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See Also:
Amuse Me Rules
AMOA - NDA Rules
Preface
The AMOA National Dart Association (NDA) is the sanctioning body of
electronic darting dedicated to the standardization, recognition, promotion
and growth of competition worldwide. Memberships are processed without regard to race, color, religion, ethnic originor age.
Foreword
This player pamphlet
entitled "Player's Guidebook" has
been prepared for the exclusive use of the members of the NDA. Areas of copyright are protected. Topics
covered in this pamphlet are to be viewed in two ways. First,
there are areas of standardization that require
compliance of NDA-sanctioned leagues. Secondly, there are areas that have been included herein that are suggested
means of conducting local league play. In all of these areas your local NDA Charter Holder will have full and
unequivocal authority to implement rules for league play. Examples of those areas are:
- Protest
- Fines
- Forfeits
- Fees
We hope this pamphlet will be an asset to you in maximizing your enjoyment
of the fastest-growing recreational sport in history: "Electronic Darting - The
Game You Can Count on."
AMOA NDA Requirements
Dart Equipment Specifications
- Tips used must be standard factory issue for Electronic Darting and
can not have broken tips.
- Darts may not exceed eight (8) inches in length measured from end
of tip to end of flight.
- Darts may not exceed NDA standard for Officially Sanctioned NDA Tournaments.
The current weight standard is 18 grams.
(Local standards may vary for league and tournaments.)
Throwing Area
The area directly
in front of the assigned dart board, not to exceed either dart board
to the left or right of the assigned board, is considered the official "throw area." Up
until the time a player has thrown a dart, he/she is allowed
to leave the throw area. Once a dart has been thrown, a player is not
allowed to completely leave the throw area to the rear or the side.
Partially stepping on or placing one foot over the back or the side
does NOT constitute a foul.
The "players box" located
directly behind the foul line, is reserved for the players
competing in the match. This area is considered part of the throw area.
The only player allowed in the box is the one who is currently shooting.
This area is considered part of the throw area. Any player who completely
removes himself from the throw area has indicated that his
turn is complete.
For wheelchair-bound participants, the torso can be on but not across
the foul line.
Proper Throwing Technique
You are allowed to stand at the Foul Line with your foot no farther
than the front edge of the line. A suggested stance is to have the throwing side of your body toward the board. If
you are right-handed, your right foot should be on the line and your left foot approximately 18 inches behind. Lean
forward slightly with the right knee slightly bent. Balance yourself with the toes of the left foot. Your throwing
arm should be in front of your body and the upper arm at approximately a 45-degree angle down, while the forearm
is perpendicular. Find the center balance of the dart and hold it lightly. This should be comfortable;
you do not need to use all four fingers. The throwing motion should be from your elbow out, holding the upper arm
as motionless as possible. Bring your forearm back slightly and with a fluid motion throw the dart toward the target.
Remember to follow through by pointing your index finger at the area from which you threw.
General Rules of Play
- Players
stand at the "throw" line, 96 inches horizontally
from the face of the dart board. It is legal to lean over
the line. They may step on, but not across, the line.
- Players may use their own darts if they meet the following specifications:
- They must be plastic-tip darts.
- Flights may be any length as long as they
do not exceed 8" in
total length.
- Flights may be no wider than 3/4",
as measured from shaft to flight edge, and may not have more than
four wings.
- Complete darts may not exceed 18 grams in weight.
- Darts may not have broken or cut off tips.
- Darts will be inspected upon request.
- Each player throws a maximum of three
darts per turn. Darts must be thrown only when the machine instructs
to "Throw Darts" and the proper
player's number is lit.
- It is not required for a player to throw all three darts on every
turn. A player may pass or throw fewer than three darts. A player will always be allowed to throw
all three darts unless a foul occurs.
- Any dart thrown counts as a throw, whether or not it is registered
on the machine. A throw counts if it misses the board and bounces out, or if it misses the board
completely. A player may not throw the darts over. Dropped darts may be thrown again.
- Darts on the board may not be touched
until the turn is over, the "Player
Change" is activated, and the machine recognizes the end of the
turn. Exception: When
a dart is in the board and machine reads "Stuck Segment," that
dart must be removed by opposing team captain before other darts are
thrown.
- A round is defined as the period of time
from the end of a player's
turn to the start of his next turn. On games with stacked teams (players on one score),
a round is defined as the end of the player's turn to the start of his/her partner's
turn.
Rules
of Play - '01
- The game is '01 Any In-Any Out. The Bull's
Eye will count 50 points.
- All players start with 301/501 points
and attempt to reach zero. If a player scores more than the total required
to reach zero, the player "busts" and
the score returns to the score that was existing at the start
of the turn.
