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Dart Rules

 

 


(HEREAFTER REFERRED TO AS THE LEAGUE DEPARTMENT)

LEAGUE RULES
REGULATIONS AND RIGHTS

1. UPON ACCEPTANCE OF THE LEAGUE FEES, FRANCHISE HOLDERS, TEAMS AND
INDIVIDUALS SHALL BE ENTITLED TO THE RIGHTS OF, AND BE SUBJECT TO
LEAGUE RULES AND REGULATIONS AS ESTABLISHED BY THE LEAGUE.

2. TO ASSURE GOOD SPORTSMANSHIP, A TEAM OR INDIVIDUAL MAY BE EXPELLED
FOR UNBECOMING CONDUCT, POOR SPORTSMANSHIP OR ANY REASON
CONSIDERED DISRUPTIVE OR DETRIMENTAL.

3. THE LOCATION WILL PROVIDE THE DART BOARD AT THE DESIGNATED TIME AND
WILL RETAIN THE RIGHT TO REMOVE A PLAYER OR PLAYERS FOR MISCONDUCT.

4. NO ONE UNDER THE AGE OF 21 WILL BE ALLOWED TO PLAY IN J & J VENTURES
DART LEAGUES. IF CAUGHT --- ALL GAMES THAT THE OFFENDING ILLEGAL
PLAYER PARTICIPATED IN WILL BE FORFEITED.

5. BARS WILL NOT CHARGE A COVER TO DART PLAYERS DURING LEAGUE PLAY.
KIBITZING OR HARASSMENT FROM PLAYERS OR SPECTATORS WILL NOT BE
TOLERATED. FOUL OR ABUSIVE LANGUAGE WILL NOT BE TOLERATED. ANY
PHYSICAL VIOLENCE WILL RESULT IN THE PLAYER OR TEAM TO BE EXPELLED
FROM THE LEAGUE AND FORFEIT ALL POINTS AND MONIES PAID. ABUSE OF
EQUIPMENT, POOR SPORTSMANSHIP OR UNETHICAL CONDUCT MAY BE GROUNDS
FOR A FORFEITURE OF A GAME, A MATCH OR EXPULSION FROM THE LEAGUE.

6. NO PLAYER, TEAM, OR TEAM CAPTAIN MAY REFUSE TO LET ANY PLAYER ON THE
OPPOSING TEAM PLAY REGARDLESS OF ELIGIBILITY. NOTIFY THE LEAGUE
DEPARTMENT OF ANY SITUATIONS THAT MAY ARISE AND THE LEAGUE
DEPARTMENT WILL INVESTIGATE AND DEAL WITH THE SITUATION
ACCORDINGLY. (THIS RULE DOES NOT APPLY TO A PLAYER THAT HAS BEEN
BARRED FROM AN ESTABLISHMENT OR A PLAYER WHO IS UNDER 21 YEARS OF
AGE).


7. ANY DISTRACTION OF PLAYERS IS FORBIDDEN. COMMON SENSE AND GOOD
SPORTSMANSHIP ARE TO BE USED TO COVER ANY QUESTIONS THAT MAY ARISE
DURING A MATCH THAT ARE NOT COVERED EXPLICITLY IN THESE RULES.

8. THE J & J VENTURES LEAGUE DEPARTMENT WILL INVESTIGATE COMPLAINTS OF
PLAYER CONDUCT. DEPENDING ON THE SEVERITY OF HIS OR HER CONDUCT
INFRACTION, A PLAYER MAY BE EJECTED FOR THAT SEASON FROM THE LEAGUE
FOR ONE INFRACTION. A PLAYER WITH THREE INFRACTIONS WILL BE EJECTED
PERMANENTLY.


GENERAL RULES

1. LOCATIONS MAY ONLY HAVE TWO (2) TEAMS PER DARTBOARD PER TRADITIONAL
LEAGUE. IF A LOCATION HAS MORE TEAMS THAN ALLOTTED DARTBOARDS,
DARTBOARDS WILL HAVE TO BE ADDED. THERE IS ALSO AN OPTION OF A SHIFT
THAT MAY HAVE MORE THAN 2 TEAMS PER BOARD. THIS OPTION HAS TO BE
APPROVED PRIOR TO LEAGUE START.

2. PLAYERS MAY USE THEIR OWN DARTS, AS LONG AS THEY MEET NDA
REQUIREMENTS. OTHERWISE, BAR DARTS WILL BE SUPPLIED BY EACH LOCATION
OPERATING A GAME.

3. ALL GAMES SHALL HAVE A FOUL LINE POSITIONED 96 INCHES HORIZONTALLY
FROM THE FACE OF THE BOARD. ALL PLAYERS MUST STAND WITH BOTH FEET NO
CLOSER THAN THE FRONT EDGE OF THE LINE. THEY MAY STEP ON, BUT NOT
OVER THE LINE. THEY MAY LEAN OVER THE LINE. ANYONE CAUGHT STANDING
OVER THE LINE WILL LOSE THEIR NEXT DART IF THE OPPOSING TEAM SO
CHOOSES. IF THAT PLAYER TAKES THE GAME OUT ON THAT DART, THEY WILL
LOSE THAT GAME.

4. EACH PLAYER IS ALLOWED ONLY THREE THROWS PER TURN. IF A DART MISSES
THE BOARD OR DOES NOT STICK, IT IS STILL COUNTED AS A THROW. NO PLAYER
MAY HAVE A “DO OVER”. A DART THROWN THAT STICKS IN THE BOARD BUT
DOES NOT SCORE MAY NOT BE MANUALLY SCORED UNLESS THE OPPOSING TEAM
CAPTAIN AGREES. YOU MAY PASS ANY OR ALL OF YOUR DARTS FOR YOUR TURN.
THE SCORE GIVEN BY THE DART MACHINE IS THE FINAL SCORE UNLESS AGREED
UPON BY BOTH CAPTAINS. THE DARTBOARD IS ALWAYS RIGHT IF BOTH TEAM
CAPTAINS ARE NOT IN AGREEMENT OVER A SCORING ISSUE!!

