NADA
Rules
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League Objectives
1) Ensure good sportsmanship at all times among all players.
2) To 1) Read and understand all of the league rules and check the standings regularly for any schedule changes or league updates.
3) Provide correct & complete Names & Addresses of all team players as well as phone numbers/email, addresses if available. If a player moves or changes phone numbers, NADA HQ must be notified.
4) Make yourself available for all league meetings, by emails or text. Captains will be emailed all information
5) Ensure all players abide by the league rules.
6) Make sure the correct players are playing in each game.
7) Collect dues each week.
8) Notify NADA HQ of any team or player changes and any rescheduled matches. The captain's lists are provided for convenience, but the captain must still notify the league office of any make-ups.
9) Always be responsible for your team's actions.
10) Support your venue and your league system, enjoy the competition of the game of darts.
Starting Times
1) All leagues start time is 7:30 pm. unless otherwise noted.
2) Any team that shows up after the scheduled start time is not entitled to any practice or warm up time before starting league play. The opposing team captain may wait longer if he or she chooses to do so.
Forfeit Times & Procedures
1) Most forfeits can be avoided with a little patience and common courtesy.
2) Evening leagues forfeit time is 7:45 pm. This is actual time, not bar time.
3) Any team that forfeits 2 weeks throughout the season will be expelled from the league and will lose all prize money and awards.
4) To process a forfeit you must choose your team for both the home and visitor teams. The game will ask, "Is this match a forfeit?" Follow the instructions on the screen. The forfeit will be recorded along with the forfeit time.
5) The team receiving the forfeit will win 10 games, and the forfeiting team loses 5 games
6) The forfeiting team will be charged a $32.00 forfeit fee.
Regular Team Members & Substitute Players
1) In all leagues, the rosters are considered set after the 3rd week of play. The players listed on the signup sheet or the players with the majority of games played at this time will be considered the regular team members.
2) If a team has to replace a regular team member, the captain must let the NADA HQ know to update their roster with any changes!
3) All substitute names must be entered in full at the dart game, including first and last name. Itis the captain's responsibility to enter the correct name for any player on the team. Failure to do so will result in loss of all games played by this player; you must notify NADA HQ to update your roster.
4) A substitute player may sub for more than one team in the same league, as long as they are a legal sub and they are not listed as a regular player for any team in that league. This included different divisions of the same league.
5) Captains have 24 hours to contact the NADA HQ to challenge an illegal player. The full protest procedure is not necessary, but you must call the league director within this time period.
6) If a player is found to be an illegal player or sub, the team using that player will lose all games played by the illegal player. This penalty also includes the team game.
7) If the regular player is present, he or she must begin and finish the match unless authorized by the NADA HQ (medical excuse, emergency, etc.). If a substitute plays for a regular player who is present at the start of the match, the substitute will be considered an illegal player.
8) In 4 player leagues, at least 2 regular team members must be present for a match to take place. If 3 players are present the player with the lowest average can sub for absent player. The match cannot start or be played with 2 or less players in 4 player league
Match Play
1) All matches must be played as scheduled and finished. Any team leaving the location during a match will forfeit all remaining games with exception of emergency.
2) If the team wants to change the shooting order, this must be done before the match starts.
3) If a problem occurs, the 2 captains should try to settle the problem. If this is not possible, text the NADA HQ.
4) If service is needed to fix the board, the 2 captains must decide whether to wait for repairs or reschedule the match at a later date. If the teams decide to wait for service and the match has already been started, unplug the dartboard from the wall. After service has fixed the problem, the match will resume from the beginning of the interrupted game. If the dartboard is not unplugged, the game will timeout and all stats will be lost. If the teams decide to reschedule the match, it must be played before end of season game. If a match is to be rescheduled, it must begin from the first game.
5) If the dart game loses power and league play is interrupted - when the power comes back, follow the instructions on the screen. All previously played game results and stats during that match will be saved.
Schedules and Standings
1) Teams cannot change venues once the season has begun. Keep this in mind when determining which venue will be your home location.
2) If a team drops out or is expelled at any time prior to the last two weeks, that position will turn into a bye. The standings will be changed to reflect 0 wins and 0 losses for all teams. If a team drops out or is expelled during the last two weeks, the standings will not be changed and a win percentage will be used for the remaining weeks
3) A tie for 1st place will be played off.
Rescheduled Matches
1) Every effort should be made to avoid forfeits or make-ups. In the case of rescheduled matches, no less than a 3-hour notice will be accepted unless emergency situation.
2) When requesting to reschedule a match, it is the option of the opposing captain to decide when or if a make-up match will take place. If the opposing captain does not agree to make up the match, it will be a forfeit. However, keep in mind when making this decision, that your team could be requesting a make-up at some time during the season. Please show consideration and sportsmanship towards the team requesting the make-up.
3) If your team knows that it will be unable to play on a certain date, make arrangements to play it ahead of time if possible.
4) 1st makeups must be made up before halftime, 2nd half must be made up before last scheduled league game. Season will not extent for any reason
Protest Procedure
1) Most problems can be taken care of before they get this far by texting NADA HQ.
2) Only the team captain can file a protest to NADA HQ within 24 of the match.