- When a player reaches zero, the game is
over. The winning team is the team with the lowest combined score (both
team members). If the game score ends in a tie, the player/team that
reaches zero wins. If a player reaches zero when he is "blocked" or "frozen," they
will not be credited with any individual feats (4RO, 6DO,
etc./5RO, 9DO, etc.), and the win will be credited to the opposing
team as a team win only.
- All general rules of play will apply.
Rules of Play - Cricket
- The
game of Cricket will be played with a double Bull's Eye.
- The object will be to close the numbers
20, 19, 18, 17, 16, 15 and Bull's Eye in any order before your opponent(s). The player/team that closes all
numbers and the Bull's Eye first, and has a greater or equal point
score, wins.
- An outer Bull's Eye will count 25 points and an inner Bull's
Eye will count 50 points.
- All general rules of play will apply.
Fouls
The following items constitute fouls. Committing a foul may lead to
loss of turn, loss of game, loss of match, expulsion from tournament or league, expulsion from site, or expulsion
from future leagues or tournaments. The tournament officials identified by official NDA credentials will make
all decisions concerning fouls without specific penalties. The penalty for fouling, unless otherwise stated, is loss
of turn for the fouling player.
- Adherence to all general foul rules is required.
- Fouls must be called within the round in which the foul was committed.
- Distracting behavior by opponents while a player is throwing is not
allowed and constitutes a foul. Throwing on a non-coined
machine is considered a distraction.
- On a thrown dart, the dart must make contact
with the board before the player's foot makes contact with the
floor in front of the throw line or a foul has been committed. A player
must receive a warning from the opposing captain. If the
problem continues, a referee must be called to witness
the foul. If the referee determines that there
is a foul, the player will lose his next three darts.
- It is each player's responsibility to see that the machine
is displaying the appropriate player's number prior to throwing
the darts. Play is stopped immediately when the infraction is noticed.
If the game starts and ends in the same order, the game stands as played.
If the wrong player shoots in a game and the infraction is
noticed before that player has started his/her second round,
the game will be started over with the offending
team being responsible for coining the machine. If the
infraction is noticed after the start of the next
game, the preceding game will stand.
If the player throws while the machine
is displaying an opponent's number, it constitutes a foul.
- If
the player has thrown fewer than three darts, the machine is advanced
to his correct position by use
of the "Player Change" button, and the player is allowed
to throw their remaining darts. The game
then proceeds normally with the opponent shooting next and
so on.
- If the player throws all three darts on
the opponent's number before
the infraction is noticed, the
player has completed his turn and the machine is returned to the proper
order (the opponent's
number) and the game proceeds normally.
- If a player throws out of turn and ends the game on that turn, his team
loses that game.
If
a player throws when the machine is displaying the number
of that player's
partner, it constitutes a foul.
- If the player has thrown all three darts, his turn is completed. The
machine is then advanced to the correct
player position and play resumes, except that both players from the offending
team lose his
next turn.
- If a player has thrown less than three darts when the infraction is noticed,
the machine is advanced to
their correct player position, and he is allowed to throw the remainder
of his three darts. The
machine is then advanced to the correct player position and play resumes,
except that both Players
from the offending team lose his next turn.
- Manually scored points
- on opponent's score constitutes
a foul. Advance player change button to the correct player position
and continue play, except that the player who committed the foul loses
his next turn.
- on player's own score constitutes
a foul. Advance player change button to the correct player position
and continue play, except that both players from that team lose his
next turn.
- If a machine resets due to power failure or other reason beyond control,
the game will start over (replayed from the start).
- If a player reaches zero in a round in
which that player or that player's partner committed a foul, that
player/team loses the game.
- Any machine reset, tilt or malfunction due to intentional or non-intentional
player action shall result in loss of game for the team committing the action.
- Abuse of equipment, poor sportsmanship or unethical conduct as judged
by a league director or tournament official may constitute a foul.
- Any player/team that commits three fouls in one game will forfeit
that game.
- Any player found to be using overweight darts or otherwise illegal
darts shall cause the team to forfeit all games in the match that player has
played. The match will then continue with all players using legal darts. Any protest about weight of darts
must be made before completion of the 3rd game and will not be allowed once a match has been concluded.
- Disregard of any rules may constitute a foul.
- All decisions by referees or tournament committee will be final.
Scoring on the Electronic Dart Machine
- The score recorded
by the machine is the score that the player receives. The players
accept that the machine is always right. The only exception will
be on the "Last Dart-Winning Dart" that meets the following
criteria:
- The "Last Dart-Winning Dart" must
stick.
- If the dart does not stick and the machine awards the win, the machine
is right and the game is over.
