
Rules
STEEL TIP IN CINCINNATI &
KENTUCKY RULES
Revised 1-08
RULE I: MEMBERSHIP, REGISTRATION, AND SPORTSMANSHIP
Section 1.
Membership Responsibility
1. It is the member’s responsibility to prove they are eligible for League
play according to the membership criteria outlined in Article IV Section 1.
2. It is the member’s responsibility to provide all of the fees necessary to
participate in League events. These fees are outlined in Article IV Sections
2-4.
3. It shall be the responsibility of each member to have his/her membership
card at each match. This card should be shown if and when an opposing
captain challenges a player’s eligibility. If not available, the match will
be played under protest with the Board determining eligibility.
Section 2. Registration
1. Each team, team captain and sponsoring establishments must be registered
and all dues paid by a date to be specified by STICK League Officers. This
date shall be announced at least one month prior to registration deadline.
2. Team rosters (team name, member names, addresses and phone numbers of ALL
team members) must be turned in and STICK membership fees paid by the
registration deadline.
3. A team’s competitive level (A – D) must be requested at registration.
Every effort will be made to accommodate a team’s competitive level request;
however, a team’s competitive level request may be changed according to the
proven ability of team members or the scheduling requirements of the League.
In the event that changes to a team’s competitive level request are
necessary, the affected team’s captain(s) will be notified and the team(s)
will be given the opportunity to withdraw from the League prior to the
commencement of match play.
Section 3. Sportsmanship
1. Good sportsmanship should be the prevailing attitude during all STICK
sponsored events.
2. Attempts to distract an opponent while he/she is throwing will not be
tolerated.
3. No form of intimidation will be allowed before, during or after match
play. Specific forms of intimidation prohibited include, but are not limited
to: threats of physical violence, sexual harassment, verbal abuse, implied
violence, and taunting.
4. Physical violence between League members will result in disciplinary
action by the Board whether it occurs between members of different teams or
between members of the same team.
5. Darts is a spirited game where common courtesy is a must and a handshake
between players after a game is an outward gesture of good sportsmanship.
6. It is not considered unsportsman-like conduct for a captain to protest a
direct violation of any rules herein.
7. Complaints may result in the Board of Directors taking disciplinary
action.
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RULE II: EQUIPMENT & BAR CONDITIONS
Section 1. The Dart Board
1. All league competition shall be conducted on a Standard English Bristle,
20 point, clock faced board.
2. An acceptable board must be secured to the wall so that the distance from
the center of the board to the floor measures 5’ 8" plus or minus 1/4".
3. The scoring wedge indicated by 20 shall be the darker of two wedge colors
and must be the top center wedge.
4. The dartboard wire spider must not be broken. Double and triple rings
must be within a tolerance of 1/32" of the normal space measurement of 3/8".
5. The dartboard should be positioned so that it is readily available to the
players without distraction to the thrower. The ceiling (or other
obstructions such as pipes or beams) must be approximately 9" or more above
the top of the dartboard so as not to interfere with the flight of the dart.
6. Any bar entering STICK must have a minimum of two dartboards available
for league play.
Section 2. The Lighting
1. Lights must be affixed in such a way as to brightly illuminate the board,
reduce to minimum the shadows cast by the darts and not physically impede
the flight of the darts.
Section 3. The Scoreboard
1. A scoreboard must be provided and located in such a position that players
may easily read the score.
Section 4. The Toe Line
1. There shall be a 1" wide stripe at least 36" long on the floor. From the
front of the board (scoring surface) to the front edge of the stripe, the
distance shall be the minimum throwing distance of 7' 9-1/4", plus or minus
1/4".
2. The distance from the center of the bull, diagonally to the toe line
shall be 9' 7-3/8".
Section 5. The Conditions
1. All comments concerning the equipment of a particular establishment shall
be sent in writing to the STICK Board who, with sufficient cause, will
request replacement or repair of such equipment. All decisions as to the
acceptability of an establishment's dart playing areas are to be made by
quorum of STICK League Officers
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RULE III: THE TEAM, PLAYER STATUS, AND NEW PLAYERS
Section 1. The
Team
1. A team will consist of a minimum of four (4) players. A maximum of eight
(8) players may be on a team roster.
