DeLeon Amusements Inc.


Rules & Terms



TEAMS: A team will consist of (4) players, although you can roster up to (8) players for the season.

All league matches are scheduled to begin at the Previously established time, with a grace period of (15) minutes: There is a (2) minute time limit from when the host captain calls a match to begin. YOU MUST HAVE AT LEAST (2) MEMBERS OF THE TEAM PRESENT TO PARTAKE.


ANY PLAYER NOT AT THE DART BOARD WHEN THEIR MATCH IS SCHEDULED WILL BE GIVEN A FORFIET: THE OPONENTS WILL ADVANCE THE PLAYER POSITION FORWARD TO AVOID A GAME DELAY .YOU CAN NOT PLAY A MAKE UP MATCHES THAT HAVE BEEN PLAYED. BUT, YOU CAN PLAY THE REMAINING MATCHES THAT ARE SCHEDULED FOR THAT EVENING.


If you begin with a team: you must remain on said team until the end of that season, unless you reveive a written release from the location owner and/or sponsor of said team.


YOU CANNOT BE A FLOATING SUB: YOU CAN ONLY BE ON ONE TEAM PER DIVISION OR LEAGUE. SUBS WILL NOT BE ALLOWED DURING A MATCH ROUND


TEAM FEES ARE REQUIRED TO BE PAID IN FULL, NO MATTER HOW MANY PLAYERS SHOW UP FOR YOUR MATCH.


CASUAL HANDICAPPING: The dart board will auto calculate player handicaps after their first round of play. It is very important that a player only play under their own name.

IF YOU HAVE A PLAYER WHO HAS PLAYED IN THE LEAGUE, BUT THE HANDICAP IS NOT PRESENT; YOU MUST CALL THE LEAGUE COORDINATOR AND GET THE APPROPRIATE HANDICAP TO ENTER INTO THE MATCH.


FORFEIT: If you have a team that does not show up for their scheduled match and your team will accept the forfeit, you will need to specifiy the forfeiting team as the "Home Team" or the "Away Team"

THERE SHOULD BE NO FORFEIT GAMES, BETWEEN TEAMS OF THE SAME LOCATION SPONSOR TO AVOID ANY CHANCE OF A TEAM RECEIVING AN UNFAIR SEASON WIN.IF NECESSARY, THE LEAGUE COORDINATOR WILL DESIGNATE WHERE AND WHEN MAKE UP GAMES WILL BE PLAYED. IF YOUR TEAM DOES NOT SHOW UP ON THE REMATCH DATE, THE WIN WILL BE AWARDED TO THE TEAM THAT SHOWS.


A TEAM IS STILL RESPONSIBLE TO PAY LEAGUE DUES IF IT FORFEITS A MATCH. IF A TEAM QUITS THE LEAGUE NO MATTER HOW EARLY OR HOW LATE IN THE SEASON, ALL POTENTIAL EARNINGS AND DUES WILL BE FORFEITED INTO THE LEAGUE FUND.


24 HOURS NOTICE REQUIERD: If your team needs to reschedule a match, you must notify the oposing team 24 hours in advance.

IF YOU DO RESCHEDULE A MATCH, YOU MUST NOTIFY THE LEAGUE COORDINATOR IN ADVANCE WITH THE LOCATION AND TIME OF THE MAKE-UP GAME. 


ANY TEAM MISSING (3) OR MORE MATCHES OR (2) CONSECUTIVE MATCHES WITHOUT THE CONSENT OF THE LEAGUE COORDINATOR AND A COMMITMENT TO MAKEUP SAID MATCHES, WILL BE DROPPED FROM THE LEAGUE.


IN THE EVENT THAT A NEW SCHEDULE MUST BE PREPARED, IT IS THE CAPTAINS RESPONSIBILITY TO BE AWARE OF SUCH CHANGES AND INFORM THEIR PLAYERS.


PLAYERS: Must be of legal drinking age. MINIMUM 21 YEARS OLD, OR (18) YEARS OLD at the descretion of the location.


SPORTSMANSHIP: Any form of unsportsmanship will be considered a foul. Unsportsmanlike conduct will be delt with a warning before disqualification followed by Immediate disqualification one second offense. If there is a consistant problem with a player, the player board will be assembled to decide on what action should be taken.


