BLUE WATER AMUSEMENTS provides dart leagues and tournaments to their players with the goal of providing the greatest soft-tip darts experience possible. Participating in sanctioned BLUE WATER AMUSEMENTS leagues enables players, who meet certain standards, an opportunity to compete in Major Tournaments!
Fall Leagues are NDA WAMO and PPD Sanctioned.
League fees are $10 per person Each night you shoot.
If for some reason one for your scheduled nights is not completed, you are still responsible for the $10 fee for each player on your team.
League Assistance Line 254-226-4140
BLUE WATER AMUSEMENTS League Coordinator will monitor a “League Assistance” phone dedicated to helping players through situations that require immediate assistance. This phone is monitored daily between 9 am CST and 9 pm CST. Players needing assistance should contact this number to leave a detailed voicemail or text message. Coordinator will respond ASAP when messages are received.
VERY IMPORTANT – REQUIRED ACKNOWLEDGMENT
Section A – Team Captain Responsibilities
Team Captain Responsibilities: Upon signing up for league, Team captains are texted at least 2 days prior to league start. On the day the league starts, the team captain can find the new league’s schedule & captain’s list via Blue Water Dart Group or www.bluewateramusements.com Reach out to coordinator if needed assistance.
Team captains must engage in pre-match contact 15 minutes prior to every league match. Do not add money into the machine or start a match without talking via text or call with opponents. Pre-match contact is REQUIRED. Call or message your opponents in advance to confirm the match & again upon arriving at the location and being ready to start. Team captains are responsible for confirming their contact number is correct on the captains list for league. The captain’s list is for contacting about scheduling. Always treat opponents with respect. If there are ever issues with a team, contact LEAGUE COORDINATOR on the League Assistance Line at 254-226-4140/262-357-1442. Opponents should never argue, get League Coordinator involved!
By submitting a team, the team captain accepts responsibility for collecting team fees, setting up each league match and resolving league issues of any kind. No Call No Shows penalties are strictly enforced. If a team needs to reschedule, they must contact opponents at LEAST 2 hours prior to match start time or receive No Call No Show penalties starting at a verbal warning up to a 30-day suspension from BLUE WATER AMUSEMENTS Major Tournaments/Leagues. Dropping from remote league without a verifiable emergency garners the penalty of 1-year suspension from all BLUE WATER AMUSEMENTS activity including league, Daily Remote Tournaments, and Major Tournaments.
When a Captain’s number has changed, it is the captain’s responsibility to update their number by calling the league coordinator. Failure to update Captain’s phone number is subject to penalties including but not limited to the following options:
1. First offense: VERBAL WARNING
2. Second offense: The above penalty option plus a 1-week suspension from playing league, an appropriate probationary period at BLUE WATER AMUSEMENTS discretion.
On Blue Water Amusements Facebook page and www.bluewateramusements.com website you will find:
Leagues which include Stats, Schedules, and Captain’s lists w/phone numbers for each team.
Section B– Playing Order, Roster & Substitutes
A team captain may change shooting order before the beginning of a match. Starting next league all rosters will be posted on Blue Water Amusements dart discussion group. Any substitutes being used in ALL LEAGUES must have prior approval from League Coordinator. You CANNOT add subs MANUALLY at the dart board. Warnings for manual entry will not be given! If you add a sub manually you WILL forfeit 100% of your games for that night. Manual entry can only be used for handicapped leagues if you are instructed to do so by a staff member.
TO ADD A SUB TO YOUR DART TEAM YOU MUST SUBMIT A REQUEST ON OUR WEBSITE. Bluewateramusements.com
Masters League – no sub rules apply. Manual entry rule does not apply in masters league, but you must use correct full names when entering a player
All other division – The new sub rule for ALL Bluewater Leagues will be as fallows.
All teams are only allowed to submit their main roster during registration. once signups are closed team player ratings will be established based on the last year of Bluewater stats NOT PPD best known. This team player rating will be used to form divisions for each league night. Once formed an individual player rating will be assigned the division. When requesting subs for your team this player rating will be used as reference for approval. If a sub is approved and added to your team by Bluewater, they are approved to sub for ANYONE on your team.
Due to the new Handicapping system (section H) subs with historical stats may be added well in advance to being used and will be ready to play at any time. If your sub is approved but does not have historical stats you will be asked to request the sub again 6 days before your league night Maximum.
