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Darts Rules

BULLSEYE DART LEAGUE RULES

LEAGUE OFFICE PHONE: 241-7888 ext 3 (between 9 & 5)

LEAGUE TIME CELL PHONE: 576-7005 (between 5 & 10)

                           

NIGHTLY FEES:

Nightly Kitty fees vary by league.  Please see your league packet for details.

Players are to pay for their own games.  All of Bullseye's leagues are guaranteed 100% payback PLUS!!!!(Bullseye provides an end of the season banquet with free food & beer plus plaques & awards!) All leagues pay back from 1st to last place. All teams that finish the season receive prize money. 

 

SANCTION FEE:

There is an annual player fee, which varies from league to league. Please see your league packet or contact Bullseye League Headquarters for more information. THIS FEE DOES NOT GET PUT IN THE DARTBOARD. IT MUST BE PLACED IN AN ENVELOPE ALONG WITH COMPLETED PLAYER UPDATE FORMS AND DROPPED OFF AT A DROP OFF LOCATION. Each Captain is responsible for turning in their own sanction fees. Please include a list of which players are paying.

STARTING TIME:

Madison league start time: 7:15. (except Sundays, 6pm)

Janesville league start time: 7:00pm

Beaver Dam start time: Wednesday 7pm, Sunday 1pm.

There is a 15 minute grace period (real time, not bar time). The match may be played without a full team. If a player(s) is (are) missing, the players who are there should start the match. If the game has started, the late player(s) turn is just passed by. When the late player arrives they may not play in that game, but may play in the next scheduled game they are involved in. Another option is to pull a "sub" from the bar. If a "sub" is pulled from the bar, and the regular player arrives, the regular player must assume that spot and play in the next scheduled game. If a team cannot play on the scheduled night they must 1) Call Bullseye before 5p.m. 2) Call the other captain & 3) Call the "Home" bar to let them know there will not be a match played. If all 3 are not done, a forfeit may be awarded.

 

STARTING A MATCH:

  • DO NOT PUT ANY MONEY INTO DART BOARD UNTIL PROMPTED BY THE BOARD.
  • Select “League Menu” then “Play League”. Select the league you are in and then the Home Team. You can then change your order or add additional players at this time. When everything is correct select “choose visiting team”. Home team will then be prompted to pay kitty fee (# of players x $kitty fee).  Some boards will also ask for the games for the quarters at this time. Please pay attention to the board prompts! After home team enters fees, the visiting team can add/rotate/approve roster.  Hit “Start Match” and visiting team will be prompted to enter kitty fees.
  • If you add a player, you must get the players full name and address to Bullseye along with their sanction fee by filling out a player update form and dropping it at a Drop Off location. Any team adding a new player – BE CAUTIONED – Bullseye may change that player to “sub” if they determine that the new player’s average raises the team’s average above the parameters for that league.
  • In Handicapped leagues: When you add a new player or sub to your team, you must also add an average for that player.  If they have an established Bullseye average you must enter that; if not, enter 2.0 MPR & 20 PPD.

To enter the average:

1. After you have added the player you go back to the Set Up Home (or Visitor) Team Screen.

On the Galaxy II & III (single board):

2. Use the Arrow Keys to get the player’s handicaps. Press the Red Button to Adjust the Handicap. Use the arrow Keys to Increase or Decrease the handicap. When the number is correct, press the Red Button.

 

On the Black Widow (double board):

2. Press the button next to Adj Hcp. The label will then change to choose plyr. Continue pressing this button until you get to the handicap you need to change. Press the button now labelled Adj Hcp. Press Adjust to increase the number use Select to move to the left.

 

 

CHANGE ORDER/ADD PLAYER:

After selecting the team, select the player to change with the arrow buttons and hit the red button. From the next screen, you either select a player from the list or select new player. If you are entering a new player you will then have to enter the new player’s name by “tapping” it into the dartboard following the diagram on the screen.

NOTE: A PLAYER IS NOT OFFICIALLY ON A TEAM UNTIL THEY HAVE PLAYED WITH THAT TEAM.  JUST BECAUSE A PLAYER IS LISTED ON A ROSTER, DOES NOT MAKE THEM “OWNED” BY THE TEAM THEY ARE LISTED WITH.  THE FIRST TEAM A PLAYER SHOOTS WITH IS THEIR “TEAM”.

