PAPHOS PUB DARTS RULES
PAPHOS DOMINOES LEAGUE RULES
The game uses a standard set of Western double-six dominoes-28 tiles in all.
The game can be played by two or four players (2 pairs).
A cribbage board is useful for scoring ,since scores are totalled as they are made and not at the end of the hand.
The size of the hand varies with the number of players :-
2 players get 7 tiles each
4 players get 6 tiles each
The rest of the tiles form the boneyard.
The first player in the first hand is determined by lot – eg. Before the deal each player draws a tile and the one with the greatest number of pips starts.
In the following hands ,the turn passes to the left. The lead can be any tile in the player’s hand.
Play is clockwise. Each player in turn must play a tile if possible, adding it to end of the layout, matching the inward end of the played tile with the outward end of the tile it touches in the usual way. Doubles are turned crosswise and count as the total of their pips for scoring purposes.
If a player cannot play a tile, he must knock, and it is the next player’s turn. It is illegal to knock when able to play a tile.
The play continues until one player dominoes or “Chips out” (Plays his last tile) or until all players are blocked. In the partnership game for four players play continues until both players of one team have chipped out – so a game can be blocked if only two players, one from each team, still have tiles.
After a player has added a tile to the layout, the two open ends are totalled. If this total is a multiple of five, three or both, the player immediately scores the number of fives and/or threes in the total. The possible scoring totals are :-
3 – 1 point
5 – 1 point
6 – 2 points (Two threes)
9 – 3 points (Three threes)
10 – 2 points (Two fives)
12 – 4 points (Four threes)
15 – 8 points (Three fives and five threes)
18 – 6 points (Six threes)
20 – 4 points (Four fives)
Note the doubles score the total of their pips only if they are at the open end of the layout. So 15 is made by having the (5-5) at one end and a five at the other or (6-6) at one end and a three at the other. For 20 you need (6-6) and (4-4) at the two ends.
A player who chips out, in the individual game, or a team which both members chip out scores one point for this. If the game is blocked, no one scores this point.
The score is kept on a cribbage board, the first player of each team to reach exactly 61 wins. A score that would take the player’s or team total over 61 is disregarded. For example if a player scores 4 points when his score is 58, then his score remains at 58.
If a player plays their last tile and this creates a scoring total, then for the purposes of ending the game, the point for chipping out is scored at the same time as the normal score in play, and if this takes you over 61, the score is disregarded. So for example if a player has 59 on the board and plays their last tile to create a total of six on the ends of he layout, the player will have scored 3 points- Two points for the total of six plus one for playing the last tile and this is too many and the score remains at 59.
Cribbage is played with a fifty two card pack, Aces are low. Each round in the game is scored and the scores are counted on a cribbage board. The first player to get 121 points or more, there and back again on the board, wins. All three games must be played and each game, regardless of winning margin, receives one point.
Cut the cards, the player with the lowest card wins the deal. The dealer shuffles and presents the cards to the other player to cut and then deals six cards each, the other player goes first. The deal alternates throughout the game. If an incorrect amount of cards are dealt then the same dealer will deal the cards without penalty.
One player from each side will cut the cards, the player with the lowest card wins the deal. The dealer shuffles the cards and presents them to the player on his right to cut and then deals five cards each, the player to the dealers left goes first. The deal alternates throughout the game. If an incorrect amount of cards are dealt then the same dealer will deal the cards without penalty.
Each player throws away two,
one in doubles, of their cards leaving them with
four cards each. The four cards which have been thrown away form the
crib. Later the dealer will get to count the crib in his own score.
No-one is allowed to look at the crib yet.
The player who did not deal, or the player to the dealers left in doubles, cuts the pack and the dealer turns over the top card, this card is the Starter.
If it is a Jack this dealer
immediately says "two for his heels" and gets two points and can be
taken at all times even when this allows the dealer to win the game.
The game starts with either the non dealer or the player to the left of the dealer in the case of doubles.
Players take it in turns to lay a card from their hand and say what all the cards that have been laid add up to. Keep your hands separate, you will need them later.
Each player must continue to play if they can lay cards that don't make the total score over 31. If a player can't go they must say "Go" and the other player or players will lay as many of their cards as they can until they are as close as they can get to 31.
When a total of 31 are reached, or as close as the cards will allow, players start again from zero. Cards that were played in the last round are turned face down. If one player has been out they are back in when the count begins again. You do this until all the cards have been laid even if it means that one player has to do a round on their own.
In any round a player that makes the total fifteen gets 2 points, the player that lays the last card in any round gets 1 point "for the Go" or 2 points if they manage to hit 31 exactly.
As you lay the cards you can also get points for making pairs and runs. So player one lays a seven of Diamonds, player two a seven of Hearts and gets 2 points for the pair, player one then lays seven of Spades and gets 6 points and player two lays seven of Clubs and gets 12 points. Play then continues up to 31 in the normal way.
Or, player one lays a two, player two a three, player one a four and gets 3 points for the run. If player two then lays a five he gets four for the run. These can be played in any order eg. Two , four, three.