2. Two or three players shall be considered to be a legal, but incomplete
team at starting time.
3. A team having the minimum number of players, but unable to field a full
team will forfeit the respective number of points for each game not played.
In team events you will miss one turn for each missing player in each round
of play. For example, a two-person team playing against a four-person team
would have only two turns for every four turns the opponents have. A team
having two members present may only shoot one doubles game of each double
event. A team having three members present may shoot the second doubles game
of each event but will miss one turn for each missing player in each round
of play.
4. A team starting with less than four (4) players may play late-arriving
players provided they do not enter a game already in progress.
5. No player may compete in more than one of each event; one singles 301,
one singles cricket, one doubles 501, one doubles cricket, or one doubles
401 game. In divisions A and B a player cannot play in both singles 501 and
singles cricket. However, a player can play in either singles 501 or singles
cricket and singles 301.
6. An illegal team (less than 2 players) shall forfeit and receive no points
for that week. The opposing team shall receive their weekly average. See
Rule VIII, Sec. 3, No. 4.
7. A member on a team's roster may not substitute for any other team.
8. One upper division darter will be permitted per team. The Board of
Directors will review appeals.
Section 2. Player Status
1. A per-session membership fee is required to be paid prior to the member
participating in League events for an individual to be a member in good
standing of STICK.
2. A player may register for any team he/she wishes; however, he/she does
not officially become a member of any team until the first night he/she
shoots for a particular team. He/she shall then be considered "locked in".
3. Once being "locked in" to a team, a player may change teams during the
season if the team withdraws from the league, or if given permission from
his/her previous team's captain as well as written permission from STICK
League officers.
4. Prior to playing, any player added to a roster after the start of the
season, must be approved by a member of the STICK Board. See Rule VIII, Sec.
4, No. 3.
5. In order to be eligible to attend the STICK banquet, a player must have
participated in at least two matches during the course of the season.
Section 3. New Players
1. New players may be added until the third to last week of the season.
2. If a team or a team captain plays a non-member under an absent team
member's name, all match points, won on the night of the infraction, can be
forfeited.
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RULE IV: THE SCHEDULE, MATCH, SUBSTITUTION, TIME FACTOR
Section 1. Schedule
1. Team captains (or acting team captains) must meet prior to the start of
the match to schedule players for events. All events may, but do not have to
be, scheduled at one time. The captains prior to the start of the match
should decide this. If no agreement can be reached, the schedule will be
filled out one event at a time.
2. Line-ups must be made BLIND by each captain and they are not to
prearrange players against certain opponents.
3. Each player's full name must appear at least once on the score sheet used
for that particular night. See Rule VIII, Sec. 4, No. 1.
Section 2. The Match
1. Each "301" game shall start and end on a double.
2. Each "401" game shall start and end on a double.
3. Each "501", "601" and "801" game shall consist of a free start (no double
required to start) and a double to finish.
4. Cricket – The first person (or team) to "close" all numbers (20 through
15 and bulls) and have the most points, wins the game. Should both persons
(or teams) have the same number of points, the first person (or team) to
"close" all numbers wins. In the case of a game played in which neither
person (or team) has accumulated points the first person (or team) to
"close" all numbers (20 through 15 and bulls) wins the game.
Section 3. Substitutions
1. No substitutions can be made after the start of a game without the
approval of the opposing captain.
Section 4. Time Factors
1. All matches are scheduled to start at 7:30
p.m. on the date and place scheduled.
2. A 15-minute grace period of the scheduled nights play will be given after
which Rule VIII, Sec. 3, No. 1 applies.
3. No more than 5 minutes may elapse between events, games,
round of play, or turn in a game. If a member feels their opponent is in
violation of the five-minute rule, either the player making the complaint or
their captain must notify the offending team member’s captain or acting
captain. Once the opposing captain has been notified of the violation any
future delays may result in a complaint. – NOTE: The 5 minute delay allowed
between a turn in a game, is ONLY for unforeseen events i.e. bathroom visit,
emergency phone call, etc. NOT TO BE UTILIZED EACH TURN. Excessive delay
between shots could be considered unsportsmanlike.
