NDTA STATE SINGLES 8 BALL POOL TOURNAMENT RULES

 

  1. GOOD SPORTSMANSHIP WILL PREVAIL AT ALL TIMES. No coaching will be allowed. Any coaching will be considered poor sportsmanship. Continued poor sportsmanship can result in disqualification.

 

  1. OBJECT OF THE GAME
  2. When racking your own balls, the balls are racked in a triangle at the foot of the table with the 8-Ball in the center of the triangle along with the stripes and solids in a random, mixed up, order.
  3. The object of the game is to make one group of numbered object balls: (either stripes or solids) and then sink the 8-ball which wins the game.
  4. Scoring: Winner of the flip has the choice to be home or visitor on the score sheet.

 

  1. BREAK SHOT AND CUE BALL POSITIONING
  2. The breaker must drive 3 object balls to a cushion or pocket one or more object balls. Failure to do so is a foul and requires a re-rack. Their opponent then has the option of breaking.
  3. When spotting the cue ball for a break shot the player shall position the cue ball FULLY BEHIND THE HEAD STRING. The opposing player must inform the shooting player of improper positioning of the cue ball before the shot is made or the shot is considered legal.
  4. If one or more balls of each group (stripes or solids is made on the break), the table is still open and the breaker must shoot again and attempt to legally pocket ANY BALL to determine the player’s group of balls. If they legally pocket a ball the player then continues shooting at that group of balls so long as the player legally pockets a ball on each shot.
  5. Any object ball (except the 8-ball) knocked off the table while breaking will be spotted. Making the 8-ball or knocking it off the table on the break is a re-rack. Scratching while making the 8-ball on the break will be a re-rack and the same player will break.
  6. If the player breaking the racked balls does not make any balls, the opponent then shoots, having an open table.

 

  1. OPEN TABLE
  2. The table is ALWAYS OPEN IMMEDIATELY AFTER THE BREAK.
  3. On an open table the player can shoot at either group of balls. The first ball can be pocketed by a direct hit from the cue ball or by any combination of balls including a stripe or the 8-ball to make a solid or the 8-ball to make a stripe. The 8-ball can be used in a combination on an open table.

 

  1. CALL POCKET

On all shots after the break shot, the player must, before each shot, call the ball number and indicate into which pocket it is being played. If the opponent does not hear, or is not clear on the shooter’s call, he must ask for clarification before the shot is made. If he does not ask for clarification the call is considered made and legal. Failure to call the ball to the pocket will result in loss of turn but will not constitute a foul. While the shooter must indicate into which pocket he is playing the 8-ball, an 8-ball patch is not necessary.

 

  1. PLAY
  2. NEW RULE: PLAYING INCORRECT OPPONENT RESULTS IN A RERACK.
  3. Any contact of the stick and cue ball will be considered a shot (UNLESS POSITIONING THE CUE BALL BEFORE THE BREAK!)
  4. All balls pocketed, legally or not, remain pocketed. Any object ball knocked off the table will be handled as follows: (a) If the ball is the shooter’s ball it will be spotted on the foot spot, or (b) If the ball is the opponent’s ball it will be dropped in a pocket. EXCEPTION: If a ball is accidentally knocked into a pocket the opponent will have the option of having the ball put back on the table. The player who knocked the ball into the pocket will put the money in the table to retrieve the ball.
  5. Each player continues to shoot, so long as the player pockets a ball legally.
  6. If any part of any object ball is in the kitchen, the ball is considered in the kitchen.
  7. Frozen ball to rail: if a ball is frozen to a rail, the shooter must be notified before the player shoots. When playing such a shot, the player must contact the frozen ball and: (a) pocket the frozen ball, or (b) cause the frozen ball to contact another rail, or (c) cause another ball to contact a cushion, or (d) cause the cue ball to contact the frozen ball and then contact another cushion. Failure to do so is a foul.
  8. The game is over when the balls stop moving on the winning shot and is scored with all balls then down.
  9. Raising the cue above the armpit “while” attempting masse shots is illegal. Scoop shots and jump shots are also illegal. Doing so is a foul.
  10. There must be one foot on the floor while attempting a shot. Failure to do so is loss of turn.
  11. Parts of rules 7and 8 will be modified as necessary if a player is handicapped or when using an artificial bridge.
  12. PUSH SHOT FOULS: It is a foul if the cue ball is pushed by the cue tip with contact being maintained for more than the momentary time commensurate with a stroked shot. (Such shots are usually referred to as push shots.) With a cue and object ball frozen, shooting the shot from any angle other that at least 45 degrees above, or at least 45 degrees to the right or to the left of center from the straight line of the frozen balls is a foul and must be so called.
  13. FOULS BY DOUBLE HITS: It is a foul if the cue ball is struck more than once on a shot by the cue tip (such shots are usually referred to as double hits). If the cue ball has left initial contact with the cue tip and then is struck a second time in the course of the same shot, it shall be a FOUL.
  14. In the event the cue ball or an object ball stops on the edge of the pocket, it remains the shooter’s table until the opponent has touched the table. (The chalk is part of the table.)

