BELL MUSIC DART ASSOCIATION
(Any changes or points that need emphasis are
noted in bold.)
A. FEES
1. Sponsor Fee: $70.00
per 4-man team, $60.00 per 3-man team, $45.00 per 2-man team for the
fall/spring session, $35.00 per team for the summer session.
2. League Fee:
$6.00 per person per week in all leagues except Vegas leagues. Cost of Vegas leagues will be determined by
number of teams and posted at the start of the season. Weekly league fees are paid directly into
the dart boards. Full amount due must be
paid in order to proceed with the match.
(After you select your team from the list and set your players line-up,
the board will prompt you to enter your league dues through the bill
acceptor/coin slot.)
3. Players are responsible for supplying the
quarters for the games for each format.
B. GAME TIME AND FORFEITURES
1. The starting time for all weekend doubles matches
is 5:00pm regular time (not bar time), weekday matches 7:00pm regular time (not
bar time). There is a 15-minute grace
period to start a match. If a team is
not present and ready to start the match by 5:15pm on weekends, 7:15pm on
weekdays, the team present may choose to take a forfeit win or wait for the
team.
2. In case of forfeitures, the team showing
receives 11 wins and 4 losses and the team forfeiting receives 15 losses for 15
game formats, 10 wins and 3 losses for the 13 game formats, 8 wins and 3 losses
for 11 game formats and 7 wins 2 losses for 9 game formats. The team showing
must contact Bell Music and register the forfeit and pay their weekly dues to
receive the wins.
3. If a team drops out of the league, Bell Music
will attempt to fill the spot with a new team.
If a new team cannot be put in, every team (including the teams that
already played the team that dropped) will receive one forfeit win when they
are scheduled to play that team. The
exception to this rule is if a team drops the first or second week of the
session and there was also a BYE in the league, the schedule will be revised
removing the BYE and the team that dropped.
The team that had the BYE and the team that was to play the team that
dropped will be required to schedule a make-up match. If a team drops out after the second week of
the season, every team will receive a forfeit win and if the number of forfeits
is uneven, the remaining weeks teams will receive “Byes” so a team doesn’t get
an unfair advantage of extra forfeits.
Teams that drop out of the league may be ineligible to sign up for
future sessions.
4. Teams are asked to make every attempt to not
postpone a match. If a team wishes to
attempt to postpone a match, the team captain must contact Bell Music. If the opposing team is able and willing to
reschedule, the match will be postponed.
In the case of an emergency (bad weather, accident, etc,)
good sportsmanship dictates rescheduling the match if possible.
5. All make-up matches must be made up by the
last week of regular league play, as to not hold up the round robin. Team captains must call Bell Music to
notify us when and where all make-up matches are being played.
6. Any team that forfeits twice during a season
without just cause may be disqualified from the league. You must call Bell Music if you are
forfeiting. If you don’t, your team will
risk being expelled from the league.
7. Any team walking out during a match forfeits
the remaining games left in the match.
C. GAME
1.
See
individual league format for how many and which games will be played in each
league.
2.
The FREEZE RULE is in effect for all "01" games played on 4
scores. The freeze rule states, "In
order for a player to go out, that player's partners score must be lower than
the opposing two players scores combined."
If the partner’s score is higher, the player is Froze. In the case of a tie, that player is not
Froze, and the team going out wins the game.
If a player goes out when Froze, his/her team loses that game.
3.
For Double-In/Double-Out games, the bullseye may not be used to
Double-In (except in the Masters League where the Double Bull is activated.) If a player hits the bullseye to Double-In
when the Double Bull is not activated, it is an automatic loss for that
team. The bullseye may always be used to
Double-Out in any Double Out game.
D. TEAMS
1. Teams are to try to keep their rosters at
a maximum of 8 players. Once a player
plays on the same team 4 times, they are considered on that team and may not
play for another team in the same league.
2. Team members may shoot
in any order.
3.
All players must be at least 21 years of age, except in In-House or
Remote leagues with the bar owners approval.
4.
Teams must play out of the same location for both halves; there will be no switching bars
mid-season.
E. PLAYERS
1.
All players that have played in the Bell Music Dart Leagues have an
established rank. It was determined by
individual performance in previous seasons.