- The machine was displaying the "Throw Darts" message
and all other rules were followed. Then, no
matter if the machine fails to score, or scores incorrectly,
the player/team will be credited with the
win in that game.
Example: Player's
score is 24 at the beginning of his turn. His first dart hits and sticks
in the single 9 but does
not register or score. His second dart scores a single 15, leaving
the player on 9. The third dart is then throw in
the single 9, but does not register or score. Since it was the "Last
Dart-Winning Dart," that player/team wins the game.
- A dart that sticks in the board but does not activate the electronic
scoring may not be manually scored.
- If there is any question as to whether the machine is scoring or
working properly, STOP THE GAME. Do not remove darts
or activate the "Player Change." The
team captains must try to solve the problem. If they are unable to do so, they will need to call for service. If
the situation cannot be resolved, play will need to be moved
to an available board. Scores will be reentered and play will continue.
In tournament play, a referee must be called to resolve the problem.
- If a dart bounces off the board it is considered a dart thrown even
if it does not score. It may not be thrown again.
- If a dart is thrown before the "Throw Darts" message
lights, the dart will not score and is considered a dart
thrown. It may not be thrown again.
Official Skill Rating Procedures
Points Per Dart (PPD) and Marks Per Round (MPR) are the official means
of classifying and ranking players.
- PPD: Points
Per Dart is used for all '01 games,
(301, 501, etc.). To obtain a PPD, divide the total points
by the number of actual darts thrown. Example: Player #1
wins the game with his 12th dart. He has achieved a total of 301
points. His PPD is 25.08 (301 / 12 = 25.08). The winner of the game
will use the total points of the game, (301, 501, etc.) all other
players will use the actual points scored as reported by the machine.
- MPR: Marks Per Round is used for all Cricket games.
To obtain a MPR, divide the total number of marks scored by the actual number of darts thrown then multiply by three (3).
Example: Player #1 wins the game with her 46th dart. She have achieved a total of 59 marks. Their
MPR is 3.85 (59 / 46 x 3 = 3.85). Handicap rounds do not count for the players without darts in that round.
When two (2) players are partners on the same number, they record their results individually. A player must compete in a minimum of 24 league games in
a league season that meets the following criteria to establish a Skill Rating:
- 301 (501, 701, etc.):
Any '01 league game played
open in/open out with a 50 point Bull's Eye on a 15.5 inch target.
- Cricket: Standard scoring
Cricket games with a split (25/50) Bull's Eye on a 15.5 inch
target.
The NDA recognizes the following player achievements:
'01Feats
- 6 through 12 Dart Outs (Abbreviated 6DO, 7DO, etc.)
A perfect game for 301 is accomplished with 6 darts. A
perfect game for 501 is accomplished with 9 darts. A 7 or 10 Dart Out occurs when you win the game while throwing
only 7 or 10 darts. The same is true for 8, 11 and 12 Dart Outs.
- 4th Round Out (Abbreviated 4RO)
Winning the game on either your 10th, 11th or 12th dart.
- Low Ton (Abbreviated LT)
A score of 100 to 150 points in one turn. (A Hat Trick
is not counted as a Low Ton.)
- High Ton (Abbreviated HT)
A score of 151 to 180 points in one turn.
- Ton Over
Same as High Ton.
- Hat Trick (Abbreviated HAT)
All three darts registering in either the inner or outer
portion of the Bull's Eye on one turn.
- High Out
The highest out score in any '01 game.
- Assist (Abbreviated A)
When a player receives credit for his/her partner winning
the game.
- Win (Abbreviated W)
What a player receives when he/she throws the winning dart.
- 5th Round Out (Abbreviated 5RO)
Winning the game on either the 13th, 14th or 15th dart.
Cricket Feats
- 8 Dart Out and 9 Dart Out (Abbreviated 8DO and 9DO)
8 Dart Out is a perfect game when there is a Double Bull's
Eye. 9 Dart Out is a perfect game if there is not a Double Bull's
Eye.
- White Horse (Abbreviated WH)
3 darts registering 3 different Cricket triples in 1 turn
that have not previously been marked or scored upon by your team. (While there are 9 marks in a White Horse
it is not scored as a 9 Mark. See: 9 Mark)
- 9 Mark (Abbreviated 9M)
Registering 3 Cricket triples in one turn. This could be
three different triples that have previously been scored upon by your team, 2 triples that are same and a different
triple or the same 3 triples.
- 8 Mark (Abbreviated 8M)
Registering 2 triples and 1 double (could be a double Bull's
Eye) in one turn.
- 7 Mark (Abbreviated 7M)
Registering 2 triples and 1 single. 1 triple and 2 doubles
(could be two double Bull's Eye) in one turn.