 

  1. SPECIAL RULES FOR THE 8-BALL
  2. Knocking the cue ball off the table, scratching the cue ball or touching a moving cue ball while shooting at the 8-ball is an automatic loss of game. (Must be called before the next game begins.)
  3. Except on the break, the 8-ball knocked off the table or pocketed before its time or made in any pocket other than the one called is an automatic loss of game.
  4. Committing a foul while pocketing the 8-ball is loss of game except failure to hit the 8-ball when shooting at it is a foul but NOT loss of game.
  5. Fouling after the 8-ball is pocketed but before the other balls have stopped moving is a loss of game.

 

  1. LEGAL SHOTS
  2. On all shots the player must strike one of the player’s group of balls first and then either (a) pocket the object ball, or (b) cause the cue ball or any other ball to contact a rail. Failure to do so constitutes a foul.
  3. When making a legal safety shot you do not continue shooting.

 

  1. FOULING

Fouls may be called only by the opposing player and must be called before the next shot is taken. There is no such thing as an automatic foul. The following result in fouls: (a) failure to take a legal shot as noted above, or (b) shooting the cue ball into pocket or (c) shooting the cue ball off the table, or (d) scratching the cue ball on legal break, or (e) touching ball before it stops moving, or (f) shooting out of turn, or (g) accidentally moving the cue ball (see note below), or (h) other infractions noted in these rules. Note: Accidentally moving an object ball is not a foul. The opponent may replace the ball to its original spot or leave it where it rests. Unless the moved ball (or the object balls remain where they rest. If the ball is knocked into a pocket, quarters can be put into the table to retrieve the ball. A player may not use a ball

as part of their bridge.

 

  1. PENALTY FOR FOULING
  2. Only the player involved may call a foul. After the foul, the player has the option of placing the cue ball **anywhere on the table.
  3. A player must stop shooting when a foul is called and resume shooting after the opponent’s turn.
  4. If a player refuses to yield to a foul call, the opponent must stop the game and notify the tournament official.

 

  1. BAR ROOM INFRACTIONS

In the event of a player being caused to foul due to natural bar behavior (i.e. being bumped while in the act of shooting by a patron) the following may be done: (a) the balls may be placed as nearly as possible to the original position, or (b) if the two players involved cannot agree on position of the balls, the game will be re-racked and replayed.

 

  1. TOURNAMENTS
  2. All players must be sanctioned and be able to produce a picture I.D. and proof of a minimum of **5 different weeks shot this season on five different nights.
  3. Players must be available to play when their match is called. Tournament officials will use their discretion and may call a forfeit on absent players. Any Forfeit after the 1st round will not qualify you for the Loser Out Division!!
  4. Tournament officials can at any time call a foul on a player for unsportsmanlike conduct or unnecessary delay of game. Abuse of equipment, poor sportsmanship or unethical conduct, as judged by the referee or tournament official may constitute a foul and may be grounds for forfeiture of game, forfeiture of match, expulsion from tournament, expulsion from tournament site, expulsion from future

tournaments, forfeiture of funds and future prosecution.

  1. All players must be 21 years of age.

 

***The NDTA will reserve the right to refuse participation to anyone.

N.D.T.A. Singles, Doubles and Triples Dart Tournament Rules

 

Players are advised to read the rules thoroughly before play begins to eliminate any questions during the tournament. If you have any questions, please consult a tournament director or referee. This tournament is held for the benefit of its players. Good sportsmanship will prevail at all times to assure fun and a pleasant time for all.

