Wynnum Darts Club
Competition Rules
The following rules apply to both our Tuesday (Money comp) and Wednesday night (Social) competitions. Where there is any difference between the two competitions separate headings will be shown.
Dress Regulations
Dress guidelines are set out by Darts Queensland.
All players must wear closed-in shoes and a collared shirt.
No hats of any kind are to be worn in the club.
The minimum attire for men is slacks, jeans, tailored shorts with walk socks, sport socks, collared shirt, and covered footwear. No singlets (shoulders must not be visible), stubbies, thongs, sandals or scuffs, work clothes or tattered clothing are permitted.
The minimum attire for ladies is skirts, slacks, jeans. culottes, shorts with collared blouse/shirt or dresses and covered footwear. No singlets/racer-backs (shoulders must not be visible), no bike pants, abbreviated shorts, thongs, sandals or scuffs, work clothes or tattered clothing are permitted.
It is the captain’s responsibility to ensure the dress rules are observed as the opposing captain has the right to refuse to play against any opposition member in breach of this dress code.
The only exception to this dress code will be on the submission of a doctor’s certificate and permission must be sought from the executive.
Language
- Bad language will not be tolerated. Please be considerate of other patrons.
Fees
The team captain is personally responsible to ensure that all fees are up to date.
Annual Club Membership
All players participating in competitions at Wynnum Darts Club must be financial members of the club. Membership fees as follows:
$ 25.00 Club Membership per year for members registering with Darts Qld
$ 5 membership to Zone 2,
$5 Wynnum and
$6 membership to the Junior Rugby Leagues Club. All Payable by 3rd week of play
Tuesday Night Competition Fees
Each team must pay a $100 nomination fee. You will be invoiced by the club and payment is expected on or before Week 2 of competition.
$ 40.00 per week games fees ($ 10 per player) to be paid even if less than 4 players on the night. All game fees are to be paid on the night of play or the following week in case of a forfeit.
If you have a fill in player, the Fee is $5 for the fill-in player with the remainder made up by the other Registered team players.
$ 10.00 Transfer fee applies to transferring from one team to another during the season. Notify committee & sit out of play for 1 week.
Wednesday Night Social Competition
Game fees are $48.00 per team per week ($8 per player) to be paid (even if less than 6 players on the night). All game fees are to be paid on the night of play or the following week in case of a forfeit.
$8.00 Transfer fee applies to transferring from one team to another during the season. If you do wish to transfer please notify the committee & sit out of play for 1 week.
Tuesday Night Competition Payouts
- The prize money and prize pool will be reviewed by the committee at the beginning of each season to determine payout options so ensure this competition self-funded. This will be presented on the first night of the new season and approved by the Executive Committee.
Competition Night Rules
Click here to download our official rule book. Where any issue arises the official rule book will be referred to, not this web page as the layout has been modified to assist with reading.
Game Start Times & Minimum Player Numbers
Games are to start promptly at 7.30pm. Forfeit time is 7.45pm. Play may commence earlier than 7:30pm if both captains are agreeable.
If a team does not have the required number of players (according to the relevant section following) they may call from players from other teams to fill their team for the night.
Tuesday Competition
Teams must have a minimum of 3 players to commence a game or a forfeit will be called. If a forfeit is called, the opposing team will claim the points. A match can be played if agreed by both captains, as a social match. 180’s and pegs/checkouts will count.
Wednesday Competition
Teams must have a minimum of 5 players to commence a game or a forfeit will be called. If a forfeit is called, the opposing team will claim the points. A match can be played if agreed by both captains, as a social match. 180’s and pegs/checkouts will count.
Home Team & Order of Play
- The home side is determined by the team that is listed first on the draw sheet.
- Order of Play – In both Tuesday & Wednesday competitions the order of play is determined by the scoresheet when in use. Where Dart Connect is being used in place of scoresheets Dart Connect will determine the order of play.
Qualification for Finals
Wednesday – All players must have played 6 games for the team they were originally registered with or transferred to (after approval from the committee and appropriate fee paid) before being eligible to participate in the finals.
Forfeits During Play
A three-minute time limit will be imposed on players to be on the oche once their name has been called or is written on the whiteboard to play.
- Penalty: Forfeiture of 1st leg. Continued absence for a further three [3] minutes, Penalty: Forfeiture of game.
Games Finish Times
All games are to finish at 10:30pm. No games are to be started after this time regardless of the game situation. Any game already underway before 10:30pm may be completed subject to the final finish time being 11pm. If this game is not completed, the full game is cancelled and the result prior to the commencement of this game counts.
Exception to finish time rule
During finals games will be played until a result is obtained.
(e) The home side is determined by the team that is listed first on the draw sheet.
(f) Order of Play
Tuesday The order of play is determined by the score sheet.
Wednesday The order of play is determined by the score sheet.
(g) Payment in the event of a forfeit
Tuesday all team fees are to be paid by each team and the team that has been forfeited against receive the 18 games and 7 pegs each player. The team forfeiting the game is required to phone the opposing Captain at their earliest possible time to allow all players to be notified.