During the Last 2 weeks of league play for each half, a sub that has not played prior cannot be used. They must have shot prior to the Last 2 weeks.
Players on your main roster must have more play than your substitutes by the end of each half or your team’s division will be under review. If you are found to be primarily utilizing a 4-player combination that belongs in a different division, your team will be rotated with the lowest team from the next division up.
Substitutes with unknown stats across all leagues/Divisions will start at the following:
Men (2.5 MPR and 25.00 in PPD)
Women (1.5 MPR and 15.00 PPD)
When adding a sub with no known stats in our league system, their best-known stats will come from Darts Toc.
Players cannot sub for another team if they shoot for a team in the same Division or League. If the League has Multiple Divisions, they can sub for a team in a different Division, upon approval from Blue Water League Coordinator.
Section C – Reschedules, No Call/No Shows and Match Forfeits
Rescheduling Matches: Matches in the 1st half of the season must be completed prior to the start of the 2nd half of the season to enable 1st half position standings. During the 2nd half of the season, matches must be complete on or before the end season. There are two make up weeks per league so if you must reschedule, this gives you time to remake. It is every teams’ responsibility to reschedule a match, regardless of why the match needs rescheduled.
IMPORTANT: If/when a team has three (3) matches to reschedule, without having communicated with THE LEAGUE COORDINATOR, the team is expelled and turned into a bye, forfeiting all privileges at BLUE WATER AMUSEMENTS discretion. A one-year BLUE WATER AMUSEMENTS-program suspension is assessed against all players on the team.
Match Forfeits: When a rescheduled match does not occur prior to the mid-season, end-of-season, or make-up night, a match forfeit score of 15-0 will be issued to the non-cooperative team. Match forfeits require league fees deducted from non-cooperative team’s league payouts. BLUE WATER AMUSEMENTS discretion in enforcing rules related to a no call/no show match, failed rescheduled match or match forfeit is based upon both teams’ willingness to resolve and reschedule a match.
No Call/No Shows: When an attempt to contact an opposing team result in a disconnected number, no answer, no voicemail, etc. the next step is to contact the BLUE WATER AMUSEMENTS assistance line. When contact with a team remains unobtainable, – send all details including proof of all contact attempts (screen shots of text message and/or call log) to LEAGUE COORDINATOR. LEAGUE COORDINATOR will determine the appropriate penalties for the team. Penalties for No Call, No Show If a team needs to reschedule, they must contact opponents at LEAST 2 hours prior to match start time or receive No Call No Show penalties starting at a verbal warning up to a 1year suspension from BLUE WATER AMUSEMENTS Major Tournaments/leagues.
Delay of Match/ Abuse of Shot Clock Feature: The shot clock allows up to 45 seconds per dart. Each player is expected to be at the throw line and ready to throw when it is their turn. 45 seconds for the first dart is enough time to get to the line. When a dart is thrown – the shot clock starts over at 45 seconds for each of the remaining darts during a player’s turn. When, during a player’s turn, a dart is not thrown prior to the shot clock reaching zero (0) the player loses all remaining darts in that turn. A missed dart sometimes does not register and won’t stop the shot clock, immediately make contact with opponent and apply shooter advantage rule (Section E)
When a miss-scored dart or any discrepancy occurs during a match, the shot clock may be stopped by pressing the backup button. Doing so will give both teams an opportunity to communicate and then correct the problem. If, after discussion, no correction is needed, simply continue the game.
Contesting a match: When a match is contested the LEAGUE COORDINATOR will first refer to the rules to make sure there is a reasonable dispute, then apply the appropriate rule to address the dispute. Contested Matches must be sent to LEAGUE COORDINATOR via contact information found at bottom of rules booklet within 48 hours. If your grievance is found to be made in error may result in a penalty being applied to the team that submitted the grievance.
Section D – Machine Errors and Remote Camera Malfunctions
Common Courtesy – When you get to your home location, please set up your league to make sure cameras are working and your board is functioning properly. This gives Bluewater Techs/League Coordinator to fix the problem if one occurs.
