Regina
Steel Tip Pub Dart League
2017
Constitution/Rules Of Play
(as of
League Meeting from Nov. 19, 2017)
1.0 - Venues
A
venue is a location where league play will take place and must provide the
following:
1.01 - Proper lighting
1.02 - Fairly new dart boards (preferably
2 or more boards, hung as per proper measurements)
1.03 - An unobstructed/non-distracting
throwing area
1.1
- Should a league member feel that a venue is not providing one of the above,
they can advise the League Executive, however, all scheduled league matches
will continue to be played at that venue until the League Executive rules
otherwise.
1.2
- All league matches are to be played at the assigned venues as per the league schedule
as put forth by the League Executive and posted on the league website. Only
under extreme circumstances should a match be moved to another venue at the
discretion of the involved players, and should such a decision be made, then it
must be agreed to by both Team Captains.
2.0 –
Teams/Legal Lineups
A
team of 4 or more registered players is considered to be a legal team once 2 or
more of those registered players (or spares) have arrived to play.
2.1
- If more players arrive for the team after the start of league play, they
cannot join in until the current game is over.
2.11 – Absolutely no switching,
replacing, or adding players in mid game. All changes to lineup must be done
after the current game is over. (7.01 below)
2.2
- There is no maximum number of players that a team can play in a night, but
all players must be a fully registered player for that team.
2.3
– A registered team player is one who has supplied their full contact info (name,
mailing address including postal code, phone number & date of birth, this
info is used for your SDA membership) and paid their full team league fees to
their Team Captain.
2.4
– In the event that there are only 2 players present for a team for a league
matchup, the following shall apply:
2.41 – Team 701 matches will use 2 Doe
scores as per the Doe score rules (as outlined in 8.0 below)
2.42 – Doubles 501 matches will use 1
player and 1 Doe score as per the Doe score rules (as outlined in 8.0 below)
2.43 – A team that is missing 2
players cannot put 2 Doe scores together to form 1 set of doubles
2.5
– In the event that there are only 3 players present for a team for a league
matchup, the following shall apply:
2.51 – Team 701 matches will use 1 Doe
score as per the Doe score rules (as outlined in 7.0 below)
2.52 – Doubles 501 matches will use 1
player and 1 Doe score for one set of doubles, and 2 real players for the other
set of doubles
3.0 –
Team Captain Responsibilities
It
is the responsibility of the Team Captain to perform the following duties
through the course of a season for his team:
3.01 – Collect all league fees from all
players on the team and submit it to the League Executive in a timely manner or
by any deadlines as set forth at the AGM
3.02 – Collect all spare fees from any
spare players used throughout the season and if it is the first time a spare is
being used, it is that Team Captain’s responsibility to collect and submit all
contact info to the League Executive in a timely manner (as per 2.3 above &
9.2 & 9.3 below)
3.03 – Attempt to ensure that their team
mates are present at the scheduled league matches on time
3.04 – At the end of the night of league
play, go over the score sheet, ensuring that the scores are accurate and that
no high scores have been missed
3.05 – Once 3.04 is confirmed, signature
of the Team Captain will endorse that the night’s score sheet is accurate and
final and no further changes can be made
3.06 – Arrange to have the score sheet
submitted to the League Executive/Statistician in a timely manner
3.07 – Make any arrangements for any rescheduled
matches in a timely manner as per the rules set out (as per 4.0 below)
3.08 – Bring any issues to the League
Executive in a timely manner as the urgency of the situation warrants.
3.09 – Work together with the opposing
Team Captain to resolve any issues that arise through the night, including but
not limited to interpretation of rules
4.0 – Start
Time/Reschedules
All
league play starts at 7:30 with a 15-minute grace period to get your matches
underway. If there is only 1 or no players from the opposing team present by
the end of the grace period, that team will automatically forfeit the match.
4.1
- It is possible to start at an earlier or different time if enough notice is
given to all players involved and BOTH Team Captains agree.
4.2
- Should both Team Captains agree ahead of time that their match will be
rescheduled, they have until the completion of the current session to get their
match played. If not played in time, then the team that originally asked to
have the match rescheduled will forfeit that match.
4.3
- The definition of the “end of current session” is the end of the final week of
regular play for that session. You cannot reschedule a match for the week between
regular season and playoffs without the League Executive’s permission.