 

CAPTAINS DUTIES

1. TEAM CAPTAINS MUST COMPLETELY FILL OUT AND TURN IN ROSTERS AT THE
STARTUP MEETING. IF THE ROSTERS ARE NOT FILLED OUT COMPLETELY, IT MAY
RESULT IN FAILURE OF NOTICE OF LEAGUE PROCEEDINGS (EXAMPLE: RESCHEDULED
MATCHES, MEETINGS, PLAYER SPOT/POINTS OFF HANDICAP, AND
ENTRY OF PLAYER NAMES INTO DARTBOARDS, ETC….). IF YOU ARE UNSURE OF
YOUR PLAYERS, A PARTIAL ROSTER WITH CAPTAIN’S INFO COMPLETELY FILLED
OUT WILL BE ACCEPTED.

2. TEAM CAPTAINS ARE RESPONSIBLE FOR TEAM FEES, TEAM’S CONDUCT,
VERIFICATION OF STATS, RESCHEDULING OF MATCHES AND FILING OF PROTESTS
OR COMPLAINTS. THE TEAM IS ALSO RESPONSIBLE FOR TOTAL TEAM MONEY
REGARDLESS OF HOW MANY PLAYERS SHOW UP TO PLAY. WHEN MATCHES ARE
NOT PLAYED, EXCEPT IN THE CASE OF A BYE, ALL FEES MUST STILL BE PAID.

3. TEAM MEMBERS MUST PUT ALL LEAGUE MONEY INTO THE BOARD BEFORE THE
START OF THE MATCH OR THEY DO NOT PLAY.

4. CAPTAINS SHALL BE PRESENT OR WILL NEED TO SEND AN ACTING CAPTAIN TO
ALL LEAGUE MEETINGS. ONLY THE CAPTAIN OR THE ACTING CAPTAIN HAS THE
RIGHT TO VOTE. TEAMS NOT REPRESENTED, FORFEIT ALL RIGHTS TO VOTE.


5. IT IS THE TEAM CAPTAIN’S RESPONSIBILITY TO INSTRUCT HIS/HER PLAYERS AS
TO ALL LEAGUE RULES AND REQUIREMENTS. CAPTAINS MUST READ AND
UNDERSTAND THE RULES AND MAKE DECISIONS FOR HIS/HER TEAM ACCORDING
TO THOSE RULES.

6. THE CAPTAINS OR ACTING CAPTAINS FROM EACH TEAM WILL TRY TO SETTLE
ANY DISPUTES THAT MAY ARISE DURING THE MATCH. ALL DISPUTES THAT
CANNOT BE WORKED OUT BY THE TWO CAPTAINS DURING THE MATCH SHALL BE
TURNED OVER TO THE LEAGUE DEPARTMENT AND, IF NOT COVERED BY THE
RULES, WILL BE TURNED OVER TO THE OTHER LEAGUE CAPTAINS FOR A RULING.
(SEE PROTEST).

IT IS ALWAYS CAPTAIN’S PREROGATIVE TO WORK OUT PROBLEMS THAT MAY
ARISE IN THE COURSE OF A NIGHT’S PLAY, BUT THIS IS NOT BINDING TO THE
LEAGUE IF IT DIFFERS FROM THE LEAGUE RULES. CAPTAIN'S PREROGATIVE DOES
NOT COVER ANY PLAYER ACTION THAT CAN SKEW AVERAGES. NO PLAYER MAY
SHOOT UNDER ANOTHER PLAYER'S NAME/AVERAGE.

7. TEAM CAPTAINS MUST NOTIFY THE J & J VENTURES LEAGUE DEPARMENT OF ALL
CHANGES.

8. CAPTAINS ARE RESPONSIBLE FOR CALLING THE LEAGUE DEPARTMENT IF A
PLAYER THAT DOES NOT APPEAR ON THE PLAYER STANDINGS NEEDS TO BE
ADDED TO THEIR TEAM. FAILURE TO DO SO MAY RESULT IN SPOT
DARTS/HANDICAP POINTS NOT BEING CREDITED TO THAT PLAYER WHOM MAY BE
ENTITLED TO THEM ON THE FIRST NIGHT THEY SHOOT. THE WEBSITE
WWW.DARTSTOC.COM 18 MONTH ROLLING AVERAGE CAN BE USED WHEN
DETERMINING AN AVERAGE ON LEAGUE NIGHT.

9. TEAM CAPTAINS ARE RESPONSIBLE TO PICK UP TEAM PRIZE MONEY AT THE
BANQUET. IF TEAM DOES NOT ATTEND THE BANQUET, THE TEAM CAPTAIN IS
RESPONSIBLE FOR PICKING UP TEAM PRIZE MONEY FROM THE J & J VENTURES
AMUSEMENTS OFFICE.


SCHEDULING


1. THE SCHEDULES WILL APPEAR ON OUR WEBSITE AND THE DARTBOARD SCREENS
OF THE LOCATIONS INVOLVED IN THAT PARTICULAR LEAGUE PRIOR TO THE
START OF LEAGUE PLAY.

2. ALL GAMES THAT MUST BE RESCHEDULED MUST BE DONE BY THE MUTUAL
CONSENT OF BOTH TEAM CAPTAINS AND THE LOCATION OWNER. CAPTAINS ARE
RESPONSIBLE FOR CALLING THE OPPOSING TEAM CAPTAIN TO RESCHEDULE A
MATCH. IF UNABLE TO CONTACT THE OPPOSING TEAM CAPTAIN, CALL LEAGUE
DEPARTMENT BY 11:30 A.M. THE DAY OF THE SCHEDULED MATCH IN ORDER TO
OBTAIN ANY OTHER INFORMATION HELPFUL TO REACH THE OPPOSING TEAM
CAPTAIN IN ORDER TO RESCHEDULE. THE LEAGUE DEPARTMENT MUST BE
NOTIFIED AS TO THE DATE OF A RESCHEDULED MATCH. MAKE UP GAMES
MUST BE COMPLETED ON OR BEFORE EACH SCHEDULED MAKE UP GAME WEEK
WITH THE EXCEPTION OF THE LAST 2 WEEKS OF THE SEASON, WHICH IS ONLY
ONE WEEK AFTER THE END OF THE LEAGUE. UNDER EXTENUATING
CIRCUMSTANCES, THE LEAGUE DEPARTMENT MAY DECIDE THAT THE
CIRCUMSTANCES WERE BEYOND THE CONTROL OF THE PLAYERS AND SCHEDULE
A MAKEUP GAME. THE DECISION AS TO IF THE CIRCUMSTANCES WERE
EXTENUATING LIES WITHIN THE LEAGUE DEPARTMENT ONLY AND THAT
DECISION IS FINAL.