Dart machine errors, Suspending or Canceling a Match: When a machine is not operating correctly team Captains must communicate to discuss the problem and decide what to do. Options include:
a. You can use the back-up feature, of the machine, to resolve miss-scored darts by pressing the up arrow to pause the game. DO NOT remove your darts. Take a picture of the miss-scored dart and send it to the other team. Once they have confirmed you can simply tap your dart to register the miss-scored dart.
b. To suspend the match while a team with a malfunctioning machine moves to another machine or location or to make the match up later. When this option is chosen, both teams must unplug the board. Do not select “Cancel Match”. Cancelling a match discards all match data. If there is not an option to suspend the match simply unplug the board. The team on the good machine must finish the suspended match on the originally selected machine used in the first match-effort. A suspended match can be completed at any time or date, if at least one team is using the original machine used in the first match-effort.
c. To “Cancel the Match”. When cancelling a match, teams must notify League Coordinator if they desire to save and count any of the win/losses from the cancelled match. When this option is chosen, a refund is made upon request and details provided to League Coordinator. The match can be re-played from the beginning or picked up where it was cancelled if the teams agree. Early match-games can be pressed through as long as details are reported to the League Coordinator to enable deletion of those stats. To “cancel a match” pause a game then follow instructions to cancel the match.
Remote Camera Malfunctions: When a camera fails, stop the match by pressing the back-up button. Initiate contact with the other team to let them know their camera is not working. Work with them to reboot their location’s router. Usually rebooting the router solves the problem. Most camera failures can also be the result of a location’s inadequate internet upload speed. A G3 dart board requires at least 3mb of Download/Upload speed. When rebooting the location router does not solve the camera problem:
1. Suspend the match. The team must inform the League Coordinator so that a speed test can be performed at the location with the defective camera. Players can also perform a speed test at a location by visiting www.speedtest.net on a smartphone, tablet or laptop. Then follow instructions. Knowing your locations speed is important in preventing future league and tournament problems for you and your team.
2. If the test produces greater than 3mb download/3mb upload speed per machine at the location, the malfunction is simply a faulty camera and the match can be:
a. Moved to another available dart board in that location or move to another available locations.
b. Suspend the match until the camera has been repaired.
3. If the test produces less than 3mp download/upload speed, the location’s internet access is not strong enough to provide camera functionality and the match must b:
c. Moved to another location.
d. Suspended until the upload speed has been corrected by the location.
When evaluating download/upload speed for each dart board, you must also consider other equipment in the location that also uses internet, such as the jukebox, POS systems, public wi-fi, etc. In locations with numerous items on one internet connection and multiple teams participating in multiple leagues on multiple machines, the location may be required to provide a dedicated internet service for dart board connectivity.
Section E – General Rules of Play and The Shooter’s Advantage
Players stand at the “throw line,” 96 inches horizontally from the face of the dart board. It is legal to lean over the line. They may step on, but not across, the line.
Players may use their own darts if they meet the following specifications:
a: They must be plastic-tip darts.
b. Flights may be any length as long as they do not exceed eight (8) inches in total length.
c. Flights may be no wider than ¾ inch as measured from shaft to flight edge and may not have more than four wings.
d. Flights that block, impede or otherwise prevent competitors’ throws during the diddle are not allowed.
e. Complete darts may not exceed 20 grams in weight.
f. Darts may not have broken or cut off tips.
g. Darts may be inspected upon request by the opposing player/team captain.
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’s number is lit.
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 three darts unless a foul occurs.
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 the darts over. Dropped darts may be thrown again.
Darts on the board may not be touched until the turn is over, the “Player Change” is activated, and the machine recognizes the end of the turn. Exception: When a dart is in the board and machine reads “Stuck Segment,” that dart may be removed as long as both teams agree.
A round is defined as the period of time from the end of a player’s turn to the start of his next turn. On games with stacked teams (players on one score), a round is defined as the end of the player’s turn to the start of his/her partner’s turn.
Rules of Play –‘01
The game is ’01 Any In-Any Out.
a. Open in Open Out: The Bull’s Eye will count 50 points, full bull.
b. In all Masters ’01 Double In, Double Out events, players can double bull-in or double bull-out and will play on a 25/50-point split bull.
**Using DI/DO or OI/MO stats to qualify for Team Dart will automatically place you in a master level.
All players start with 301/501/701points 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 existed at the start of the turn.
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/team that reaches zero wins. If a player reaches zero when he is “blocked” or “frozen, the win will be credited to the opposing team as a team win only.
