Beantown Soft Tip Dart League



Rules governing the game, to include conduct:
Each team will play three team games, along with four individual games. The games and rules are outlined below. Each individual is responsible to pay a $20.00 entry fee for each season, plus there is a $50.00 team fee. This money will be used for administration and banquet expenses.

The league officer will keep all receipts, as well as a bank account. Each team captain is responsible for making sure the scores are correct on the league point sheet. Any mistakes or misquotes are the team captains' responsibility. (Note: All rules are subject to change as the league evolves) 

Board Setup

The board setup is really quite simple. Mount the dartboard on a wall, with the center of the double bull 5 feet 8 inches from the floor. Place the toe line 7 feet, 9 1⁄4 inches from the double bull's-eye. (Tape measure goes on the double bull and measure out from there)


Starting a Match

Team rosters for all games are to be filled out prior to the scheduled starting time of the match. On the schedule, each team will be designated as "home" or "away." The away team shall start the match first. No coin toss or closest to the bull's-eye. In each successive game, the team that started first will then start second in the next match. In other words, the home team shoots first in the second game, away in the third, etc. 


Ending a Match

At the end of the matches each week, it is the team captains responsibility to ensure that all BSDL property is properly locked and secured in the BSDL boards. All markers, papers, cases, outboard and electrical items must be properly placed away.


Scoring on an Electronic Dartboard

  1. The score recorded by the machine is the score that the player receives. The player accepts the score as right, but should check to see the score is accurate before taking out the darts. Once the darts are taken out of the board, the score cannot be changed. The only exception to this is the last dart or 'out' dart. This dart has to stick in the board to be called a winning dart. But if the dart does not stick and the board awards the win, the machine is right and the game is over. If the machine fails to score and the rules were followed (I.E. player has 24 left, first dart hits and sticks in the 9 but does not score, the next dart hits the 15 and scores) the scorekeeper will register the win.
  2. If for any reason the dart hits the board but does not score, the team captain will call for a stop game and both captains will approach the board to verify, but only the scorekeeper is allowed to touch the dart.
  3. Darts thrown at the board that either bounce off or stick anywhere other than a number shall be considered a thrown dart, and cannot be thrown again in that turn. If a player throws darts at the board and the turn button has not been reset, that dart shall be considered a thrown dart, and any point scored shall not be taken away from the other team. This is why it is so important for each team to remember to hit the player button on the scoreboard!


Scoring on a Regular Dartboard

Scoring on a regular dartboard will be as in any other league. A dry-erase scoreboard will be used with dry-erase markers. Each team is responsible to keep score in every game. The home team will keep score first and alternate with the away team every other game. Only darts that remain in the board after the third throw will count as scored darts.


Throwing area

The area directly in front of the assigned dartboard, not to exceed either dartboard on the left or right, is considered the official throw area. Up until the first dart is thrown, a team or player may leave the area. Once a dart has been thrown in match play, a team or player is not to leave the area. Only players or teams that are playing can be in the throwing area -- nobody else is to be in the way of the players or teams involved in the match. The toe line is not to be breached, (not one part of the foot can be in front of the toe line, players can be on the sides or behind the line but never in front of the line). Once a player has thrown their darts, they must move to the side so the next player can shoot their darts and not be in the way.


Fouls/Conduct Code

  1. The following items constitute fouls. Committing a foul may lead to loss of turn, loss of game, loss of match, expulsion from bar, or expulsion from the league and tournaments. Team captains will determine if a foul has occurred, with a league officer serving as the final judge.
  2. Fouls must be called within the round in which the foul has occurred.
  3. Distracting behavior by opponents while a player is throwing is not allowed.
  4. Throwing darts while any part of the foot is in front of the toe line is a foul. Stepping over the line during a player's round before the third dart has been thrown will end that player's turn. Only darts remaining on the board may be scored.
  5. The lineup must be adhered to at all times. If a player throws their darts out of turn, that team or player will lose their round and the opposing team will shoot twice.
  6. If a player throws their darts out of turn and all three darts have been thrown before the infraction has been noticed, the game will proceed as normal, except the game will be revert back to the opponents turn, keeping the score as is. If a player throws one dart out of turn and notices it, the game is stopped, reverted back to the regular player's turn and play will resume. Once back to the player in question, that player shoots their darts, minus the darts already thrown.
  7. Any team or player that commits three fouls in one game will forfeit that game.
  8. Players are expected to act in courteous and respectful manner when representing the BSDL dart league. Disrespect to other BSDL members/bar staff will not be tolerated and may result in removal from league. Damage to BAR or BSDL League property will result in automatic removal from league. No refund of fees paid will be given. Responsible party is also required to pay all costs incurred to repair said damage.



601, double in and double out

This game is a three-man team game. Both teams will fill out the roster before the match starts. The team that shoots first has to get a number (Double In) on the outside scoring ring of the board to enter the game, which begins with each team at a score of 601. Once in the game, darts score as normal, including the double and triple rings. The object of the game is to reach an exact score of 0. But a team may only reach 0 by scoring another double to end the game (double out). If a player scores more in one turn than is remaining to reach 0, that player "busts," ending the turn and reverting back to the score before the first dart was thrown. Only the team members playing in the game can give advice to each other. No other member or other team should shout out numbers, as that is considered poor sportsmanship.

Cricket w/ Points

"Cricket," also known as "Chase," is played as a two-player team game. The game uses the numbers 20 through 15, plus the bull's-eye. The object of this game is to throw three darts at each number to close that number. Doubles are two times that number and triples are three times that number. A team that hits a number three times before the other team can use that same number to add points to their score, otherwise known as "pointing." As long as a number is closed on one team, that team can point the other team as much as they would like. Once the other team "closes" that number by hitting it three times, the number is no longer worth any points for either team. The game is won when one team has all numbers closed and has more points than the opponent. Again, only the two players on the team involved in the game should discuss strategy. NOTE: Each person is only allowed to play a maximum of 7 Cricket games per dart season. Playing more than 7 games in a season will result in game disqualification.

301, double in and double out

This game follows the same general rules as 601, except it is played as an  individual game, 1 on 1. In this game, the score begins with 301, instead of 601. Only the team captain or alternate captain should give advice to the player.



All teams can have up to three alternates on their team. An alternate is a player that shows up to games when they can, i.e. due to work or other commitments. An alternate will pay half of the seasonal fee ($10.00) to legally be able to shoot a game. An alternate is able to receive any, if not all, of the awards being given out at the end of a season.



All players must be on time, which means they should arrive before the scheduled starting time of a match. Any alternates must be marked in parenthesis () on the roster before the first game begins. All players should inform their captains if they are not going to be able to attend that week’s match.


New players

New players can join the league any time up to the halfway point of the season. Team captains will determine who plays on their team. If such a time that a large number of new players want to join and the teams in the league are at full capacity, the league officers will hold a special meeting to determine if a new team should be formed to allow for the new players. If more new players are interested before a season begins, a "rookie night" will be held, and team captains will determine who plays on each team. If an influx of players is left over, the league will decide if it warrants the formation of a new team at the league's expense.