MATCH PLAY:

  • League format and games played varies from league to league.  Please see your team packet or contact Bullseye League Headquarters for more information. 

 

BACK-UP BUTTON:

Any dart that scores as you are removing it, must be “backed up” by pressing the top button.

 

FORFEITS/MAKE-UP MATCHES:

  • If a team is unable to play a scheduled match, the team must 1) Call Bullseye before 5p.m. 2) Call the other captain & 3) Call the "Home" bar to let them know there will not be a match played. If all 3 are not done, a forfeit may be awarded. The forfeiting team will be charged double kitty money and double coin drop for the match, at Bullseye’s discretion.
  • It is both captains’ responsibility to contact the other captain to try and schedule the make-up match. Bullseye League Office must be notified of the reschedule date and it will be posted on the stats. If we are not notified, no forfeit for the rescheduled match will be permitted.
  • For all weeks but the last four weeks: All make-up or rescheduled matches must be played as soon as possible. If there is no scheduled week for make-ups, these matches must be played before the last scheduled match prior to position rounds or last match of the season, whichever is first. If there is a forfeit, the winning team will receive the majority games won (just over 50% of the total games) and 0 losses and the forfeiting team will receive all games lost. Both teams must pay for a forfeit.
  • Last four weeks of the season: No match forfeits will be given. If the match can not be rescheduled, BOTH TEAMS shall receive a forfeit loss. When the make up has been posted on the stats and one team does not show up, the team that shows up will receive a “team average” games won based on end of season stats. (Earlier head to head competition will also be taken into consideration.) The losing/forfeiting team will receive 0 wins and 13/15 or 17 losses (all losses equivalent to games played.)
  • Although Bullseye does understand that occasionally matches must be rescheduled, Bullseye may drop any team that continuously does not play its matches at the scheduled location, time or date.

 

DROP OFF POINTS:

All leagues are on-line, so only sanction fees and player updates need to be dropped off. Each Captain is responsible for dropping off their own sanction fees. This money must be dropped off before the league begins, or on the  night of play.

In Madison: Do not seal the envelopes. Bartenders at the drop-off points will verify the amount of money received, seal the envelope and sign the receipt. Keep your receipts!  Drop-off points are TOWER INN, WILSONS, MONKEYSHINES, PITCHER’S PUB, BOWL-A-VARD LANES & WANDOS. At BOWL-A-VARD there is a drop off box near the kitchen doors in bar area. You can always drop off at Bullseye – if after hours, just slide between our showroom doors.

In Janesville: Mark envelope with team name and players to be sanctioned – seal and drop into the slot in the side of the board at TAASBAG.

In Beaver Dam: Mark envelope with team name and players to be sanctioned – seal and drop into the slot in the side of the board at Charlie Browns.

 

LEAGUE STATS:

  • Stats as well as schedules can be seen on our dartboards. They are also available on Bullseye’s web page – www.bullseyegames.com.
  • If you do not have web access, please notify Bullseye, and we will gladly mail or fax the stats to you.

 

SPECIAL AWARDS:

A player must play at least 80% of the schedules games in order to be eligible for the Hi Average Award.

 

BULLSEYE "SPECIAL OCCASION" RULES

1.  Sportsmanship Rule. Good sportsmanship is expected at all times. To enforce this we have added this rule. All BULLSEYE league boards have timers, so the player change button should not have to be touched, although sometimes it is necessary. If the button or any part of the machine is pushed or hit in such a way as to physically move the dartboard so that it must be moved back into position to continue play, the offending team will receive an automatic loss of the game. If this happens twice in match, it will be considered a match loss. The other team will receive the number of wins they currently have in the match or it will be treated as a forfeit, whichever has the greater number of wins.

2.  The Concession Rule. If a team is losing by enough that they wish to concede the game they may do so by letting the opposing team know when it is the conceding team’s turn to throw. The conceding team will then pass their turn and then “tap” out what the opposing team needs to end the game. The win will go to the next opponent scheduled to shoot. This rule has been added to prevent "point pounding".

