Post by Admin on Jul 15, 2019 9:24:25 GMT
League Rules
1. General
1.1. These rules negate any other copy of the rules with an issue date prior to that on this copy.
1.2. The Stockport Licensed Houses Darts and Crib League (The League) shall be governed by a committee made up of several members of The League elected into office by team representatives. The positions of the Chair, Vice Chair, Secretary, Treasurer and Assistant will be elected annually at the Annual General Meeting (AGM) and the Fixture Secretaries will be elected into office at a pre-defined meeting at the end of the current running season.
1.3. The Committee are the sole interpreters of these rules and their decision is final. No correspondents will be entered into.
1.4. Wherever possible, no member of the Committee may run more than one league in order to minimise the possibility of mistakes being made.
1.5. Entrance to The League shall be determined from time to time at the AGM.
1.6. Teams wishing to enter The League in the following season must send a representative to The League meeting preceding the start of the season.
1.7. All clubs shall send a representative or their apologies to all meetings. Failure to do so will result in a fine. A list of fees and fines can be obtained from the Committee on request.
1.8. At the AGM, no single person can represent more than one team without prior agreement from a Committee representative. Any club not able to attend and wishing to use a proxy vote must contact their relevant Fixture Secretary for arrangements to be made.
1.9. Any club not fulfilling all obligations to The League, both financially or otherwise, may not be accepted into The League in the following season and will forfeit their Guarantee Fee (see rule 2.8).
1.10. All trophies remain the property of The League and are to be returned in a good, clean, tidy condition. No trophy is to be removed from the winning Pub/Club without the written permission of the Committee.
1.11. Any Winners of the monthly draw not claiming monies by the following League meeting will forfeit the prize, which will be returned to League funds.
1.12. Any team approached for sponsorship are to contact the Committee.
1.13. A player must be a minimum of sixteen years old to play in the league on match nights.
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1.14. In order that team secretaries have chance for fair discussion with their players on proposed playing rule changes to be voted upon at an AGM or EGM, the time limit for proposing any rules will be one month before the vote takes place. The committee will announce the date the vote will take place and requests for proposed rule changes some meetings prior to the deadline. No proposal for a rule change will be considered on the night of the vote.
2. Fees and Fines
2.1. All teams must pay a Registration Fee to join The League. This fee will be determined from time to time at the AGM. The committee reserves the right to request either all or a percentage of this fee before any team is entered into the coming season’s fixture list. The following conditions will apply:
➢ Teams will be invoiced for each seasons League Fees.
➢ Date of payment will be decided by the Committee.
➢ To participate in each season’s fixtures a team must pay the league fees by the due date.
➢ Non-payment will result in that team’s exclusion from the fixtures for that season.
➢ Late payment must be agreed with the treasurer (this must be submitted in writing).
➢ Late inclusions in the fixtures will be decided by the committee on a case by case basis.
➢ The Committee’s decision in each case will be final.
➢ If a team is excluded for a season (or part) through non-payment of League Fees they must re-join as a new team.
➢ New teams entering the League must pay a Guarantee Fee, the value of which will be determined from time to time at the AGM. This fee will be returned to the club when they withdraw from The League at the end of (but not during) their season provided the club has fulfilled all its obligations, both financial and otherwise. (See rule 2.7).
2.2. All teams must pay a Team Knockout Fee. This fee will be determined from time to time at the AGM.
2.3. A Presentation Night Fee is payable by all teams. This fee is to be paid in advance of the Presentation Night and will be determined from time to time at the AGM. All winning teams must send at least one representative to the Presentation Evening. If prize money/trophies are not collected on the night the team will have to arrange with the Committee to collect them. Any prizes not collected within three months of the Presentation will go back into the League funds.
2.4. All teams must pay a Registration fee for each player signed on. This fee will be determined from time to time at the AGM.
2.5. All teams must pay £2 meeting fee, this can either be paid in advance or at each meeting. If apologies are given for absence from a meeting, the £2 must be paid at the following meeting.
2.6. A fine will be levied on teams who produce late and/or incorrectly filled in result cards. This fine will be determined from time to time at the AGM and will be applied at the discretion of the relevant Fixture Secretary (see rule 3.22).
2.7. Any team failing to show at a League meeting without giving adequate notice to either their Fixture Secretary (preferably) or any other member of the Committee will be liable for a fine.
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2.8. All Fees - Registration, Guarantee, Team Knockout, Presentation Night and Player Registration - must be paid, in full, by the halfway point in the relevant division unless prior arrangement has been made with the Treasurer or their representative. Any fines must be paid by the end of the season. Failure to do so may result in the expulsion of the team and players from The League.
2.9. All financial changes are to be put to the League, in writing with an implementation plan. The deadline for any written notification will be set by the Committee but will usually be one month before the intended vote.
2.10. If a team (either home or away) fails to fulfil a fixture without giving 48 hours notice to their fixture secretary, then unless exceptional or unforeseen circumstances apply, that team will be liable for a £25 fine, which will go to the opposing team. The team liable for the fine will be given written notification and expected to pay the fine at the next League meeting after the notification was issued. Should the team fail to pay by this date they will be suspended from the League until such time as they pay. Any games due to be played while the team is suspended will be forfeit (including knockout matches) and any points awarded accordingly. PLEASE NOTE: Once it has been announced at any League meeting that a team has been suspended, it becomes the responsibility of the team representative at that meeting to inform their landlord/landlady of the situation. No further fines will be issued to a team under suspension and no further monies can be claimed. If a team is missing from any League meeting it becomes their own responsibility to find out any information relevant to them.
2.11. If a team fails to fulfil any outstanding fixture to complete a season when given the opportunity to play, that team will be liable for a £25 fine per missed game and be excluded from any knockout competition they are still involved in regardless of round (the opponent given a bye). They will also be suspended from the league until such time they pay any outstanding fines.
2.12. When a team fails to fulfil a fixture, either due to short notice cancellation or refusal the points for all darts, crib and slip up will be awarded to the opposing team with no win bonus points. Eg: 7-0 darts, 3-0 crib and 2- 0 slip-up.
3. All Leagues
3.1. All matches to be played on Monday Night (Mixed Divisions), Tuesday Night (Super League and Premier Division(s)) and Wednesday Nights (Ladies Divisions). Matches may only be postponed and/or rearranged through your Fixture Secretary and is at their discretion.
3.2. Throwing pitch to measure 7'9¼'' (7 foot 9 and a quarter inches), height 5'8'' (5 foot 8 inches) to centre of bull. Hypotenuse 9'7 2 5'' (9 foot 7 and two fifths inches). Standard treble board to be used of reasonable quality Fenders to be secured to the floor and to be at least 1'' (1 inch) high.