3. IF AN ACCIDENT, BAD WEATHER, OR EXTINUATING CIRCUMSTANCES PREVAIL,
THE AFFECTED TEAM MAY CALL THE OPPOSING TEAM CAPTAIN BEFORE THE
START OF THE MATCH AND RECEIVE A ONE (1) HOUR GRACE PERIOD OR MAY
RESCHEDULE THE MATCH. THE LEAGUE OFFICE ALSO RESERVES THE RIGHT TO
POSTPONE MATCHES DUE TO WEATHER.


4. BYES DO NOT HAVE TO BE PAID FOR AND NO POINTS ARE AWARDED. IN THE
CASE OF A FORFEIT, ALL FEES MUST STILL BE PAID.


THE TEAM

1. THE NUMBER OF PLAYERS ON A TEAM IS DETERMINED BY THE LEAGUE FORMAT
(I.E. SINGLES, DOUBLES, TRIPLES OR FOURSOME).

2. ANY PLAYER MAY BE USED, PROVIDED SUCH PLAYER HAS NOT PLAYED FOR ANY
OTHER TEAM IN THE SAME LEAGUE DURING THE CURRENT SEASON. IF ANY
TEAM IS DISSOLVED DURING THE SEASON, ITS’ PLAYERS IN GOOD STANDING MAY
JOIN OTHER TEAMS IN THE LEAGUE, UNLESS THE DISSOLUTION OF THE TEAM IS
DUE TO UNSPORTSMANLIKE OR OTHER UNACCEPTABLE CONDUCT.

3. UNLIMITED SUBSTITUTES ARE ALLOWED UP UNTIL THE LAST 4 WEEKS OF THE
SEASON. DURING THE LAST 4 WEEKS OF PLAY, ALL PLAYERS PLAYING EACH
NIGHT MUST HAVE PLAYED PREVIOUSLY IN THE SEASON. IF THEY HAVE NOT
PLAYED YET, THEY MUST BE EQUAL TO OR LESSER THAN THE PERSON THEY
ARE REPLACING. THE PENLTY IS LOSS OF ALL GAMES THE NEW PLAYER
PARTICIPATED IN. SUBSTITUTES ARE ALLOWED ONLY IF THEY HAVE NOT
ALREADY PLAYED FOR ANY OTHER TEAM IN THAT LEAGUE’S SEASON. DURING
ANY GIVEN SEASON, ONCE A PLAYER/SUB HAS PLAYED FOR A TEAM, THEY
BELONG TO THAT TEAM UNTIL THAT PARTICULAR SEASON IS FINISHED.

4. PLAYERS CANNOT SWITCH TEAMS UNTIL THE END OF THE CURRENT LEAGUE
SEASON. NO PLAYER MAY SHOOT FOR MORE THAN ONE TEAM ON ANY GIVEN
LEAGUE NIGHT. ALTHOUGH, PLAYERS ARE PERMITTED TO SHOOT FOR
DIFFERENT TEAMS ON DIFFERENT NIGHTS. THE REASON BEING THAT EACH
NIGHT IS AN INDEPENDENT LEAGUE.

5. IT IS RECOMMENDED THAT ALL TEAMS HAVE SUBSTITUTES AVAILABLE AT ALL
TIMES.

6. SPECIAL CIRCUMSTANCES: DURING LEAGUES THERE ARE SOMETIMES SPECIAL
CIRCUMSTANCES DUE TO VARIOUS REASONS (MOVING, FAMILY SICKNESS, ECT).
WHEN THIS OCCURS LEAGUE DIRECTORS ALWAYS HAVE THE RIGHT TO APPROVE
TEAM MEMBERS AT ANY TIME. THIS IS WHEN ALL OTHER OPTIONS HAVE BEEN
EXHAUSTED. IF THIS OCCURS DURING THE LAST 4 WEEKS, THE DIRECTOR WILL
SELECT PEOPLE OF SIMILAR AVERAGES OF THE PEOPLE THEY ARE REPLACING SO
THAT THE LEAGUE CAN BE PLAYED TO COMPLETION.


TEAM MATCHES


1. START TIME VARIES FROM LEAGUE TO LEAGUE. A TEAM WILL HAVE A 30 MINUTE
GRACE PERIOD FROM THE REGULAR SCHEDULED TIME OF THE LEAGUE. IF A
TEAM SHOWS UP LATE, THE OPPOSING TEAM CAPTAIN MAY, BUT IS NOT
REQUIRED TO, ENFORCE THE FOLLOWING PENALTIES: IF A TEAM DOESN’T CALL
WITHIN 30 MINUTES AND ARRANGE WITH OPPOSING TEAM CAPTAIN TO START
LATER THAN 1 HOUR FROM ORGININAL START TIME OR SHOW UP AT ALL,
REFER TO FORFEITS.
IF THE OPTION TO FORFEIT GAMES HAS BEEN DECIDED UPON, THE TEAM CAPTAIN
RECEIVING THE FORFEITED GAMES WILL RECORD THE FORFIET THROUGH THE
DARTBOARD PAYING ALL LEAGUE FEES FOR THEIR TEAM AND IS THEN REQUIRED
TO CALL THE LEAGUE DEPARTMENT THE FOLLOWING MORNING SO THAT THE
LEAGUE OFFICE CAN VERIFY THE FORFIET. THE ABSENT TEAM WILL STILL OWE
LEAGUE FEES AND WILL BE RESPONSIBLE FOR PAYING THE QUARTER DROP
FOR THEIR TEAM AND THE OTHER TEAM OUT OF THEIR LEAGUE WINNINGS.

