Guidebook Remake-Edited9.11.15 PDF
Guidebook Remake-Edited9.11.15 PDF
PLAYERS
GUIDEBOOK
TABLE OF CONTENTS
Preface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
AMOA NDA Requirements . . . . . . . . . . . . . 3
Dart Equipment Specifications . . . . . . . . .3
Throwing Area . . . . . . . . . . . . . . . . . . . . . . . . 3
Proper Throwing Technique . . . . . . . . . . . .4
General Rules of Play . . . . . . . . . . . . . . . . . . 5
Rules of Play-’01 . . . . . . . . . . . . . . . . . . . . . . .6
Rules of Play-Cricket . . . . . . . . . . . . . . . . . . .6
Fouls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Scoring on the Electronic Dart Machine. . . .9
Official Skill Rating Procedure . . . . . . . . . . .10
Player Achievements . . . . . . . . . . . . . . . . . . . . .11
Glossary of Terms . . . . . . . . . . . . . . . . . . . . . . . . .14
2015 Edition
1
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 origin or age.
FORWARD
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.
• Protest
• Fines
• Forfeits
• Fees
2
AMOA NDA REQUIREMENTS
THROWING AREA
3
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.
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.
4
GENERAL RULES OF PLAY
5
7. 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
1. The game is ’01 Open In-Open Out. The bull’s-eye
will count 50 points, full bull.
2. 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.
3. 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 first wins. If a player reaches zero
when he is “blocked” or “frozen,” he 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.
6
FOULS
7
If the player throws while the machine is displaying an
opponent’s number, it constitutes a foul.
8
7. If a machine resets due to power failure or other
reason beyond control, the game will start over
(replayed from the start).
8. 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.
9. 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.
10. Abuse of equipment, poor sportsmanship or un
ethical conduct as judged by a league director or
tournament official may constitute a foul.
11. Any player/team that commits three fouls in one
game will forfeit that game.
12. 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.
13. Disregard of any rules may constitute a foul.
SCORING ON THE
ELECTRONIC DART MACHINE
9
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 thrown in the single 9, but
does not register or score. Since it was the “Last
Dart-Winning Dart,” that player/team wins the
game.
2. A dart that sticks in the board but does not activate
the electronic scoring may not be manually scored.
3. 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.
4. 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.
5. 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.
● 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.
10
● 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 has achieved a total
of 59 marks. Her 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.
PLAYER ACHIEVEMENTS
11
● 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
12
● 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 inner or outer circle.
● Assist, Win - See ’01 Feats.
Specialty Achievements
● 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.
13
● 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.
GLOSSARY OF TERMS
16
NATIONAL DART ASSOCIATION
800.808.9884 Toll Free
317.387.1299 Office
317.387.0999 Fax
www.NDAdarts.com