McDONALD’S AMUSEMENTS INC

DART LEAGUES

BYLAWS AND RULES

 

AS A TEAM OR A PARTICIPANT YOU MUST ABIDE BY THE McDONALD’S AMUSEMENT INC.  DART LEAGUE RULES AND BY LAWS.

 

THE DART LEAGUE PROGRAM WILL BE DETERMINED BY THE LEAGUE COORDINATOR. THE PLAYER BOARD (IF ACTIVE)  WILL HAVE IMPUT ON A VARIETY OF SUBJECTS SUCH AS DIFFERENT LEAGUES TO ESTABLISH WITHIN THE PARAMATERS OF THE LEAGUE SYSTEM, GROWTH AND OTHER ISSUSE AS RELATED TO THE OVERALL WELL BEING OF THE LEAGUE, UNDER THE DIRECTION OF THE LEAGUE COORDINATOR.

 

THIS LEAGUE AS DIRECTED WILL BE A TRAVEL LEAGUE: YOUR TEAM WILL BE REQUIRED TO TRAVEL FROM YOUR HOST LOCATION TO ANY LOCATION WITHIN THE LEAGUE SYSTEM. (WHEN LEAGUES ARE DEFINED, THE LEAGUE COORDINATOR IS SENSATIVE TO DISTANCE AND CONDITIONS OF TRAVEL, BUT TRAVEL DISTANCE AND LOCATIONS OF PLAY CAN NOT ALWAYS BE GUARANTEED. THERE MUST BE A BALANCE OF DIVISION AND TEAMS TO CREATE A STRONG LEAGUE CONTINUICITY.

 

THE LEAGUE WILL BE AN OPEN LEAGUE: WHICH CONSISTS OF 4 PLAYERS,  EITHER  ALL MEN, ALL WOMEN, OR A COMBINATION OF MEN AND WOMEN. ALL SIGNUPS WILL BE COMPLETED ONLINE AT WWW.MBPOOL.COM

 

TEAMS: A TEAM WILL CONSIST OF (4) PLAYERS YOU CAN ROSTER UP TO (8) PLAYERS FOR THE SEASON (PLAYERS CAN BE MALE OR FEMALE)

 

OTHER LEAGUES: WILL BE DEVELOPED ON DIFFERENT NIGHTS OR IN-HOUSE LEAGUES WILL BE PLAYED ON A DIFFERENT NIGHT (WITH THE EXCEPTION OF DIVISIONALIZING A LEAGUE BY TEAMS OF DIFFERENT SKILL LEVALS) BUT WILL USE THE SAME BASIC RULES AND BY-LAWS AS PRESCRIBED IN THIS PRINTING.

 

LEAGUE PLAY: BEGINS PROMPTLY AT 7:30 PM

 

ALL LEAGUE MATCHES ARE SCHEDULED TO BEGIN AT 7:30 PM, WITH A GRACE PERIOD OF (15) MINUETS:  THERE IS A (2) MINUTE TIME LIMIT FROM WHEN THE HOST CAPTAIN CALLS A MATCH TO BEGIN. YOU MUST HAVE AT LEAST (2) MEMBERS OF THE TEAM PRESENT TO BEGIN A MATCH.

 

ANY PLAYER NOT AT THE DART BOARD WHEN THEIR MATCH IS SCHEDULED WILL BE GIVEN A FORFIET: THE OPONENTS WILL ADVANCE THE PLAYER POSITION FORWARD TO AVAIOD A GAME DELAY .YOU CAN NOT PLAY A MAKE UP MATCHES THAT HAVE BEEN PLAYED. BUT, YOU CAN PLAY THE REMAINING MATCHES THAT ARE SCHEDULED FOR THAT EVENING.

 

IF YOU BEGIN WITH A TEAM: YOU MUST REMAIN A PLAYER ON THAT TEAM UNTIL THE END OF THE SEASON, UNLESS YOU RECEIVE A WRITTEN RELEASE FROM THE LOCATION OWNER/SPONSOR OF THAT TEAM.

 

YOU CAN NOT BE A FLOATING SUB: YOU CAN ONLY BE ON ONE TEAM PER DIVISION OR LEAGUE. SUBS WILL NOT BE ALLOWED DURING A MATCH ROUND. (IE; PLAYER “A” PLAYS A COUPLE OF GAMES, PLAYER “B” COMPLETES THE MATCH)

 

IF YOU ARE NOT ALLOWED IN A LOCATION: FOR WHATEVER REASON, YOUR TEAM MUST STILL PLAY AT THAT LOCATION WITH OUT THE BARRED PLAYER. (EITHER USING A SUB OR A FORFEIT FOR THAT PLAYER)

 

ALWAYS REMEMBER YOU ARE A GUEST IN YOUR HOME AND VISITING LOCATION: EACH BAR SPONSORS AND PAYS FOR YOUR TEAM TO PARTICIPATE IN THE LEAGUE

LEAGUE DUES: THE LEAGUE DUES EACH WEEK OF PLAY WILL BE $20.00 PAID DIRECTLY INTO THE MACHINE WHEN PROMPTED (DO NOT PUT MONEY INTO THE MACHINE UNTIL IT REQUEST YOUR LEAGUE DUES AFTER YOU HAVE SELECTED YOUR LINE UP.)

TEAM FEES ARE REQUIRED TO BE PAID IN FULL, NO MATTER HOW MANY PLAYERS SHOW UP FOR YOUR MATCH.