2. IF A PLAYER IS MISSING AT THE BEGINING OF THE MATCH THE CAPTAIN WILL
HAVE TO DECIDE WHEATHER OR NOT TO USE HIS PLAYER OR A “BLIND”. IF THE
CAPTAIN USES HIS PLAYER THEN THE PLAYER WHO IS ABSENT AT THE START OF
THE MATCH ARRIVES LATE, THE PLAYER MAY SHOOT AT ANY TIME THE BOARD
SAYS IT IS THEIR TURN. UNTIL THE TIME OF THEIR ARIVAL ANYTIME THE BOARD
IS DISPLAYING THEIR TURN IT MUST BE SKIPPED. IF USING A “BLIND” THEN THE
CAPTAIN WILL USE THE “151” RULE FOR “01” GAMES AND SKIP PLAYER IN
CRICKET GAMES TO FINISH MATCH. NO PLAYER MAY REPLACE A STARTING
PLAYER ONCE THE MATCH HAS STARTED.

3. IF A PLAYER LEAVES EARLY, THEN YOU WILL SKIP THE PLAYER IN ALL GAMES TO
FINISH MATCH.

4. A TEAM MAY PLAY WITH A MINIMUM OF 1 ORIGINAL PLAYER.

5. A MATCH CONSISTS OF X NUMBER OF GAMES DEPENDING ON FORMAT DECIDED
UPON AT THE START-UP MEETING.

7. NEW PLAYERS THAT DO NOT APPEAR ON THE TEAM ROSTER MUST BE ADDED BY
CALLING THE LEAGUE DEPARTMENT TO HAVE THEM ADDED INTO THE
COMPUTER OR ADDED MANUALLY ON THE DARTBOARD PRIOR TO PLAY. IF DONE
MANUALLY, FIRST AND LAST NAMES MUST BE ENTERED. REMEMBER THAT IF A
NEW SUB/PLAYER HAS PREVIOUSLY PLAYED FOR J & J VENTURES LEAGUES, THEY
MAY BE ENTITLED TO HANDICAP POINTS/SPOT DARTS IF SHOOTING IN A
HANDICAP LEAGUE. THEY MAY BE ENTITLED TO HANDICAP ON THEIR FIRST
NIGHT OF PLAY. PLEASE CALL THE LEAGUE DEPARTMENT TO ADD THEM INTO
THE COMPUTER AND THEN DOWNLOAD THE BOARDS WITH THE APPROPRIATE
HANDICAP. THE WEBSITE WWW.DARTSTOC.COM 18 MONTH ROLLING AVERAGE
CAN BE USED WHEN DETERMINING AN AVERAGE ON LEAGUE NIGHT.

8. SANCTION FEE: THERE IS A ONCE A YEAR NATIONAL DART ASSOCIATION
SANCTIONING FEE OF $8.00 PER PLAYER. THE SANCTIONING FEE COVERS ALL
PLAYERS STARTING SEPTEMBER 1ST THRU AUGUST 31ST. (AUTOMATICALLY
DEDUCTED FROM PLAYER’S PRIZE MONEY). PLAYERS MUST BE SANCTIONED AND
HAVE SHOT 96 GAMES IN ORDER TO PLAY IN THE NATIONAL TOURNAMENT IN LAS
VEGAS. THERE MAY ALSO BE STATE SANCTION FEES THAT VARY FROM STATE TO
STATE TO ALLOW PLAYERS TO PLAY IN THE STATE EVENTS. THIS WILL ALSO BE
DEDUCTED FROM PLAYERS PRIZE MONEY.


PLAY OF THE GAME

1. THE HOME TEAM WILL DETERMINE WHICH DARTBOARD WILL BE USED (IN THE
EVENT OF MULTIPLE MACHINES). IF THERE ARE TWO HOME TEAMS PLAYING
THAT NIGHT, THE HOME TEAM THAT ARRIVES FIRST WILL HAVE THEIR CHOICE
OF DARTBOARDS. IF THERE ARE REMOTE LEAGUES SCHEDULED FOR THE NIGHT
THEN THEY HAVE PRIORTY OVER THE G3’S SINCE THEY CAN ONLY USE THEM FOR
REMOTE. WE NOW USE THE SHOOTER’S ADVANTAGE RULE. A DART THAT STICKS
IN A MARK BUT DOES NOT REGISTER THAT MARK, WILL BE MANUALLY SCORED
BY AN OFFICIAL. A DART THAT “FLIGHTS” A BENEFICIAL MARK ON THE WAY IN,
BUT STICKS ELSEWHERE, WILL NOT BE MANUALLY UN-SCORED. IF THE MACHINE
IS NOT OPERATING CORRECTLY, THE CAPTAINS WILL EITHER DECIDE TO CALL A
REPAIRMAN AND WAIT FOR REPAIRS, OR PLAY ON ANOTHER MACHINE IN THE
SAME LOCATION, OR RESCHEDULE THE MATCH.

2. ALL GAMES SHALL HAVE A FOUL LINE POSITIONED 96 INCHES HORIZONTALLY
FROM THE FACE OF THE BOARD. ALL PLAYERS MUST STAND WITH BOTH FEET NO
CLOSER THAN THE FRONT EDGE OF THE LINE. THEY MAY STEP ON, BUT NOT
OVER THE LINE. THEY MAY LEAN OVER THE LINE. ANYONE STANDING OVER THE
LINE WILL LOSE THEIR NEXT DART IF THE OPPOSING TEAM CAPTAIN SO CHOOSES.
IF THAT PLAYER TAKES THE GAME OUT ON THAT DART, THEY WILL LOSE THAT
GAME.

