League Rules

Teams

Each team shall consist of 8-12 players.
A minimum of 6 and a maximum of 12 players can place each night.
Players may be added to a team to replace players who have left, or to increase numbers up to the 12 maximum. New players must not have played for other teams.
Teams with less than 8 players are subject to dummy rules.

Return to top

League Format

There are two Divisions each with 12 teams.
Each team will play the other 11 teams in their Division in a round-robin.
After 11 weeks, the standings are used to determine which Groups the teams will in during the Play-Offs.
Standings are determined using both matches won and legs won.

Return to top

Start times

The draw for the games should be made at 7.45pm to ensure a 8pm start time
If less than 8 players are present at 8pm, the draw should be made using dummy rules.
If a team has less than 6 players present after a 15 minute grace period the opposing Captain may claim a forfeit win.
The forfeit score shall be the equal to the highest score of the evening. (If the highest score is 11-3 the forfeit will be 11-0)
Captains should ensure that all players are ready to start immediately their game comes up. Every effort should be made to ensure that matches are completed by a reasonable hour.

Return to top

Games played

Random draw of all players (min 8, max 12) to determine match-ups. A Captain may not chose who shall play/miss singles games, etc.
(NB) All players should play at least two games (Q+D, D+S, or Q+S) and therefore cannot play singles only.
In exceptional circumstances, if a player has to leave early, then the games may be played out of sequence by mutual consent of BOTH Captains. However the match-ups should not be changed.
A total of 14 games are played plus a tie-breaker if required.
- 2 Quads (4 a-side), 701 straight in double out
- 4 Doubles (2 a-side), 501 straight in, double out, 2 of 3
- 8 Singles, 501 straight in, double out, best 2 of 3
In singles games, if both players get down to Double 1, then each player shall be allowed 10 visits to the board. If neither player has hit the X1, then the winner of the leg shall be decided by the nearest to the bull (one dart only, even if outside triple ring - bounce outs may be thrown again).
- Tie-breaker Quad (if required), 701 straight in double out, captains choice of players.
- Teams with less than 8 players are subject to dummy rules.

Return to top

Dummy Rules

5 or less players Opposing Captain may claim win by default (Equal to highest score of evening - forfeiting team gets 0)
6 players Quads - 3 per leg plus dummy
Doubles - play 2 doubles and 2 dummy-doubles matches
Singles - play 6 singles and forfeit 2 matches
A dummies can be placed at the end of each Quad  to allow for  late players. Dummies in Doubles and Singles must be drawn at random. If a player fails to arrive before the Doubles game is due to start then that player cannot play singles. The Doubles game is placed with dummy scores and the Singles game is immediately forfeited.
7 players Quads - 3 per leg plus dummy leg
Doubles - play 3 regular doubles and 1 dummy-doubles match
Singles - play 7 singles and forfeit 1 match.
* A dummy can be placed at the end of the Quad draw to allow for a late player. Dummies in Doubles and Singles must be drawn at random. If a player fails to arrive before the Doubles game is due to start then that player cannot play singles. The Doubles game is placed with dummy scores and the Singles game is immediately forfeited.
8 players or more No dummies are required. The random draw is made with all players present to determine match-ups
An opposing Captain may, but is under no obligation to allow late players who arrive after 8pm, to play.
Dummy scores A dummy shall score 25 points if the score is 100 or more. Once the score is 99 or less the remaining player or players shall shoot in turn, without a missing a turn.

Return to top

Tie-breakers

If after the 14 matches the score is tied at 7-7 a tie-breaker shall be played.
The team Captains may chose any 4 players.
The tie-breaker shall be one leg 701, straight in , double out, nearest the bull to start.

Return to top

Reporting scores

Who - The winning team is responsible for reporting the match scores.
The Captain must report the score or ensure that he/she has appointed a team-mate to do so on their behalf.
When - Before 12 (midnight), on Monday of game
Between 11am - 6pm, on Tuesday after game.
What - The name of the winning team
The name of the losing team
(note most bars have more than 1 team).
The final score e.g. 10 - 4 or 8 - 7 in a tie-breaker
The name of players scoring 180's or with high finishes (100+)
NB: Individual players will not get credit unless their full names with correct spellings are given.
How - By phone - 824-8631 and leave message.
(This is my personal phone no. DO NOT PHONE AFTER MIDNIGHT!)
By e-mail - pmartin@sentex.net
Standings - Weekly results and standings can be found in "Daily Mercury"
On web-page www.sentex.net/~pmartin

Return to top

Contacts

If there are any questions about the League rules, etc., the team Captains may contact the following people -
Pat Martin 824-8631
pmartin@sentex.net
Arnie Haller 836-7597
Phil Kellman 823-5315

Return to top

Board Set-up

5ft 8ins The distance from the centre of the bull to the floor.
7ft 9žin The distance from the line to the front of the board.
9ft 7in The diagonal distance from the bull to the line.
Rotate board frequently to prevent wear

Return to top

Play-Offs

After completion of the regular season, teams are split into 3 Groups for Play-Offs.
Group 1: Division N-E and Division S-W - teams 1-4
Group 2: Division N-E and Division S-W - teams 5-8
Group 3: Division N-E and Division S-W - teams 9-12
Each team plays the other teams in a round-robin format.
Each game is played the same as during the regular season.
The top two teams in each group will play at the Banquet.

Return to top