5.0 –
Forfeiting Rules
If
a team asks to have their match rescheduled because they cannot make it, it is
solely up to the Team Captain of the other team to agree to reschedule or potentially
have the other team forfeit their match. We urge that if there has been an
effort made to notify the other team at least 2 hours prior to the start of the
match, that an attempt to reschedule is made by both Team Captains.
5.1
- If a team forfeits a match, the following shall be applied:
5.11 - The forfeiting team
automatically loses the night and will receive no wins and the standings will
show as if they lost 31-0
5.12 - The opposing team will
automatically win the night 16-0 or whatever their team average for wins are at
that time through the course of the session
5.13 - No stats for any other
category other than standings will be affected (other than the loss of play for
everyone involved)
5.14 – If
the forfeit happens on week 1 of a session the opposing team will win 16-0,
however if the opposing team is a strong team and only getting 16 wins for the
night affects their playoff standings, a recalculation can be made at the end
of the session to use the average win instead. But this must be done at the
request of the opposing team’s Captain only and in a timely manner. The League
Executive will not automatically do this.
5.2
- In the event that a team is a complete “no show”, it is the opposing team’s responsibility
to contact and notify the League Executive, at which point the League Executive
will contact the offending team and try to resolve the situation before a
forfeit is officially put in place. The League Executive will do everything
they can to ensure that all games are played rather than forfeited.
5.3
- If a team forfeits 3 times in a season, the League Executive has the option
to remove the team from the league and not return any league fees.
5.4
- Any issues with attendance by any team should be brought to the League Executive’s
attention immediately.
6.0 – Matchups
(as of 2016/2017 Season)
31
games will constitute a full night of league play
6.01 - Three games of team 701
6.02 - Twelve games of doubles
501
6.03 - Sixteen
games of singles 501
6.1
- All games are fly/straight in and double out
6.2
– To determine who starts the singles 501 matches, (starting in the 2017 season)
coin flips will no longer be used, instead a Bull Up or Diddle will be used.
6.3
– The procedure for a Bull Up or Diddle is as follows:
6.31 – Home team player has
choice of throwing first or having his opponent throw first
6.32 – Each player throws 1 dart
at the bull, both players look at the throw and agree who is closest to center
of double bull
6.33 – Closest to the center of
the double bull goes first
6.34 – If after the first throw
neither player can determine who is closest to the bull, each player will
remove their dart and will throw again in the opposite order than the first time
they threw. Repeat steps 6.32 & 6.33 above. Repeat until a clear winner is
determined
6.4
– The Bull Up or Diddle will be used to determine who starts the 3rd
match in team 701, and each set of the double 501
7.0 –
Player lineups
Teams
with more than 4 registered players can substitute players between games in 701
& double 501, provided the following rules are adhered to:
7.01 - Players cannot be switched
mid match. Any substitutions must be done after the current match is over.
7.02 - In the case that a player
must leave mid match due to an emergency, a doe score (as outlined in 8.0
below) must be used for that player’s score until the match is completed, after
the match is complete, any registered player for that team (or spare if he is
the 4th player) may be substituted for the player that had to leave.
7.03 - When switching players in
doubles 501, the same players cannot play the same opposing players more than
once a night.
7.04 – Players cannot be switched
up in single 501 games, if you start the night as H1 or V2, you stay that
designation until the end of the full match
7.1
- “Occasionally” and only if both Team Captains agree, a player can play all
his singles matches in a row to get finished early
8.0 – Doe
score
Doe
score to be taken is 26 points per round, until the score hits 99, then Doe
score is no longer taken. If the score is 100, you still take the Doe score,
then the human player takes over for the Doe.
