Die IDF Spielregeln

GENERAL RULES OF GAMEPLAY

1. Players stand at the “throw” line, 96 inches horizontally from the face of the dart board. It is legal to lean over the line. They may step on, but not across, the line.
2. Players may use their own darts if they meet the following specifications: a) They must be plastic-tip darts.
b) Flights may be any length as long as they do not exceed 8″ in total length.
c) Flights may be no wider than 3/4″, as measured from shaft to flight edge, and may not have more than four wings.
d) Complete darts may not exceed 18 grams in weight. e) Darts may not have broken or cut off tips. f) Darts will be inspected upon request.
3. Each player throws a maximum of three darts per turn. Darts must be thrown only when the machine instructs to “Throw Darts” and the proper player’s number is lit. A player will always be allowed to throw all three of their darts.
4. It is not required for a player to throw all three darts on every turn. A player may pass or throw fewer than three darts.
5. Any 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. Dropped darts may be thrown again.
6. Darts on the board may not be touched until the turn is over, the “Player Change” is activated, and the machine recognizes the end of the turn. Exception: When a dart is in the board and machine reads “Stuck Segment”, that dart must be removed by opposing team captain before other darts are thrown.
7. A round is defined as the period of time from the end of a player’s turn to the start of their next turn. In a game that is played with two players sharing a score, a round is defined as the period of time from the end of a players turn to the start of their partner’s turn.

RULES OF PLAY – 301/501

1. The game is 301/501 Any In-Any Out. The Bull’s Eye will count 50 points.
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 wins. If a player reaches zero when they are “blocked” or “frozen”, they 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.
4. All general rules of play will apply.

RULES OF PLAY – CRICKET

1. The game of Cricket will be played with a double Bull’s Eye.
2. The object will be to close the numbers 20, 19, 18, 17, 16, 15 and Bull’s Eye in any order before your opponent(s). The player/team that closes all numbers and the Bull’s Eye first, and has a greater or equal point score, wins.
3. An outer Bull’s Eye will count 25 points and an inner Bull’s Eye will count 50 points. 4. All general rules of play will apply.

FOULS

The following items constitute fouls. Committing a foul may lead to loss of turn, loss of game, loss of match, expulsion from tournament or league, expulsion from site, expulsion from future leagues or tournaments. The tournament officials identified by official NDA credentials will make all decisions concerning fouls without specific penalties. The penalty for fouling, unless otherwise stated, is loss of turn for the fouling player.
1. Adherence to all general foul rules is required.
2. Distracting behavior by opponents while a player is throwing is not allowed, and constitutes a foul. Throwing on a non-coined machine is considered a distraction.
3. On a thrown dart, the dart must make contact with the board before the player’s foot makes contact with the floor in front of the throw line or a foul has been committed. A player must receive a warning from the opposing captain. If the problem continues, a referee must be called to witness the foul. If the referee determines that there is a foul, the player will lose their next three darts.
4. It is each player’s responsibility to see that the machine is displaying the appropriate player’s number prior to throwing the darts. Play is stopped immediately when the infraction is noticed. If the player throws while the machine is displaying an opponent’s number, this constitutes a foul.
a) If the player has thrown fewer than three darts, the machine is advanced to their correct position by use of the “Player Change” button, and they are allowed to throw their remaining darts. The game then proceeds normally with the opponent shooting next and so on.
b) If the player throws all three darts on the opponent’s number before the infraction is noticed, the player has completed their turn and the machine is returned to the proper order (the opponent’s number) and the game proceeds normally.
c) If a player throws out of turn and ends the game on that turn, their team loses that game. If a player throws when the machine is displaying the number of that player’s partner, it constitutes a foul.
a) If the player has thrown all three darts, their turn is completed. The machine is then advanced to the correct player position and play resumes, except that both players from the offending team lose their next turn.
b) If a player has thrown less than three darts when the infraction is noticed, the machine is advanced to their correct player position, and they are allowed to throw the remainder of their three darts. The machine is then advanced to the correct player position and play resumes, except that both players from the offending team lose their next turn.

5. Manually scored points a) on opponents score constitutes a foul. Advance player change button to the correct player position and continue play, except that the player that committed the foul loses their next turn. b) on players own score constitutes a foul. Advance player change button to the correct player position and continue play, except that both players from that team lose their next turn.
6. If a machine resets due to power failure or other reason beyond control, the game will start over (replayed from the start).
7. 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.
8. 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.
9. Abuse of equipment, poor sportsmanship, or unethical conduct as judged by a league director or tournament official may constitute a foul.
10. Any player/team that commits three fouls in one game will forfeit that game.
11. Any player found to be using overweight darts or otherwise illegal darts shall cause the team to forfeit all games in the match that they are currently shooting. 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.
12. Disregard of any rules may constitute a foul. 13. All decisions by referees of directors will be final.

SCORING ON THE ELECTRONIC DART MACHINE

1. The score recorded by the machine is the score that the player receives. The players accept that the machine is always right. The only exception will be on the “Last Dart-Winning Dart” that meets the following criteria:
A. The “Last Dart-Winning Dart” must stick.
B. The machine was displaying the “Throw Darts” message and all other rules were followed. Then, no matter if the machine fails to score, or scores incorrectly, the player/team will be credited with the win in that game. Example: Player’s score is 24 at the beginning of their turn. Their first dart hits and sticks in the single 9 but does not register or score. Their 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 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 re-entered 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.

