BASIC RULES
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The Legion prohibits the wearing of sandals and food and drink from an external commerce.
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- Each
week, 6 games will be played, with Game 6 being a double-in game.
- A
team lineup is decided at the beginning of game 1. The rotation can
be different from week to week.
- Each
team will consist of 4 players when possible. When a player is
missing, a spare will be assigned if available. If no spare is
available, a dummy will be used when there is an uneven number of
players on both teams.
- When
a team of 3 or less players plays a team with 4 players, the team of
3 or less will be required to record a spare or a dummy in order
that an even number players on both teams. When a spare is not
available, a dummy will be required for each missing player on the
team or to make the number of players on each team even.
i.e. When team A has 3 players and team B has 4 players, then team A must add a dummy to their list.
The number of players on each team must be equal
- The
spare(s) and dummy always start game 1 at the bottom of the list of
regular players and the dummy follows any spares. The spare will
rotate with the regular players. The dummy does not rotate, staying
at the bottom of the list through all games.
- The
dummy will have a constant score of 26. The dummy stops scoring once
the team's score is under
100.
- Each
game starts from 501. The teams will diddle to determine which team
starts the first game. The losing team of each game after will start
the following game until game 6 (see below).
- For
games 2 - 5, the teams will rotate players in order of the lineup in
game 1. The first player throws first in game 1. The second player
will throw first in game 2. The third player will throw first in game
3. The fourth player will throw first in game 4. The first player
will throw first in game 5.
- In
game 6, it is necessary to double-in to start the game. The teams
will try to double-in starting with the second player who played in
game 5. Once a team player has doubled-in, that team may start
scoring. The opposing team must also double-in and their game will
only start once they have doubled-in.
- In
the instance where both teams are at double one, each player must
have 2 attempts to double-out. Once all players have had 2
attempts, then the teams will throw three darts to try to
double-out.. Once both teams have had two attempts per player at
three darts, then each player will throw a single dart at the bull.
The closest to the bull will record the win and the finish will be
recorded as a 2.
- When
the score is above 99,
if a player shoots a 0 score or busts the attempt, then 0 must be
recorded as their score, not a line, a blank box or any other figure.
When a score is omitted from the score sheets, a 2 will be recorded
for their attempt.
- The
name of the person who finished a game and his full finish score must
be written on the score sheet for each game. When no score is
provided, the default score will be 2. Should no name or score be
provided, an attempt will be made to find out who the finisher(s)
were and a default of 2 will be given as a score.
- When
a game is finished with a Double Bull (50), this should be noted at
the bottom of score sheet. Write the full amount of the finish but
note that the double out was a 50.
- Please
put one
line under
the score which brings the team under 100 and only one line, no other
lines on the score sheet.
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