STAMFORD ELECTRONIC DART LEAGUE RULES 2014 WINTER

General Rules

It is the responsibility of the team captains to organize their team to show for game

night. If you cannot field a team, the TEAM CAPTAIN must call the opposing team

captain (at least 4 hrs in advance) whose numbers are listed on the top of the schedule on the website. Reschedule a date and then notify the dart office or text 203-943-5248

  • The games are determined by the Galaxy league format, designated before the first night of play, and will remain the same throughout the entire season.
  • Players may use their own Darts as long as they do not exceed

eight inches in length and do not exceed sixteen grams in weight.

  • Bars will not charge a cover to dart players during league play.
  • All Galaxy games shall have a foul line positioned eight feet from the dart board face, noted by a mark on the right side of the machine. Players may throw from up to the front of the foul line.
  • Any verbal or physical violence towards a player or abuse of equipment may be grounds for expulsion from the league and forfeiture of all monies up to that point. Should an incident occur, The rowdy player must leave and the team plays with the remaining three players. Otherwise that team takes a forfeit.
  • Any roster changes, additions or deletions must be submitted to the league office at least five days in advanced prior to next leagues match. No manual entry of names on dartboard during league night.
  • A player released from one team and waiting to play for another team must have written permission from the team captains to play for the other team. The letter must be turned into the league office and approved one week before that player will be able to shoot. Players cannot play or sub for more than one team per season.
  • A Forfeit is when the opposing team does not show up to play. Or the team does not show within the grace time. To enter a forfeit, simply choose your team again instead of the opposing team when starting the match. A forfeit is 13 wins. Please Call or email league office of all forfeits.
  • Wins and losses will determine team standings. In the event of a tie for First, Second or Third place Regular season, The team with the most wins between the two, during the season, shall be deemed the winner. If tied, then a face off match of 13 games will determine the place. A coin flip shall determine the home team.
  • To be eligible for the play-offs, a player must have played in at least 25% or more of the regular season. That means in a 14 week season there are 182 total games, 25% is 45 games must be played per player to qualify for playoffs.
  • Any team not showing for a match 4 times shall be removed from the league and forfeit all monies to the league. Any problems or questions, please call the league office at (203-359-2504) and remember that all decisions of the league office are final.
  • Game Play 13 game Format 4-501, 4-crkt, 2-501, 2-crkt,

1-701

  • A Team will consist of four players and up to three substitutes. If in the event you cannot field a team of four from your roster, the match may be played with as few as three players, but when the score of the missing player comes up you must press the player change button and skip their turn.
  • In the event of absent team players, a substitute may only be selected from one of the names on the sub screen of the galaxy game. No other substitutions or manual entry of player names is allowed.
  • You must play from your player roster, The opposing team is not required to accept your players if they are not on the Roster
  • Players will be responsible for their own dues and are also responsible to pay their own coin drop for the machine. All weekly dues are deposited by each player ($2.00/ply or $8.00/team) prior to the start of the match. 100% of player dues monies is used to fund the end of season events, trophies etc.
  • Cost to play 13 games is $13.00/ team, plus dues $8.00/team for ten weeks.
  • All games begin at 8:00 pm with a 15 min. grace period. A team may play with three players and skip or pass the missing persons shot to the next player. Once a match starts no other players except the missing player are allowed to play in that match.
  • It is each players responsibility to see that the machine is displaying their name prior to throwing any darts. If a player throws when the machine is displaying an opponents name, the opponent has the option of accepting that score and allowing play to continue, or resetting the machine by using the player change button to the player who originally threw on the wrong turn and continue play.

A dart thrown that sticks but does not score, may not be manually scored. Once the dart leaves your hand that is a thrown dart. However, The Captains must be in agreement to manually score the dart or not, and remain consistent throughout the game.

  • Each player has approximately 7 seconds to pull his or her darts from the machine and to make sure that the 3 darts have registered.
  • The dart machine is always right. If the machine is malfunctioning, both team captains will decide whether to play, to move to another location or to make up the match at a later date. Please report the malfunctioning machine name to:

If the freeze rule *applies, note the galaxy dart board will not tell you when you are frozen, but will tell you when you have broken the freeze rule in which at that point you will have lost that game.

*freeze rule- When it is your turn, you can’t go out if your partner has more points than your opponents combined total points. It doesn’t matter what your score is. If you do go out while you are “frozen”, you will lose the game. This part of the dart machines programming was put into its system to prevent ringers from dominating the leagues.