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Staff Music and Amusement Electronic Dart League Rules

  • Writer: Staff Music and Amusements
    Staff Music and Amusements
  • 2 days ago
  • 9 min read

Graphic that is for Staff Music and Amusement Electronic Dart League Rules

Last Revised as of May 2025


The following rules are guidelines to help the captains solve problems if a disagreement arises. If the team Captain agrees to play a game under circumstances not covered by these rules, then no protest will be allowed.


The Game: General Play

  1. Good Sportsmanship: Common sense and good sportsmanship should be used to address any questions that may arise during a match and are not explicitly covered in these rules.

    1. Treat others the way you would want to be treated.

    2. If you lose, don't throw a tantrum. If you win, don't taunt or brag.

    3. We want to keep teams, not lose them because they were mistreated. Remember, we are here to have fun and enjoy ourselves!

  2. Team Average Cap: A team average will be used for all four (4)-person handicapped leagues.

    1. The accumulative PPD/MPR of the highest four (4) shooters (including substitutes) shall not exceed 110PPD or 11 MPR.

    2. Any team whose team average exceeds the cap will be prohibited from shooting in the league until their roster is adjusted accordingly.

  3. Darts: Players may use unaltered factory-issued darts and tips that do not exceed eight (8) inches in length and do not exceed twenty (20) grams in weight.

  4. Round: Each player throws a maximum of three (3) darts per round.

    1. Players do not have to throw all three (3) darts per turn.

  5. Foul Lines: All games shall have foul lines.

    1. Players throw from behind the foul line.

    2. Players will be allowed to lean but not allow their feet to cross the foul line at any time during league play.

      1. Violations:

        1. The first violation of this rule will be a warning from the team captain.

        2. The second violation of this rule will result in forfeiture of the game.

  6. Coaching: A team captain may instruct their players for no longer than 15 seconds.

    1. After stepping to the foul line, players have 30 seconds to throw their dart(s).

  7. Scoring: The score recorded by the machine is the score the player receives.

    1. A dart that sticks in the board but does not activate the electronic scoring may not be manually scored.

    2. A thrown dart that indicates "SEGMENT STUCK" on the board should be handled in the following manner:

      1. After the first dart is thrown, the player must notify the opposing Captain of the "SEGMENT STUCK," go to the dartboard and remove the dart. After removing the dart, the player returns to the line to throw the remaining two (2) darts.

      2. After the second dart is thrown, the player must notify the opposing Captain of the "SEGMENT STUCK," go to the dartboard, and remove the 151 dart thrown FIRST—the dart in the board that does not indicate cause for the segment to be stuck)—then remove the "SEGMENT STUCK" dart. The player returns to the line to throw the last dart.

      3. After the third dart is thrown, the player must notify the opposing Captain of the "SEGMENT STUCK," go to the dartboard, and remove the two (2) darts thrown first and second—the darts on the board that do not indicate a cause for the segment to be stuck—then remove the "SEGMENT STUCK" dart and push the "PLAYER CHANGE" button.

      4. Note: Sometimes, the dart that creates the "SEGMENT STUCK" issue does not register until after the dart is removed from the board. Any subsequent darts thrown will not register.

        1. It is not unusual to have a double score on a "SEGMENT STUCK" dart—a double score with one (1) dart thrown. The score is allowed in this circumstance even though it's scored manually.

  8. Incorrect Scoring: If a player throws three (3) darts and one (1) hits the web or does not score, and the player removes dart(s) before pressing the "PLAYER CHANGE" button, causing the dart to register a score, the following conditions apply:

    1. First Offense:

      1. If the score causes a win, the other team will receive the winning game.

      2. If the darts lower the score, the player loses one dart in the next round, and the play will continue.

      3. If the dart causes opponents to be frozen, both players lose one turn.

    2. Second Offense: Forfeiting the game.

      1. To avoid forfeiting the game, press the "PLAYER CHANGE" button first, then remove the darts.

  9. Machine: The player accepts that the dart machine is ALWAYS right.

    1. If the machine is not operating correctly, the two (2) captains will decide whether to play, call for repairs, or make up the game.