3. “301/501/701”: EACH PLAYER BEGINS WITH A SCORE OF “301, 501 OR 701”. THE
OBJECT IS TO COUNT DOWN FROM “301, 501 OR 701” POINTS TO REACH THE EXACT
SCORE OF ZERO (0) BEFORE YOUR OPPONENTS WITHOUT BEING FROZEN. WHEN
PLAYING IN LEAGUES, EACH TEAM WILL CONSIST OF TWO, THREE OR FOUR
PLAYERS DEPENDING ON LEAGUE FORMAT. ALL PLAYERS WILL PAIR UP AND
PLAY THE LEAGUES’ DESIGNATED NUMBER OF GAMES EACH WEEK. THE
MATCHES HAVE ASSIGNED SPOTS FOR PLAYERS; THESE SPOTS CORRESPOND
WITH THE PLAYER NAMES GIVEN AT THE SETUP OF THE MATCH. ALL PLAYERS
MUST FOLLOW THE DARTBOARD PAIRINGS. EACH PLAYER THAT STARTS THAT
NIGHT’S PLAY SHALL FINISH THAT NIGHT’S PLAY (NO SUBSTITUTION AFTER THE
MATCH HAS STARTED). EACH PLAYER IS ALLOWED ONLY THREE THROWS PER
TURN. IF A DART MISSES THE BOARD OR DOES NOT STICK, IT IS STILL COUNTED
AS A THROW. NO PLAYER MAY HAVE “DO OVERS”. A DART THAT STICKS BUT
DOES NOT SCORE MAY NOT BE MANUALLY SCORED. A PLAYER MAY PASS ANY
OR ALL OF THEIR DARTS FOR THEIR TURN. THE SCORE GIVEN BY THE DART
MACHINE IS THE FINAL SCORE UNLESS AGREED UPON BY BOTH TEAM CAPTAINS.
THE DART MACHINE IS ALWAYS RIGHT. TEAMS WILL ALTERNATE EACH WEEK,
PLAYING ONE “HOME GAME” THEN ONE “AWAY GAME”, SCHEDULING
PERMITTING.
CRICKET: THE OBJECT OF THE GAME IS TO CLOSE ALL NUMBERS AND BE AHEAD
IN POINTS BEFORE YOUR OPPONENTS. THE NUMBERS TO CLOSE ARE 15, 16, 17, 18,
19, 20 AND BULLSEYE. THREE MARKS ON EACH NUMBER WILL CLOSE THEM. TO
SCORE POINTS ANY NUMBER THAT YOU HAVE CLOSED AND YOUR OPPONENTS
DON’T, CAN BE SCORED ON. YOU MUST FIRST CLOSE THE NUMBER BEFORE YOUR
OPPONENT, THEN ANY MARKS AFTER THAT AND UNTIL YOUR OPPONENTS
CLOSES THE NUMBER, COUNT AS SEGMENT VALUE (SINGLE, DOUBLE AND
TRIPLE).

4. THE FREEZE RULE IS IN EFFECT FOR ALL SPLIT (4 SCORE) “01” GAMES.
DEFINITION OF FREEZE RULE: A PLAYER CANNOT ATTEMPT TO TAKE ANY “01”
GAME OUT (REACH A ZERO SCORE) IF THEIR PARTNER’S SCORE IS HIGHER THAN
THE TWO OPPONENTS SCORES COMBINED. YOU MAY TAKE THE GAME OUT IF
YOUR PARTNER’S SCORE IS LESSER THAN OR EQUAL TO THE TWO OPPONENTS’
COMBINED SCORES. IF A PLAYER IS IN THE POSITION TO TAKE A GAME OUT AND
THEIR PARTNER HAS THEM “FROZEN”, THAT PLAYER CAN SHOOT AS MANY OF
THE THREE DARTS THAT THEY CAN TO GET THEIR SCORE AS LOW AS POSSIBLE
WITHOUT TAKING THE GAME OUT OR PASS THEIR TURN ENTIRELY. IF A PLAYER
TAKES A GAME OUT WHEN THEY ARE “FROZEN”, THEY LOSE THE GAME. NO
INDIVIDUAL WIN POINTS OR ASSISTS WILL BE GIVEN TO THE OPPOSING TEAM
PLAYERS. THEY WILL GET A TEAM WIN FOR FORFEIT OF THAT GAME.

5. “01” GAMES MAY BE PLAYED WITH ABSENT PLAYERS. THE SPOT VACANT BEING
NAMED “BLIND” AT MATCH SETUP. “BLIND” MUST BE ENTERED IN PLACE OF THE
MISSING PLAYER IN THE DARTBOARD BEFORE THE MATCH BEGINS. WHEN
“BLIND” APPEARS FOR THE FIRST TIME IN A “301” GAME’S PLAYER SPOT, THE
TEAM CAPTAIN WILL MANUALLY SCORE THREE (3) BULLSEYES TO BRING THE
“BLIND” SPOT TO “151”. THIS IS DONE IN THE FIRST ROUND ONLY AND THE
“BLIND” SPOT WILL REMAIN AT “151” FOR THE REST OF THAT GAME. “501” GAMES
ARE HANDLED IN THE SAME MANNER AS “301” GAMES EXCEPT THAT THE SCORE
WILL STAY AT “351” FOR THE REMAINDER OF THAT GAME. THE “151/351” RULE
DOES NOT APPLY TO STACKED “01” GAMES (BOTH PLAYERS PLAYING ON THE
SAME SCORE). IF A PLAYER SHOWS UP LATE FOR THE MATCH, THEY ARE
PERMITTED TO SHOOT IN THEIR NEXT DESIGNATED TURN IF THEIR NAME WAS
ENTERED AT MATCH SETUP. IN THE EVENT THAT A PLAYER MUST LEAVE
DURING THE MATCH, HE/SHE MUST NOTIFY BOTH CAPTAINS AND THEIR TURN
WILL BE PASSED IN THE REMAINING GAMES. IN CRICKET GAMES, THE “BLIND”
SPOT WILL BE PASSED EACH TIME.