8.1
– Team 701 games with 2 players missing will have 2 human players taking Doe
scores in between turns until that team’s score reaches 99, at that point, the
2 human players will rotate through the sequence replacing the Doe scores
8.2
– Team 701 games with 1 player missing will have 3 human players taking a Doe
score at the end of their collective turn until that team’s score reaches 99,
at that point the 3 human players will rotate through the sequence replacing
the Doe score
8.3
– Doubles 501 games will have 1 human player taking a Doe score in between
turns until that set of doubles’ score reaches 99, at that point, the 1 human
player will rotate through the sequence replacing the Doe score
8.4
– When deducting the Doe score from the team score, it must be a separate
entry, do not just add 26 to the previous player’s score. The previous player’s
score must be subtracted from the total score before the Doe score can be
subtracted
8.5
– Single 501 matches, all Doe spots will receive a loss, with the appropriate opponent
getting a singles win for that match
9.0 –
Spare Players
A
spare player may be used to replace a registered team member who will not be at
the scheduled matchup, provided they pay the spare fee and submit all contact
information (as per 2.3 outlined above) to the Team Captain of the team that
they are sparing for.
9.1
– A spare fee currently is $5/night up to a maximum of $25. Once a spare has
paid $25 they are no longer required to pay any more fees and are considered to
be a fully paid league spare. An attempt to track how much a spare has paid
will be made on the League Spare List on the league website
9.2
– A spare who has not paid the spare fee or submitted their contact info to the
Team Captain of the team they are playing for will not be considered a
registered spare until a member of the League Executive receives the
aforementioned fee/contact info. If this is the case, then that team who the
spare first played for shall not be eligible to play in playoffs until/unless
the spare fee and contact info is submitted to the League Executive by the Team
Captain. The League Executive will monitor all spare player usage and will
govern accordingly.
9.3
– It is the Team Captain’s responsibility of the team that originally brings
the spare into league play to obtain not just the spare fee for that night, but
the full contact info (as per 2.3 outlined above) and submit to the League Executive
in a timely manner.
9.4
– It is the Team Captain’s responsibility of any subsequent teams that the
spare plays for to obtain the spare fee if applicable and submit it to the League
Executive in a timely manner
9.5
– The spare must pay $5 to play for the night, but it is completely optional
for the spare to have their name/contact info included on the League Spare List
on the league website. As long as they pay their spare fee each time, they can
spare for just 1 team if they so wish. Although inclusion on the League Spare
List on the league website is always encouraged.
9.6
– Spare players are not eligible to receive any team awards or trophies, but
are eligible to receive individual awards, as per the League Executive’s
discretion.
9.7
– A spare player cannot be a team’s 5th player for the evening.
9.8
– Barring extenuating circumstances, illness or emergency, a spare cannot be
swapped out for a registered player or another spare during that evening’s
play. Once a spare starts a league matchup, he/she must complete that evening’s
matches. Even if the person they are sparing for ends up being able to make it
later.
10.0 –
Prizes and Awards
The
League Executive shall keep track of all statistics through the year and will
hand out trophies or awards based on the following criteria:
10.1
– Division Champions – are the teams who win the playoffs and are considered to
be Division Champions of their respective division
10.11
– Approximately $50/player will be set aside for all teams who are Division
Champions, actual prizes to be determined at the AGM (Annual General Meeting –
held between the end of one season and the start of the next season)
10.2
– Male Darter with highest positive winning percentage (50%+) based on minimum
of 75% of the last session played. (Individual Achievement)
10.3
– Female Darter with highest positive winning percentage (50%+) based on
minimum of 75% of the last session played. (Individual Achievement)
10.4
– Highest Out, Male (Individual Achievement) (League Executive’s discretion)
10.5
– Highest Out, Female (Individual Achievement) (League Executive’s discretion)
10.6
– Most 180’s (Individual Achievement). (League executive’s discretion to hand
this trophy out to Male and Female if warranted)
10.7
– Most 140’s, Male (Individual Achievement)
10.8
– Most 140’s, Female (Individual Achievement)
10.9
– 180 pins will be awarded to all players scoring and registering a perfect
score of 180 at any time during that season of league play
10.10
– 171 pins may be awarded to all players scoring and registering a score of 171
at any time during that season of league play (pin availability as well League
Executive’s discretion factor into this award)
10.11
– Individual achievements for highest winning percentage will be based only on
the 2nd session of league play
10.12
– Other awards such as High Outs, Highest scores etc., will be based on the
full season of league play including playoffs
10.13
– The Most Improved Player will be determined by the League Statistician and
may not be handed out every year
Authored
by Darcy Antonissen – Vice President Regina Steel Tip Pub Dart League (Dec. 22,
2016, edited by Author Jan 8, 2017)