3.  No Ringer Rule. If a new player or sub is brought in to play and ends the match with an average that is higher than the team average (adding the Top 4 Player’s averages and dividing by 4), the opposing team may contest the player’s games. To do this, you must contact the Bullseye League office (phone call or e-mail) within 24 hours of the match. If Bullseye upholds the protest, the team with the sub will forfeit any games that the "sub" was in and the team won. If a player has an established average from another Bullseye League, this will be taken into consideration. Bullseye's decision will be based on whether the sub's performance altered the outcome of the match. The ringer rule will not be enforced during the first four weeks of play since player’s averages can change drastically and since many teams are still trying to establish their team rosters and therefore their team averages. Any team adding a new player – BE CAUTIONED – Bullseye may change that player to “sub” if they determine that the new player’s average raises the team’s average above the parameters for that league.

4.  BULLSEYE “BLIND” SUB Rule. If a team is short a player they may use a SUB. To use a SUB, enter "SUB" in the dartboard. DO NOT ENTER IN A NAME OR YOU WILL BE CHARGED A SANCTION FEE!!!  This "SUB" may be anybody. (But may be subject to the Ringer Rule!)  A team may use "SUB" 6 times during the regular season and 2 times during short seasons or summer league.  If "SUB" is used more than this a team will be charged a sanction fee for each time over 6 times that “SUB” is used. A “SUB” may not throw for a registered team member who is present and physically able to throw unless agreed to by the opposing captain.

 

PLEASE REMEMBER... FUN & GOOD SPORTSMANSHIP IS THE #1 RULE!  IF THE CAPTAINS CAN AGREE TO RESOLVE PROBLEMS, BULLSEYE DOES NOT NEED TO GET INVOLVED. IF CAPTAINS OR TEAMS CANNOT RESOLVE A PROBLEM-CALL BULLSEYE IMMEDIATELY! 

 

ANY QUESTIONS OR PROBLEMS CAN BE HANDLED BY A PHONE CALL.  PLEASE CALL THE LEAGUE OFFICE # 241-7888 Ext 3 BETWEEN 9-5. LEAVE A MESSAGE ANYTIME IF THE LEAGUE STAFF IS NOT AVAILABLE TO TAKE YOUR CALL. IF THERE IS A PROBLEM DURING LEAGUES, CALL THE LEAGUE TIME CELL PHONE - 576-7005 FROM 5-10 P.M.

 

GENERAL RULES OF PLAY

 

  1. Players stand at the “throw” line, 8 feet from the face of the dart board. It is legal to lean over the line. You may stop on, but not across, the line. For wheelchair-bound participants, the torso can be on but not across the line.
  2. Players may use their own darts if they meet the following specifications:
  • Dart must be plastic tip.
  • Dart can not exceed 8 inches in total length.
  • Flights can be no wider than ¾” (shaft to flight edge) and can not have more than four wings.
  • Darts can not exceed 18 grams in weight.
  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 is listed.
  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 thee darts.
  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 do not count as a dart thrown.
  4. Darts on the board may not be touched until the turn is over and the “Player Change” is activated.
  5. 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 and Winning Dart” that meets the following criteria:
  • The “Last and Winning Dart” must stick.
  • The machine is 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 will be credited with the win in that game.

Example: Player’s score is 24 at the beginning of their turn. The first dart hits and sticks in the single 9 but does not register or score. Their second dart scores a single 15, leaving a score of 9. The third dart is then thrown and sticks in the single 9 but does not register or score. Since it was the “Last and Winning Dart”, that player wins the game.

  1. A dart that sticks in the board but does not activate the electronic scoring may not be manually scored.
  2. If a dart bounces off the board, it is considered a dart thrown, even if it does not score. It can not be thrown again.
  3. If a dart is thrown before the “Throw Darts” message lights, the dart will not score and is considered a dart thrown. It can not be thrown again.
  4. Any dart that scores as you are removing it, must be “backed up” by pressing the top button.

 

 

RULES OF PLAY – X01

  1. The game is 301 or 501 any in-any out. The bullseye will count 50 points.
  2. All players start with 301 (or 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 their 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 that reaches zero wins. If a player reaches zero when they are “frozen” (their combined score is higher than the opponent’s combined score), the win will be credited to the opposing team as a team win only.

 

 

RULES OF PLAY – CRICKET

  1. Game is played with a split bullseye. An outer bullseye will count as 25 points, and an inner bullseye will count as 50 points.
  2. The object will be to close (hit the number 3 times) the numbers 15 thru 20 and bullseye in any order and have the highest score. The player who closes all numbers first and has the greater or equal score, wins.