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Dart League Rules

CAPTAINS DUTIES AND INFORMATION
 
Handicapp:
 
An automated Spot Marks/Points Handicapping system will be used to determine handicapp.
 
More on spot Marks – More on spot Points


**Both Captains must agree on the line-up and assigned PPD\MPR for each player before the start button is pushed!!  Stats Sheets are provided to locations to deterime the PPD or MPR for league players.  The Galaxy II dartboard allows for editing of PPD\MPR at the match set-up page.

NEW SUBSTITUTE PLAYER:
  If a team has to use a substitute Player that
has not established “PPD and MPR", this player would receive an AVERAGE of the other teammember’s  PPD and MRR rounded off to the nearest tenth.
     EXAMPLE: Total the other three player’s PPD together (24.5 + 16.2 + 18.6 = 59.3)
                          Divide 59.3 by 3 (the number of players averages) = 19.7666 which
                          rounds off to the nearest tenth or 19.8 for the new player.
    
 
 
TEAM ROSTERS:
 
1.  The team rosters must be completed and filled out with full information
    including Names, complete addresses with zip codes and phone numbers.
    Please include substitutes if they are known.  If substitutes are added during
    the season, the "New Player Sign-up" forms included in your team packets
    or use the blank area on the back of the team funds envelope.  New Players must be submitted in or on
    the Prize Fund Envelope the first night they play.  No new players the last four weeks of schedule!!
 
2.  Signing Up reliable players is important.  You are responsible for the 
    attendance of your team each match.
 
3.  It is important that you keep a copy of your team roster in the event of any
    scheduling changes, forfeits or absences so you can contact each team member.
 
4.  If one of your player's name has been misspelled, please notify your league
    coordinator by providing a note in the League Fund envelope at the end of the
    evening.   Should a misspelled name appear on an award or trophy at the end 
    the season and it was never corrected on the Player Standings Sheet, it becomes your problem.
 
SCHEDULES:
 
1.  Schedules for all matches will be posted in each league location and made
    available to each Team Captain.
 
2.  Rules of Play and League Rules are to be read by each member of the team.
    Copies of the rules may be available for each team member upon request.
    Every Player should be familiar with the rules before League Play begins.  The
    Rules are to be accepted as written.
 
3.  A match can be rescheduled, but only in cases of extreme necessity.  The
    rescheduled match must be agreed upon by both Captains and the League
    Coordinator must be notified.
 
4.  If your team has a legitimate problem and may not make a match,  show
    common courtesy by contacting the other Team Captain at least 2 hours before
    the start of the League Match.
 
COLLECTION OF PRIZE FUND MONIES:
 
1.  It is the Home Team Captain's responsibility that the envelope containing the
    Prize Fund Dues are correct and deposited in the Dart Game's League Slot for
    the next morning pick-up.  NO CHECKS FROM EITHER TEAM!!!!
 
2.  THE ENVELOPE MUST BE PROPERLY FILLED OUT AND ALL
     DATES AND DOLLAR AMOUNTS CORRECT!!!!  Both Captains must
     sign the envelope.  If the visiting team refuses to enter the proper amount of
     cash, then a special note should be written on the envelope.  If the Funds are
     short of missing, there will be a $5.00 Penalty to that team.  A note may
     appear on the next Standings Sheet.
 
         
 
 
3.  The four players who start a match must play the entire match.  At least
     two(2) regular players must play each match.  To avoid a FORFEIT, a match
     may be played with only 2 or 3 players.  The absent players will be passed.
     If the absent players show up anytime during the match, they may resume play
     from that point.
 
4.  All PLAYERS  must be 21 years old to enter and participate in the league.
    NO EXCEPTIONS.
 
FORFEITS:
1.  A Forfeit during the regular season will be scored as follows:
   a.  The team forfeiting will receive an automatic loss of 13\15 games.
 
   b.  The team receiving the forfeit will receive an average of number of wins
     or the average team loses of the forfeiting team which ever is highter.  A team receiving a forfeit within the first three weeks of play will not receive any score until a minimum of three matches were played in regular season.
 
   c.  If the forfeiting team drops out of the league within the first 3 weeks of play and/or if the league coordinator is unable to determine the average wins and losses of the forfeiting team, then the team receiving the forfeit will receive a number of wins that is one half of the total games played in that league per night rounded up to the next whole number.
            Example: If the League is a 13 game format, the wins will equal 6.5 rounded up to 7        
            wins.   If the League is a 15 game format, the wins will equal 7.5 rounded up to 8 wins.
 