ANY PLAYER USING PROFANITY TOWARDS THE LEAGUE COORDINATOR/DIRECTOR, ANY LEAGUE OFFICERS, OR LOCATION OWNER WILL BE CONSIDERED BAD SPORTSMANSHIP AND THAT PLAYER WILL BE IMMEDIATELY DISQUALIFIED.


CELL PHONES: To avoid any delay of game, please do not answer calls during a match, esspecially on your turn at the board. 


SETTLING DISPUTES: Captains will be responsible for setteling any disputes that may arise during matches.


PLAY STOPS IMMEDIATELY WHEN AN INFRACTION OCCURS!

CAPTAINS CAN FILE A PROTEST OR CONTACT THE LEAGUE WITH A CLAIM OF IMPROPER PROCEEDURE. IF YOU AS A PLAYER AND HAVE A GREIVENCE, TAKE IT TO YOUR CAPTAIN AND LET THEM SEND IT TO THE LEAGUE COORDINATOR.

MATCH PROTEST: Protesting of a match must be done so in writing within 24 hours of the match. If the player baord rules in against your protest, you may be fined.

REGARDLESS IF THE LINE-UP OR HANDICAP IS WRONG, ALL MATCHES PLAYED WILL STAND AS PLAYED. THE MACHINE SCORE IS ALWAYS THE CORRECT SCORE.

WEEKLY SCORES: Player standings will be posted on the league site as soon as possible.

WINNING THE LEAGUE: Winning will be determind by the number of games won/loss.

IF THERE ARE TIES: IN ORDER TO DETERMININE HOME FIELD ADVANTAGE FOR A POSITION ROUND. THEY ARE DECIDED AS FOLLOWS.

1ST HIGHEST PLAYER PPD, MPR 2ND

IF YOU’RE TEAM FINISHES 1ST IN YOUR DIVISION: YOU WILL AUTOMATICALLY BE SEEDED IN THE NEXT SKILL LEVEL LEAGUE ABOVE THE LEAGUE THAT YOU JUST COMPETED IN.


PAYOUT: WILL BE ACCORDING TO TEAM STANDINGS. TEAM MONEY WILL BE AWARDED TO ALL TEAMS STILL ACTIVE AND IN GOOD STANDINGS WITH THE LEAGUE STARTING FROM (1ST) PLACE APPROXIMATELY 22% TO THE LAST PLACE TEAM. IF THERE IS A TIE, THE POSITION MONEY WILL BE TOTALED AND DIVIDED EQUALLY BETWEEN THE TEAMS WITH A TIE.