From this ranking list, players have been assigned a point value ranging
from 1 to 12 with 12 being the highest ranked players.
2.
Any new player coming into the league must report any prior dart
experience and/or ability. If the
player played in another league they must provide Bell
Music with a copy of their final standings and their rank in Bell Music will be
determined. Any new player not from
another league will be unranked. All
unranked players entering the leagues will automatically be assigned a rank of
"4" for men and "1" for women. However, if an unranked player believes
his/her skill level is higher than a "4" for men and "1"
for women, that player must declare it or risk possible disciplinary action
toward the player and/or team.
3. Bell
Music has the right at any time to assign a player a higher/lower ranking if
that player's ability is proven to be higher/lower than currently ranked.
4.
The conversions from the "letter rank" to the "points
rank" are as follows:
“Master”=12 "A-1"=9,10 or 11 "A-2"=7 or 8 "B-1"=5 or 6 "B-2"=3 or 4 "C"=1 or 2
F. SUBS
DURING REGULAR LEAGUE PLAY – SEE SECTION H #3 FOR RULES REGARDING SUBS
DURING PLAYOFFS (ROUND ROBIN AND CHAMPIONSHIP MATCHES)
1.
Subs
are “floating players”, which means they are not assigned to any team and may
play for any team that needs the sub as long as the
sub’s rank doesn’t put the team over the point cap for that league. Once a player subs on the same team 4 times,
they are now on that team and may not sub for another team in the same
league. The regular player and/or team
are responsible for the sub's league fee.
A team may use as many subs as needed to field the team.
2. A
team may choose to use a sub in place of a regular player if they so choose
(even if there is a regular player in the bar).
The players that start the match must finish the match. The only exceptions to this is if a team
captain informs the opposing captain of up to one player arriving late and
which player he/she is going to replace upon arrival or of up to one player
requiring to leave early and who is going to finish the match for that player. In this case the player taking over for the
other player is to start at the beginning of the next game, not mid-game.
3. If
a sub that is not on a team’s roster is used, teams must punch in the subs FULL
NAME in the machine in place of the player's name that is not present. If the subs full name is not punched in, that
players stats may be deleted including any wins that player may have had from
the teams score.
4. If a team cannot find a
sub and does not want to forfeit, a “ghost” player may be used. A ghost player is worth 1 point in the
rankings. When playing with a “ghost”
player it is the same as skipping the missing player’s turn. A “ghost” player does not get any points in
’01 games and does not get any marks in Cricket games. You simply push the button when it is the
“ghost’s” turn.
G. DARTS
Players may use their own darts as long as they are unaltered factory issued darts and tips,
and do not exceed 8 inches in length nor 20 grams in weight.
H. FOUL
LINES
1.
The front edge of the foul line is to be 8 feet from the designated hole
on the bottom right side of the dart machine.
2. Players
may stand on the foul line but not over the inside edge of the foul line.
It is legal to lean over the foul line. Players may NOT cross the foul
line during their turn. Should a player have any portion of his feet or
shoes over the throw line during a turn, the following is to occur:
The first violation of this rule will result in a warning from the opposing
team captain. The second violation will result in the score of the
dart(s) not counting and the "back up" button is to be used to remove
any score received while violating this rule. If a dart thrown while
violating this rule causes a win, the opposing team will automatically win the
game.
3. If
a dart is dropped over the foul line, it may be picked up and thrown. If a dart is thrown and lands over the
foul line, it may not be picked up and rethrown.
RULES OF PLAY
A. ROUND
1. The dartboards are set on auto-change
meaning after the board registers 3 darts, it will automatically advance to the
next player’s turn. Players are to make
sure they promptly pull their darts from the board. If a player does not do so and manually
scores a dart when pulling their darts from the board, the following conditions
apply:
* If the score causes a win, the opposing
team will receive the win.
* In all other cases, the “back-up” button is to be used to remove
the incorrectly registered dart.
2. Each player may, but is not required to,
throw a maximum of 3 darts per round. A
player may pass all or part of their throw.
If a player wishes to end their turn before throwing all 3 darts, they
must manually press the Player Change button BEFORE removing the darts from the
machine. If a player removes the darts
before manually pressing the Player Change button causing the dart(s) to
register a score, the following conditions apply:
* If the score causes a win, the opposing team will receive the
win.
