Rules
The following rules are intended as guidelines to help team captains resolve disagreements. If both team captains agree to play a game or match under circumstances not covered by these rules, no protest will be allowed.
1. GOOD SPORTSMANSHIP Good sportsmanship shall be the prevailing attitude at all ACTION GAMING-sanctioned events.
2. RULE MODIFICATIONS During league play, both team captains and the league director must agree to any minor changes to these rules.
3. DARTS Players may use their own darts as long as they are factory-issued darts using plastic tips, do not exceed eight inches in length, and do not exceed 20 grams in weight. Absolutely no steel-tip darts may be thrown at ACTION GAMING dartboards!
4. FOUL LINE All games shall have foul (toe) lines positioned eight feet from the mark on the right-hand side of the machine. A player’s foot may not touch the ground in front of the toe line before the dart is released.
5. DARTBOARD If the dartboard is not operating properly, the captains will decide whether to play, call for repairs, or make up the game. If the match is completed, no protest will be allowed. If the captains cannot agree, they must contact the league director.
Any player or team that intentionally damages or tilts the machine, causing it to shut down or reset, automatically forfeits the match and may be subject to a lifetime ban at the league director’s discretion.
6. GAMES Different leagues may play different games. When playing an x01 game, remember the freeze rule. In games with a double-in/double-out rule, you must hit the outer ring to win.
Example: If you need eight points to win, you must hit the outer ring of the number 4. You may also end the game with a bullseye if you need 50 points to win.
7. ROUND Each player may throw a maximum of three darts per round. Players are not required to throw all three darts during their turn.
8. TEAM Teams will consist of four to eight players. The number of players permitted to participate in a match is determined by the league.
9. ELIGIBLE PLAYER An eligible player is anyone who is in good standing with ACTION GAMING and is listed on the team roster. If there is a valid reason to question a player’s identity, both captains must cooperate with the league director to resolve the matter.
After a player has played three matches for a team, they must be added to the team roster. An active player may permanently transfer to another team only with written consent from the captain of their previous team. Only one transfer per player is allowed per season.
10. INELIGIBLE PLAYER An ineligible player is anyone who is currently listed on another team’s roster or is banned from either the match location or ACTION GAMING events. If a player is banned from a location, no provision allows them to enter that location for league play. The team must use a substitute when scheduled to play there.
Any player who instigates a fight during dart league night may be subject to a lifetime ACTION GAMING ban at the league director’s discretion.
11. HANDICAPPING Players will begin each season with their existing historical averages from prior ACTION GAMING leagues. After playing two league matches, their handicaps will be updated to reflect their current league averages.
Players without existing ACTION GAMING league averages may be assigned starting averages at the league director’s discretion, based on their performance in other leagues or their known ability.
12. DUES All nightly dues must be paid on the night of the match. Any sponsorship pledged to a team is an agreement between the team and the sponsoring party. If a sponsor fails to pay league dues, the team is solely responsible for providing payment.
13. GAME TIME Game time is 7:30 p.m. Teams have a 15-minute grace period to arrive. If both competing teams arrive by 7:45 p.m., the match will begin. If a team has not arrived by 7:45 p.m., the following options are available:
A. The opposing team captain may choose to wait longer for the other team and play the match.
B. The opposing team captain may allow the match to be made up on another day. Please refer to the postponement rule below.
C. If a team does not have the required number of players but an eligible player is available as a substitute, the team captain may contact the league director to have the player added to the team roster with the appropriate handicap. A player may be entered into the dartboard and play without a handicap (0.0 average) only if the league director cannot be reached and both captains agree to the potential handicap advantage or disadvantage for the substitute player.
14. POSTPONEMENTS The league director will not recognize the inability to field a full team on the regularly scheduled match date as a valid reason for postponement. Using substitute players is encouraged instead of postponing a match.
If your team cannot attend a match, the captain is responsible for contacting the opposing team’s captain and the league director as soon as possible.
NO MATCH MAY BE RESCHEDULED WITHOUT PRIOR APPROVAL FROM THE LEAGUE DIRECTOR.
If a team receives a forfeit, it must be entered into the dartboard within two days of the original match date. Refer to the forfeit rule for instructions on entering a forfeit at the dartboard.
15. FORFEITS If the opposing team does not appear and the match becomes a forfeit, the league director must be notified within 48 hours of the scheduled match. The notification must identify the team that forfeited. If the league director is not notified, both teams will forfeit the match.
To receive points for a forfeited match, the forfeit must be entered into the dartboard and the team dues must be paid. To enter a forfeit, select your team as both the home and away team. This will prompt the dartboard to create the forfeit.
Teams will receive wins for 75% of the forfeited games10 wins in a 13-game league.
Any team that forfeits three matches will be expelled from the league for the remainder of the current season.
16. INCORRECT SCORING If a dart scores incorrectly, the score may be corrected using the BACKUP DART feature on the dartboard, provided the dart is still sticking in the dartboard.