      • If the match is completed, no protest is allowed.

    2. Machine Tilt: Any player(s)/team(s) who abuse the dartboard or tilt the machine, causing the game to shut down or reset, will automatically forfeit.

      1. This includes knocking out the lights on the board.

      2. Exception 1: If a thrown dart deflects off the machine and hits the "PLAYER CHANGE" button and the player is still holding dart(s) in their hand, they may press the up arrow button to go back to the spot before the dart hit the button.

        1. Ex: Player 2 is up, throws their first dart, which bounces off the spider, and the dart hits the "PLAYER CHANGE" button. The player observes this, brings it to the Captain's attention, and then pushes the up arrow to return to the correct spot.

      3. Exception 2: Manual scoring

        1. There is no manual scoring. The penalty is the loss of the next turn.

        2. The only exception will be on the winning dart.

          1. Ex: A player needs 50 to go out. He shoots, and the dart sticks the bullseye, but the machine fails to score. If the dart sticks, the machine shows the throw dart message, and all other rules are followed, the player/team will be credited with winning that game. This rule will apply to a single dart, not a combination.

    3. Machine Display: Each player must see that the machine displays their name before throwing darts. If a player throws when the machine displays an opponent's name, the opponent has the option of (1) accepting that score and allowing play to continue or (2) resetting the machine to the player's name who initially threw on the wrong name and then continuing play.

      1. Ex. 1: Player 3 mistakenly throws on Player 4. Player 4 can accept the score and the game moves to Player 1. The result is that Player 3 has lost the opportunity to score in that round.

        1. Or, Player 4 can reset the game to Player 3. Player 3 throws, and the game moves to Player 4. The result is that Player 4 receives a double-scoring opportunity to score in the round.

      2. Ex. 2: If a player throws in team play when the machine displays the name of that player's partner, each player on that team loses one turn immediately. If it happens a second time, the game will be forfeited to the other team, and a note should be made on the dues envelope.

    4. Machine Frozen: If the dartboard is not scoring properly, make both teams aware of the problem. Leave the darts where they are and unplug the dartboard.

      1. Once plugged back in, select "YES" to continue the interrupted league match. Then, tap the darts that remained on the board to score correctly. If that does not help, call Staff Music and Amusements for service on the dartboard.

  10. Sponsor Fee: Each location must pay a sponsor fee of $40 per team, payable before the first night of league play.

  11. Shooting Fee: Each player pays a weekly shooting fee of $7. Substitutes are responsible for the weekly shooting fee when they sub.

    1. The $7 combines the $5 shooting fee and $2 toward the game credits.

  12. Shooting Fee Collection: Team Captains are responsible for collecting a total of $28 from their players each night of play.

    1. Each Captain is responsible for putting all monies into the machine: $20 or 80 credits for player dues and $8 towards the game credits.

  13. Team Standings: Teams will receive one (1) point per win. Total team points will determine the standings.

  14. Schedule: Each team will play all other teams at least once. Schedules will be made so that they are as equal as possible.

    1. Teams are not allowed to switch locations without first contacting the League Coordinator.

    2. Remote leagues are permitted to shoot in person if they choose to if the match is played at the scheduled location.

  15. Unsportsmanlike Conduct:

    1. Foul or abusive language will not be tolerated.

    2. Kibitzing: Players of the opposing team providing unwanted or wrong advice is not tolerated.

      1. Ex: The opponent needs 36 points and double out, but the opposing team members yell out to hit 38 or double 19 to get the opponent to bust their score.

        1. First Offense: One (1) game suspension from all leagues where the player is rostered.

          1. Ex: The player plays on Sunday, Tuesday, and Wednesday. They would be suspended for the next game for each of those league nights. Matches must be played with a substitute and not rescheduled. If the game is not played at the scheduled time, the suspension will be transferred to the next match played.

        2. Second Offense: A four (4)-game suspension from all leagues where the player is rostered.

        3. Third Offense: The player will be barred from the league for one calendar year.

    3. If physical violence occurs, the player(s) or team(s) responsible will be expelled from the league and forfeit all points and monies paid.