THIS WILL BE WITHIN OUR LEAGUE GUIDELINES OF 100% PAYOUT


GENERAL GAME PLAY RULES

EXCEPT FOR THE LAST DART RULE, THE MACHINE SCORE IS ALWAYS THE CORRECT SCORE.
SHOULD THE DART MACHINE MALFUNCTION, IT IS THE RESPONSIBILITY OF THE HOST TEAM CAPTAIN TO DECIDE; IF PLAY IS TO CONTINUE. IF A SERVICE CALL IS TO BE PLACED. IF TEAM SHOULD RELOCATE TO ANOTHER MACHINE WITHIN THE SAME LOCATION. IF TEAM SHOULD RELOCATE TO A MACHINE WITHIN THE SAME DART SYSTEM. (SCORES MUST BE RECORDED BY HAND)
LAST DART RULE: A DART IS THROWN AND STICKS IN THE WINNING OR OUT NUMBER, BUT DOES NOT REGISTER, WILL BE CREDITED TO THE PLAYER AS A WIN. TO BE THE WINNING DART, THE DART MUST STICK AND SHOW TO BE A WINNER.
ALL THROWS MUST BE FROM BEHIND THE FRONT SIDE OF THE FOUL LINE. IT IS PERMITTED TO LEAN OVER THE LINE, BUT THE PLAYER’S FEET MUST BE BEHIND THE FRONT EDGE OF THE FOUL LINE.
A TURN CONSISTS OF A PLAYER THROWING A MINIMUM OF 3 DARTS. A PLAYER CAN PASS ALL OR ANY OF THEIR THROWS.
A THROW CONSISTS OF ANY DART THROWN WHETHER IT DOES OR DOES NOT REGISTER ON THE MACHINE. THROWS COUNT IF THE DART HITS THE BOARD AND BOUNCES OUT OR IF IT MISSES THE BOARD COMPLETELY. NO DARTS CAN BE THROWN OVER. SHOULD A PLAYER DROP A DART, IT IS NOT CONSIDERED A THROWN DART.
A PLAYER CAN THROW HIS DARTS ONLY WHEN THE MACHINE INSTRUCTS HIM TO “THROW DARTS” AND THE PLAYERS PROPER NUMBER IS LIT.
STUCK SEGMENT RULE: SHOULD THE DART GAME LOCK UP, OR A SEGMENT BECOMES STUCK, THE THROWER MAY ASK THE OPPOSING TEAM’S CAPTAIN TO PRESS THE PLAYER CHANGE BUTTON AND REMOVE THE DART(S) CAUSING THE PROBLEM. THE OPOSING TEAMS CAPTAIN FORWARDS THE GAME BACK TO THE THROWERS POSITION PRIOR TO GAME LOCKING UP OR SEGMENT STICKING. THE THROWER IS ALLOWED TO THROW ANY REMAINING DARTS, COMPLETING HIS TURN.
BACK UP BUTTON: THE G2 HAS A FEATURE TO BACK UP DARTS THAT HAVE BEEN SCORED INCORRECTLY. (Ex: WRONG PLAYER SHOOTS OUT OF TURN)
BULL: IN SINGLE BULL SETTING, THE PLAYER MUST HIT THE BULL (3) TIMES TO CLOSE IT. ANY ADDITIONAL HITS WILL SCORE POINTS. SINGLE BULL WILL SCORE (50) POINTS NOTE: YOU MAY CLOSE ALL THE NUMBERS FIRST, BUT IF YOU ARE BEHIND IN POINTS, THE GAME WILL CONTINUE UNTIL YOU ARE AHEAD IN POINTS OR YOUR OPPONENT CLOSES ALL THEIR NUMBERS. YOU CAN NOT LOOSE IN CRICKET AS LONG AS YOU ARE AHEAD IN POINTS.
FOULS

FOULS CONSIST OF:

AN OPPONENT DISTRACTING A PLAYER WHILE A PLAYER IS THROWING. A DISTRACTION CAN CONSIST OF A PLAYER THROWING ON AN UNCOINED BOARD.
THE “THROW AREA” MUST NOT BE LEFT BY A PLAYER. STEPPING TOWARD THE BOARD IS ALLOWED, BUT STEPPING BACKWARDS OUT OF THE “THROWING AREA” IS NOT ALLOWED. IF A PLAYER LEAVES THE “THROW AREA” AFTER A DART, BUT BEFORE ALL THREE DARTS HAVE BEEN THROWN, HE HAS COMMITTED A FOUL AND FORFEITS ANY REMAINING DARTS IN THAT TURN.
A FOUL IS COMMITTED IF A PLAYER’S FOOT CROSSES THE THROW LINE PRIOR TO THE GAME RECORDING THE SCORE OR THE DART REACHING THE BOARD. A MINOR FOOT FOUL OF LESS THAN 2” DESERVES A FIRST WARNING TO THE PLAYER. IF A MAJOR OR REPEATED FOOT FOULS OCCUR, THE SHOOTER MAY NOT WIN THE GAME IN THE ROUND WHERE THE FOUL OCCURRED. ALSO, THEIR PARTNER MAY NOT WIN THE GAME ON THEIR NEXT TURN, OR A SHOOTER WILL LOSE THREE DARTS ON THEIR NEXT TURN.
AN UNNECESSARY DELAY OF MATCH OR INTENTIONAL STALLING CONSTITUES A FOUL.
SHOULD A PLAYER REACH ZERO IN THE ROUND IN WHICH HE OR HIS PARTNER COMMITS A FOUL THE TEAM LOSES THAT GAME.
A FOULALSO OCCURS WHEN A PLAYER THROWS WHILE THE GAME IS DISPLAYING AN OPPONENT’S NUMBER. EACH PLAYER IS RESPONSIBLE FOR SEEING THAT THE GAME IS DISPLAYING THE CORRECT PLAYERS NUMBER PRIOR TO THROWING ANY DARTS.
IF THE NUMBER OF THE PLAYER’S PARTNER IS SHOWN AND THE PLAYER THROW’S, A FOUL HAS OCCURRED. IF ALL THREE DARTS ARE THROWN, THE TURN IS COMPLETED. THE GAME SHOULD BE ADVANCED TO THE CORRECT PLAYER POSITION AND PLAY RESUMES. BOTH PLAYERS FROM THE INFRACTION TEAM LOOSE THEIR NEXT TURN.
A FOUL OCCURS WHEN ANY PLAYER THROWS OUT OF TURN AS DICTATED BY MATCH SCHEDULE.
SHOULD A PLAYER MANUALLY SCORE POINTS ON AN OPPONENT’S SCORE, THEY HAVE COMMITTED A FOUL. THE OPPOSING TEAMS CAPTAIN ADVANCES THE PLAYER CHANGE TO CORRECT PLAYER POSITION AND PLAY CONTINUES. THE PLAYER CAUSING THE MANUAL SCORE LOSES HIS NEXT TURN.
GAME IS STARTED OVER IF A MACHINE RESETS DUE TO POWER FAILURE OR ANY OTHER REASON BEYOND THE PLAYERS CONTROL. IF THERE IS A PROBLEM WITH THE MACHINE, PLAY SHOULD CONTINUE ON ANOTHER MACHINE, IF ANOTHER MACHINE IS AVAILABLE. SHOULD A PLAYER’S ACTION INTENTIONALLY OR UNINTENTIONALLY RESET THE MACHINE, THE TEAM COMMITING THE ACTION LOSSES THE GAME.
IF A PLAYER OR HIS PARTNER COMMITS A FOUL AND THE PLAYER REACHES ZERO ON THE TURN THE FOUL IS COMMITTED, THAT PLAYER, OR PLAYERS TEAM LOSES THE GAME.
PLAY STOPS IMMEDIATELY WHEN AN INFRACTION OCCURS!