 

  1. ELIGIBILITY
  2. Players must be from leagues owned and operated by a member of the N.D.T.A.
  3. Anyone participating in any NDTA State events, including side tournaments and triples events, must be 21 or older to enter.
  4. SUBSTITUTES: Each team may draft one player from any league or division in their operator’s league system. If more than four players come to the tournament, the substitute(s) may rotate with another teammate, but the four players who begin a match must also complete it (you may rotate match to match, but not game to game.)
  5. All players must have played a minimum of 5 weeks in a current N.D.T.A. league. Players must use their highest CDA/PPD/MPR showing 5 weeks of play.
  6. All teams must designate full team roster, including substitutes when registering.
  7. For doubles events the two players must be from the same operator league system.
  8. All 301 and Cricket events will be split by CDA/PPD/MPR into divisions according to the number of entries received. ***Players may be placed according to tournament official’s discretion

 

  1. THE TOURNAMENT GAME
  2. The game is 301 ANY IN - ANY OUT except where otherwise designated.
  3. All players start with 301 points and attempt to reach 0.
  4. Players stand at the “A Throw Line”, 96 inches horizontally from the face of the dartboard. It

is legal to lean over the line. Player may step on, but not step across the line.

  1. To avoid crowding the shooting player a second line will be placed 36 inches behind the “Throw Line”, 11 feet horizontally from the face of the machine. The area between the machine and this second line will be the “Throw Area”. Only the players are allowed in this area during a turn. Once a dart has been thrown, the shooter may not leave the immediate area until his turn is completed.
  2. Each player throws a maximum of three darts per turn.
  3. It is not required for a player to throw all three darts on every turn. A player may pass or throw less than three darts.
  4. Darts on board cannot be touched until turn is over and player has touched the “Player Change” button. (EXCEPTION: SECTION IV; RULE 3)

 

III. THE TOURNAMENT MATCH

  1. The matches will be defined at the beginning of the tournament. If time scheduling becomes a problem, as determined by Tournament Director, the match format will be defined by the Tournament Director.
  2. Games will be played in various combinations with teammates as dictated by score sheet and match format. Two team players per team play in each game.
  3. Flip of coin determines “Home Team”. Lineups are then posted and home team begins the first game. Score cards will be provided. In singles and doubles, flip a coin, winner of the flip starts in game one. In the remaining games the loser starts.
  4. In all games, “Home Teams” are players one and three on the dart machine. In the following games, the losing team will begin play. EXAMPLE: If the player to start the game is player two on the score sheet, simply advance the machine to correct position by use of player change button and begin to play.
  5. As with tradition in darts, and to avoid confusion with the score sheet/playing order, team players will introduce themselves to the opposing players before beginning a match. All players must be present to begin a match.
  6. Any player who is not present when it is their turn to play a game forfeits that game.
  7. Players using assumed names will cause entire team to forfeit all matches, prizes and prize money. Identification will be checked on protest.
  8. The player who throws first dart in a game must announce to opposing players before throwing the first dart that they are “starting the game”, and is responsible to be sure the machine is set on the CORRECT GAME.
  9. If a machine is set on the incorrect game (501, Double in, etc.) that game will be played over. The only exception will be on a “Last Dart” or “Winning Dart” if the player throwing is not from the team that improperly started the wrong game.
  10. A thrown dart will be defined as “if the arm is in a forward motion”, otherwise, the dart will be considered a dropped dart and can be picked up.

 

  1. SCORING ON THE ELECTRONIC DART MACHINE
  2. The score recorded by the machine is the score the player receives. The player accepts that the machine is always right. The only exception will be on a “Last Dart” or “Winning Dart”.
  3. If there is a question as to whether the machine is scoring correctly or working properly, stop the game. Do not remove darts or touch player change. Call a referee immediately. EXAMPLE: A dart wedges a target segment and “Locks Up” the machine. Play stops and a referee is notified. Team captains write down all players’ scores. The referee will remove dart and play will continue. Player is allowed their remaining darts. If the problem still exists, broken tip-wedging segment, the match will be rescheduled on another machine. Scores will be reentered and play will continue.
  4. If a dart bounces off the board it is considered a dart thrown even if it does not score. It may not be thrown again.
  5. If a dart is thrown before the “Throw Darts” message lights, the dart will not score and is considered a dart thrown. It may not be thrown again.
  6. A dart thrown in the “Outer Ring” of the board will count double the point value and a dart thrown in the “Inner Ring” of the board will count triple the point value.
  7. A “Bull’s-eye” counts 50 points.
  8. If a player scores more points 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 turn.