2.  Any team that FORFEITS two(2) matches, or FORFEITS a match during the
    last three(3) weeks of the season, will lose all prize money and be permanently
    dropped from the league.
 
THE LEAGUE AND THE MATCH:
 
1.  The Format of a league match has been determined by the majority of the
     membership at a league meeting held just before the season.
 
2.  A match is to be played on only one machine and must be owned and
     operated by Gold Coin Amusements.
 
3.  A Mixed League must have at least one female playing each night of play.  If
                 one is not present, the match must be played with a vacant spot for that player.
 
4.  Team Standings will be based on a team's won/loss percentage.  Players
     Standings will be based on "POINTS PER DART" in all X01 games and on
    "MARKS PER ROUND" on all cricket games.
 
THE LEAGUE COMMITTEE:
    The League Committee will consist of ALL team captains, at least one tavern
    Owner and a representative from Gold Coin Amusements.
    If a problem arises (Protest, rule interpretation, etc.) that cannot be solved by the league coordinator then it should be necessary to  call  a league meeting.
    If a particular team is not represented, a $15.00 fee will be charged to that team.
 
 
      
 
 
PROTESTS:
 
   To Protest a match, the following must occur.
 
1.  The protesting team must notify the opposing team the moment the protesting
    situation occurs.
 
2.  Continue to play the match.  If the protest situation prevents both teams from
    further play, start the game over.
 
3.   Both Captains must submit on a separate sheet of paper a written account of
     the protest situation enclosing the testimony in the league fund envelope. 
 
4.  A $25.00 Fee by the protesting team must accompany the League Funds for a
    protest to be considered.  If the ruling is in favor of the protesting team, the
    $25.00 will be refunded.  If the ruling is not in favor of the protesting team,
    the $25.00 will be added to the Prize Fund.
 
5.  All Decisions of the league committee are Final.
 

GAME INSTRUCTIONS

 
301 AND TEAM 501 OR 701
 
1.  To count down from 301/501/701 points to exactly zero, using as few darts as   
                  possible.
 
2.      To Win a Game:

As soon as ANY PLAYER GETS EXACTLY ZERO, THE GAME IS OVER AND THE TEAM WITH THE LOWEST COMBINED SCORE WINS.  If both teams’ combined score are tied, the team that scored zero wins.

               

EXAMPLE:  Player 1 and 3  play against players 2 and 4.  Both scores are added together (in theory) and the game is played like 602 against 602.
     
FREEZE  RULE:  If player 1 goes out and player 3’s score is higher than the sum of player’s 2 and 4 combined, then the team of players 1 and 3 would lose even though player 1 had finished the game. 
                  NOTE:  If you are in a position of losing the game by going out, you may pass your turn of shoot until your score is very low (without going out) and then turn your remaining dart(s).
 

TEAM CRICKET

 
1.  The object of the game is to close (Hit each number 3 times) the numbers listed on the board. Including the bullseye before your opponent.  These numbers can be closed in any order.  Once a number is closed and before your opponent closes that number, any additional HITS scores the value of that number in points.
2.      The team with the most POINTS at the end of the game wins.\
3.   The Dart Game will set all CRICKET GAMES for the Double Bull!!!
 
 
     
 
 
HOW TO USE THE ARACHNID GALAXY II SYSTEM
 
1.     Insert money into board.  From the main menu, push the ARROW Button until League Menu is highlighted.  Push the Red Button to select.  Using the up and down arrow buttons, place the green arrow on PLAY LEAGUE and push the Red Button to select. You should now be at a menu of all the Leagues played at this location.  Using the arrow buttons to highlight the appropriate League and press the Red Button to select.
 