3.3. All matches in the Super League and Premier Division(s) to start at 8.30pm. Mixed and Ladies Divisions to start at 9.00pm. All Divisions: Seven players per team, 501 up, straight start, double finish. Ten minutes allowed between games. If players are not in attendance by the allotted times, unless prior arrangements have been made, (see rule 3.13), games may be claimed every ten minutes from 8.40pm Tuesday Nights, 9.10pm Monday & Wednesday Nights. Mixed and Men’s leagues – 3 games of crib (Mixed see rule 6.1). Ladies – 1 game of crib. Mixed and Ladies leagues – 1 game of slip up. The draw is still to be completed in the same way, ie; all seven names from both sides are to be included, then the claimed games discounted.
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3.4. Four players constitute a team. Where four players are available, match must be played. Ladies and Mixed teams see rule 6.3. Teams unable to field four players forfeit the match unless special circumstances apply.
3.5. The signing on forms must be in by the half way point of the current running season. Any teams not handed their form in will only be allowed to play the players on the first 6 match cards.
3.6. All players to be registered by one team only. Where a player has registered with two teams, the first team played for by the player holds the registration. A player is considered registered for the team as soon as they have played, regardless of when the signing on form is completed. No player shall play for any other League on the designated match nights, however, one off team knockouts and pairs/individuals may be an exception. Clubs playing non-registered players will be dealt with by the Committee. If a team folds during a season then players may request a transfer to another team. Transfer requests need to be in writing and will be considered on an individual basis. Full teams cannot transfer to other teams during the season, though teams may move venues. Individuals may request a transfer to another team during the season on condition that the registered team has no objection to the move. All transfer requests will be considered by the Committee on a case by case basis and will only be approved if no significant advantage can be seen to be gained from the move.
3.7. A ‘Team’ is represented by the majority of the players signed on. If, for whatever reason, the majority of the players decide to move venues, either during the season or at the start of a new season, the League position will be retained by the majority. On a dead 50-50 split, the venue gets priority.
3.8. No player shall play more than one game of darts in any one night excluding Slip Up and where rule 6.3 applies.
3.9. Callers from the home house and checkers from the away house to be in charge of the games. The away team captain has the right to object to the home team caller if he/she so wishes.
3.10. Players must be in call from 200. The two scores on the books must agree before the next darts are thrown. If the checker gives no shout, the score is assumed to be correct and the player counts down from the shout. It is the responsibility of the checker to stop the game before the next darts are thrown if the score is incorrect. Once the next darts are thrown, any errors made before the shout cannot be corrected and score will stand. For example, if the ‘shout’ was 146 but the ‘actual score’ should be 156, if no shout was forthcoming from the checker, the 146 will be deemed to be correct and the mistake prior to this shout cannot be corrected. Players must leave the darts in the board until the checker has shouted correct. Once game shot has been called by the caller and checker the game is over.
3.11. Only darts in the board self supported to count. If a dart goes at an angle under a wire then it’s the segment in which the dart enters the board that scores.
3.12. Centre bull counts as double finish.
3.13. The darts draw: The darts draw is to stand unless both captains agree otherwise. At the time of the draw, agreement can be made on the playing of substitutes. When a substitute game arises and the player drawn out is not in attendance, the game may be delayed until after the fourth game has been played. If, after the fourth game, the player drawn is still not in attendance then the substitute must be played. If the captains do not agree, draw to be strictly adhered to, when
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players are not in attendance when due to play, the substitute must be played immediately. If any player is not in attendance when drawn to play and there is no substitute available, the game may be claimed. Mixed teams must keep a 4:3 split of male and female - see section 6
3.14. Players cannot change darts once a game has started unless they are irreparable. If a player is seen to have changed darts then the opposing captain can request the offending player to revert back to the original set of darts. Failure to do so will result in the opposition being able to claim the game.
3.15. No member of any team is to touch any dart in the board until all darts have been thrown. Any darts that are touched are to be withdrawn and that score not counted and the throw ended regardless of how many darts have been thrown. Also, see rule 3.11 and 3.18.
3.16. All match scorebooks must be made readily available to League officials as and when required. Crib and slip up results also need to be recorded in the scorebook.
3.17. Crib: During a match no communication between partners is allowed as regards playing the game. For example, if the count is 23 a player cannot call ‘8 or less’ to their partner. The opposing team can request the players to stop however, if this happens after the request the opposing team have the right to re-start the game. See appendix for a full set of crib rules.
3.18. Slip Up: During a throw, if a scoring dart falls out then that score will not count. For example, first dart thrown scores double 4, second dart thrown scores 9 then first dart falls out, score required will be 4. Also, the touching of any darts in the board will end the throw regardless of how many darts have been used. Example, player throws 1 dart which is then touched by the checker, the remaining darts cannot be used.
3.19. If a team fails to fulfil a fixture without giving 48 hours notice to their Fixture Secretary, that team will be liable for a £25 fine.
3.20. All disputes, complaints or protests must be reported to the League Secretary, in writing, within one week of the dispute arising. The sum of £2 must be sent along with the letter of complaint/protest. Moneys will be forfeited should the complaint/protest be groundless but returned if it is a valid complaint.
3.21. Match Points: 1 point per game plus two points per team win (split points for drawn games in the Mixed and Ladies). Slip Up – 2 points per team win (1 point each for draw). Crib – 1 point per crib game.
3.22. Results cards must be in the possession of the relevant Fixture Secretary no later than 7.00pm on the Friday after the match. Mixed and Ladies - Home teams to have their cards signed by both teams, away card to be (Clearly) printed. Teams to keep their match score sheets until the end of the season to help with any queries.
3.23. Late and/or incorrectly filled in cards will be liable to a fine for the first two occasions then a two point deduction for every late and/or incorrectly filled in card after that. The fine shall be determined from time to time at the AGM and shall be applied at the discretion of your Fixture Secretary. Note Each team is responsible for their own card. If one team takes both cards and are subsequently late in returning them, both teams are liable for the fine.
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3.24. Teams withdrawing from the league:
➢ In the first half of the season - all points deducted.
➢ In the second half of the season – provided they have completed all first half fixtures – first half points to stand, second half points deducted.
4. Knock Outs and League Play-offs
4.1. Format:
➢ Men’s: Bull up for first game then alternate.
➢ Mixed: When not played on a neutral venue, the game will be played as per league rules – home team throws first in all legs. On a neutral venue, bull up first game, then alternate throw. Bull up seventh game if it’s a 3-3 draw.
➢ Ladies: Bull up first game then alternate throw. Bull up seventh game if it’s a 3-3 draw.
• If the match ends in a draw in the Mixed and Ladies divisions, the drawn game must be replayed. Where drawn player is unavailable, i.e. left the venue, game to be forfeited. If still no result i.e. drawn game ending in another draw, match to be replayed. Game to be played as the draw reads.
4.2. Crib: Best of three. Mixed Divisions, one man, one woman as per League match. Mixed and Ladies Divisions, same pair can play all three games. Winning team to follow winning darts team.