 

  1. FOULS
  2. The following points constitute fouls. The commission of a foul may lead to: loss of turn, loss of match, expulsion from tournament, expulsion from tournament site or expulsion from future tournaments. Tournament Officials, (Referees or Directors) will make all decisions concerning fouls.
  3. Distracting behavior by opponents while a player is throwing is not allowed and constitutes a foul.
  4. If either foot touches the floor beyond the throw line prior to the game recording the score or the dart reaching the board, it constitutes a foul and loss of the players turn.
  5. Intentional stalling or unnecessary delay of a match as judged by a referee constitutes a foul.
  6. If a player reaches 0 in a round in which that player or that player’s team committed a foul, as judged by a referee, that player or that player’s team loses the game.
  7. It is each player’s responsibility to see that the machine is displaying the appropriate player’s number prior to throwing any darts. If the player throws while the machine is displaying an opponent’s number this constitutes as a foul. PLAY IS STOPPED IMMEDIATELY when the infraction is noticed.

(A) If a player has thrown less than three darts the machine is advanced to his correct position by use of the “Player Change” button and he is allowed to throw his remaining darts. The game then proceeds normally with the opponent throwing next, and so on. EXAMPLE: Player two throws two darts on player three before the infraction is noticed. At that point the game is advanced to player two, he then throws his third dart, thereby allowing player two to throw only one dart on his number. The game is then advanced to player three and play resumes normally with player three allowed his full complement of three darts on his turn.

(B) If a player throws all three of his darts on an opponent’s number before the infraction is noticed, he has completed his turn and the machine is advanced to the proper order, his opponent’s number, and the game proceeds normally. EXAMPLE: Player two throws all three of his darts on player three before the infraction is noticed. Game is advanced to player three who then gets his full complement of three darts and the game proceeds normally. If a player throws out of turn and ends the game on opponent’s number, he loses the game to that opponent. If a player throws when the machine is displaying the number of that player’s partner, it constitutes a foul. If the player has thrown all three darts, his turn is completed. Machine is then advanced to correct player’s number and play resumes, except that ALL PLAYERS from infracting team lose next turn. If a player has thrown less than three darts when infraction is noticed, machine is advanced to player’s number and he is allowed to throw the remaining darts. Machine is then advanced to correct player’s number and play resumes except ALL PLAYERS from infracting team lose next turn. If a player reaches 0 while shooting on their partner’s number, that team loses the game.

  1. Anyone shooting out of turn in the triples event will result in the WHOLE TEAM losing their turn.
  2. MANUALLY SCORED POINTS:

(A) on opponent’s score constitutes a foul. Advance player change to correct player position and game proceeds normally, except that player who causes machine to manually score loses turn.

(B) On player’s own score or partner’s score constitutes a foul. Advance “Player Change” to correct player number and game proceeds normally, except that BOTH PLAYERS from that team lose their next turn.

  1. MACHINE RESET/TILT:

(A) If a machine resets due to a power failure or other reason beyond the player’s control, the game will be started over, (replayed from start, on another machine if machine problem exists or played on same machine if problem is repaired or resolved).

(B) Any machine reset/tilt due to intentional or non-intentional player action shall result in loss of game for the team committing the action.

  1. Abuse of equipment, poor sportsmanship or unethical conduct, as judged by the referee or tournament official may constitute a foul and may be grounds for forfeiture of game, forfeiture of match, expulsion from tournament, expulsion from tournament site, expulsion from future tournaments, forfeiture of funds and future prosecution.
  2. Any player or team that has a third foul called against them shall lose the game.
  3. Players may use their own darts if they meet the following specifications:

(A) they must be plastic tipped darts.

(B) Flights may be any length as long as dart does not exceed 8 inches in total length. Flights may not be wider than 3/4 inch, as measured from shaft to flight edge, and may not have more than four “wings”.

(C) Complete dart must not exceed **20 grams each in weight.

(D) Darts will be inspected on protest.

  1. Any player found to be using overweight or otherwise illegal darts shall cause the entire team to be disqualified from tournament, forfeiting all prizes, prize money and entry fees.
  2. DISREGARD OF ANY RULES WILL CONSTITUTE A FOUL!
  3. 15. ALL DECISIONS BY REFEREES OR DIRECTORS WILL BE FINAL!

NDTA Team Dart Tournament Rules

 

Team captains and players are advised to read the rules thoroughly before play begins to eliminate any questions during the tournament. If you have any questions, please consult a tournament director or referee. This tournament is held for the benefit of its players. Good sportsmanship will prevail at all times to assure fun and a pleasant time for all.