2.      After choosing the League, you will now be instructed to select the HOME TEAM.

Using the arrow buttons to highlight the correct HOME TEAM, press the Red Button to select.  The Home Team’s players will now appear.  If you would like make a change, go to the appropriate title below:

 
CHANGE A PLAYER:  Using the arrow keys, place the cursor (arrow) on the name you wish to change and press the Red Select button. You will now have a list of all the other members on the team.  Select the new substitute with the arrow buttons and the Red button.  If roster is now correct, GO TO ITEM 3
 
CHANGE PLAYER ORDER: Using the arrow keys, place the cursor (arrow) on the name you wish to move and press the Red button.  From the list of players, select the players name in which you would like to switch and press the Red Button.  You can change as many players around as you wish from this menu.
If roster is now correct,  GO TO ITEM 3 
ADD A NEW SUBSTITUE:  Using the arrow keys, place the cursor (arrow) on the name you wish to enter a substitute and press the Red Button.  From the list of players, select the NEW SUBSTITUTE.  You are now able to spell the name of the new substitute by tapping the corresponding segments of the dartboard. 
NOTE: If this player was added some previous week, make sure you spell their name EXACTLY the same as the standing sheets.  (The step of  adding the same player twice will be corrected by Arachnid on the next software update expected around the end of January 2002.)  If roster is now correct, GO TO  ITEM 4
 
3.      Adjust Player’s PPD and MPR.  All the past players in the league will have the correct Averages the only reasons you should have to change a player’s PPD and MPR, is if they are a new substitute or setting up a scratch match.
At the SET UP THE HOME/VISITOR TEAM menu, press the UP arrow key until you pass the top name on the list.  Continue to press the UP arrow key and the cursor will leave the player’s name field and go to the individual’s PPD and MPR.  When you come to one that needs adjustment, press the Red button.  You will then be able to raise or lower the number.  When correct, press the Red button to return to the team menu.  Repeat this step for other adjustments.
 
4.   After the HOME TEAM is set up correctly, use the arrow keys to highlight
      CHOOSE VISITING TEAM  and press the Red Button.  Repeat Steps 3 & 4  
 
 
5.   After installing both teams in the machines computer, it will automatically  
      
adjust PPD  and MRP for each player depending on the PPD and MPR of all 
      the players in the match.  All feats, Points Per Darts in X01 games and Marks Per Round are
       
      
automatically kept in the game’s computer.  If you chose not to put in all the  Quarters at the 
       beginning, this is the only chore  you will have left to do during the ongoing matches.
 
6.  NEW SUBSTITUTE PLAYER:  If a team has to use a substitute Player that
     has not established “PPD and MPR", this player would receive an AVERAGE of the                   
     
other team member’s PPD and MRR rounded off to the nearest tenth.
     EXAMPLE: Total the other three player’s PPD together (24.5 + 16.2 + 18.6 = 59.3)
                          Divide 59.3 by 3 (the number of players averages) = 19.7666 which
                          rounds off to the nearest tenth or 19.8 for the new player.
    
 
 
FEATS DEFINITIONS:
All the Feats below, are accomplished by throwing only 3 darts in one turn.
 
X01:
1.      A 9 dart out, 8 dart out, 7 dart out, 6 dart out and a Fourth Round Out         
                             represent the number of darts thrown to WIN a game
2.      High Ton – Player scores 151-180 points in one round (3 darts)
3.      Low Ton – Player scores 100-150 points in one round (3 darts)
4.      Hattrick – Player Sticks all 3 darts (in one turn) in the Bullseye.
 
CRICKET:
                       
1.      A 9 Mark, 8 Mark, 7 Mark, 6 Mark, and 5 Mark are accomplished by hitting
      any number 15 through 20 including the Bullseye.  If a dart should hit a  double
      or a triple of one of these numbers, you would score 2 Marks and 3 Marks
      respectively.
2.      Hattrick – Player sticks all 3 darts (in one turn) in the Bullseye.
3.      White Horse – Hitting 3 different triples on one turn.  All triples must be on unmarked numbers.
 
NOTE:     A Robin-Hood is a rare feat and is applicable to all dart games.  It is    
                  accomplished by sticking a dart directly into the flight of a dart previously thrown. 
                  Should this feat occur, it may be scored by using the blank area on the envelope.
 
AWARDS:
 
            To qualify for any awards, a player must play  a minimum of 25% of the session.

            To receive the award “Most of a feat in a league” you must have more than 1.


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