4.3. Slip Up (when played): One game round the board Mixed Divisions, one man, one woman as per League match. Bull up to have choice of arrows. The slip up team following the home darts team will be classed as the home slip up team when not on neutral venue. NOTE: There may be some flexibility as to the order of play, i.e. the slip up may be played first; the Fixture Secretary concerned with running the competition will notify teams of any change. The final of the slip up will be the best of three, Bull up 1st and 3rd games. No slip up will be played in the men’s knock out.
4.4. League playoffs (for first or second place etc.) will follow the above format except where there are more than two teams involved, in which case, alternative arrangements will be made. In the case of crib or slip up, the play off will be sudden death (i.e. one game only) unless stated.
4.5. All leagues: To be eligible to play in the knockout competition, a player must have played at least one game of darts during the regular season. This rule will not apply to the first set of games played in the competition (be it preliminary or round 1) as this may be played at or very near the start of the new season. In accordance with rule 6.2. playing the slip up counts as a game played.
5. Super League & Premier Division(s)
5.1. Super League- games to be best of five legs, Premier A & B- games to be best of three legs. Away team to lead off first in the first, third and fifth (where appropriate) legs of games 1, 3, 5 and 7. No arrows (i.e. not equal darts).
5.2. If team captains fail to agree on order of play rule 3.13 applies
5.3. If player busts, (scores more than the number required) the score shall not count. Player will revert back to their previous score.
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5.4. Players shall not be informed by anybody - captains, checkers or supporters - the double required. For example, the player requires 40 not double 20. The players have to work out their own double. The leg may be re-played if it is found that the player has been helped to calculate his finish.
5.5. Any darts thrown in error after scoring the double required shall not count as the leg or game is ended by the player scoring the double.
5.6. In the event of a drawn match (i.e. both teams only having six players and the score being 3 each) the winner will be decided by the number of legs won in the match. If the match is still a draw (equal number of legs won) then the winner will be the least number of darts thrown in the match.
5.7. Crib: Teams to have three players per side, players can play twice but not with the same partner. All crib results to be recorded in the scorebooks.
5.8. First Loser Rule: In the event of a team being unable to field a full seven players, a first eligible loser may be played again.
5.9. A first loser may not be used as a substitute. If a player named in the draw fails to show then a reserve may be played but that reserve must not have already played. If a team only places 6 names in the draw then the first loser must play game 7. Once the draw is done with 6 players no other player can be added even if an eligible player turns up. If any one of the 6 named players fails to show then this game will be forfeit and the first loser will still play game 7.
6. Mixed & Ladies Divisions
6.1. Both Leagues Darts; 7 players per match (excluding slip up), mixed divisions must have a 4:3 split of either Male: Female or Female: Male, crib and slip up teams must be 1 male and 1 female. Any mixed team playing more than 4 players of the same sex will have the points for the illegal player deducted and awarded to the opposition. Crib: Mixed play 3 games per match. The same two players can play all 3 games. Ladies – one game per night. Slip up: one game per night.
6.2. Both Mixed and Ladies teams can sign on players who just play crib and not darts. These players must be marked clearly on the signing on form and/or the relevant Fixture Secretary informed. Any player registered for “crib only” who subsequently play darts in any capacity (i.e. play slip up) will be classed as an eligible player and thus must be used as a substitute should the need arise (see rule 6.3). If a complaint arises that a first loser was played when an eligible player was available and the complaint subsequently found to be valid, any points gained by the first loser will be lost.
6.3. First Loser Rule: In the event of a mixed or ladies team being unable to field a full seven players, a first eligible loser in the mixed divisions and the first two losers in the ladies divisions may be played again. The Mixed teams must still keep a 4:3 split (see rule 6.1). For example, if the team has 4 male and 2 female players then it would be the first female loser (not necessarily the first loser) who would play again. If, in our example, both ladies won their games then game 7 would be forfeit. In the Ladies divisions, no player may play more than 2 games in any one night, excluding slip up. For example, if a team has 5 players, 4 win and 1 loses, the loser can play
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again. If she loses the second game she cannot play again as a ‘second loser’. Game 7 would have to be forfeit.
6.4. A first loser may not be used as a substitute. If a player named in the draw fails to show then a reserve may be played but that reserve must not have already played. If a team only places 6 names in the draw then the first loser must play game 7. Once the draw is done with 6 players no other player can be added even if an eligible player turns up. If any one of the 6 named players fails to show then this game will be forfeit and the first loser will still play game 7.
6.5. Ladies Divisions: After 48 darts, 3 clear darts at double one, then after 12 darts each at double one, teams to throw for any bull to win the game.
7. Miscellaneous
7.1. Any matters not covered by the league rules are the sole discretion of the current serving elected members of the Committee
7.2. From the above sections under the named documents and from advice from Stockport Council, the committee feel that a darts match is not the place a Child (under 16) should be and has decided to set a minimum age limit of 16 years old for any person to be eligible to play within the Stockport Licensed Houses Darts & Crib League. This will take immediate effect for all leagues and divisions within the league.
8. Appendix
CRIB: Object of the game.
To be the first to score 121 points or over (twice round the usual British design of board) accumulated over several deals. Points are scored mainly for combinations of cards either occurring during the play or occurring in a player's hand or in the cards discarded before the play, which form the crib or box.
Board and Pegs
The score is kept by means of a board and pegs. Starting at one end of the board, players peg their scores as they occur using their two pegs alternately: the forward peg shows the player's latest score, and the rear peg shows the previous score.
When a player scores, the rear peg is moved in front of the forward peg by the same number of holes as the score to show the new total. This enables scores to be easily checked and acts as a visible statement of the progress of the game. Players peg up on the outside of the board and back on the inside. The winner is the first to peg out by exceeding 120.
The design of the board to be used is a standard type shown below in the diagram:
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Drawing for Deal
The first deal is determined by cutting the cards. Two players cut cards with the lower card winning the deal and he/she has the first box or crib. If the cards are equal - and that includes both players cutting a ten card (10, J, Q or K) - there is another cut for first deal. The deal then alternates from hand to hand going round the players in a clockwise direction until the game is over.
Starting the Game.
The dealer shuffles the pack and then passes them to the person on their RIGHT who then cuts the cards. The dealer takes the cards left behind from the cut and deals 1 card to each player, starting on the dealers LEFT and going clockwise (the dealer being the last person to get a card), continuing going round until each player has 5 cards, returning any cards not dealt out to the top of the pack. If after the cut there are not enough cards to deal each player 5 then the dealer continues to deal from the top of the remaining cards after the cut.
Each player chooses a card to discard face down to form the crib (or more commonly known as the ‘Box’). These four cards are set aside until the end of the hand. The crib will count for the dealer.
Start Card
The player on the dealers LEFT then cuts the pack, lifting the upper part without showing its bottom card. The dealer takes out the top card of the lower part and places it face up on top of the pack. This turned up card is called the start card. It is not used during the play of the cards but in the show it will count for combinations as part of all players' hands as well as of the dealer's box. If the Starter is any of the four Jacks in the pack then the dealer’s team scores (pegs) 2 points, no other cards turned up as a Starter score any points.