* In all other cases, the “back-up” button
is to be used to remove the incorrectly registered dart.
B. SCORING
1.
The
score recorded by the machine is the score the player receives unless the board
is malfunctioning. If the machine is
repeatedly scoring incorrectly or not working properly, the team captains will
decide whether to continue play, call for repairs, move to another board if
available, or, as a last resort, make up the match or game. If the match is completed, no protest will be
allowed.
2.
A dart
thrown that sticks in the board but does not score MAY be manually scored.
3.
A
dart thrown that indicates "Segment Stuck" must be handled in the
following manner:
a. The dart that indicates segment stuck will
be manually scored by the captain tapping the dart until it scores, or by
pushing player change to come back around to same player and then scoring
manually. The player will then finish
throwing remaining darts left in hand.
b. If segment number gives team the win, it
is a win. If it gives team a bust, it is
a bust.
4.
NOTE:
The dart creating the "segment stuck" problem in some cases
does not register until after the dart is pulled from the board. Also, any subsequent darts thrown will not
register, and/or it is not unusual to have a double score on the "segment
stuck" dart. THIS SCORE IS ALLOWED
EVEN THOUGH IT IS SCORED MANUALLY.
5.
If a
dart bounces off the board or is thrown before the "throw darts
symbol" appears, it is considered a dart thrown and may not be thrown
again.
C.
INCORRECT SCORING
1.
It
is each player's responsibility to see that the machine is displaying that
player's name prior to throwing any darts.
2.
If a
player throws when the machine is not displaying his/her name, the following
conditions apply:
* If the score causes a win, the opposing team
will automatically receive the win.
* In all other cases, the
“back-up” button can be used to remove the incorrectly registered dart(s) so
the correct player can throw. If this is
not done, the team throwing out of turn will receive a loss for that game.
D.
PENALTIES
In addition to all other penalties specified
in these rules, the following penalties will be enforced:
(a) If a player does not follow the player
order on the dartboard and plays in a game he/she is
not supposed to be playing in and the team captains cannot find an agreeable
solution, then for the first occurrence that game will be forfeited. For the second occurrence, all games that
player has participated in are forfeited.
(b) If a player/team tilts or punches the
machine, causing it to shut down or reset, they automatically forfeit that
game.
E.
UNSPORTSMANLIKE CONDUCT
1.
Foul
or abusive language, harassment, player or team abuse of equipment or any other
unsportsmanlike conduct will not be tolerated.
The actions will be reviewed by Bell Music and, if need be, the dart
committee and could result in expulsion from the league.
2.
Any
physical violence may result in the player(s) being expelled from the league.
3.
Any
player or team expelled from the league will forfeit any money paid to the
league, and all prize money, awards and banquet privileges.
4.
Bell
Music reserves the right to suspend and/or expel any player and/or team from
the league if found to be disobeying these rules or otherwise disrupting the
leagues in any way.
F. PROTESTS
1.
A
protested game or match can result when, during play, there is a difference of
opinion between teams regarding the application or interpretation of the Rules
of Play.
2.
To
protest a game or match, all of the following must
occur:
a. Protesting team must notify the opposing
team the moment the protest occurs.
b. If no satisfactory solution can be reached
between the two teams the match is to be stopped and both team captains must
call Bell Music immediately at (330) 253-9171.
If the situation still cannot be resolved, the protesting captain must
file the protest in writing.
c. The protesting captain has 24 hours to
file a protest with Bell Music. After 24 hours, the protest will not be
allowed.
d. The protesting team must pay a $10.00
protest fee at the time of making the protest.
If the ruling is in favor of the protesting team, the fee will be
returned. If not, the fee will go into
the league fund. If the $10.00 fee is
not included, the protest will be null and void.
3.
Bell
Music league coordinator reserves the right to bring to the attention of the
review committee any uncovered irregular rule application.
H. TEAM
STANDINGS AND PLAYOFFS
1.
Teams
will receive one point per win. Total
winning percentage determines standings.
In the case of a tie, head-to-head competition from earlier in the
season will determine place.
2.