 

  1. ELIGIBILITY
  2. Players must be from leagues owned and operated by a member of the N.D.T.A.
  3. Anyone participating in any NDTA State events, including side tournaments and triples events, must be 21 or older to enter.
  4. **NEW RULE**Teams are eligible to pick up 1 player, and play in the division your team CDA puts you, or pick up 2 players, if you play on a 2-person league and play where your teams CDA puts you. If you play in a 4-person league and pick up 2 players your team must play in the A Division. Substitute(s) may rotate with another teammate, but the four players who begin a match must also complete it (you may rotate match to match, but not game to game.) Any teams using pick up players must inform the operator of the name of the pickup player.
  5. All players must have played a minimum of 5 weeks in a current N.D.T.A. league. Players must use their highest CDA/PPD/MPR showing 5 weeks of play.
  6. All teams must designate full team roster, including substitutes when registering.
  7. For doubles events the two players must be from the same operator league system.

 

  1. THE TOURNAMENT GAME
  2. The game is 301 ANY IN - ANY OUT except where otherwise designated.
  3. All players start with 301 points and attempt to reach 0.
  4. Players stand at the “A Throw Line”, 96 inches horizontally from the face of the dart board. It is legal to lean over the line. Player may step on, but not step across the line.
  5. To avoid crowding the shooting player a second line will be placed 36 inches behind the “Throw Line”, 11 feet horizontally from the face of the machine. The area between the machine and this second line will be the “Throw Area”. Only the players are allowed in this area during a turn. Once a dart has been thrown, the shooter may not leave the immediate area until his turn is completed.
  6. Each player throws a maximum of three darts per turn.
  7. It is not required for a player to throw all three darts on every turn. A player may pass or throw less than three darts.
  8. Darts on board cannot be touched until turn is over and player has touched the “Player Change” button. (EXCEPTION: SECTION IV; RULE 3)

 

III. THE TOURNAMENT MATCH

  1. The matches will be defined at the beginning of the tournament. If time scheduling becomes a problem, as determined by Tournament Director, the match format will be defined by the Tournament Director.
  2. Games will be played in various combinations with teammates as dictated by score sheet and match format. Two team players per team play in each game.
  3. Flip of coin determines “Home Team”. Lineups are then posted and home team begins the first game. Score cards will be provided. In singles and doubles, flip a coin, winner of the flip starts in game one. In the remaining games the loser starts.
  4. In all games, “Home Teams” are players one and three on the dart machine. In the following games, the losing team will begin play. EXAMPLE: If the player to start the game is player two on the score sheet, simply advance the machine to correct position by use of player change button and begin to play.
  5. As with tradition in darts, and to avoid confusion with the score sheet/playing order, team players will introduce themselves to the opposing players before beginning a match. All players must be present to begin a match.
  6. Any player who is not present when it is their turn to play a game forfeits that game.
  7. Players using assumed names will cause entire team to forfeit all matches, prizes and prize money. Identification will be checked on protest.
  8. The player who throws first dart in a game must announce to opposing players before throwing the first dart that they are “starting the game”, and is responsible to be sure the machine is set on the CORRECT GAME.
  9. If a machine is set on the incorrect game (501, Double in, etc.) that game will be played over. The only exception will be on a “Last Dart” or “Winning Dart” if the player throwing is not from the team that improperly started the wrong game.
  10. A thrown dart will be defined as “if the arm is in a forward motion”, otherwise, the dart will be considered a dropped dart and can be picked up.

 

  1. SCORING ON THE ELECTRONIC DART MACHINE
  2. The score recorded by the machine is the score the player receives. The player accepts that the machine is always right. The only exception will be on a “Last Dart” or “Winning Dart”.
  3. If there is a question as to whether the machine is scoring correctly or working properly, stop the game. Do not remove darts or touch player change. Call a referee immediately. EXAMPLE: A dart wedges a target segment and “Locks Up” the machine. Play stops and a referee is notified. Team captains write down all player’s scores. The referee will remove dart and play will continue. Player is allowed their remaining darts. If the problem still exists, broken tip wedging segment, the match will be rescheduled on another machine. Scores will be reentered and play will continue.
  4. If a dart bounces off the board it is considered a dart thrown even if it does not score. It may not be thrown again.
  5. If a dart is thrown before the “Throw Darts” message lights, the dart will not score and is considered a dart thrown. It may not be thrown again.
  6. A dart thrown in the “Outer Ring” of the board will count double the point value and a dart thrown in the “Inner Ring” of the board will count triple the point value.
  7. A “Bull’s-eye” counts 50 points.
  8. If a player scores more points 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 turn.