Starting & Scoring During the Round.
The player to the dealers LEFT places a card face up on the table, shouting the value of that card. All cards count as their face value, face cards count as ten. The play moves clockwise, each player playing a card. As the cards are laid down, a count is kept of the total value of all cards played. The count cannot exceed thirty-one. If a player cannot play a card without causing the count to exceed thirty-one, he or she must call ‘Go’. The play then moves round to the next player in line and continues until thirty-one has been scored or everyone has called ‘Go’ The team playing the last card pegs 1 point for the ‘Go’ If a player makes a score of exactly thirty-one then he or she pegs 2 points (for ‘thirty-one’) instead of 1 point for the ‘Go’. A player cannot call ‘Go’ if they have a card who’s value would not take the score over thirty one, this card must be played.
Once ‘Thirty-one’ or ‘Go’ has been called, all cards played are turned face down, and play resumes with the count at zero. The player that is to the left of the player who played the last card then leads the first card and play continues in the same way for as many rounds as is necessary. The player playing the last card in the round also earns their team a point (for ‘Last Card’).
Please note: it is never possible to score "one for last" and "31 for 2" at the same time. They are alternatives. If you make exactly 31 for two points just peg those two points - you do not get an additional "one for last" in this case.
A player who makes any of the following scores during the play pegs them immediately.
15:
If you play a card which brings the total to 15 you peg 2 claiming Fifteen two.
31:
As mentioned above, if you play a card which brings the total to exactly 31 you peg 2.
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Pair:
If you play a card of the same rank as the previous card (e.g. a king after a king) you peg 2 for a pair. Note that (for example) a 10 and a queen do NOT make a pair even though they are both worth 10 points.
Pair Royal:
If immediately after a pair a third card of the same rank is played, the player of the third card scores 6 for pair royal.
Double Pair Royal:
Four cards of the same rank played in immediate succession. The player of the fourth card scores 12 (this can only be achieved with cards that rank 7 or less).
Run:
A run or sequence is a set of 3 or more cards of consecutive ranks (irrespective of suit) - such as 9-10-jack or 2-3-4-5. Note that ace is low so, for example, ace-king-queen is not a run. The player of a card which completes a run scores for the run; the score is equal to the number of cards in the run. The cards do not have to be played in order, but no other cards must intervene.
Example: cards are played in the following order: 4-2-3-5-6. The player of the 3 scores 3 for a run, then the player of the 5 scores 4, and the player of the 6 scores 5.
Another example: 4-2-3-4-3. The player of the first 3 scores 3 for the run 4-2-3. Then the player of the second 4 score 3 for the run 2-3-4. The player of the second 3 scores nothing because the 3 does not complete a run.
Another example: 4-2-6-5-3. The final 3 scores 5 points for a 5-card run. Nothing is scored before then, because there is no run until the 3 is played.
Last Card:
If neither player manages to make the total exactly 31, whoever played the last card pegs 1.
Note that to score for pair, pair royal, double pair royal or run, the cards must have been played consecutively during a single round of play. If one player had to say "go" while the combination was being formed, the combination is still valid, but if all players are unable to play, causing a new round of play to be started from zero, all combinations are started afresh.
The Show
After all the cards have been played the players now retrieve the cards that they put down during the rounds and score for combinations of cards held in hand. First the non-dealer's hands are exposed, starting on the left and going clockwise, and scored. The start card also counts as part of the hand when scoring combinations. All valid scores from the following list are counted.
15:
Any combination of cards adding up to 15 pips scores 2 points. For example king, jack, five, five would score 10 points altogether: 8 points for four fifteens, since the king and the jack can each be paired with either of the fives, plus 2 more points for the pair of fives. You would say "Fifteen two, fifteen four, fifteen six, fifteen eight and a pair makes ten".
Pair:
A pair of cards of the same rank score 2 points. Three cards of the same rank contain 3 different pairs and thus score a total of 6 points for pair royal. Four of a kind contain 6 pairs and so score 12 points.
Run:
Three cards of consecutive rank (irrespective of suit), such as ace-2-3, score 3 points for a run. A hand such as 6-7-7-8 contains two runs of 3 (as well as two fifteens and a pair) and so would score 12 altogether. A run of four cards, such as 9-10-J-Q scores 4 points (this is slightly illogical - you might expect it to score 6 because it contains two runs of 3 (9-10-J and 10-J-Q), but it doesn't. The runs of 3 within it don't count - you just get 4), and a run of five cards scores 5.
Flush:
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If all four cards of the hand are the same suit, 4 points are scored for flush. If the start card is the same suit as well, the flush is worth 5 points. There is no score for having 3 hand cards and the start all the same suit. Note also that there is no score for flush during the play - it only counts in the show.
One For His Nob:
If the hand contains the jack of the same suit as the start card, you peg One for his nob.
Nineteen:
It is impossible to score nineteen in hand or in box. If you think you have, then you should either stop playing or stop drinking. Nineteen is proverbially used as a term to indicate a worthless hand.
Note that when scoring a hand, the same card may be counted and scored as part of several different combinations. For example if your hand is 7 8 8 K and the start card is a 9 you score Fifteen 2, fifteen 4, and a pair is 6, and a run is 9 and a run is 12 - 12 holes to peg, with each of your 8s forming part of a fifteen, a pair and a run.
After non-dealer's hand has been shown and the score pegged, dealer's hand is shown, scored and pegged in the same way. Finally the dealer exposes the four cards of the crib and scores them with the start card. The scoring is the same as for the players' hands except that a flush in the crib only scores if all four crib cards and the start card are of the same suit. If that happens the flush scores 5.
Winning the game.
As soon as someone reaches or passes 121, that player wins the game. This can happen at any stage - during the play or the show, or even by dealer scoring two for his heels. It is not necessary to reach 121 exactly - you can peg out by scoring 2 more when you were on 120 and still win. All that matters is that your opponent's pegs are both still on the board. Because of this, the order of counting is important near the end of the game. During the show, the player to the dealers left always counts his/her hand first, and if he/she is able to reach the 121-point mark, the game is over, and the remaining players are not permitted to count their hands or the Box.
Miscellaneous.
During the game, no communication between the pairs is allowed regarding what cards to play (for example, if the count is 23, a player may not shout ‘8 or under’ to their partner)
9. Player behaviour
We expect all team members to treat others as they would wish to be treated, please remember that our League has members of all ages so the use of bad language should be kept to a minimum.
We also expect all matches to be played in a sporting manner; barracking and excessive noise whilst playing is not acceptable.
Consistent unsporting behaviour/conduct by any individual or team will be investigated by the Committee.
Any threatening or violent behaviour/conduct will result in the player/team in question being banned from our League.
