cricket a mark is scored when the player throws and hits a scoring number. Numbers being 20 to 15 and the Bullseye, all other numbers do not count. Singles = 1 mark, Doubles = 2 marks and Triples = 3 marks. Bullseyes count 1 mark if scoring 50 points or 1 or 2 marks if the Bull is 25/50 points. Marks Per Round - The average marks thrown per dart in league play. Figured by dividing total darts into total marks and multiplying by three (3). In Cricket any number that has not been marked by either team. Any number of darts a player chooses not to throw during a turn. Points per dart The average points thrown per dart in league play. Figured by dividing total darts into total points. All teams in the division have similar rating. (PPD or MPR) A form of handicapping. Based on ability of all League players, best player in league throws zero (0) spot darts lowest player throws three (3) or more spot darts. Number of spot darts determined by league. Spot Darts are throw at the start of the game. Three (3) darts are allowed per turn for each player. Player may throw less than three (3) darts without penalty. EL PASO BULLSHOOTER LEAGUE RULES 7

8 TEAM CAPTAINS: The team captains will be responsible for the following: 1. Collecting nightly team fees from their team members to be paid into the dart machine. 2. Team captains will be responsible for entering team lineups and (handicap set-up if used in the league) for their team. This includes entering any subs in the lineups. 3. Will try to settle any problem that may come up during play. 4. Team captain will enter the complete name of any sub used during league play. CANCELATION OF MATCH: FORFEITS: DUES: Any team that does not make prior arrangements, minimum 2-hour notice prior to the match start, between the two team captains to play on a different night will cancel their match for the night. The team that cancelled will be penalized by paying the other team s league fees for the makeup match. Any team not at the scheduled match location before the 30-min. grace period has ended will cancel their match and revert to the cancellation rule. Minimum of half the team must be present to begin play and absent members will be skipped during play. Dues for the league will be $5.00 per player per week. Dues will be paid into the machines prior to the matches beginning. The dues will be used solely for the prize fund. Prize funds will be paid based on total wins of each team. STARTING TIME: GAMES: Match play will be held on the designated night with the first game starting at 7:30 P.M. Handicapped Singles and Masters Singles start times will be 5:00 pm on their designated nights. There is a 30-min grace period. This is to be followed at all times unless the team captain s come to an agreement to begin at a different time. The Season length will be determined based on the number of teams in the league so that all teams play each other team an equal number matches. Leagues will be split into A league and B league if more than 10 teams sign up for a league. The teams with the highest average will be A league and the teams with the lower average will be B league. There will be 13 games per night except for Masters Singles and Handicapped Singles which will have 9 games. Master Singles- first four (4) games will be 501 OI/OO, the last five (5) games will be Cutthroat Cricket. This league is not handicapped. Handicapped Singles- first four (4) games will be 501 OI/OO, the last five (5) games will be Cutthroat Cricket. Combo: The games played during the league will be first six (6) games 501 OI/OO, the last seven (7) games will be Cutthroat Cricket. 501: In 501 OI/OO games the league will play with the freeze rule: If your partner s score is higher than the combined score of the opposing team, you are frozen. If you take the game out when your team is frozen you will lose the game. The player may go out on a tie score. The game will automatically declare the other team the winner if the freeze rule is violated. 8