Wednesday all team fees are to be paid by each team and the team that has been forfeited against receive the 11 games and 5 pegs each player. The team forfeiting the game is required to phone the opposing Captain at their earliest possible time to allow all players to be notified.
Team captains are to ensure that the games keep moving with no breaks between games unless approved by both captains. Please ensure forfeit rule is applied.
Rules of Darts/Gameplay
No person shall be allowed in the playing area other than players and scorers.
A player’s opponent must stand at least 1 metre behind the oche.
A player retrieving their darts after a shot shall do so promptly and in such a manner as not to interfere with the opposing player.
A player shall not commence their throw until their opponent is back behind the oche, any infringement of this rule will incur a loss of the shot as a penalty.
Darts cannot be removed from the board until the scorer has checked and named the score.
During match play the player at the oche may direct enquiries to the scorer.
Players and officials and guests are not permitted to smoke within the club, or consume liquor in the playing area between the front of the table and the dartboard.
The Throw
All darts must be thrown by, and from, the hand, to be deemed a throw. The dart must be propelled in a forward motion using some physical force, not merely dropped.
A throw shall consist of three darts unless a leg, set or match is finished in less than three darts or a score greater than the score required. Any dart that is thrown bounces off or falls out of the dartboard shall not be re-thrown.
Starting & Finishing a Leg
In both Tuesday & Wednesday competitions each leg shall be played using a Single In (that is any segment on the board) and the finish shall be on a double.
The “bull” shall count as “50” and if “50” is required to complete a leg, set, or match then the “bull” shall count as double “25”.
The “bust” rule shall apply if a player scores more than the score required then the score thrown will not count and the player shall revert back to the score required prior to his opponent’s last throw.
The first player (or team) to reduce the score required to exactly zero by obtaining the required double out, is the winner of that leg, set or match, whichever is applicable.
Any dart mistakenly thrown by’ a player, after scoring the; required “double” shall not count, as the respective leg, set or match is concluded by the darts scoring the required “double”.
Interpretation: – If the player throws the dart at a double and is not sure it is in or out and does not query the shot and throws another dart into the board and misses the double, throws a third dart, and goes in a single, and when approaches the dart board finds that the double is in, the game is over and the last two darts do not count.
Scoring
- A dart shall only score if the point, remains in, or touches the face of the dart board within the outer double wire and having been “called”. In the event of a dart falling out of the board after it has been “called” it shall count as a score.
- The score is counted from the side segment wire in which the point of the dart enters, and remains in or touches, the face of the dartboard.
- Darts shall be retrieved by the thrower but only after the score has been “called” by the scorer. Retrieval of darts thrown before the scorer has called a score may result in a “no score” being called
- The result of each player’s throw, unless the player “busts” must be clearly shown on the scoreboard or whiteboard, giving the score thrown and the balance required to finish the game.
- If Dart Connect is not being used then the method of marking shall be simple subtraction as per the following example between players A and B
Sample of Scoring
- The scorer and players should check all scores and subtractions made on the whiteboard after each throw.
- All requests to check the score recorded, and subtractions made, must be directed to the marker, and made before the players (or teams) next throw.
- A protest about the score attained after the retrieval of the dart or darts may not be upheld. The markers decision shall be final and binding.
- The actual score required must be shown on the score sheet and/or the score board and be clearly visible to the players.
- If the player asks the marker for the score remaining and the marker replies incorrectly, the following shall apply: –
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If the player scores the advised number and the dart is the double required to complete the score, the throw shall be called “game shot”
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If the player scores less than the advised number, the value scored during that throw will be deducted from the actual score remaining i.e., if the player is advised 60 but in reality, needs 58 and then scores 20 only, the remaining score is 38 not 40.
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If the player scores more than the advised score and also more than the remaining score the result is bust.
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If the player scores more than the advised score but less than the true remainder, the true remainder will apply, i.e. if the player needs 62, is advised 58 but throws 60, then the remaining score is 2 not bust.
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- A player whilst at the oche may enquire of the scorer the value of a score thrown or score remaining. No indication of the required “double” shall be given by the marker. (i.e.,32 required NOT double 16). Whilst at the OCHE a player may not receive advice or coaching from any competitor, official or spectator, other than provided for under rules (g) and (j).
Bull Up/Tie Breaker Rules
When the Bull throw is used to determine a ‘tie-break’ leg, if required, a toss of a coin is to be used. When Dart Connect is being used the ‘Coin Toss’ button is to be used.
In throws for the Bull each player, in Singles events, or one of the team members shall throw one dart for the Bull. The dart must remain in the dartboard in order to count and re-throws shall be made until a dart remains in the dartboard. If the dart enters the “25” or “Bull” sector it shall be removed before the opponent takes his/her throw. Re-throws shall be called for if the Referee cannot determine which dart is nearer the Bull, or if both darts are in the Bull, or if both darts are in the ’25’ ring. A re-throw shall be in the reverse order of the previous throw. The player who throws nearer the centre of the dartboard shall throw first in the match.
If a deciding leg is required for a Tiebreaker in the match, the same sequence will be followed.
A player may stand back from the oche and ask their captain or a member of their team for assistance during any throw and then return to the oche.