4. Times may be altered with the approval of both team captains.
Section 5. Number of Dart Boards
1. A minimum of two dartboards must be available for each division A and B
match.
2. One dartboard must be available for each division C and D match. If more
than one board is available, they can be used only if both team captains
agree.
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RULE V: THROWING THE CORK, BEGINNING THE GAME
Section 1.
Throwing The Cork
1. All games begin by throwing a cork (center bull). A coin toss determines
who throws first at the bull. The team who throws closest to the cork shall
shoot first when starting the game. For divisions A, A-, and B, the loser of
the first game has the option of corking first in the second game. If the
match goes to a third game, then the loser of the original coin toss has the
option of corking first.
2. Only players scheduled in that individual game may throw for the cork.
3. Should the scorer call for a re-throw at the cork, the order of shooting
shall reverse from the previous throw.
4. The dart must remain in the scoring surface of the board in order to
count. Additional throws may be made (only when throwing the cork), until
such a time as the player's dart remains in the board. Should the second
thrower dislodge the dart of the first thrower, a re-throw will be made with
the second thrower now throwing first.
5. Two outer bulls or two inner bulls shot at cork shall be considered a tie
and be re-thrown.
6. Darts must not be touched prior to the decision of the scorer. Should the
scorer or thrower be in doubt, both team captains shall add their opinions
with the majority ruling.
7. The order in which players shoot, shall be left to their captain or
participating partner. Cork shooters need not be the one who throws first to
start the game.
8. A single or double bull must be acknowledged and removed at the request
of the second thrower.
Section 2. Beginning A Game
1. To commence scoring in double-start-double-finish events, a player must
land a dart in the outer (double) ring or the double bull. All subsequent
darts shall be counted for score; inner bull (50) is considered a double 25
for starting, scoring and finishing a game.
[Back to Top] RULE VI: SCORING, MARKING, FINISHING AND BUSTING
Section 1.
Scoring
1. All "01" games are scored by subtracting the score shot from the starting
number.
2. If so requested by the shooter, the scorekeeper shall refrain from
smoking or drinking while in the performance of his/her duties.
3. For the dart to score, it must remain (independent of human assistance)
in the dartboard until the darter retrieves the dart after that player has
thrown his/her final dart.
4. Propelling a dart by mechanical or other such means is not allowed.
5. In order to score, the point of the dart must be touching in the bristle
portion of the dartboard.
6. A dart's score shall be determined from the side of the wire at which the
dart enters the board. In the case where bands, instead of wires, bind the
double and triple rings, a dart lodging between the bands where they
overlap, shall be scored as the double or triple.
7. Prior to the decision of the scorer the thrower, another player, scorer,
captain or spectator may touch no dart.
8. Both feet must be behind the toe line. This line must not be stepped over
before the dart contacts the dartboard. If a player violates this rule,
advancing him or her within the minimum distance, the opposing captain will
warn the player and his/her captain. Further violations will result in the
forfeiture of the score obtained from the dart(s) thrown.
Section 2. Marking
1. It is the responsibility of the player to mark and verify his score
before removing his darts from the board; the score remains as written if
one or more darts have been removed from the board.
2. The scorer may inform the thrower what he/she has scored. The scorer may
not inform the thrower what he/she has left in terms of number combinations
(out shots). It is permissible, from behind the toe line, for any team
member, unless that member is scoring, to advise the thrower during the
course of the game.
3. Errors in arithmetic must stand as written unless corrected prior to the
start of the team's next throw. The aforementioned may be waived in the
interest of sportsmanship provided both captains agree.
4. If a player throws out of turn, his score is removed and the correct
scheduled player for that team is to throw. The out-of-turn player forfeits
his scheduled turn (his next scheduled turn) in the game. The opposing
player shoots his round. This rule may also be waived if agreed to by both
captains.
Section 3. Finishing
1. To finish all "01" games, a player's dart must land in a double which is
equal to half of his remaining score. A leg/match is concluded at such time
as a player/team hits the ‘double’ required to reduce their score to zero.
All darts thrown subsequently shall not count for score.