6. DARTS THROWN INTO THE OUTER RING OF THE DARTBOARD COUNTS DOUBLE
THE NORMAL POINT VALUE AND THOSE THROWN INTO THE INNER RING OF THE
DARTBOARD COUNT AS TRIPLE THE NORMAL POINT VALUE. A BULLSEYE
COUNTS AS FIFTY (50) POINTS IN “01” GAMES. ALL OTHER AREAS COUNT AS
SINGLE VALUES. WHEN PLAYING CRICKET, THE RED PART OF THE BULLSEYE
COUNTS AS ONE MARK OR TWENTY-FIVE (25) POINTS. THE BLACK PART OF THE
BULLSEYE COUNTS AS TWO (2) MARKS OR FIFTY (50) POINTS.

7. DARTS MAY NOT BE THROWN UNTIL THE MACHINE INSTRUCTS "THROW DART".
ANY DART THROWN EARLY IS COUNTED AS A THROW AND PLAYER FORFEITS
ANY POINT VALUE. DARTS ON BOARD CANNOT BE TOUCHED UNTIL TURN IS
OVER AND "PLAYER CHANGE" APPEARS ON DARTBOARD SCREEN. IF THIS RULE IS
NOT FOLLOWED, HE/SHE WILL FOUL WITH THE PENALTY BEING LOSS OF THEIR
CURRENT TURN. IF ANY OF THE PLAYER’S THREE (3) DARTS MISS THE BOARD,
THE RED BUTTON MUST BE PUSHED FOR “PLAYER CHANGE” BEFORE THE PLAYER
CAN PULL HIS/HER DARTS FROM THE DARTBOARD. IF A PLAYER ACCIDENTALLY
SCORES ON THE OPPOSING PLAYER’S SCORE WHILE PULLING OUT HIS/HER DARTS,
THE BACKUP FEATURE MAY BE USED TO RESET THE OPPOSING PLAYER’S TURN
AND GET RID OF THE EXTRA POINTS. THE PLAYER SHOULD THEN RESET THE
GAME BY PUSHING THE RED “PLAYER CHANGE” BUTTON TO GET TO THE
OPPOSING PLAYER’S SCORE SO THAT THEY CAN THROW HIS/HER THREE (3)
DARTS. IF A PLAYER ACCIDENTLY WINS A GAME WHILE PULLING A DART OUT OF
THE BOARD, THE PENALTY WILL BE THE LOSS OF THAT PARTICULAR GAME.

8. IF, IN TEAM PLAY, A PLAYER THROWS ON HIS/HER TEAMMATES SCORE, THE
BACKUP BUTTON MAY BE USED TO RESET THE GAME TO THE PROPER PLAYER’S
TURN.


9. IT IS EACH PLAYER’S RESPONSIBILITY TO SEE THAT THE MACHINE IS DISPLAYING
THE PROPER PLAYER NAME PRIOR TO THROWING ANY DARTS. IF A PLAYER
SHOULD ACCIDENTLY SCORE WHEN THE MACHINE IS DISPLAYING THE
OPPONENT’S NAME, THEY SHOULD RESET THE MACHINE BY USING THE BACKUP
BUTTON TO GET TO THE PLAYER’S NAME WHO ORIGINALLY THREW ON THE
WRONG SCORE AND THEN CONTINUE PLAY.


10. THE DARTBOARD SHOULD BE RELINQUISHED TO THE VISITING TEAM FOR
PRACTICE FIFTEEN (15) MINUTES BEFORE START OF MATCH OR UNTIL TEAM
ARRIVES PRIOR TO LEAGUE PLAY. THIS ALSO SHOULD BE THE BOARD USED
DURING THAT NIGHTS PLAY. IF VISITING TEAM IS NOT PRESENT FIFTEEN (15)
MINUTES BEFORE LEAGUE PLAY, THE HOME TEAM MAY PRACTICE ON THE
BOARD UNTIL VISITORS ARRIVE. AT THAT TIME THEY SHALL FINISH THEIR GAME
AND RELINQUISH THE BOARD AND ALLOW THE VISITING TEAM TO PRACTICE
UNTIL START TIME. IF A TEAM DOES NOT SHOW UP UNTIL AFTER START TIME
THEN THEY FORFEIT THEIR WARM UP TIME. IT IS ALSO THE HOME TEAM
CAPTAIN’S RESPONSIBILITY TO INFORM THE VISITING TEAM WHICH DARTBOARD
WILL BE USED FOR THAT NIGHT’S PLAY AT LEAST FIFTEEN (15) MINUTES PRIOR
TO LEAGUE PLAY.

11. TOTAL TEAM WINS WILL DETERMINE FINAL STANDINGS.


FORFEITS

1. ANY TEAM THAT SHOWS UP FOR A MATCH THIRTY (30) MINUTES OR MORE LATE
WILL FORFEIT FOR THAT NIGHT UNLESS THEY HAVE MADE PRIOR
ARRANGEMENTS WITH THE OPPOSING TEAM CAPTAIN TO START LATE. THE TEAM
RECEIVING THE FORFEIT WILL RECEIVE A CREDIT OF SEVENTY-FIVE (75) PERCENT
OF THE GAMES THAT WOULD HAVE BEEN PLAYED THAT NIGHT. PLAYER FEES
MUST STILL BE PAID BY BOTH TEAMS AND THE TEAM THAT FORFIETED WILL BE
RESPONSIBLE FOR THEIR QUARTER DROP AS WELL AS THE OTHER TEAMS
QUARTER DROP. THE TEAM THAT IS THERE MUST ENTER INTO THE DART BOARD
A FORFIETED MATCH.


2. ANY TEAM THAT DOES NOT CALL OR SHOW UP FOR A MATCH WILL FORFEIT THAT
MATCH. THE TEAM RECEIVING THE FORFEIT WILL RECEIVE A CREDIT OF
SEVENTY-FIVE (75) PERCENT OF THE GAMES THAT WOULD HAVE BEEN PLAYED
THAT NIGHT. PLAYER FEES MUST STILL BE PAID BY BOTH TEAMS AND THE TEAM
THAT FORFIETED WILL BE RESPONSIBLE FOR THEIR QUARTER DROP AS WELL AS
THE OTHER TEAMS QUARTER DROP. THE TEAM THAT IS THERE MUST ENTER INTO
THE DART BOARD A FORFIETED MATCH.