League Rules Sep 19 2.pdf (410.97 KB)
1. General
1.1. These rules negate any other copy of the rules with an issue date prior to that on this copy.
1.2. The Stockport Licensed Houses Darts and Crib League (The League) shall be governed by a committee made up of several members of The League elected into office by team representatives. The positions of the Chair, Vice Chair, Secretary, Treasurer and Assistant will be elected annually at the Annual General Meeting (AGM) and the Fixture Secretaries will be elected into office at a pre-defined meeting at the end of the current running season.
1.3. The Committee are the sole interpreters of these rules and their decision is final. No correspondents will be entered into.
1.4. Wherever possible, no member of the Committee may run more than one league in order to minimise the possibility of mistakes being made.
1.5. Entrance to The League shall be determined from time to time at the AGM.
1.6. Teams wishing to enter The League in the following season must send a representative to The League meeting preceding the start of the season.
1.7. All clubs shall send a representative or their apologies to all meetings. Failure to do so will result in a fine. A list of fees and fines can be obtained from the Committee on request.
1.8. At the AGM, no single person can represent more than one team without prior agreement from a Committee representative. Any club not able to attend and wishing to use a proxy vote must contact their relevant Fixture Secretary for arrangements to be made.
1.9. Any club not fulfilling all obligations to The League, both financially or otherwise, may not be accepted into The League in the following season and will forfeit their Guarantee Fee (see rule 2.8).
1.10. All trophies remain the property of The League and are to be returned in a good, clean, tidy condition. No trophy is to be removed from the winning Pub/Club without the written permission of the Committee.
1.11. Any Winners of the monthly draw not claiming monies by the following League meeting will forfeit the prize, which will be returned to League funds.
1.12. Any team approached for sponsorship are to contact the Committee.
1.13. A player must be a minimum of sixteen years old to play in the league on match nights.
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1.14. In order that team secretaries have chance for fair discussion with their players on proposed playing rule changes to be voted upon at an AGM or EGM, the time limit for proposing any rules will be one month before the vote takes place. The committee will announce the date the vote will take place and requests for proposed rule changes some meetings prior to the deadline. No proposal for a rule change will be considered on the night of the vote.
2. Fees and Fines
2.1. All teams must pay a Registration Fee to join The League. This fee will be determined from time to time at the AGM. The committee reserves the right to request either all or a percentage of this fee before any team is entered into the coming season’s fixture list. The following conditions will apply:
➢ Teams will be invoiced for each seasons League Fees.
➢ Date of payment will be decided by the Committee.
➢ To participate in each season’s fixtures a team must pay the league fees by the due date.
➢ Non-payment will result in that team’s exclusion from the fixtures for that season.
➢ Late payment must be agreed with the treasurer (this must be submitted in writing).
➢ Late inclusions in the fixtures will be decided by the committee on a case by case basis.
➢ The Committee’s decision in each case will be final.
➢ If a team is excluded for a season (or part) through non-payment of League Fees they must re-join as a new team.
➢ New teams entering the League must pay a Guarantee Fee, the value of which will be determined from time to time at the AGM. This fee will be returned to the club when they withdraw from The League at the end of (but not during) their season provided the club has fulfilled all its obligations, both financial and otherwise. (See rule 2.7).
2.2. All teams must pay a Team Knockout Fee. This fee will be determined from time to time at the AGM.
2.3. A Presentation Night Fee is payable by all teams. This fee is to be paid in advance of the Presentation Night and will be determined from time to time at the AGM. All winning teams must send at least one representative to the Presentation Evening. If prize money/trophies are not collected on the night the team will have to arrange with the Committee to collect them. Any prizes not collected within three months of the Presentation will go back into the League funds.
2.4. All teams must pay a Registration fee for each player signed on. This fee will be determined from time to time at the AGM.
2.5. All teams must pay £2 meeting fee, this can either be paid in advance or at each meeting. If apologies are given for absence from a meeting, the £2 must be paid at the following meeting.
2.6. A fine will be levied on teams who produce late and/or incorrectly filled in result cards. This fine will be determined from time to time at the AGM and will be applied at the discretion of the relevant Fixture Secretary (see rule 3.22).
2.7. Any team failing to show at a League meeting without giving adequate notice to either their Fixture Secretary (preferably) or any other member of the Committee will be liable for a fine.
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2.8. All Fees - Registration, Guarantee, Team Knockout, Presentation Night and Player Registration - must be paid, in full, by the halfway point in the relevant division unless prior arrangement has been made with the Treasurer or their representative. Any fines must be paid by the end of the season. Failure to do so may result in the expulsion of the team and players from The League.
2.9. All financial changes are to be put to the League, in writing with an implementation plan. The deadline for any written notification will be set by the Committee but will usually be one month before the intended vote.
2.10. If a team (either home or away) fails to fulfil a fixture without giving 48 hours notice to their fixture secretary, then unless exceptional or unforeseen circumstances apply, that team will be liable for a £25 fine, which will go to the opposing team. The team liable for the fine will be given written notification and expected to pay the fine at the next League meeting after the notification was issued. Should the team fail to pay by this date they will be suspended from the League until such time as they pay. Any games due to be played while the team is suspended will be forfeit (including knockout matches) and any points awarded accordingly. PLEASE NOTE: Once it has been announced at any League meeting that a team has been suspended, it becomes the responsibility of the team representative at that meeting to inform their landlord/landlady of the situation. No further fines will be issued to a team under suspension and no further monies can be claimed. If a team is missing from any League meeting it becomes their own responsibility to find out any information relevant to them.
2.11. If a team fails to fulfil any outstanding fixture to complete a season when given the opportunity to play, that team will be liable for a £25 fine per missed game and be excluded from any knockout competition they are still involved in regardless of round (the opponent given a bye). They will also be suspended from the league until such time they pay any outstanding fines.
2.12. When a team fails to fulfil a fixture, either due to short notice cancellation or refusal the points for all darts, crib and slip up will be awarded to the opposing team with no win bonus points. Eg: 7-0 darts, 3-0 crib and 2- 0 slip-up.
3. All Leagues
3.1. All matches to be played on Monday Night (Mixed Divisions), Tuesday Night (Super League and Premier Division(s)) and Wednesday Nights (Ladies Divisions). Matches may only be postponed and/or rearranged through your Fixture Secretary and is at their discretion.
3.2. Throwing pitch to measure 7'9¼'' (7 foot 9 and a quarter inches), height 5'8'' (5 foot 8 inches) to centre of bull. Hypotenuse 9'7 2 5'' (9 foot 7 and two fifths inches). Standard treble board to be used of reasonable quality Fenders to be secured to the floor and to be at least 1'' (1 inch) high.