LEAGUE GAMES PLAYED

501 OPEN IN – OPEN OUT

A TEAM STARTS WITH 301 POINTS AND THE GAME ENDS WHEN THE PLAYERS HIT ZERO EXACTLY.

SCORING STARTS BY A PLAYER HITTING ANY NUMBER ON THE BOARD. THE PLAYER HAS (3) DARTS TO THROW PER ROUND. THE GAME WILL DEDUCT THE PROPER POINTS FROM THE PLAYER’S SCORE SO THE PLAYER KNOWS HOW MANY POINTS REMAIN OPEN. TO END THE GAME, A PLAYER MUST HIT ZERO EXACTLY. IF THE PLAYER THROWS MORE POINTS THAN REQUIRED TO REACH ZERO, THE PLAYER BUSTS. WHEN A PLAYER BUSTS, THEIR SCORE WILL RETURN TO THE SCORE THEY HAD AT THE START OF THE ROUND. (Ex: A PLAYER HAS 15 POINTS. THEY THROW AND HIT A TRIPLE 15 SCORING 45POINTS. THE PLAYER WILL BUST AND THEIR SCORE WILL REMAIN 15)

CRICKET

THIS GAME USES THE NUMBER’S 15,16,17,18,19,20, AND THE BULL.

THE OBJECT OF THIS GAME IS TO BE THE FIRST TO CLOSE ALL THE NUMBERS AND BE AHEAD IN POINTS.

SCORING: THE PLAYER MUST CLOSE A NUMBER FIRST. HITTING A NUMBER (3) TIMES TO CLOSES IT. Ex: TRIPLE =3 HITS, DOUBLE =2 HITS,SINGLE=1 HIT

ONCE A NUMBER IS CLOSED, ANY EXTRA HITS WILL JUST SCORE POINTS ON THAT NUMBER. THIS WILL CONTINUE UNTIL BOTH PLAYERS /TEAMS CLOSE THE NUMBER. ONCE BOTH PLAYERS HAVE CLOSED THE NUMBER,THE NUMBER IS DEAD AND THERE CAN BE NO MORE POINTS SCORED ON IT.

701 OPEN IN- OPEN OUT

THE GAME STARTS WITH 701 POINTS AND USES THE SAME RULES TO END THE GAMES AS 501. A PLAYER STARTS THE GAME BY HITTING ANY NUMBER FOR A SCORE.

IN LEAGUE PLAY, 701 IS A TEAM GAME WITH ALL PLAYERS PLAYING.

Captains will be given a complete copy of the DeLeon Amusements league rules and guidelines found on this page , and will be required to acknowledge and accept these guidelines. It is their responsibility to educate players of all rules prior to gameplay.