3. ANY TEAM THAT RECEIVES A FORFEIT MUST CALL THE LEAGUE DEPARTMENT
AND EXPLAIN WHY THEY ARE ENTITLED TO A FORFEIT. THE LEAGUE
DEPARTMENT WILL, AFTER DETERMINING THAT THE TEAM IS INDEED ENTITLED
TO A FORFEIT, APPROVE THE FORFIETED MATCH THAT WAS ENTERED INTO THE
BOARD. ANY FEES STILL OWED WILL BE TAKEN OUT AT THE END OF THE SEASON.


FORFEITING OUT OF THE LEAGUE

1. ANY TEAM THAT FORFEITS THREE TIMES IN A SEASON WILL FORFEIT OUT OF THE
LEAGUE. ANY TEAM THAT FORFEITS EITHER OF THE LAST TWO WEEKS OF THE
SEASON WILL FORFEIT OUT OF THE LEAGUE.

2. THE TEAM FORFEITING OUT OF THE LEAGUE WILL NOT BE REFUNDED ANY
MONEY THAT WAS PAID INTO THE LEAGUE. THIS MONEY WILL REMAIN IN THE
PRIZE FUND AND BE DISTRIBUTED TO THE REMAINING TEAMS AT THE END OF
THE SEASON. THE FORFEITING TEAM WILL BE REMOVED FROM THE LEAGUE AND
ALL PREVIOUS MATCHES PLAYED AGAINST THE FORFEITING TEAM WILL BE
DELETED AND TREATED AS A BYE. ANY PLAYER FEES PAID BY THE OPPOSING
TEAMS FOR DELETED MATCHES WILL BE REFUNDED AT THE END OF THE SEASON.
IF IT IS A REMOTE LEAGUE THEN YOU WILL BE SUBJECT TO BEING EXPELLED FOR
ONE (1) YEAR FROM REMOTE LEAGUES, DEDUCTED 26 PRP POINTS AND BE
REQUIRED TO PAY A DEPOSIT OF $100 WHEN YOU ARE ELIGIBLE TO PLAY IN
ANOTHER REMOTE LEAGUE.

3. ANY TEAM THAT FORFEITS OUT OF THE LEAGUE WILL NOT BE ENTITLED TO
PARTICIPATE AT THE BANQUET AT THE END OF THE SEASON.


TEAM REPLACEMENT

1. IF A TEAM DROPS FROM THE LEAGUE BEFORE THEY HAVE FORFEITED THREE
TIMES, THE LOCATION HAS THE PREROGOTIVE TO REPLACE THAT TEAM WITH
OTHER PLAYERS. A MISSED MATCH WILL BECOME A FORFEIT. IF THE TEAM
BEING REPLACED ALREADY HAS ONE (1) FORFEIT, THAT FORFEIT WILL STAND.
THREE (3) FORFEITS WILL RESULT IN EXPULSION FROM THE LEAGUE.

2. IF THE LOCATION IS NOT ABLE TO FIND REPLACEMENTS FOR A TEAM DROPPING
FROM THE LEAGUE, ANOTHER LOCATION MAY PUT ANOTHER TEAM INTO THAT
SPOT AS LONG AS IT IS DONE WITHIN TWO (2) WEEKS AND PROVIDING THE
AVAILIBILITY OF BOARDS AND THAT IT DOES NOT CAUSE A SCHEDULING
CONFLICT. A MISSED MATCH IN THIS CASE CAN BE MADE UP.


GOVERNING BOARD

1. A GOVERNING BOARD MAY BE ESTABLISHED FOR EACH LEAGUE. THE BOARD
WILL CONSIST OF A CAPTAIN/REPRESENTATIVE FROM EACH TEAM INVOLVED IN
THE LEAGUE OR ELECTED REPRESENTATIVES. IF A CAPTAIN/REPRESENTATIVE
FROM A PARTICULAR TEAM DOES NOT APPEAR AT A PROTEST MEETING, THEY
WILL LOSE THEIR VOTE AND ONE WIN POINT.

2. AN OFFICIAL FROM THE J & J VENTURES AMUSEMENTS' LEAGUE DEPARTMENT
WILL BE PRESENT TO PROVIDE A CORRECT INTERPRETATION OF THE LEAGUE
RULES. THIS PERSON WILL HAVE NO VOTE.

3. ALL PROTESTS, CONDUCT CHARGES AND MISCELLANEOUS GRAY AREA CHARGES
WILL BE DEALT WITH BY THE GOVERNING BOARD.

4. A PROTEST THAT IS CLEARLY DEFINED IN THE RULES WILL BE DEALT WITH
ACCORDING TO THE RULES AND NOT BY THE GOVERNING BOARD.

5. TO CANCEL A PROTEST, THE TEAM CAPTAIN MUST NOTIFY THE J & J VENTURES
AMUSEMENTS' LEAGUE DEPARTMENT FORTY-EIGHT (48) HOURS PRIOR TO THE
PROTEST MEETING.


PROTEST PROCEDURE

1. ONCE AN ENTIRE MATCH IS PLAYED IT BECOMES OFFICIAL. NO PROTEST CAN
BE MADE AFTER THE MATCH HAS BEEN PLAYED UNLESS THE PROTEST IS DUE
TO AN ILLEGAL PLAYER.
IF YOU HAVE A PROTEST, DO NOT PLAY THE MATCH.
IF THE PROBLEM OCCURS AFTER THE MATCH HAS STARTED AND IT CANNOT BE
WORKED OUT BETWEEN THE TWO TEAM CAPTAINS, DO NOT CONTINUE THE
MATCH. ANY GAMES ALREADY SHOT WILL STAND.

2. ONLY THE TEAM CAPTAIN HAS THE AUTHORITY TO PROTEST.

3. A PROTEST MUST BE GIVEN TO THE LEAGUE DEPARTMENT IN WRITING
WITHIN FORTY-EIGHT (48) HOURS AFTER THE SCHEDULED MATCH. A $20.00
PROTEST FEE MUST ACCOMPANY THE WRITTEN PROTEST. IF NO FEE IS PAID, NO
ACTION WILL BE TAKEN.