Both team captains should agree to all score corrections. A dart that has been removed from the dartboard or has bounced out may not be corrected.
Before throwing, each player should verify that the dartboard displays their name and is ready to record all three darts. If a player throws while the dartboard is displaying an opponent’s score because the previous throw did not register all three darts, the score should be corrected using the BACKUP DART feature.
If the incorrect throw results in a win, the win will be awarded to the opposing team because the player threw out of turn. The captains must notify the league director and identify the game in which this occurred.
17. COACHING Team members may coach their own players. Players may not be coached by anyone outside their team. Coaching must not delay the game for an excessive amount of time.
18. OUT-OF-TURN PLAYER Each player is responsible for ensuring that the machine displays their name before throwing any darts.
If a player throws while the machine displays an opponent’s name, the opponent may either accept the score and continue play or reset the score using the BACKUP DART feature and then continue play.
During team play, if a player throws while the machine displays their partner’s name, each player on that team immediately loses one turn. If the throw results in a win, the opposing team will be awarded the game.
The league director must be notified of the affected game before the next game begins.
19. STANDINGS Teams will receive one point for each game won. Total team points will determine the standings.
20. PAYOUTS Prize money will be distributed after the league season ends. If teams are tied for a position at the end of the regular season, the payouts for the tied ranking positions will be combined and divided evenly.
If the league has a scheduled banquet, the money will be distributed at the banquet. Otherwise, the league director will notify team captains of the time and place of distribution.
Prize money will be given only to the team captain or to a person designated in advance by the team captain and reported to the league director. Distribution among players is an agreement between the captain and their teammates. ACTION GAMING does not determine how prize money is distributed among teammates.
21. PROTESTS Disputes should be handled between team captains whenever possible. Disputes and protests may be brought to the league director for resolution.
In all matters involving rules, infractions, penalties, and interpretations, the league director’s decision will be binding and final.
22. DISCRIMINATION Racial, ethnic, and sexual slurs will not be tolerated. If a visiting team’s player is subjected to any type of racial, ethnic, or sexual slur, the home team captain must notify the person in charge of the location so the situation can be addressed.
If the behavior continues, the match must be stopped and moved to the visiting team’s bar. If the home team refuses to play at the visiting team’s bar, the match will be forfeited to the visiting team.
THERE ARE NO EXCEPTIONS.
23. RULE CHANGES ACTION GAMING reserves the right to amend any or all of these rules at any time during league play. Captains will be notified of all changes.
1. GOOD SPORTSMANSHIP Good sportsmanship shall be the prevailing attitude at all ACTION GAMING-sanctioned events.
2. RULE MODIFICATIONS During league play, both team captains and the league director must agree to any minor changes to these rules.
3. DARTS Players may use their own darts as long as they are factory-issued darts using plastic tips, do not exceed eight inches in length, and do not exceed 20 grams in weight. Absolutely no steel-tip darts may be thrown at ACTION GAMING dartboards!
4. FOUL LINE All games shall have foul (toe) lines positioned eight feet from the mark on the right-hand side of the machine. A player’s foot may not touch the ground in front of the toe line before the dart is released.
5. DARTBOARD If the dartboard is not operating properly, the captains will decide whether to play, call for repairs, or make up the game. If the match is completed, no protest will be allowed. If the captains cannot agree, they must contact the league director.
Any player or team that intentionally damages or tilts the machine, causing it to shut down or reset, automatically forfeits the match and may be subject to a lifetime ban at the league director’s discretion.
6. GAMES Different leagues may play different games. When playing an x01 game, remember the freeze rule. In games with a double-in/double-out rule, you must hit the outer ring to win.
Example: If you need eight points to win, you must hit the outer ring of the number 4. You may also end the game with a bullseye if you need 50 points to win.
7. ROUND Each player may throw a maximum of three darts per round. Players are not required to throw all three darts during their turn.
8. TEAM Teams will consist of four to eight players. The number of players permitted to participate in a match is determined by the league.
9. ELIGIBLE PLAYER An eligible player is anyone who is in good standing with ACTION GAMING and is listed on the team roster. If there is a valid reason to question a player’s identity, both captains must cooperate with the league director to resolve the matter.
After a player has played three matches for a team, they must be added to the team roster. An active player may permanently transfer to another team only with written consent from the captain of their previous team. Only one transfer per player is allowed per season.
10. INELIGIBLE PLAYER An ineligible player is anyone who is currently listed on another team’s roster or is banned from either the match location or ACTION GAMING events. If a player is banned from a location, no provision allows them to enter that location for league play. The team must use a substitute when scheduled to play there.
Any player who instigates a fight during dart league night may be subject to a lifetime ACTION GAMING ban at the league director’s discretion.
11. HANDICAPPING Players will begin each season with their existing historical averages from prior ACTION GAMING leagues. After playing two league matches, their handicaps will be updated to reflect their current league averages.