The player that did not deal lays his cards in front if him and counts up the scores that come from those four cards and the Starter, making a five card hand. You can use every card as many times as you want in a different combination of scoring hands, so three queens count as three different pairs. Then the dealer counts his own hand and then the dealer turns over the crib and counts that, so the dealer will generally score the most and it is important to deal alternately.
A player may request assistance from another member of their team to count their score either in doubles or singles.
In doubles the player to the left of the dealer calls their score first followed by players in a clockwise direction.
Scoring in the show
In the show you score for
your cards as follows, picture cards counted as ten, aces are one.
If the Starter is not a Jack and you have the Jack of the same suit you get "One for his Nob", 1 point. This can be counted if it is the only point in a player’s hand.
Fifteen, two cards that make fifteen, 2 points
Pair, two cards of the same rank, 2 points
Pair Royal, three cards of the same rank, 6 points
Double pair royal, four cards of the same rank 12 points
Run, three or more cards in ranking order, 1 point per card
Flush, four cards of the same suit in one hand 4 points.
A flush when counting the box must have all five cards of the same suit five points.
If your opponent notices that you have missed a score that you might have taken he calls "Muggins" and takes that score for themselves, so it's important to concentrate and ask for a team member’s assistance if unsure when you are scoring.
(1) Most players do not take advantage of a player that declares a short hand but a player may take these points without feeling of guilt.
(2) Where a player challenges an opponent’s incorrect called score and has not counted the score correctly themselves then the difference between the declared and actual points are not taken.
(3) A player who persistently overcalls their score or challenges an opponents score that is proven o be called correct then the captain should be informed and that particular game will be awarded to the other player.
After the Show you deal again and play another round. You keep playing until someone has scored 121 or more.
The penultimate week of each round shall be left blank for any postponed games to be played. Should mutual agreement be reached then games may be played at a time suitable to both teams but must be no later than the penultimate week
PAPHOS PUB LEAGUES RULES.
LEAGUE WEBSITE:- PAPHOS PUB LEAGUES
THE LEAGUE SHALL BE KNOWN AS THE PAPHOS PUB LEAGUES.
THE LEAGUE SHALL BE SPONSORED BY BUDWEISER
PARTICIPATION IN THE LEAGUE BY A TEAM AND ITS' REGISTERED MEMBER REQUIRES FULL ACCEPTANCE AND COMPLIANCE WITH THE RULES OF THE PAPHOS PUB LEAGUES.
EACH TEAM CAPTAIN WILL BE RESPONSIBLE FOR THE BEHAVIOUR OF HIS PLAYERS AND SUPPORTERS ANY PLAYER FOUND TO BE NOT BEHAVING IN THE SPIRIT OF THE LEAGUE WILL BE BANNED.
TEAMS SHALL PAY A REGISTRATION FEE OF 40 EURO PER SEASON AND CAN PLAY ANY PLAYER WHO HAS NOT PLAYED FOR ANOTHER TEAM WITHIN THE SAME SEASON.
PLAYERS MAY REGISTER FOR ONE TEAM IN, FOR EXAMPLE THE POOL LEAGUE AND ANOTHER IF THEY WISH IN THE CRIB LEAGUE AT A DIFFERENT VENUE, BUT ONLY ONE TEAM IN EACH LEAGUE.
PLAYERS FULL NAMES MUST BE PUT ON SCORE SHEETS TO BE REGISTERED.
TEAMS SHALL CONSIST OF NO LESS THAN FOUR PLAYERS ON A MATCH
NIGHT. SIX FOR DARTS.
THE WINNER OF EACH LEAGUE WILL BE AWARDED A TROPHY WHICH THEY WILL KEEP AND A PERPETUAL SHIELD WHICH THEY SHALL KEEP FOR THE DURATION OF THE NEXT LEAGUE.
THE SECOND TEAM WILL ALSO RECEIVE A TROPHY WHEN A LEAGUE HAS OVER EIGHT TEAMS.
THE THIRD TEAM WILL RECEIVE A TROPHY WHERE A LEAGUE HAS TEN OR MORE TEAMS
THESE SHALL BE COLLECTED WHEN THE TEAM PLAY AT THE CAPTAINS MEETING AT THE START OF THE SEASON TO AVOID CHASING ROUND AT THE END OF THE SEASON COLLECTING FEES.
A PLAYER MAY TRANSFER PROVIDING BOTH TEAM CAPTAINS AGREE AND THE LEAGUE ARE INFORMED AND HAVE AGREED TO THE TRANSFER.
How to start the game
The balls are racked
1.1A Away team be given 10/15 minutes practice providing they arrive in time allowing game to start on time
1.1B An area is to be reserved for the away tea (6-8 seats)
1.1C The start time shall be 7pm. Where due to prior commitments a team know they shall be late then a match may start at 7.30 providing the opposing team have been informed.
1.1d 9ft tables may be used
2. Order of play is determined by the flip of a coin. The winning player can decide if they wish to break or not. All following games will alternate between the two teams.
2a) The three doubles games are played first, one frame, followed by six singles best of three.(if a player takes the first two frames he is given the third)
2b) One point shall be awarded per game won (doubles one point per game total 3 points and singles one point per game eighteen points) giving a total of 21 points per night.