- 6 Mark (Abbreviated 6M)
Registering 2 triples, 1 triple and 1 double (could be
a double Bull's Eye) and 1 single, or 3 doubles in one turn.
- 5 Mark (Abbreviated 5M)
Registering 1 triple and 1 double (could be a double Bull's
Eye), 1 triple and 2 singles, or 2 doubles (could be two double Bull's
Eye) and 1 single in one turn.
- 4 Mark (Abbreviated 4M)
Registering 1 triple and 1 single, 2 doubles (could be
two double Bull's Eye), or 1 double (could be a double Bull's
Eye) and 2 singles in one turn.
- Crick Hat (Abbreviated CHT)
All three darts registering in either the inner or outer
circle of the Bull's Eye in one turn. A Hat Trick in Cricket will register anywhere from 3 marks up to 6 marks
depending on whether they land in the Bull's Eye's inner
or outer circle.
- Assist, Win - same as in before 01
Specialty Acheivments
- Perfect Attendance
Player participates/plays on every night of his/her scheduled
league play.
- Captain
Player who is Captain of their respective team.
- League Champion
Player/team champion at the conclusion of the league season.
- Very Improved
Given to a player whose performance has improved greatly
during the league season.
- Top Gun
Player who is the top shooter.
- 5-Year Member
Player who has been sanctioned for 5 consecutive years.
- 10-Year Member
Player who has been sanctioned for 10 consecutive years.
- 1st-Year Member
Player who is sanctioned as a first-year member.
- Good Sportsmanship
Given to a player who is not the best player, but exhibits
a good attitude.
- Three In A Bed
All three darts registering in the same triple in one turn.
- Top Hat
Player who has registered the most Hat Tricks.
- Ton 80
Player registers 3 triple 20s in one turn.
Here are some common terms or phrases that you will be hearing as a
sanctioned player for NDA:
Actual Darts Thrown: Counting
the actual darts that are used, not passed, in a match. Only
approved means of tracking feats for the NDA's Team Dart
Tournament.
Blocked: A
player is BLOCKED when his or her partner's score is higher than the
combined score of their opponents. The player may still throw
to get his or her points lower but cannot go out without
losing the game because of his or her partner's
high score. The following will result in a loss: When a player
reaches 0 but his or her partner's score is not equal to or lower
than their opponents combined score.
Remember you can go out on a tie.
Classified League: Any league that consists
of teams with similar or closely matched team averages.
Closed: When
a team has scored 3 Marks on the same number or Bull's Eye in
Cricket.
Feats: Various
darting accomplishments. (See: 301, 501 & Cricket Feats)
Frozen: A
player is FROZEN when his or her score is at 1 point (2 points
in "Double Out") and his or
her partner's score is higher than the combined score of their
opponents. The player may not get his score any lower without
losing the game (See:BLOCKED)
Games: The individual components of a dart
match.
Geographic League: Any league that consists
of teams from the same area or location of town.
Ladies: Teams consisting of only females.
League: All teams that compete directly against
each other in a season.
League Division: Teams in a specified combination
or skill level.
League System: All
of the Charter Holder's
Leagues.
MPR: Marks
Per Round - The system for averaging the "marks" that a
player throws each turn in a game of Cricket. The higher the MPR,
the better the player.
Mark: Any
throw that registers on a number either to help close the number or
score points. The Single segment portion of the Cricket number
scores "1" mark.
The Doubles segment scores 2 marks while the Triple segment
scores 3 marks. The outer portion of the Bull's
Eye scores 1 mark and the inner section scores 2 marks.
Match: The sum total of games played per league
night.
Mixed Doubles: Teams made up of a equal number
of males and females. In each game a female and male throw together.
Open: Teams made up of any combination of
males and/or females.
PPD: Points
Per Dart - The system for averaging the points that a player throws
each dart in an '01 game. The higher
the PPD the better the player.
Passed Darts: Darts not thrown during a round
or game for one reason or another.
Round: This
is defined as a player/team's
turn during a game. Each player has the option of throwing
0, 1, 2 or 3 darts each round.
Spot Darts: A way of
handicapping players, teams and leagues. The better the player the fewer
darts he/she would be permitted to throw at the beginning of
the game.
Spot Round(s): The first or opening
rounds of a spot handicapped game.
Turn: A player is entitled to a maximum of
3 darts per turn. A player may opt to throw 0, 1, 2 or 3 darts.
Unclosed: When
a team has 2 or less Marks on a number or Bull's Eye.
NATIONAL DART ASSOCIATION
5613 W. 74th Street
Indianapolis, IN 46278-1753
(317) 387-1299 Office
(800) 808-9884 Toll Free
(317)387-0999 Fax
www.ndadarts.com |
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