2. For the purpose of starting or
finishing a game, the inner bull (50) is considered a double 25.
3. Cricket - The first person (or team) to "close" all numbers (20 through
15 and bulls) and have the most points, wins the game. Should both persons
(or teams) have the same number of points, the first person (or team) to
"close" all numbers wins. In the case of a game played in which neither
person (or team) has accumulated points the first person (or team) to
"close" all numbers (20 through 15 and bulls) wins the game.
4. No fast finishes such as "Three in a Bed," "222," "111" and "shanghai,"
etc. are permitted.
Section 4. Busting
1. A player busts when his three (or less) darts score more points than
remain in the game, or, if the three darts score one less point than remains
in the game. When this occurs the score remains as it was prior to that
throw. The next scheduled player then takes his regular turn to throw. This
rule pertains to "01" games only. It is not possible to BUST a Cricket game.
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RULE VII: CAPTAIN'S DUTIES, REPORTING RESULTS, PROTEST PROCEDURES
Section 1. Captain's Duties
1. Each captain is responsible for the conduct of his/her team and the
accuracy of the score sheet and the signing of the same. See Rule VIII, Sec.
4, No. 1.
2. The captain is responsible for his/her team's league fees.
3. Captains shall be responsible for his/her team knowing any rule changes
made during the season or any other information given out during STICK
meetings.
4. Attendance at the STICK general membership meeting is required (a
representative or substitute team captain is acceptable).
5. Team captains will file any protests on behalf of his/her team and its
members.
6. Captains must immediately inform League Directors of any change in their
team roster. See Rule III, Sec. 2, No. 4 and Rule VIII, Sec. 4, No. 3.
7. On the spot decisions concerning substitutions within the team (Rule IV,
Sec. 3), scoring errors, rule clarifications, etc., can be resolved by the
team captains.
Section 2. Reporting Results
1. Both captains shall verify the accuracy of the score sheet, including
completeness for team name, division, date, players full name, etc., by
signing it prior to submitting it to the STICK office. It is the
responsibility of each team captain (or acting team captain) to put his/her
team name on the score sheet.
2. The official score sheet (the home team’s score sheet) shall be completed
and mailed to the STICK office by the winning captain. It must be USPS
postmarked (not simply put in a mailbox) no later than two (2) days
following the date of the scheduled match. See Rule VIII, Sec. 4, No.3.
3. The official score sheet shall be used to calculate weekly results for
teams and divisional standings.
4. All results as posted by the Board shall be considered final unless
protested in writing within l0 days of posting.
5. Where position rounds exist in the schedule and a team’s score sheet is
missing, the Board will use that team’s average to calculate their
position. When the missing sheet is received the correct score, less any
penalty points, will be posted.
Section 3. Protest Procedures
1. Only team captains may file a protest.
2. Protests may be initiated by stating it on the back of the score sheet or
on a separate piece of paper.
3. Details must be submitted in writing to the STICK Board no later than
five (5) days after the alleged infraction took place, or the protest will
be considered invalid. Upon receipt of the written protest, the Board will
contact both team captains and request their attendance at the next Board
meeting. (A representative or substitute team captain is acceptable.) At
that time both captains will be able to give their account of the situation.
If either team captain does not attend, the Board will make a decision based
on the information they have. The Board will then appoint three (3)
available members, not directly involved in the protest, to a committee that
will meet promptly and rule on the matter. No Board member may vote on
protests for which the team he/she is playing is involved.
4. Any team captain may file a protest whether it involves his team or
another team.
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RULE VIII: GAMBLING, POSTPONEMENTS, FORFEITURES/WITHDRAWN TEAMS (VOLUNTARY/INVOLUNTARY), POINT DEDUCTIONS
Section 1.
Gambling
1. Gambling is neither sanctioned nor authorized at STICK sponsored events.
Section 2. Postponements
1. The Board will reserve the right to review any postponements caused by
the inability to field a full team on the date of the scheduled match.
2. In the case of snow or other bad weather, call the STICK office number to
find out if matches have been cancelled.
3. Any postponements must be reported to the STICK Board no later than the
scheduled night of play.
