Modern Specialty

Cricket and 301 Rules

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GENERAL RULES OF PLAY

  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.
    1. Players may use their own darts if they meet the following specifications:
      1. They must be plastic-tip darts
      2. Flights may be any length as long as the dart does not exceed 8" in total length.
      3. Flights may be no wider that ¾", as measured from shaft to flight edge, and may not have more than four wings.
      4. Complete darts may not exceed 18 grams in weight.
      5. Darts may not have broken or cut off tips.
  1. 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.
  2. 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. A player will always be allowed to throw all three of his/her darts unless a foul occurs.
  3. 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.
  4. Darts on the board may not be touched until the tur n 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 the player before continuing.
  5. A round is defined as the period of time from the end of a player's turn to the start of his/her 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.

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. If the dart does not stick and the machine awards the win, the machine is right and the game is over. c. 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.
  1. A dart that sticks in the board but does not activate the electronic scoring may not be manually scored.
  2. If there is any question as to whether the machine is scoring or working properly, STOP THE GAME. Don not remove darts or activate the "Player Change." Team captains must try to solve the problem or call for service.
  3. If a dart bounces off the board, it is considered a dart thrown even if it does not score. It may no t be thrown again.
  4. 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.

FOULS

The following items constitute fouls. Committing a foul may lead to loss of tur n or loss of game. 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. Fouls must be called within the round in which the foul was committed.
  3. 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.
  4. 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.
  5. 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 game starts and ends in the same order, the game stands as played. If the wrong player shoots in a game and the infraction is noticed before that player has started his/her second round, the game will be started over with the offending team being responsible for coining the machine. If the infraction is noticed after the second round, it will be a loss for the offending team. If the infraction is noticed after the start of the next game, the preceding game will stand. 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 the correct position by use of the "Player Change" button, and he/she is allowed to throw his/her 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 his/her 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, his/her 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, his/her 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 turn. b. If a player has thrown less than three darts when the infraction is noticed, the machine is advanced to the correct player position, and the player is allowed to throw the remainder of his/her 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 turn.

6. 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 who committed the foul loses his/her next turn. b. On players own score or partners score constitutes a foul. Advance player change button to the correct player position and continue play, except that both players from the offending team lose their next turn.
  1. If a player reached zero in a round in which that player or that player's partner committed a foul, that team loses the game.
  2. Any player/team committing 3 fouls in one game will lose that game
  3. All decisions by league coordinator will be final

RULES OF PLAY - 301

  1. The game is 301 any in-any out. The bull's-eye will count 50 points.
  2. All players start with 301 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 existed 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 he/she is "blocked" or "frozen", 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 opponents(s). The player/team who 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.
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