3.3. All matches in the Super League and Premier Division(s) to start at 8.30pm. Mixed and Ladies Divisions to start at 9.00pm. All Divisions: Seven players per team, 501 up, straight start, double finish. Ten minutes allowed between games. If players are not in attendance by the allotted times, unless prior arrangements have been made, (see rule 3.13), games may be claimed every ten minutes from 8.40pm Tuesday Nights, 9.10pm Monday & Wednesday Nights. Mixed and Men’s leagues – 3 games of crib (Mixed see rule 6.1). Ladies – 1 game of crib. Mixed and Ladies leagues – 1 game of slip up. The draw is still to be completed in the same way, ie; all seven names from both sides are to be included, then the claimed games discounted.
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3.4. Four players constitute a team. Where four players are available, match must be played. Ladies and Mixed teams see rule 6.3. Teams unable to field four players forfeit the match unless special circumstances apply.
3.5. The signing on forms must be in by the half way point of the current running season. Any teams not handed their form in will only be allowed to play the players on the first 6 match cards.
3.6. All players to be registered by one team only. Where a player has registered with two teams, the first team played for by the player holds the registration. A player is considered registered for the team as soon as they have played, regardless of when the signing on form is completed. No player shall play for any other League on the designated match nights, however, one off team knockouts and pairs/individuals may be an exception. Clubs playing non-registered players will be dealt with by the Committee. If a team folds during a season then players may request a transfer to another team. Transfer requests need to be in writing and will be considered on an individual basis. Full teams cannot transfer to other teams during the season, though teams may move venues. Individuals may request a transfer to another team during the season on condition that the registered team has no objection to the move. All transfer requests will be considered by the Committee on a case by case basis and will only be approved if no significant advantage can be seen to be gained from the move.
3.7. A ‘Team’ is represented by the majority of the players signed on. If, for whatever reason, the majority of the players decide to move venues, either during the season or at the start of a new season, the League position will be retained by the majority. On a dead 50-50 split, the venue gets priority.
3.8. No player shall play more than one game of darts in any one night excluding Slip Up and where rule 6.3 applies.
3.9. Callers from the home house and checkers from the away house to be in charge of the games. The away team captain has the right to object to the home team caller if he/she so wishes.
3.10. Players must be in call from 200. The two scores on the books must agree before the next darts are thrown. If the checker gives no shout, the score is assumed to be correct and the player counts down from the shout. It is the responsibility of the checker to stop the game before the next darts are thrown if the score is incorrect. Once the next darts are thrown, any errors made before the shout cannot be corrected and score will stand. For example, if the ‘shout’ was 146 but the ‘actual score’ should be 156, if no shout was forthcoming from the checker, the 146 will be deemed to be correct and the mistake prior to this shout cannot be corrected. Players must leave the darts in the board until the checker has shouted correct. Once game shot has been called by the caller and checker the game is over.
3.11. Only darts in the board self supported to count. If a dart goes at an angle under a wire then it’s the segment in which the dart enters the board that scores.
3.12. Centre bull counts as double finish.
3.13. The darts draw: The darts draw is to stand unless both captains agree otherwise. At the time of the draw, agreement can be made on the playing of substitutes. When a substitute game arises and the player drawn out is not in attendance, the game may be delayed until after the fourth game has been played. If, after the fourth game, the player drawn is still not in attendance then the substitute must be played. If the captains do not agree, draw to be strictly adhered to, when
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players are not in attendance when due to play, the substitute must be played immediately. If any player is not in attendance when drawn to play and there is no substitute available, the game may be claimed. Mixed teams must keep a 4:3 split of male and female - see section 6
3.14. Players cannot change darts once a game has started unless they are irreparable. If a player is seen to have changed darts then the opposing captain can request the offending player to revert back to the original set of darts. Failure to do so will result in the opposition being able to claim the game.
3.15. No member of any team is to touch any dart in the board until all darts have been thrown. Any darts that are touched are to be withdrawn and that score not counted and the throw ended regardless of how many darts have been thrown. Also, see rule 3.11 and 3.18.
3.16. All match scorebooks must be made readily available to League officials as and when required. Crib and slip up results also need to be recorded in the scorebook.
3.17. Crib: During a match no communication between partners is allowed as regards playing the game. For example, if the count is 23 a player cannot call ‘8 or less’ to their partner. The opposing team can request the players to stop however, if this happens after the request the opposing team have the right to re-start the game. See appendix for a full set of crib rules.
3.18. Slip Up: During a throw, if a scoring dart falls out then that score will not count. For example, first dart thrown scores double 4, second dart thrown scores 9 then first dart falls out, score required will be 4. Also, the touching of any darts in the board will end the throw regardless of how many darts have been used. Example, player throws 1 dart which is then touched by the checker, the remaining darts cannot be used.
3.19. If a team fails to fulfil a fixture without giving 48 hours notice to their Fixture Secretary, that team will be liable for a £25 fine.
3.20. All disputes, complaints or protests must be reported to the League Secretary, in writing, within one week of the dispute arising. The sum of £2 must be sent along with the letter of complaint/protest. Moneys will be forfeited should the complaint/protest be groundless but returned if it is a valid complaint.
3.21. Match Points: 1 point per game plus two points per team win (split points for drawn games in the Mixed and Ladies). Slip Up – 2 points per team win (1 point each for draw). Crib – 1 point per crib game.
3.22. Results cards must be in the possession of the relevant Fixture Secretary no later than 7.00pm on the Friday after the match. Mixed and Ladies - Home teams to have their cards signed by both teams, away card to be (Clearly) printed. Teams to keep their match score sheets until the end of the season to help with any queries.
3.23. Late and/or incorrectly filled in cards will be liable to a fine for the first two occasions then a two point deduction for every late and/or incorrectly filled in card after that. The fine shall be determined from time to time at the AGM and shall be applied at the discretion of your Fixture Secretary. Note Each team is responsible for their own card. If one team takes both cards and are subsequently late in returning them, both teams are liable for the fine.
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3.24. Teams withdrawing from the league:
➢ In the first half of the season - all points deducted.
➢ In the second half of the season – provided they have completed all first half fixtures – first half points to stand, second half points deducted.
4. Knock Outs and League Play-offs
4.1. Format:
➢ Men’s: Bull up for first game then alternate.
➢ Mixed: When not played on a neutral venue, the game will be played as per league rules – home team throws first in all legs. On a neutral venue, bull up first game, then alternate throw. Bull up seventh game if it’s a 3-3 draw.
➢ Ladies: Bull up first game then alternate throw. Bull up seventh game if it’s a 3-3 draw.
• If the match ends in a draw in the Mixed and Ladies divisions, the drawn game must be replayed. Where drawn player is unavailable, i.e. left the venue, game to be forfeited. If still no result i.e. drawn game ending in another draw, match to be replayed. Game to be played as the draw reads.
4.2. Crib: Best of three. Mixed Divisions, one man, one woman as per League match. Mixed and Ladies Divisions, same pair can play all three games. Winning team to follow winning darts team.