4. A PROTEST MEETING WILL THEN BE SCHEDULED AND THE GOVERNING BOARD
WILL HEAR THE PROTEST. ALL MEMBERS OF THE GOVERNING BOARD ARE
REQUIRED TO ATTEND THE PROTEST MEETING OR LOSE ONE (1) WIN POINT.

5. THE TEAM BEING PROTESTED AGAINST MUST ALSO PAY A $20.00 PROTEST FEE. IF
FEE IS NOT PAID, A RULING IN FAVOR OF THE PROTESTING TEAM WILL OCCUR.

6. BOTH TEAMS WILL PRESENT THEIR SIDE TO THE GOVERNING BOARD AND A VOTE
WILL BE CALLED UPON AS TO THE ACTION THAT WILL BE TAKEN.

7. THE TEAM THAT WINS THE PROTEST WILL HAVE THEIR $20.00 FEE REFUNDED.
THE OTHER TEAM’S FEE WILL BE ADDED TO THE LEAGUE’S PRIZE FUND.

8. THE GOVERNING BOARD WILL DISREGARD ANY PROTEST THAT IS NOT
PROPERLY PRESENTED.


PENALTIES

1. THE USE OF A NEW PLAYER/SUB IN THE LAST FOUR WEEKS OF THE SEASON MUST
BE EQUAL TO OR LESSER THAN THE PERSON THEY ARE REPLACING OR IT WILL
RESULT IN THE LOSS OF ALL GAMES THE ILLEGAL PLAYER PARTICIPATED IN.

2. THE USE OF A PLAYER THAT IS UNDER TWENTY-ONE (21) YEARS OF AGE WILL
RESULT IN THE LOSS OF ALL GAMES THE ILLEGAL PLAYER PARTICIPATED IN.

3. THE USE OF A PLAYER WHOSE SKILL LEVEL IS ABOVE THE INDIVIDUAL CAP OR
WILL CAUSE THE TEAM TO EXCEED THE TEAM CAP, WILL RESULT IN THE LOSS OF
ALL GAMES THAT THE ILLEGAL PLAYER PARTICIPATED IN.

HANDICAP LEAGUES

1. ALL NEW PLAYERS (SUBS) TO THE LEAGUE COME IN WITH 2.0 MPR AND 20.0 PPD
FOR MEN AND 1.6 MPR AND 16.0 PPD FOR WOMEN IF THEY HAVE NOT PLAYED IN
ANY LEAGUE BEFORE. AFTER THE FIRST NIGHT THEY SHOOT, AN AVERAGE WILL
BE ESTABLISHED AND A HANDICAP WILL BE GIVEN. J AND J VENTURES
AMUSEMENTS RESERVES THE RIGHT TO ASSIGN A MPR OR A PPD TO ANYONE
THAT HAS NOT PLAYED IN OUR LEAGUE SYSTEM BUT HAS KNOWN ABILITY OR
STATS IN OTHER LEAGUES.

2. IT IS POSSIBLE TO START A NEW SEASON WITH A HANDICAP ON THE FIRST NIGHT
OF THE NEW LEAGUE. AT THE END OF EACH SEASON, ALL PLAYER AVERAGES
WILL BE COMMITTED TO A HISTORY FILE FOR LATER USE.

3. IF A PLAYER WHO HAS AN ESTABLISHED AVERAGE IS GOING TO SUB OR JOIN A
LEAGUE AFTER IT HAS STARTED, THEY MAY CALL THE LEAGUE DEPARTMENT TO
NOTIFY US OF THEIR INTENTION TO SHOOT. WE CAN THEN UPLOAD THEIR STATS
INTO THE NEW LEAGUE FOR HANDICAP PURPOSES. IF YOU CAN NOT CONTACT
THE LEAGUE DEPARTMENT THEN THE ROLLING 18 MONTH AVERAGE FROM
WWW.DARTSTOC.COM SHOULD BE USED.

4. ON FORFEIT/BYES, TEAM POINTS ARE AWARDED. PLAYER AVERAGES WILL NOT
BE AFFECTED.

5. PLAYERS MAY CALL THE LEAGUE DIRECTOR DURING BUSINESS HOURS TO CHECK
STATS OR AVERAGES. DO NOT CALL THE OFFICE AFTER 5:00 REGARDING
AVERAGES BECAUSE YOU WILL GET THE ANSWERING SERVICE AND THEY
WILL HAVE NO ACCESS TO THAT INFORMATION.


6. TEAM CAPTAINS PLAYING IN CAPPED LEAGUES ARE RESPONSIBLE FOR MAKING
SURE THE PLAYERS' AVERAGES AND TEAM CAPS ARE NOT EXCEEDED. IF CAPS
ARE EXCEEDED, THE PENALTY IS LOSS OF ALL GAMES PLAYED BY THE PLAYER
WITH THE HIGHEST AVERAGE.


DESCRIPTION OF LEAGUES

1. OPEN LEAGUE: PLAYERS OF ANY SKILL LEVEL BEING EITHER MALE OR FEMALE.

2. MIXED LEAGUE: MUST HAVE A MIXTURE OF MALES AND FEMALES.

3. HANDICAP LEAGUE: LEAGUES USING EITHER THE SPOT DART OR POINTS OFF
HANDICAP.

4. REMOTE LEAGUES: LEAGUES THAT ARE PLAYED ON A GALAXY 3 OVER THE
INTERNET AGAINST OTHER TEAMS IN A DIFFERENT LOCATION.

5. DOUBLE-IN DOUBLE-OUT LEAGUES: IN THIS TYPE OF LEAGUE YOU CAN NOT USE
THE BULL TO GET IN OR TAKE OUT A GAME.

6. DOUBLE-IN DOUBLE-OUT SPLIT BULL LEAGUES: IN THIS TYPE OF LEAGUE YOU
CAN USE THE BULL TO GET IN OR TAKE OUT A GAME. IN THIS GAME THE INNER
BULL IS WORTH 50 AND THE OUTER BULL IS WORTH 25 AND YOU MUST HIT THE
DOUBLE BULL TO GET IN OR TAKE OUT.