GENERAL RULES OF GAMEPLAY

1. Players stand at the “throw” line, 96 inches horizontally from the face of the dart board. It is legal to lean over the line. They may step on, but not across, the line.
2. Players may use their own darts if they meet the following specifications: a) They must be plastic-tip darts.
b) Flights may be any length as long as they do not exceed 8″ in total length.
c) Flights may be no wider than 3/4″, as measured from shaft to flight edge, and may not have more than four wings.
d) Complete darts may not exceed 18 grams in weight. e) Darts may not have broken or cut off tips. f) Darts will be inspected upon request.
3. Each player throws a maximum of three darts per turn. Darts must be thrown only when the machine instructs to “Throw Darts” and the proper player’s number is lit. A player will always be allowed to throw all three of their darts.
4. It is not required for a player to throw all three darts on every turn. A player may pass or throw fewer than three darts.
5. Any 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. Dropped darts may be thrown again.
6. Darts on the board may not be touched until the turn is over, the “Player Change” is activated, and the machine recognizes the end of the turn. Exception: When a dart is in the board and machine reads “Stuck Segment”, that dart must be removed by opposing team captain before other darts are thrown.
7. A round is defined as the period of time from the end of a player’s turn to the start of their next turn. In a game that is played with two players sharing a score, a round is defined as the period of time from the end of a players turn to the start of their partner’s turn.

RULES OF PLAY – 301/501

1. The game is 301/501 Any In-Any Out. The Bull’s Eye will count 50 points.
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 wins. If a player reaches zero when they are “blocked” or “frozen”, they 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.
4. All general rules of play will apply.

RULES OF PLAY – CRICKET

1. The game of Cricket will be played with a double Bull’s Eye.
2. The object will be to close the numbers 20, 19, 18, 17, 16, 15 and Bull’s Eye in any order before your opponent(s). The player/team that closes all numbers and the Bull’s Eye first, and has a greater or equal point score, wins.
3. An outer Bull’s Eye will count 25 points and an inner Bull’s Eye will count 50 points. 4. All general rules of play will apply.

FOULS

The following items constitute fouls. Committing a foul may lead to loss of turn, loss of game, loss of match, expulsion from tournament or league, expulsion from site, expulsion from future leagues or tournaments. The tournament officials identified by official NDA credentials will make all decisions concerning fouls without specific penalties. The penalty for fouling, unless otherwise stated, is loss of turn for the fouling player.
1. Adherence to all general foul rules is required.
2. Distracting behavior by opponents while a player is throwing is not allowed, and constitutes a foul. Throwing on a non-coined machine is considered a distraction.
3. On a thrown dart, the dart must make contact with the board before the player’s foot makes contact with the floor in front of the throw line or a foul has been committed. A player must receive a warning from the opposing captain. If the problem continues, a referee must be called to witness the foul. If the referee determines that there is a foul, the player will lose their next three darts.
4. It is each player’s responsibility to see that the machine is displaying the appropriate player’s number prior to throwing the darts. Play is stopped immediately when the infraction is noticed. If the player throws while the machine is displaying an opponent’s number, this constitutes a foul.
a) If the player has thrown fewer than three darts, the machine is advanced to their correct position by use of the “Player Change” button, and they are allowed to throw their remaining darts. The game then proceeds normally with the opponent shooting next and so on.
b) If the player throws all three darts on the opponent’s number before the infraction is noticed, the player has completed their turn and the machine is returned to the proper order (the opponent’s number) and the game proceeds normally.
c) If a player throws out of turn and ends the game on that turn, their team loses that game. If a player throws when the machine is displaying the number of that player’s partner, it constitutes a foul.
a) If the player has thrown all three darts, their turn is completed. The machine is then advanced to the correct player position and play resumes, except that both players from the offending team lose their next turn.
b) If a player has thrown less than three darts when the infraction is noticed, the machine is advanced to their correct player position, and they are allowed to throw the remainder of their three darts. The machine is then advanced to the correct player position and play resumes, except that both players from the offending team lose their next turn.

5. Manually scored points a) on opponents score constitutes a foul. Advance player change button to the correct player position and continue play, except that the player that committed the foul loses their next turn. b) on players own score constitutes a foul. Advance player change button to the correct player position and continue play, except that both players from that team lose their next turn.
6. If a machine resets due to power failure or other reason beyond control, the game will start over (replayed from the start).
7. 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.
8. 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.
9. Abuse of equipment, poor sportsmanship, or unethical conduct as judged by a league director or tournament official may constitute a foul.
10. Any player/team that commits three fouls in one game will forfeit that game.
11. Any player found to be using overweight darts or otherwise illegal darts shall cause the team to forfeit all games in the match that they are currently shooting. 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.
12. Disregard of any rules may constitute a foul. 13. All decisions by referees of directors will be final.

SCORING ON THE ELECTRONIC DART MACHINE

1. The score recorded by the machine is the score that the player receives. The players accept that the machine is always right. The only exception will be on the “Last Dart-Winning Dart” that meets the following criteria:
A. The “Last Dart-Winning Dart” must stick.
B. The machine was displaying the “Throw Darts” message and all other rules were followed. Then, no matter if the machine fails to score, or scores incorrectly, the player/team will be credited with the win in that game. Example: Player’s score is 24 at the beginning of their turn. Their first dart hits and sticks in the single 9 but does not register or score. Their 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 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 re-entered 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.

Tippe hier deinen Suchbegriff ein