3. The opening player plays at the object balls from baulk. The object balls must be scattered around the table to be classed as a “fair break”.
i. Failure to do so is a foul break and will result in the balls being re-racked.
ii. The opposing player then starts the game with two visits.
4. If the black is pocketed from the break shot, the balls will be re-racked and the same player will restart the game. No penalty will be incurred. This applies even if a foul shot is played
5. If the Cue Ball is potted on a fair break it is penalised by the turn passing to the opponent who will have 2 visits.
6. Colours are determined by the first legally potted object ball. If one or more balls of both sets of object balls are potted then that player must nominate his group of object balls before playing their next shot.
7. If a foul is committed, before groups are decided, then those balls are ignored in determining the groups to be played.
8. If a ball or balls , are legally pocketed this entitles the player to one additional shot and this continues until the player either:
i. Fails to pocket one of their own set of allocated balls, or;
ii. Commits a foul at any time.
1. In off (white pocketed)
2. Hitting an opponent’s ball before hitting one of your own.
3. Failing to hit any ball with the white.
4. Jump Shot.
5. Hitting the black ball before hitting one of your own if there are balls of your own colour remaining.
6. Potting any opponent's ball.
7. Ball off the table.
i. Any object ball shall be returned to the back cushion behind the black spot, or as near as possible to that spot without touching any other ball, in direct line between that spot and the centre of the baulk line.
ii. If the white, then the white played from in hand.
8. If a player's body or clothing should touch any ball.
9. Player not having at least part of one foot on the floor.
10. Playing or touching with the cue any ball other than the white.
11. Striking the white with any part of the cue other than the tip.
12. Playing out of turn.
13. Playing before all balls have come to rest.
14. Playing before any ball(s) require re-spotting.
15. Striking the white with the cue more than once.
16. Playing a push shot.
17. Failing to nominate when required to do so.
18. Foul break as defined in rule 3.
19. If a player in a doubles match converses with their partner after the player has addressed the table. A player hay converse with their partner after potting each ball.
1. The offending player loses their next visit to the table, giving their opponent two visits to the table.
** Player warned first instance then gives away two shots for any further infringement during the game.
2. If the white has come to rest on the playing surface, then the player having two visits may proceed to play from where the white lies, or the white may be played from behind the baulk line. Moving the white to behind the baulk line does not count as a shot, or visit.
3. On the first shot only of the first visit, the oncoming player may, without nomination, play the white on to any ball without penalty, including any opponent's ball, or black ball.
i. If any object ball is pocketed directly, or by combination, the player is deemed to have pocketed a legal ball, and continues with the first visit.
ii. The player must not pot the black ball, unless they are on the black ball.
4. When the player fails to pot a ball on the first or subsequent shot of the first visit, play then continues with the second visit.
Finishing a Game
1. If a player pockets the black ball before all the balls in their own group, the player loses the game.
2. A player going in off the black ball when the black ball is pocketed loses the game.
When two shots are awarded on the black the only foul shot that can occur is missing the black and the white going in off or leaving the table.
3. A player pocketing the black ball and any other ball on the same shot will lose the game. Except following a foul when only the black ball and ball(s) of the opponents group are on the table, then with the first shot of the first visit, the player may legally pocket the black ball as well as ball(s) of the opponent's group by any combination and in any order.
4. A player who clearly fails to make any attempt to play a ball of their own group will lose the game.
4a If after consultation with the referee a player may only get out of a snooker by playing a foul shot then a re-rack shall be called.
5. If a player seeks to gain advantage by deliberately touching a moving ball or retrieving a ball dropping into the pocket he/she shall lose the game.
1. Touching opponent's ball or black ball - the player MUST play a ball of their own group.
2. Touching any ball the player is legally entitled to play - the player must play away from the touching ball, and be deemed to have played that ball.
Player in control
In doubles a player may talk with his partner during their visit to the table up to the point where the player touches the table with anything prior to taking their first shot.(See penalty above)
In singles a player is said to be in control of the table from the time their body, cue, or clothing touches the table prior to their shot, throughout the visit, and up until the opponent does likewise prior to their visit. Any balls falling in when a player is in control shall be deemed to have been part of that players visit.
There have been instances where non playing players have called out and put off the players at the table and this must stop.
Players are requested to allow the players at the table to play their match without any comments and also allow them unobstructed access to the table throughout their match.
A game may be postponed due to eg:- A religious reason if notified the opponent and league seven days before the match was due to take place. The rearranged match must take place within seven days of the original match.
A minimum of 24 hours must be given for any match cancelled. A team that fails to arrive shall have the game rescheduled at a mutually agreed date and lose the three doubles games. Should the team not arrive on the mutually agreed date then the opposing team shall receive a total of 14 points being the average of the winners of the winter 2014 and summer 2015 season
N.B INDIVIDUAL POINTS SHALL BE AWARDED FOR ANY GAME NOT PLAYED AGAINST AN OPPONENT.
The Referee will follow the above rules and their decision will be final.