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The following are guidelines for general match play as set forth by the American Dart Organization. Additional league or tournament guidelines may also be enforced. Please refer to the General Rules For Play section of the HCDA Constitution for a complete list of HCDA league rules. Darts is a fun social game that has been around a very long time. Its enduring popularity reveals it to be a sport that combines talent, skill and even a bit of luck. Games are played between two players or two teams. The teams can be made up of two or more people each. Variations that allow for more than two sides have been devised, but these have not achieved any popularity 1. Nine throws are generally allowed for each person as a warm-up before a game begins. 2. One dart is thrown by a person from each team to determine which team or person is to take his/her turn first. This is referred to as the "cork" or "diddle." A coin toss decides who will have the option to diddle first. The team with the dart closest to the bull's eye takes the first turn. In the event that both players hit a single or double bull's eye, or if it cannot be determined which dart is closest to the bull's eye, each player will diddle again in reverse order. 3. Each player throws three darts in his turn. Darts must stay on the board for at least five seconds after a player's final throw to count. The dart is scored where the tip enters the board using wires to judge a score rather than colors. The dart tip must touch the bristle to be scored. A throw does not score if it sticks into another dart (commonly called a robin hood) or if it falls off the board. Darts on the board are scored in the following manner: In the wedge: the amount posted on the outer ring. The double ring (the outer, narrow ring): twice the number hit. The triple ring (the inner, narrow ring): three times the number hit. Bulls eye (outer bull): twenty-five points. Double bulls eye (inner bull): fifty points. 4. The two most commonly played games are "01" and "Cricket". In "01" Each side begins with 301, 401, 501, 701, or 1001 points and throw their darts in an effort to reduce their score to zero. Singles matches are typically 301 or 501 while doubles or team matches are usually 401, 501, 701, or 1001. "01" games may be fly in - double out, or double in - double out. In FIDO all points count until the end of the game when a player must throw a double or double bull's eye that reduces the final score to exactly zero called "doubling out". Any one turn that would reduce the score below zero is considered a "bust" and no points are awarded. In DIDO a player must hit a double or double bull's eye before points count. Again, the game is won when a player or team doubles out. ADO American Cricket Rules The objective shall be to 'own'/'close' certain numbers on the board, and to achieve the highest point score. The player/team to do so first, shall be the winner. Cricket shall be played using the numbers 20, 19, 18, 17, 16, 15 and both the inner and outer bull (cork). Each player/team shall take turns in throwing. (Three darts in succession shall constitute a 'turn'/'Inning'.) To close an inning, the player/team must score three of a number. This can be accomplished with three singles, a single and a double, or a triple. Once a player/team scores three of a number, it is 'owned' by that player/team. Once both players/teams have scored three of a number, it is 'closed', and no further scoring can be accomplished on that number by either player/team. To close the bullseye, the outer bull counts as a single, and the inner bull counts as a double. Once a player/team closes an inning, they may score points on that number until the opponent also closes that inning. All numerical scores shall be added to the previous balance. Numbers can be 'owned' or 'closed' in any order desired by the individual player/team. Calling your shot is not required. For the purpose of 'owning' a number, the double and triple ring shall count as 2 or 3, respectively. Three marks will close an inning. After a number is 'owned' by a team, the double and triple ring shall count as 2 or 3 times the numerical values, respectively. Winning the game: A. The player/team that closes all innings first and has the most points, shall be declared the winner. B. If both sides are tied on points, or have no points, the first player/team to close all innings shall be the winner. C. If a player/team closes all innings first, and is behind in points, he/they must continue to score on any innings not closed until either the point deficit is made up, or the opponent has closed all innings. It shall be the responsibility of the player to verify his score before removing his darts from the board. The score remains as written if one or more darts has been removed from the board. In accordance with the inherent "strategy" involved in the Cricket game, no alterations in score shall be allowed, after the fact. Each game is considered one leg. The match is won when two out of three legs are won, although some leagues or tournaments may play only one game. 5. A player may move from side to side behind the oche (also know as toe line.) However, if a foot crosses over the oche or a person happens to trip over the oche and releases his dart, the throw counts for no points and may not be re-thrown. Should a player have any portion of his feet or shoes over the oche during a throw, all darts so thrown shall be counted as part of his throw, but any score made by said darts shall be invalid and not counted. 6. If a dart is released from a players hand in a forward motion toward the board it is considered a throw. However, if a player drops a dart it may be retrieved and thrown. 7. Only those players partisipating in the current game may stand in the throwing area. As an observer it is consider poor etiquette to talk to or other wise distract an opposing player while throwing. Just as well, a players teammates are not to give advise on strategy while a player is in the middle of a throw. If a player wishes to consult his teammates before throwing he or she should step away from the oche. 8. In some cases a scorekeeper may be used (referred to as a chalker.) The chalker may tell a player what they have scored, or in an "01" game what score they have remaining, but may not give advise on strategy during the game. TIP: The throw line may be marked with tape in case a raised oche is not feasible. In this case the front edge (closest to the board) should measure 7 ft 9 1/4 ins. from the board. Remember to account for the thickness of the board and backdrop. The oche should be measured from the face of the board, not from the wall as illustrated. Rules are based on ADO format. Some rules may be modified for league play. Please visit ADO RULES for more information.
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