Sportsmanship During League Play
1) Sportsmanship is all about courtesy and respect. Make good sportsmanship your team's trademark.
2) If a player's action is determined to be not sportsmanlike and detrimental to the league, he/she will receive only 1 warning from NADA HQ. The second instance will result in expulsion from the league and all league-sponsored tournaments until further notice.
3) Any physical violence or fighting will lead to immediate expulsion from the league for all parties involved.
4) Any intentional abuse of a venue will also result in immediate expulsion from the league.
5) If any player acts in any way that may jeopardize the relationship between NADA and a location, that player will be expelled from the league.
6) Any players expelled by NADA HQ for any reason will lose all monies and awards and will not be allowed to pay in the league or league-sponsored tournaments until further notice.
7) Any player not allowed in a location must either work out arrangements with the location owner to play or get a substitute. A match cannot be moved because a player is not allowed in a location.
Equipment
1) Any player abuse of equipment will not be tolerated. The penalty for player abuse that causes the board to be inoperable for league play will be a loss of match for their team. Any repeat reports will result in permanent expulsion from all leagues.
2) Once the match has begun, the dartboard is in equal condition and position for both teams. If there is a question about the position of the dart board, it must be settled by both captains before the match begins. Any player moving the dartboard for any reason during a game will forfeit that game.
3) If the dart game gets unplugged accidentally, the game will automatically ask if you wish to resume play when power is restored. If player abuse causes the game to be unplugged, the abusing team will lose that game.
4) If there is a problem with the board (stuck segment, game locked up) unplug the board from the wall. If the game is not unplugged it might timeout and the match will be lost. After service has fixed the problem, and the board is plugged back in, it will ask, "continue league play?" Choose yes to resume from the beginning of the interrupted game.
Player Dues & Fees
1) League fees are $8 plus quarters per person per week. The team captains are responsible for collecting all league fees the Sunday before the match begins using the Zelle app.
2) League dues must be paid the day of league play , if you forfeit or receive a forfeit, you still must pay your dues within 24 hours of play.
3) NADA HQ keeps track of league dues paid by each team, not by each player on a team. If one or more players are short league dues, it is up to the captain to keep track of dues paid by individual players.
4) Any team that drops from a league during the regular season will forfeit all monies paid and awards earned. These players will also be placed on the probation list.
General Rules of Play
1) Throw lines are 8 feet (96 inches) from the mark on the side of the dartboard (the face of the board). Players must throw from behind the front edge of the foul line. You may step over the line as long as your dart hits the board before your foot touches the floor in front of the line.
2) Each player throws a maximum of 3 darts per turn. Darts must be thrown only when the machine instructs to "Throw Darts" and the proper player's score is shown. It is not require for a player to throw all three darts on every turn. A player may pass or throw fewer than three darts. A player will always be allowed to throw all three of his/her darts unless a foul occurs.
3) A dart thrown counts as a throw, whether or not it is registered on the machine. A throw counts if it misses the board and bounces out or if it misses the board completely. A player may not throw any darts over again. Only an accidentally dropped dart may be thrown over. Only when a dropped dart occurs while forward throwing motion will a player lose a dart.
4) If a dart thrown does not register, push the red Player Change button at the end of that player's turn to advance to the next player. If you don't, there is a possibility of manually scoring a dart. After a player has thrown all darts (completing his or her turn) remove the darts as quickly as possible to eliminate a possible manual score.
5) It is the incoming player's responsibility, before throwing their fist dart, to make sure they are throwing on the correct score.
6) The Machines will allow a dart(s) thrown to be backed up. This feature may only be used toprevent a foul. Simply press the top button to back up, and then continue your shooting order in the proper order. There is a limit as to how many darts may be backed up per game, so use this feature with that in mind. If a dart thrown by the correct player registers, you may not back it up. Both team captains must agree to use the backup feature.
7) The backup feature may only be used to correct manually scored darts, darts thrown on the wrong score (exception - see rule #10), or a board malfunction such as a skipped dart. The backup feature may not be used to backup darts thrown too soon, stuck segment darts, darts that register as "missed," or a flighted dart. A dart thrown that does not score is considered a dart thrown cannot be thrown over or manually scored.
8) If during a legal throw, the out (winning) dart sticks in the out (winning) segment but does not score any marks or points to win the game, you may manually score that dart. Board malfunction cannot cause loss of a game. However, a flighted dart may have occurred. If there was any possibility of a flighted dart (darts making contact with each other causing the board to score another dart or activate the auto-change), the game continues as the board scored. This rule must be called at the time of occurrence before any additional darts are thrown.
9) A player taking a game out while throwing on the wrong score loses that game.
10) A completed game found to have had the incorrect player(s) would result in the loss of the game. The home team captain must notify the league office the next day.
11) If a dart thrown locks up a segment, the opposing captain must pull the stuck dart out. Any marks or points scored remain.
12) Remember, if anything besides what's noted above occurs, the dart game is always right.
(Example: a non-scoring dart, the board is always right.)
13) There should be no more than 2 minutes between games and no more than 1 minute between turns. All matches as a 1 minute timer for each player per turn.