 

  1. FOULS
  2. The following points constitute fouls. The commission of a foul may lead to: loss of turn, loss of match, expulsion from tournament, expulsion from tournament site or expulsion from future tournaments. All decisions concerning fouls will be final and made by tournament Officials.
  3. Distracting behavior by opponents while a player is throwing is not allowed and constitutes a foul.
  4. If either foot touches the floor beyond the throw line prior to the game recording the score or the dart reaching the board, it constitutes a foul and loss of the players turn.
  5. Intentional stalling or unnecessary delay of a match as judged by a referee constitutes a foul.
  6. If a player reaches 0 in a round in which that player or that player’s team committed a foul, as judged by a referee, that player or that player’s team loses the game.
  7. It is each player’s responsibility to see that the machine is displaying the appropriate player’s number prior to throwing any darts. If the player throws while the machine is displaying an opponent’s number this constitutes as a foul. PLAY IS STOPPED IMMEDIATELY when the infraction is noticed. (A) If a player has thrown less than three darts the machine is advanced to his correct position by use of the “Player Change” button and he is allowed to throw his remaining darts. The game then proceeds normally with the opponent throwing next, and so on. EXAMPLE: Player two throws two darts on player three before the infraction is noticed. At that point the game is advanced to player two, he then throws his third dart, thereby allowing player two to throw only one dart on his number. The game is then advanced to player three and play resumes normally with player three allowed his full complement of three darts on his turn. (B) If a player throws all three of his darts on an opponent’s number before the infraction is noticed, he has completed his turn and the machine is advanced to the proper order, his opponent’s number, and the game proceeds normally. EXAMPLE: Player two throws all three of his darts on player three before the infraction is noticed. Game is advanced to player three who then gets his full complement of three darts and the game proceeds normally. If a player throws out of turn and ends the game on opponent’s number, he loses the game to that opponent. If a player throws when the machine is displaying the number of that player’s partner, it constitutes a foul. If the player has thrown all three darts, his turn is completed. Machine is then advanced to correct player’s number and play resumes, except that BOTH PLAYERS from infracting team lose next turn. If a player has thrown less than three darts when infraction is noticed, machine is advanced to player’s number and he is allowed to throw the remaining darts. Machine is then advanced to correct player’s number and play resumes except BOTH PLAYERS from infracting team lose next turn. If a player reaches 0 while shooting on their partner’s number, that team loses the game.
  8. MANUALLY SCORED POINTS:

(A) On opponent’s score constitutes a foul. Advance player change to correct player position and game proceeds normally, except that player who causes machine to manually score loses turn. (B) On player’s own score or partner’s score constitutes a foul. Advance “Player Change” to correct player number and game proceeds normally, except that BOTH PLAYERS from that team lose their next turn.

  1. MACHINE RESET/TILT:

(A) If a machine resets due to a power failure or other reason beyond the player’s control, the game will be started over, (replayed from start, on another machine if machine problem exists or played on same machine if problem is repaired or resolved).

(B) Any machine reset/tilt due to intentional or non-intentional player action shall result in loss of game for the team committing the action.

  1. Abuse of equipment, poor sportsmanship or unethical conduct, as judged by the referee or tournament official may constitute a foul and may be grounds for forfeiture of game, forfeiture of match, expulsion from tournament, expulsion from tournament site, expulsion from future tournaments, forfeiture of funds and future prosecution.
  2. Any player or team that has a third foul called against them shall lose the game.
  3. Players may use their own darts if they meet the following specifications:

(A) They must be plastic tipped darts.

(B) Flights may be any length as long as dart does not exceed 8 inches in total length. Flights may not be wider than 3/4 inch, as measured from shaft to flight edge, and may not have more than four “wings”.

(C) Complete dart must not exceed **20 grams each in weight.

(D) Darts will be inspected on protest.

  1. Any player found to be using overweight or otherwise illegal darts shall cause the entire team to be

disqualified from tournament, forfeiting all prizes, prize money and entry fees.

  1. DISREGARD OF ANY RULES WILL CONSTITUTE A FOUL!
  2. ALL DECISIONS BY REFEREES OR DIRECTORS WILL BE FINAL!

NDTA STATE TEAM POOL TOURNAMENT RULES

 

  1. GOOD SPORTSMANSHIP WILL PREVAIL AT ALL TIMES. No coaching will be allowed. Any coaching will be considered poor sportsmanship. Continued poor sportsmanship can result in disqualification.