4.3. Slip Up (when played): One game round the board Mixed Divisions, one man, one woman as per League match. Bull up to have choice of arrows. The slip up team following the home darts team will be classed as the home slip up team when not on neutral venue. NOTE: There may be some flexibility as to the order of play, i.e. the slip up may be played first; the Fixture Secretary concerned with running the competition will notify teams of any change. The final of the slip up will be the best of three, Bull up 1st and 3rd games. No slip up will be played in the men’s knock out.
4.4. League playoffs (for first or second place etc.) will follow the above format except where there are more than two teams involved, in which case, alternative arrangements will be made. In the case of crib or slip up, the play off will be sudden death (i.e. one game only) unless stated.
4.5. All leagues: To be eligible to play in the knockout competition, a player must have played at least one game of darts during the regular season. This rule will not apply to the first set of games played in the competition (be it preliminary or round 1) as this may be played at or very near the start of the new season. In accordance with rule 6.2. playing the slip up counts as a game played.
5. Super League & Premier Division(s)
5.1. Super League- games to be best of five legs, Premier A & B- games to be best of three legs. Away team to lead off first in the first, third and fifth (where appropriate) legs of games 1, 3, 5 and 7. No arrows (i.e. not equal darts).
5.2. If team captains fail to agree on order of play rule 3.13 applies
5.3. If player busts, (scores more than the number required) the score shall not count. Player will revert back to their previous score.
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5.4. Players shall not be informed by anybody - captains, checkers or supporters - the double required. For example, the player requires 40 not double 20. The players have to work out their own double. The leg may be re-played if it is found that the player has been helped to calculate his finish.
5.5. Any darts thrown in error after scoring the double required shall not count as the leg or game is ended by the player scoring the double.
5.6. In the event of a drawn match (i.e. both teams only having six players and the score being 3 each) the winner will be decided by the number of legs won in the match. If the match is still a draw (equal number of legs won) then the winner will be the least number of darts thrown in the match.
5.7. Crib: Teams to have three players per side, players can play twice but not with the same partner. All crib results to be recorded in the scorebooks.
5.8. First Loser Rule: In the event of a team being unable to field a full seven players, a first eligible loser may be played again.
5.9. A first loser may not be used as a substitute. If a player named in the draw fails to show then a reserve may be played but that reserve must not have already played. If a team only places 6 names in the draw then the first loser must play game 7. Once the draw is done with 6 players no other player can be added even if an eligible player turns up. If any one of the 6 named players fails to show then this game will be forfeit and the first loser will still play game 7.
6. Mixed & Ladies Divisions
6.1. Both Leagues Darts; 7 players per match (excluding slip up), mixed divisions must have a 4:3 split of either Male: Female or Female: Male, crib and slip up teams must be 1 male and 1 female. Any mixed team playing more than 4 players of the same sex will have the points for the illegal player deducted and awarded to the opposition. Crib: Mixed play 3 games per match. The same two players can play all 3 games. Ladies – one game per night. Slip up: one game per night.
6.2. Both Mixed and Ladies teams can sign on players who just play crib and not darts. These players must be marked clearly on the signing on form and/or the relevant Fixture Secretary informed. Any player registered for “crib only” who subsequently play darts in any capacity (i.e. play slip up) will be classed as an eligible player and thus must be used as a substitute should the need arise (see rule 6.3). If a complaint arises that a first loser was played when an eligible player was available and the complaint subsequently found to be valid, any points gained by the first loser will be lost.
6.3. First Loser Rule: In the event of a mixed or ladies team being unable to field a full seven players, a first eligible loser in the mixed divisions and the first two losers in the ladies divisions may be played again. The Mixed teams must still keep a 4:3 split (see rule 6.1). For example, if the team has 4 male and 2 female players then it would be the first female loser (not necessarily the first loser) who would play again. If, in our example, both ladies won their games then game 7 would be forfeit. In the Ladies divisions, no player may play more than 2 games in any one night, excluding slip up. For example, if a team has 5 players, 4 win and 1 loses, the loser can play
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again. If she loses the second game she cannot play again as a ‘second loser’. Game 7 would have to be forfeit.
6.4. A first loser may not be used as a substitute. If a player named in the draw fails to show then a reserve may be played but that reserve must not have already played. If a team only places 6 names in the draw then the first loser must play game 7. Once the draw is done with 6 players no other player can be added even if an eligible player turns up. If any one of the 6 named players fails to show then this game will be forfeit and the first loser will still play game 7.
6.5. Ladies Divisions: After 48 darts, 3 clear darts at double one, then after 12 darts each at double one, teams to throw for any bull to win the game.
7. Miscellaneous
7.1. Any matters not covered by the league rules are the sole discretion of the current serving elected members of the Committee
7.2. From the above sections under the named documents and from advice from Stockport Council, the committee feel that a darts match is not the place a Child (under 16) should be and has decided to set a minimum age limit of 16 years old for any person to be eligible to play within the Stockport Licensed Houses Darts & Crib League. This will take immediate effect for all leagues and divisions within the league.
8. Appendix
CRIB: Object of the game.
To be the first to score 121 points or over (twice round the usual British design of board) accumulated over several deals. Points are scored mainly for combinations of cards either occurring during the play or occurring in a player's hand or in the cards discarded before the play, which form the crib or box.
Board and Pegs
The score is kept by means of a board and pegs. Starting at one end of the board, players peg their scores as they occur using their two pegs alternately: the forward peg shows the player's latest score, and the rear peg shows the previous score.
When a player scores, the rear peg is moved in front of the forward peg by the same number of holes as the score to show the new total. This enables scores to be easily checked and acts as a visible statement of the progress of the game. Players peg up on the outside of the board and back on the inside. The winner is the first to peg out by exceeding 120.
The design of the board to be used is a standard type shown below in the diagram:
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Drawing for Deal
The first deal is determined by cutting the cards. Two players cut cards with the lower card winning the deal and he/she has the first box or crib. If the cards are equal - and that includes both players cutting a ten card (10, J, Q or K) - there is another cut for first deal. The deal then alternates from hand to hand going round the players in a clockwise direction until the game is over.
Starting the Game.
The dealer shuffles the pack and then passes them to the person on their RIGHT who then cuts the cards. The dealer takes the cards left behind from the cut and deals 1 card to each player, starting on the dealers LEFT and going clockwise (the dealer being the last person to get a card), continuing going round until each player has 5 cards, returning any cards not dealt out to the top of the pack. If after the cut there are not enough cards to deal each player 5 then the dealer continues to deal from the top of the remaining cards after the cut.
Each player chooses a card to discard face down to form the crib (or more commonly known as the ‘Box’). These four cards are set aside until the end of the hand. The crib will count for the dealer.
Start Card
The player on the dealers LEFT then cuts the pack, lifting the upper part without showing its bottom card. The dealer takes out the top card of the lower part and places it face up on top of the pack. This turned up card is called the start card. It is not used during the play of the cards but in the show it will count for combinations as part of all players' hands as well as of the dealer's box. If the Starter is any of the four Jacks in the pack then the dealer’s team scores (pegs) 2 points, no other cards turned up as a Starter score any points.