All general rules of play will apply.
Rules of Play – Cricket
The game of Cricket will be played with a double Bull’s Eye.
The object will be to close the numbers 20, 19, 18, 17, 16, 15 and Bull’s Eye in any order before your opponent(s). The player/team that closes all numbers and the Bull’s Eye first, and has a greater or equal point score, wins.
An outer Bull’s Eye will count 25 points and an inner Bull’s Eye will count 50 points.
All general rules of play will apply.
Scoring on the Electronic Dart Machine
The score recorded by the machine is the score that the player receives. Players accept the machine is “always right.” The only exception will be on the “Last Dart-Winning Dart” that meets the following criteria:
a. The “Last Dart-Winning Dart” must stick.
b. However, if the dart does not stick and the machine awards the win, the machine is right and the game is over.
c. The machine was 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/ team will be credited with the win in that game. Example: Player’s score is 24 at the beginning of his/her turn. His/ her first dart hits and sticks in the single 9 but does not register or score. His/ her second dart scores a single 15, leaving the player on 9. The third dart is then thrown in the single 9, but does not register or score. Since it was the “Last Dart-Winning Dart,” that player/ team wins the game.
d. Any dart that sticks in the board but does not register that segment will be manually scored upon agreement by both players/team captains. A dart that flights a beneficial mark on the way in, but sticks in another segment will not be manually un-scored. If darts are removed, play continues and the score remains the same.
e. Any dart that sticks in the board and registers two or more times will be corrected by removing the extra points awarded by that one dart. This assumes league allows and uses back up darts and correctable features, If not, the “board is always right” rule shall apply.
If there is any question as to whether the machine is scoring or working properly, STOP THE GAME. Do not remove darts or activate the “Player Change” The team captains must try to solve the problem. If they are unable to do so, they will either need to contact a league official or if possible, move to another available board. Scores will be re-entered and play will continue.
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.
If a dart is thrown before the “Throw Darts” message light, the dart will not score and is considered a dart thrown. It may not be thrown again.
The Shooter’s Advantage = backing up darts to correct a beneficial, but, miss-scored dart or non-scoring dart.
Short form: “A dart that sticks in a target but does not register that target, can be manually scored. A dart that flights a beneficial target on the way in, but sticks elsewhere, is not manually unscored.”
Detailed scenarios:
1. A dart that beneficially flights another dart as it sticks into a beneficial target remains, as scored by the machine, to the advantage of the shooter.
2. A dart that sticks in a target that is beneficial to the shooter, but did not register that target because it flighted a nonbeneficial dart on the way in, or did not score at all, for any reason; may be manually scored to the advantage of the shooter. Communication between teams is required. Leave the darts in the board and contact the opposing team. Stop the match by pressing the back-up button and continue to press the back-up button until contact is established with the other team. Send a photo, if necessary, to show the beneficial dart that is needed to be manually scored or re-scored. Communicate with the other team until the back-up and or scoring issue is approved and resolved to complete the turn.
Notice: Withholding agreement to allow manual re-scoring of a beneficial dart as described in this Shooter’s advantage rule is cause for penalty when reported and verified by administrative review of match video.
Section F – Fouls, Errors, Solutions
Throw Lines: Throw lines are to be positioned eight feet from board face. Players throw from behind the line. Players can lean across the line during their throw as long as their foot does not touch the floor before the dart leaves their hand.
Throwing on your Teammates Turn: When a player throws while the machine is displaying the name of the player’s partner: A) If caught soon enough, contact the other team and back up the game to allow the correct player to throw. Or B) if not caught soon enough, contact the team to sort out how far to back up the game to make the score correct and allow the correct throwing order to resume. Press the back-up button and contact the other team to resolve the problem.
Section G – Player Etiquette, Good Sportsmanship and Ethics
Player Etiquette & Good Sportsmanship…Players are required to conduct themselves in a positive manner. Misguided competitiveness is not an excuse! Drinking is not an excuse! Always work with the other team to resolve a problem as quickly and reasonably as possible. BLUE WATER AMUSEMENTS DOES NOT TOLERATE poor sportsmanship or unethical conduct! Any negative, aggressive or abusive behavior of any kind will result in penalty. BLUE WATER AMUSEMENTS reserves the right to address any misconduct once reported stemming from any darting activity including but not limited to: BLUE WATER AMUSEMENTS sanctioned league match play, or any other darts activity, whether BLUE WATER AMUSEMENTS sanctioned league function or not. Bad behavior will result in disciplinary action and/or expulsion from the BLUE WATER AMUSEMENTS DART LEAGUE program at sole discretion of the BLUE WATER AMUSMENTS DART LEAGUE COORDINATOR.