 

  1. OBJECT OF THE GAME
  2. When racking your own balls, the balls are racked in a triangle at the foot of the table with the 8-Ball in the center of the triangle along with the stripes and solids in a random, mixed up, order.
  3. The object of the game is to make one group of numbered object balls (either stripes or solids) and then sink the 8-ball which wins the game.
  4. Scoring: Winner of the flip has the choice to be home or visitor on the score sheet.

 

  1. SCORING
  2. The winner of the game will receive 8 points. The loser will receive 1 point for each of his object balls which have been pocketed.
  3. In the case of an absent player the dummy score will be *3 points per round. If a player is present when the match begins and misses any succeeding games, he will receive 0 points for the games missed.
  4. If the game ends and the group of balls has not been determined (8-ball is pocketed early) the loser will receive points for the group which has the least balls pocketed.
  5. If a dummy score is used the points will be given to whatever name appears on the score sheet.
  6. The team with the most accumulated points after the match is completed is the winner. In the event of a tie in total points the team with the most “8’s” will win. If the points and “8’s” are tied then each team has to pick one player to facilitate a play-off.
  7. **The home team score sheet will be official and it is the visiting captain’s responsibility to verify scores.

 

  1. BREAK SHOT AND CUE BALL POSITIONING
  2. The breaker must drive 3 object balls to a cushion or pocket one or more object balls. Failure to do so is a foul and requires a re-rack. Their opponent then has the option of breaking.
  3. When spotting the cue ball for a break shot or positioning the cue ball after a **FOUL ON THE BREAK, the player shall position the cue ball **FULLY BEHIND THE HEAD STRING. The opposing player must inform the shooting player of improper positioning of the cue ball before the shot is made or the shot is considered legal.
  4. If one or more balls of each group (stripes or solids is made on the break), the table is still open and the breaker must shoot again and attempt to legally pocket **ANY BALL to determine the player’s group of balls. If they legally pocket a ball the player then continues shooting at that group of balls so long as the player legally pockets a ball on each shot.
  5. Any object ball (except the 8-ball) knocked off the table while breaking will be spotted. Making the 8-ball or knocking it off the table on the break is a re-rack. Scratching while making the 8-ball on the break will be a re-rack and the same player will break.
  6. If the player breaking the racked balls does not make any balls, the opponent then shoots, having an open table.

 

  1. OPEN TABLE
  2. The table is always open immediately after the break.
  3. On an open table the player can shoot at either group of balls. The first ball can be pocketed by a direct hit from the cue ball or by any combination of balls including a stripe or the 8-ball to make a solid or the 8-ball to make a stripe. The 8-ball can be used in a combination on an open table.

 

  1. CALL POCKET
  2. On all shots after the break shot, the player must, before each shot, call the ball number and indicate into which pocket it is being played. If the opponent does not hear, or is not clear on the shooter’s call, he must ask for clarification before the shot is made. If he does not ask for clarification the call is considered made and legal. Failure to call the ball to the pocket will result in loss of turn but

will not constitute a foul. While the shooter must indicate into which pocket he is playing the 8-ball, an 8-ball patch is not necessary.

 

  1. PLAY
  2. NEW RULE: PLAYING INCORRECT OPPONENT RESULTS IN A RERACK.
  3. Any contact of the stick and cue ball will be considered a shot (UNLESS POSITIONING THE CUE BALL BEFORE THE BREAK!)
  4. All balls pocketed, legally or not, remain pocketed. Any object ball knocked off the table will be handled as follows:

(a) If the ball is the shooter’s ball it will be spotted on the foot spot, or

(b) If the ball is the opponent’s ball it will be dropped in a pocket. EXCEPTION: If a ball is accidentally knocked into a pocket the opponent will have the option of having the ball put back on the table. The player who knocked the ball into the pocket will put the money in the table to retrieve the ball.

  1. Each player continues to shoot, so long as the player pockets a ball legally.
  2. If any part of any object ball is in the kitchen, the ball is considered in the kitchen.
  3. Frozen ball to rail: if a ball is frozen to a rail, the shooter must be notified before the player shoots. When playing such a shot, the player must contact the frozen ball and:

(a) pocket the frozen ball, or

(b) cause the frozen ball to contact another rail, or

(c) cause another ball to contact a cushion, or

(d) cause the cue ball to contact the frozen ball and then contact another cushion.