    4. Any player(s) and/or team(s) abusing equipment, showing poor sportsmanship, or unethical conduct may be grounds for forfeiture of a game, match, or expulsion from the league.

    5. Any team that, ON PURPOSE, lets another team win to keep other teams from placing first or second is not in the spirit of good sportsmanship and will be handled as follows:

      1. If the teams have played more than once, the average score of those matches will be used.

      2. If teams have played only once, Staff Music and Amusements will assign a score at its discretion after conferring with other league Captains.

        1. If this happens, the team in question will be barred from the league for one (1) calendar year.

  16. Prize Money: Prize money will be paid out at the end of the league season based on the number of wins per team.

  17. Cover Charge: Bars will not charge a cover to dart players during the league play.

  18. Protest Rule: To protest a match, the following must occur.

    1. Protesting teams should notify the opposing team the moment the situation arises. The match will continue.

    2. The protesting Captain has 24 hours to contact Staff Music and Amusements. After 24 hours, the protest will not be accepted.

  19. Postponed Matches: Matches postponed should be played within two (2) weeks.

  20. Forfeit Rule: There will be no forfeits.

    1. One forfeit means disqualification from the league and loss of all monies, awards, and banquet Privileges.

    2. Any team using a disqualified player will forfeit all games that the disqualified player has played to the opposing team.

    3. Any forfeit that affects a team will be adjusted in the following manner.

      1. The team that gets forfeited will receive 15 wins and zero losses.

      2. The team that forfeits will automatically receive zero wins and 15 losses.

      3. If a team is disqualified, all teams in that league will receive 15 wins, and the standings will be adjusted for all teams.

    4. Any forfeit will result in the team being out of the league for the rest of the season and possibly longer, depending on the circumstances.

  21. Playoffs: Playoffs occur for all leagues and will be scheduled to start immediately following the regular season. All teams will make the playoffs in each league.

    1. Only players that have played during the regular season will be eligible for the playoffs.

    2. Playoff matches will be played on the date assigned.

      1. Suppose a team cannot play on the scheduled date with eligible players. In that case, that team will forfeit the game, and the opposing team will advance to the next round.

    3. The regular season win/loss record will determine seeding.

    4. A tie-breaker format will settle any regular season league finishing ties.

      1. Match record between both teams.

      2. Games were won and lost between both teams.

      3. Team match records versus regular season champion.

      4. Games won and lost versus the regular season champion.

    5. The game format will be the same as the regular season.

      1. Matches are best of 15 games. First team to eight (8) games.

      2. No league dues are required, only $8 for game credits.

      3. The higher-seeded team is the home team.

      4. Once a team has reached the desired number of games needed to win the match, it is at the losing team's discretion whether to finish the game. If a team chooses not to continue, the match must be canceled before any remaining credits are played off the machine.

  22. Practice: Before the start of Matchplay, both teams shall share board time.

  23. Freeze Out Rule: You may not take out any 301, 501, or 701 partner game if your partner's score is more than the combined score of the other two players.

    1. For example, Players 1 and 3 and Players 2 and 4 are partners (see table below).

    2. In this situation, Player 1 is frozen because his partner's score is one point more than the combined score of Players 2 and 4. If Player 1 happens to hit 50 points and take out the game, the win is awarded to the other team.

Player 1

Player 2

Player 3

Player 4

50

50

101

50


Disclaimer: Staff Music and Amusements, a Miele Group Company, has the right to amend any rules during the league season. If there is an amendment to the regulations, Captains will be notified accordingly.

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Miele Amusements, Pennsylvania Amusements, Romeo Amusements, Skillco Gaming, Staff Music and Amusements, Virginia Amusements, and Warner Coin are all Miele Group companies. The Miele Group's amusement division installs Pennsylvania Skill, Queen of Virginia, and Kentucky Burning Barrel games in locations. Pennsylvania Skill, Queen of Virginia, and Kentucky Burning Barrel are not available for personal use. The Miele Group is headquartered in Muncy, PA.
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