Starting & Scoring During the Round.
The player to the dealers LEFT places a card face up on the table, shouting the value of that card. All cards count as their face value, face cards count as ten. The play moves clockwise, each player playing a card. As the cards are laid down, a count is kept of the total value of all cards played. The count cannot exceed thirty-one. If a player cannot play a card without causing the count to exceed thirty-one, he or she must call ‘Go’. The play then moves round to the next player in line and continues until thirty-one has been scored or everyone has called ‘Go’ The team playing the last card pegs 1 point for the ‘Go’ If a player makes a score of exactly thirty-one then he or she pegs 2 points (for ‘thirty-one’) instead of 1 point for the ‘Go’. A player cannot call ‘Go’ if they have a card who’s value would not take the score over thirty one, this card must be played.
Once ‘Thirty-one’ or ‘Go’ has been called, all cards played are turned face down, and play resumes with the count at zero. The player that is to the left of the player who played the last card then leads the first card and play continues in the same way for as many rounds as is necessary. The player playing the last card in the round also earns their team a point (for ‘Last Card’).
Please note: it is never possible to score "one for last" and "31 for 2" at the same time. They are alternatives. If you make exactly 31 for two points just peg those two points - you do not get an additional "one for last" in this case.
A player who makes any of the following scores during the play pegs them immediately.
15:
If you play a card which brings the total to 15 you peg 2 claiming Fifteen two.
31:
As mentioned above, if you play a card which brings the total to exactly 31 you peg 2.
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Pair:
If you play a card of the same rank as the previous card (e.g. a king after a king) you peg 2 for a pair. Note that (for example) a 10 and a queen do NOT make a pair even though they are both worth 10 points.
Pair Royal:
If immediately after a pair a third card of the same rank is played, the player of the third card scores 6 for pair royal.
Double Pair Royal:
Four cards of the same rank played in immediate succession. The player of the fourth card scores 12 (this can only be achieved with cards that rank 7 or less).
Run:
A run or sequence is a set of 3 or more cards of consecutive ranks (irrespective of suit) - such as 9-10-jack or 2-3-4-5. Note that ace is low so, for example, ace-king-queen is not a run. The player of a card which completes a run scores for the run; the score is equal to the number of cards in the run. The cards do not have to be played in order, but no other cards must intervene.
Example: cards are played in the following order: 4-2-3-5-6. The player of the 3 scores 3 for a run, then the player of the 5 scores 4, and the player of the 6 scores 5.
Another example: 4-2-3-4-3. The player of the first 3 scores 3 for the run 4-2-3. Then the player of the second 4 score 3 for the run 2-3-4. The player of the second 3 scores nothing because the 3 does not complete a run.
Another example: 4-2-6-5-3. The final 3 scores 5 points for a 5-card run. Nothing is scored before then, because there is no run until the 3 is played.
Last Card:
If neither player manages to make the total exactly 31, whoever played the last card pegs 1.
Note that to score for pair, pair royal, double pair royal or run, the cards must have been played consecutively during a single round of play. If one player had to say "go" while the combination was being formed, the combination is still valid, but if all players are unable to play, causing a new round of play to be started from zero, all combinations are started afresh.
The Show
After all the cards have been played the players now retrieve the cards that they put down during the rounds and score for combinations of cards held in hand. First the non-dealer's hands are exposed, starting on the left and going clockwise, and scored. The start card also counts as part of the hand when scoring combinations. All valid scores from the following list are counted.
15:
Any combination of cards adding up to 15 pips scores 2 points. For example king, jack, five, five would score 10 points altogether: 8 points for four fifteens, since the king and the jack can each be paired with either of the fives, plus 2 more points for the pair of fives. You would say "Fifteen two, fifteen four, fifteen six, fifteen eight and a pair makes ten".
Pair:
A pair of cards of the same rank score 2 points. Three cards of the same rank contain 3 different pairs and thus score a total of 6 points for pair royal. Four of a kind contain 6 pairs and so score 12 points.
Run:
Three cards of consecutive rank (irrespective of suit), such as ace-2-3, score 3 points for a run. A hand such as 6-7-7-8 contains two runs of 3 (as well as two fifteens and a pair) and so would score 12 altogether. A run of four cards, such as 9-10-J-Q scores 4 points (this is slightly illogical - you might expect it to score 6 because it contains two runs of 3 (9-10-J and 10-J-Q), but it doesn't. The runs of 3 within it don't count - you just get 4), and a run of five cards scores 5.
Flush:
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If all four cards of the hand are the same suit, 4 points are scored for flush. If the start card is the same suit as well, the flush is worth 5 points. There is no score for having 3 hand cards and the start all the same suit. Note also that there is no score for flush during the play - it only counts in the show.
One For His Nob:
If the hand contains the jack of the same suit as the start card, you peg One for his nob.
Nineteen:
It is impossible to score nineteen in hand or in box. If you think you have, then you should either stop playing or stop drinking. Nineteen is proverbially used as a term to indicate a worthless hand.
Note that when scoring a hand, the same card may be counted and scored as part of several different combinations. For example if your hand is 7 8 8 K and the start card is a 9 you score Fifteen 2, fifteen 4, and a pair is 6, and a run is 9 and a run is 12 - 12 holes to peg, with each of your 8s forming part of a fifteen, a pair and a run.
After non-dealer's hand has been shown and the score pegged, dealer's hand is shown, scored and pegged in the same way. Finally the dealer exposes the four cards of the crib and scores them with the start card. The scoring is the same as for the players' hands except that a flush in the crib only scores if all four crib cards and the start card are of the same suit. If that happens the flush scores 5.
Winning the game.
As soon as someone reaches or passes 121, that player wins the game. This can happen at any stage - during the play or the show, or even by dealer scoring two for his heels. It is not necessary to reach 121 exactly - you can peg out by scoring 2 more when you were on 120 and still win. All that matters is that your opponent's pegs are both still on the board. Because of this, the order of counting is important near the end of the game. During the show, the player to the dealers left always counts his/her hand first, and if he/she is able to reach the 121-point mark, the game is over, and the remaining players are not permitted to count their hands or the Box.
Miscellaneous.
During the game, no communication between the pairs is allowed regarding what cards to play (for example, if the count is 23, a player may not shout ‘8 or under’ to their partner)
9. Player behaviour
We expect all team members to treat others as they would wish to be treated, please remember that our League has members of all ages so the use of bad language should be kept to a minimum.
We also expect all matches to be played in a sporting manner; barracking and excessive noise whilst playing is not acceptable.
Consistent unsporting behaviour/conduct by any individual or team will be investigated by the Committee.
Any threatening or violent behaviour/conduct will result in the player/team in question being banned from our League.
League Rules Sep 19 2.pdf (410.97 KB)