The
top 4 teams from each league advance to the playoffs that are at the end of
scheduled league session. The Playoff
Matches (4th Place –vs- 1st Place & 3rd
Place –vs- 2nd Place) will be the first week of playoffs. The second week of playoffs will be the
Championship Match between the winners of the matches between 1st & 4th,
and 2nd & 3rd. The Playoff Matches
and the Championship match are “race to win” matches. For leagues with 15 games per match, the
first team to win 8 games wins the match.
For leagues with 13 games per match, the first team to win 7 games wins
the match. For leagues with 11 games per
match, the first team to win 6 games wins the match. For leagues with 9 games per match, the first
team to win 5 games wins the match. (For the playoffs, players do not have to
pay weekly dues; players only pay the quarters needed for the games.)
3.
To
be eligible to play in Playoff Matches and the Championship match), players
must have either:
Played 4 or more weeks on the team
Or
A player from another team in the Bell Music leagues may sub for a
team in the playoffs if the following 2 requirements are met:
1) The sub has played a minimum of 6 weeks in
any Bell Music league in the current season.
2) Neither the sub’s PPD or MPR is higher
than the PPD and MPR of the player he/she is replacing in any/all leagues the
sub plays in.
4.
If a
team plays the 1st half but not the 2nd half, that team is ineligible to
participate in final league competition.
5.
Every
attempt should be made to not postpone or reschedule Playoff Matches or the
Championship Match. These matches may be
played in advance as long as the opposing team agrees.
I. PRIZES
AND AWARDS
All money
paid in by the players as league fees will be paid out as prize money after
deducting for costs of the league: sanction fees, tournament fees, awards, etc.
Prize money is based on wins, excluding any wins from playoff matches. If a team drops out in the middle of a
season, they lose all money paid in, awards, credit for games played, etc. In addition, those players are unable to play
or sub in the leagues for, at a minimum, the remainder of the season.
TEAM CAPTAINS RESPONSIBILITIES
1.
Team
captains must make sure Bell Music has their current phone number.
2.
Team
captains must see that their team is on time and ready to play by the league
start time.
3.
The
team captain is responsible for making sure their team does not exceed the
point limit for that league. If a team
plays over the point limit for their league a forfeit will be assessed by Bell
Music. All forfeits of teams playing over
the point limit must be assessed within 7 days of the match. If it is not caught within one week of the
match, the score will stand as played.
4.
If
there is a service problem during league the team captain is to call Bell Music
at (330) 253-9171 and leave a message in the SERVICE DEPT. mailbox (by pressing
1 when the recording is reached.) Make
sure you leave your location name and phone number. If there is an emergency regarding the dart
league itself, the team captain is to call Bell Music at (330) 253-9171 and
leave a message in the DART DEPT. mailbox (by pressing 2 when the recording is
reached.) All other questions are to be
addressed by calling Bell Music during normal business hours – M-F,
8:30am-5:00pm.
5.
IT
IS THE CAPTAIN'S RESPONSIBILITY TO SEE THAT TEAM MEMBERS CONDUCT THEMSELVES
PROPERLY AND FOLLOWS THE RULES OF GOOD SPORTSMANSHIP.
ADDITIONAL F.Y.I.’S
The 2023 Bell Music $16,000+ Players Tournament will be held Saturday, May 20, 2023 at the Annunciation Greek Churh in Akron and is open to all Bell Music players with at least 120 games played during the qualifying dates. The qualifying dates for the 2023 tournament are June 1, 2022 – April 30, 2023. (Playoff games do not count.) Players who played at least 120 games in the Masters Doubles have the option of playing in the Masters Singles or in the division they get ranked. The tournament is divided into 6 divisions based on your player ranking. More information and details will be available closer to the tournament date. If you have any questions, call Bell Music at (330) 253-9171.
Please
visit our website at www.bellmusicco.com
to view league standings, schedules, tournament info, etc. Also, please make sure Bell Music has your
current phone number and/or email address.
We are also on Facebook: Bell
Music Dart Leagues.
GOOD LUCK!
GOOD DARTS! GOOD SPORTSMANSHIP!
League Coordinator – Mary Lynn
BELL MUSIC CO.
1314 Centerview
Circle
Copley, Ohio 44321
(330) 253-9171 or 1-800-648-3774
Fax #: (330) 376-6337