Failure to do so is a foul.

  1. The game is over when the balls stop moving on the winning shot and is scored with all balls then down.
  2. Raising the cue above the armpit while attempting masse shots is illegal. Scoop shots and jump shots are also illegal. Doing so is a foul.
  3. There must be one foot on the floor while attempting a shot. Failure to do so is loss of turn.
  4. Parts of rules 7 and 8 will be modified as necessary if player is handicapped or when using an artificial bridge.
  5. PUSH SHOT FOULS: It is a foul if the cue ball is pushed by the cue tip with contact being maintained for more than the momentary time commensurate with a stroked shot. (Such shots are usually referred to as push shots.) With a cue and object ball frozen, shooting the shot from any angle other that at least 45 degrees above, or at least 45 degrees to the right or to the left of center from the straight line of the frozen balls is a foul and must be so called.
  6. FOULS BY DOUBLE HITS: It is a foul if the cue ball is struck more than once on a shot by the cue tip (such shots are usually referred to as double hits). If the cue ball has left initial contact with the cue tip and then is struck a second time in the course of the same shot, it shall be a FOUL.

 

  1. SPECIAL RULES FOR THE 8-BALL
  2. Knocking the cue ball off the table, scratching the cue ball or touching a moving cue ball while shooting the 8-ball is an automatic loss of game. (Must be called before the next game begins.)
  3. Except on the break, the 8-ball knocked off the table or pocketed before its time or made in any pocket other than the one called is an automatic loss of game.
  4. Committing a foul while pocketing the 8-ball is loss of game except failure to hit the 8-ball when shooting at it is a foul but NOT loss of game.
  5. Fouling after the 8-ball is pocketed but before the other balls have stopped moving is a loss of game.

 

  1. LEGAL SHOTS
  2. On all shots the player must strike one of the player’s group of balls first and then either (a) pocket the object ball, or (b) cause the cue ball or any other ball to contact a rail. Failure to do so constitutes a foul.
  3. When making a legal safety shot you do not continue shooting.

 

  1. FOULING

Fouls may be called only by the opposing player and must be called before the next shot is taken. There is no such thing as an automatic foul. The following result in fouls:

(a) failure to take a legal shot as noted above, or

(b) shooting the cue ball into pocket or

(c) shooting the cue ball off the table, or

(d) scratching the cue ball on legal break, or

(e) touching ball before it stops moving, or

(f) shooting out of turn, or

(g) accidentally moving the cue ball (see note below), or

(h) other infractions noted in these rules.

Note: Accidentally moving an object ball is not a foul. The opponent may replace the ball to its original spot or leave it where it rests. Unless the moved ball (or balls) make contact with the cue ball or any moving object ball. Then it is a foul and the object balls remain where they rest. If the ball is knocked into a pocket, quarters can be put into the table to retrieve the ball. A player may not use a ball as part of their bridge.

 

  1. PENALTY FOR FOULING
  2. Only the player involved may call a foul. After the foul, the player has the option of placing the cue ball ** ANYWHERE ON THE TABLE.
  3. A player must stop shooting when a foul is called and resume shooting after the opponent’s turn.
  4. If a player refuses to yield to a foul call, the opponent must stop the game and notify the tournament official.

 

  1. BAR ROOM INFRACTIONS
  2. In the event of a player being caused to foul due to natural bar behavior (i.e. being bumped while in the act of shooting by a patron) the following may be done:

(a) the balls may be placed as nearly as possible to the original position, or

(b) if the two players involved cannot agree on the position of the balls, the game will be re-

racked and replayed.

 

  1. TOURNAMENTS
  2. All players must be sanctioned and be able to produce a picture I.D. and proof of a minimum of **5 different weeks shot this season on five different nights with the same team.
  3. Anyone participating in any NDTA State events, including side tournaments, must be 21 or older to enter.
  4. Players must be available to play when their match is called. Tournament officials will use their discretion and may call a forfeit on absent players. Any Forfeit after the 1st round will not qualify you for the Loser Out Division!!
  5. Tournament officials can at any time call a foul on a player for unsportsmanlike conduct or unnecessary delay of game. Abuse of equipment, poor sportsmanship or unethical conduct, as judged by the referee or tournament official may constitute a foul and may be grounds for forfeiture of game, forfeiture of match, expulsion from tournament, expulsion from tournament site, expulsion from future tournaments, forfeiture of funds and future prosecution.

 

***The NDTA will reserve the right to refuse participation to anyone.