9 Season Completion All make up matches must be played within 2 weeks after the end of the season. Any teams that have not completed their matches will be cut off after the 2 weeks. All team s captains in a league that didn t finish all games will be polled to determine the reason for matches not being finished. If one team is determined to be the cause of the incompletes, then that team will be penalized by forfeiting all winnings which will be evenly dispersed to the other teams. GENERAL RULES: 1. The throw line will be set with the front edge of the line exactly eight feet back from the target head. There is an eight-foot mark on the side of the game, or measure 92 1/4 inches back from the front of the game. 2. A player may stand on the throw line, but no part of their foot can go past the front edge of the throw line. Foot Fouls - If a player crosses the toe-line a warning will be issued the first time it occurs. The following times the player will lose a dart. This will be enforced by the Team Captains. 3. Each player has a maximum of three (3) darts to throw per turn. Players have the option of passing all or part of a turn. 4. Any dart thrown counts as thrown, whether or not it is registered by the machine. The dart may not be thrown over. Dropped darts can be picked up and thrown. 5. The dart machine is always right - if a malfunction occurs, the team captains will decide whether to continue play or call for repairs. Darts may not be scored manually. 6. Maximum dart weight allowed in league play - 18 grams. 7. Harassment from players or spectators will not be tolerated. Each team is responsible for their spectators and players. 8. No foul or abusive language will be tolerated. 9. Unsportsmanlike conduct - If a situation arises involving unsportsmanlike conduct then the Captains are to work the situation out and diffuse the incident. If the Captains are unable to work it out then if need be they are to contact the league administrator to handle the situation. 10. Continuation of Play All teams are to ensure that play continues without excessive disruptions. If a team determines that play isn t continuing and a team is causing undue disruption of play then the captain needs to warn the opposing team s captain. Once one warning has been made then the team is allowed to skip turns of the team causing the disruption. This is to be done to keep play continuous. 11. It is each player s responsibility to see that the machine is displaying your name prior to throwing any darts. If a player throws when the machine is displaying an opponent s name, the opponent has the option of accepting that score and allowing play to continue, or resetting the machine to the players number who originally threw on the wrong number and then continuing play. 12. Any new player to the El Paso Bullshooter League that doesn t have established stats with El Paso Bullshooter League from any night of play will start with a standard starting stat during the first two weeks of a season, whether this person is a regular player or a sub. After the first two weeks of a new season a player with no established stats will play with a zero stat. A zero-stat means that the player will play with the stat of the highest player of each match that the player is playing in. Starting stats are: Male X , Cricket Female X , Cricket A normally scheduled match between teams has precedence over make up games. Teams need to take into consideration of the normally scheduled matches when scheduling make up games so as not to conflict with each other. The home team of a normally scheduled match is given the choice of which machine they want to play on at their home bar. PENALTIES: 1. Any player throwing out of turn, on their partners scores will lose their next turn. IE: Player 4 throws on 9

10 player 2 score. Player 4 must pass all three (3) darts when player 4's turn comes up. Player 2 does not get to throw in that round. 2. Any team using an incorrect name for a substitute player will lose all games that the sub played in. 3. Physical violence will not be tolerated & will result in loss of all games played that night and expulsion from the league. 4. Throwing before the machine is ready will result in loss of the dart(s) thrown. 5. If player removes darts from game and causes a Bust to occur, player loses all points thrown during that round. 6. If player, while removing darts, causes game to end - that team loses game.. SUBSTITUTION: AWARDS: A Sub pool has been created and will be kept up to date on the website. Any player wishing to be a sub may sign up for it. A Sub has the option to decline to play for any team. Subs may play for more than one team in a league and aren t assigned to a team permanently. Either team may contact the administrator to verify that a sub is signed up to play and is listed as a player on the team they are subbing for. A player listed as a regular player for a team is not allowed to sub for another team playing in the same league. The administrator will add the player to the team and update their stats to ensure that players are using their established stats. This can be done any time before money has been inserted into the dart machine for league play. No new subs may play for a team during the last two weeks of a season. First Place plaque will be award to each first-place team of each league. A Most Valuable Player (MVP) will be given to the player with the highest marks per round (MPR) in cricket or point per dart (PPD) in X01 for leagues with 2 or more players per team. For a player to be eligible to be awarded the MVP that player must have played in at least 70% of games for that season. There will be a MVP male and female award if there are at least 4 players of each sex in the league. If there isn t at last 4 players of each sex then only one MVP award will be given. The MVP award will be $25.00 if only one is given or will be $20.00 each if two are awarded. A Most Improved award will be given for Singles leagues. The most improved award will be given to the player that increased stats the most over the term of the league. A $25.00 award will be given to the Most Improved Player. 10

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