• Throwing practice darts or standing at the throw line during your opponent’s turn is considered poor darting etiquette. You are not allowed to stand online while opponent is shooting. Do NOT distract or irritate opponents in the camera by waving hands around, etc. We shouldn’t need this rule, it’s common courtesy. Treat others how you wish to be treated.
• Breaks during a match: The only league format where scheduling breaks becomes necessary, is the regular doubles league. For regular doubles leagues ONLY, communicate about when breaks will be taken & how long. All other league format types do not include breaks because each player sits out for 3 games each night. Players can take breaks during the games they are not playing in within the match. Keep breaks short, agreed upon times. Taking an unscheduled break is considered unnecessary match delay and garners penalties at Blue Water Staff discretion.
Ethics…Unethical conduct such as but not limited to abuse of equipment, poor sportsmanship, unwillingness to make up a scheduled match or any attempt to manipulate league standings is unethical and cause for penalty at BLUE WATER AMUSEMENTS discretion. Violations may be cause for forfeiture of a match, probation, expulsion from league including forfeiture of all league prize earnings, a tournament suspension or suspension from all tournaments. The degree of penalty assessed by the LEAGUE COORDINATOR.
“3 Strike Rule”
1.) Verbal Warning
2.) 2 Week suspension
3.) 1 year suspension
The degree of penalty assessed by the LEAGUE COORDINATOR.
DEPENDING ON THE SEVERITY OF THE PENALTY COULD RESULT IN A PERMANET BAN OF BLUEWATER AMUSEMENT LEAGUES, TOURNAMENTS, AND ANY BLUEWATER DART RELATED ACTIVITES!!!
A team that is expelled from a BLUE WATER AMUSEMENTS league may be expelled for any time frame deemed appropriate by the LEAGUE COORDINATOR. An expelled team or player forfeits all BLUE WATER AMUSEMENTS privileges.
BLUE WATER AMUSEMENTS DOES NOT TOLERATE poor sportsmanship or unethical conduct! Any negative, aggressive or abusive behavior of any kind will result in penalty. BLUE WATER AMUSEMENTS reserves the right to address any misconduct once reported stemming from any darting activity including but not limited to: BLUE WATER AMUSEMENTS sanctioned league match play, or any other darts activity, whether BLUE WATER AMUSEMENTS sanctioned league function or not. Bad behavior will result in disciplinary action and/or expulsion from the BLUE WATER AMUSEMENTS program at sole discretion of the BLUE WATER AMUSEMENTS LEAGUE COORDINATOR.
These rules are meant to provide a foundation for an enjoyable dart playing experience. Never use any rule out of the context for which it was written. In doing so you may be causing more problems than the rule was originally meant to help or prevent. Never allow misplaced competitiveness to overshadow the real purpose of the dart leagues, which is to have FUN. Common sense and good sportsmanship will always solve a problem if you will allow it.
THROW DARTS, RELAX AND HAVE FUN!!!!
Section H – Handicaping
ALL handicapped Bluewater leagues will now be using a historical stat system. your average will be decided by your active Bluewater Leagues and your Historical data in the Bluewater system. For example, Fall 2024 is about to start all data from September 2023 forward will be loaded into the historical system and this is how your average will be decided. The only time stats will be sourced from PPD or other outside sources is when a player has no data in the Bluewater system from September 2023 forward. This will be updated every year at the beginning of fall leagues meaning when Fall 2025 starts all data will be updated to September 2024.
All Handicapped League max handicap details
cricket max of 11 marks
01 games
301 max of 421
501 max of 701
701 max of 981
Section I – League payout structure and fees.
TBA
Section J – LEAGUE COORDINATOR CONTACT INFORMATION
BLUE WATER SERVICE LINE- 920-521-9010
ISAAC SCHWARTZ: 254-226-4140
This page was updated 9-13-2024 (shot clock changed 30 sec to 45 sec)