4. All matches must be played at the time and place indicated on the
schedule unless previous permission has been obtained form the STICK Board.
The STICK Board MUST approve all rescheduled matches.
Section 3. Forfeitures/Withdrawn Teams (Voluntary/Involuntary)
1. In the event that a team is not present at the end of a 15-minute grace
period of the scheduled match, the opposing team will receive their average
winning points.
2. A minimum of two players must be
present from one team to be awarded the points forfeited by the team not
present.
3. A score sheet must be mailed to the STICK office and must be signed by
the captain or acting captain of the present team at a forfeiting match. See
Rule VIII, Sec.4, No.'s 2 and 3.
4. After 6 weeks of play a team has established an average. A running
average will be compiled weekly after that time to determine the winning
average. A bye week will not be considered when calculating the average.
5. The STICK officers reserve the right to replace a team, withdrawn from
the League, with a new team. The team replacing the withdrawn team will
receive all the points that the withdrawn team had previously acquired.
6. If a team is withdrawn within the first 6 weeks of the season and not
replaced by the STICK Board, all teams in the division will receive ZERO
points.
7. A team that forfeits a match must notify the Board within 48 hours of the
scheduled match. If a second forfeiture occurs, the team may be suspended
for the remainder of the season plus the following season. Their suspension
will include ALL STICK functions. Appeals will be considered by the Board on
a "per case" basis, with the Board decision being final.
Section 4. Match Point Deductions
1. Three (3) match points will be forfeited for not completely filling out
the score sheet. Team captains are responsible for completing their team
name and each player’s full name (at least once) on the score sheet. The
winning team captain is responsible for completing the date and division.
2. A team not following Rule III, Sec. 2, No. 4, regarding new players will
lose all points won on the night of the infraction. The ineligible player's
points will be awarded to the opposing team.
3. Three (3) points will be deducted from the winning team's score if the
score sheet is not postmarked by a U.S Post Office stamp,
by the Saturday following a regularly scheduled match, or
within at least two (2) days following the date of a rescheduled match or is
not in the STICK office mail box no later than 5:00pm the Monday following
league play.
4. Failure to have appropriate representation at the General Membership
Meeting will result in a three (3) point deduction.
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RULE IX: PLAYOFFS, TOURNAMENTS, AND AWARDS
Section
1. Playoffs
1. The team with the highest number of points at the end of the season is
the Division's winner. Each member of this team will then be considered an
upper division player for that Division. (See Rule I, Sec. 2, No. 3. and
Rule III, Sec. 1, No. 8.)
2. All teams in contention of the League championship must be prepared to
playoff ties within ten (10) days following the last regularly scheduled
match in the Division.
3. The STICK Board will determine the number of teams involved in the
playoffs. The STICK officers will decide the format.
4. No new players may participate on a team involved in the playoffs. Only
registered STICK members already on the official team roster are eligible.
5. If three (3) teams tie, #1 will host #2, #2 will host #3 and #3 will host
#1. The team accumulating the most points will be judged the Division
champion.
6. If four teams tie, #1 plays #2 and #3 plays #4. Following the completion
of the first two (2) matches, the winners of those matches will play to
determine the Champion. Number designations shall be drawn by lot.
Section 2. Tournaments
1. The STICK League Directors, or a committee appointed by them, shall
decide fees, rules and procedures for all tournaments.
Section 3. Awards
1. All special awards will by decided by The STICK Board. In order to
receive a special award, the back of the score sheet must be filled out with
all the appropriate information pertaining to the award and the opposing
captain must sign it. If the opposing captain does not sign by the award
then it is considered null and void.
[Back to Top] RULE X: POLICY, RULE CHANGES
Section 1. Policy
Changes
1. Policy changes, temporary rulings, and general information may be
announced on the weekly standings sheet or a supplementary sheet. These
policies will be considered to be in effect immediately. It is the
responsibility of each League member to read these announcements.
2. Any situations not covered by STICK's Rules and Bylaws will be governed
by ADO standards.
Section 2. Rule Changes
1. These rules may be amended or revised for the purpose of clarity and
uniformity at any STICK
Board meeting by majority vote.
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