Players without existing ACTION GAMING league averages may be assigned starting averages at the league director’s discretion, based on their performance in other leagues or their known ability.
12. DUES All nightly dues must be paid on the night of the match. Any sponsorship pledged to a team is an agreement between the team and the sponsoring party. If a sponsor fails to pay league dues, the team is solely responsible for providing payment.
13. GAME TIME Game time is 7:30 p.m. Teams have a 15-minute grace period to arrive. If both competing teams arrive by 7:45 p.m., the match will begin. If a team has not arrived by 7:45 p.m., the following options are available:
A. The opposing team captain may choose to wait longer for the other team and play the match.
B. The opposing team captain may allow the match to be made up on another day. Please refer to the postponement rule below.
C. If a team does not have the required number of players but an eligible player is available as a substitute, the team captain may contact the league director to have the player added to the team roster with the appropriate handicap. A player may be entered into the dartboard and play without a handicap (0.0 average) only if the league director cannot be reached and both captains agree to the potential handicap advantage or disadvantage for the substitute player.
14. POSTPONEMENTS The league director will not recognize the inability to field a full team on the regularly scheduled match date as a valid reason for postponement. Using substitute players is encouraged instead of postponing a match.
If your team cannot attend a match, the captain is responsible for contacting the opposing team’s captain and the league director as soon as possible.
NO MATCH MAY BE RESCHEDULED WITHOUT PRIOR APPROVAL FROM THE LEAGUE DIRECTOR.
If a team receives a forfeit, it must be entered into the dartboard within two days of the original match date. Refer to the forfeit rule for instructions on entering a forfeit at the dartboard.
15. FORFEITS If the opposing team does not appear and the match becomes a forfeit, the league director must be notified within 48 hours of the scheduled match. The notification must identify the team that forfeited. If the league director is not notified, both teams will forfeit the match.
To receive points for a forfeited match, the forfeit must be entered into the dartboard and the team dues must be paid. To enter a forfeit, select your team as both the home and away team. This will prompt the dartboard to create the forfeit.
Teams will receive wins for 75% of the forfeited games10 wins in a 13-game league.
Any team that forfeits three matches will be expelled from the league for the remainder of the current season.
16. INCORRECT SCORING If a dart scores incorrectly, the score may be corrected using the BACKUP DART feature on the dartboard, provided the dart is still sticking in the dartboard.
Both team captains should agree to all score corrections. A dart that has been removed from the dartboard or has bounced out may not be corrected.
Before throwing, each player should verify that the dartboard displays their name and is ready to record all three darts. If a player throws while the dartboard is displaying an opponent’s score because the previous throw did not register all three darts, the score should be corrected using the BACKUP DART feature.
If the incorrect throw results in a win, the win will be awarded to the opposing team because the player threw out of turn. The captains must notify the league director and identify the game in which this occurred.
17. COACHING Team members may coach their own players. Players may not be coached by anyone outside their team. Coaching must not delay the game for an excessive amount of time.
18. OUT-OF-TURN PLAYER Each player is responsible for ensuring that the machine displays their name before throwing any darts.
If a player throws while the machine displays an opponent’s name, the opponent may either accept the score and continue play or reset the score using the BACKUP DART feature and then continue play.
During team play, if a player throws while the machine displays their partner’s name, each player on that team immediately loses one turn. If the throw results in a win, the opposing team will be awarded the game.
The league director must be notified of the affected game before the next game begins.
19. STANDINGS Teams will receive one point for each game won. Total team points will determine the standings.
20. PAYOUTS Prize money will be distributed after the league season ends. If teams are tied for a position at the end of the regular season, the payouts for the tied ranking positions will be combined and divided evenly.
If the league has a scheduled banquet, the money will be distributed at the banquet. Otherwise, the league director will notify team captains of the time and place of distribution.
Prize money will be given only to the team captain or to a person designated in advance by the team captain and reported to the league director. Distribution among players is an agreement between the captain and their teammates. ACTION GAMING does not determine how prize money is distributed among teammates.
21. PROTESTS Disputes should be handled between team captains whenever possible. Disputes and protests may be brought to the league director for resolution.
In all matters involving rules, infractions, penalties, and interpretations, the league director’s decision will be binding and final.
22. DISCRIMINATION Racial, ethnic, and sexual slurs will not be tolerated. If a visiting team’s player is subjected to any type of racial, ethnic, or sexual slur, the home team captain must notify the person in charge of the location so the situation can be addressed.
If the behavior continues, the match must be stopped and moved to the visiting team’s bar. If the home team refuses to play at the visiting team’s bar, the match will be forfeited to the visiting team.
THERE ARE NO EXCEPTIONS.
23. RULE CHANGES ACTION GAMING reserves the right to amend any or all of these rules at any time during league play. Captains will be notified of all changes.