GAME PLAY: (13) GAMES, 6 GAMES OF 301 OPEN IN / OPEN OUT (2 SCORES)

6 GAMES OF CRICKETS (2 SCORES)

1 GAME OF 701 OPEN IN OPEN OUT (4 SCORES)

*(OPEN IN/DOUBLE OUT) WILL BE PLAYED IN THE “A & B+” LEAGUE

 

CASUAL HANDICAPPING: THE DART BOARD WLL CALCULATE PLAYER HANDICAPS AFTER THEIR FIRST ROUND OF PLAY. IT IS IMPORTANT THAT A PLAYER ONLY PLAY UNDER HIS/HER NAME AND THE NAME IS ENTERED COMPLETE WITH THE CORRECT SPELLING. 

 

IF YOU’RE TEAM HAS A FIRST TIME PLAYER: THAT HAS NEVER PLAYED PREVIOUSLY IN THE McDONALDS PROGRAM THE HANDICAP DEFAULT WILL BE AS FOLLOWS. YOU WILL EDIT THE PLAYER HANDICAP BY MOVING THE CURSOR BY METHOD OF THE YELLOW BUTTONS UP/DOWN END USE THE FOLLOWING NUMBERS

MALE:           “A” LEAGUE           PPD 23.0        MPR   2.3

MALE:           “B+” LEAGUE         PPD 20.0        MPR   2.0

MALE:           “B+” LEAGUE         PPD 18.0        MPR   1.8

FEMALE:     “ALL LEAGUES”   PPD 13.0        MPR   1.3

 

(AFTER THE 1ST NIGHT OF PLAY) IF YOU HAVE A PLAYER WHO HAS PLAYED IN THE LEAGUE, BUT THE HANDICAP IS NOT PRESENT; YOU MUST CALL THE LEAGUE COORDINATOR AND GET THE APPROPRIATE HANDICAP TO ENTER INTO THE MATCH.

 

FORFEITURE: IF YOU HAVE A TEAM THAT DOES NOT SHOW UP FOR THEIR SCHEDULED MATCH AND A YOUR TEAM WILL ACCEPT THE FORFEIT YOU WILL FOLLOW THE FOLLOWING PROCEEDURE.SELECT THE TEAM TO BE AWARDED THE FORFEITURE AS “HOME TEAM” AND “VISITING TEAM” ANSWER “YES” TO, IS THIS MATCH A FORFEIT?. (ENTER YOUR TEAM NAME TWICE)

 

THERE SHOULD BE NO FORFEIT GAMES, BETWEEN TEAMS OF THE SAME LOCATION SPONSOR TO AVOID ANY CHANCE OF A TEAM RECEIVING AN UNFAIR SEASON WIN OVER A CLOSE RIVAL TEAM IF NECESSARY, THE LEAGUE COORDINATOR WILL DESIGNATE WHERE AND WHEN MAKE UP GAMES WILL BE PLAYED, IF TEAMS CAN NOT AGREE. IF YOUR TEAM DOES NOT SHOW UP ON THE DIRECTED MATCH DATE THE WIN WILL BE AWARDED TO THE TEAM THAT SHOWS.

 

A TEAM IS STILL RESPONSIBLE TO PLAY LEAGUE DUES IF IT FORFEITS A MATCH. IF A TEAM QUITS THE LEAGUE NO MATTER HOW EARLY OR HOW LATE IN THE SEASON, ALL POTENTIAL EARNINGS AND MONIES PAID IN WILL BE FORFEITED AND GO INTO THE LEAGUE FUND.

 

24 HOURS NOTICE REQUIERD: IF YOUR TEAM NEEDS TO RESCHEDULE A MATCH, YOU MUST NOTIFY THE OPOSING TEAM OF YOUR DESIRE TO RESCHEDULE 24 HOURS IN ADVANCE. IT IS NOT MANDATORY FOR A TEAM TO ACCEPT A RESCHEDULE. MATCHES CAN BE PLAYED WITH LESS THAN (4) PLAYERS. IF YOU DO RESCHEDULE A MATCH, YOU MUST NOTIFY THE LEAGUE COORDINATOR IN ADVANCE OF THE MATCH WITH THE LOCATION AND TIME OF THE MAKE-UP GAME SO THE LOCATION CAN BE ADVISED AND THE STATS CAN BE DOWNLOADED TO MAINTAIN THE LEAGUE FILES TIMELY.

 

RESCHEDULED MATCHES: MUST BE PLAYED NO LATER THAN THE 2ND  SCHEDULED LEAGUE NIGH OF PLAY. IF NOT PLAYED, THE LEAGUE COORDINATOR WILL SET THE MATCH DATE AS THE MONDAY NIGHT PRIOR TO THE 3RD  LEAGUE NIGHT OF REGULAR PLAY FROM THE MISSED MATCH.

 

ALL  SCHEDULED GAMES MUST BE PLAYED AT THE LOCATION SO DESIGNATED ON THE SCHEDULE. ANY DEVIATION FROM THOSE LOCATIONS OR DATES MUST BE APPROVED BY THE LEAGUE COORDINATOR.

 

ANY TEAM MISSING (3) OR MORE OR (2) CONSECUTIVE MATCHES (WITHOUT THE CONSENT OF THE LEAGUE COORDINATOR AND A COMMITMENT TO MAKEUP SAID MATCHES) WILL BE DROPPED FROM THE LEAGUE. ALL SANCTION FEE  AND MONEY PAID WILL BE FORFEITED TO THE LEAGUE. (IF YOU CONTACT THE LEAGUE COORDINATOR IN ADVANCE OF THE ABSENCE, RESCHEDULES MAY BE ARRANGED)

 

IN THE EVENT THAT A NEW SCHEDULE MUST BE PREPARED, IT IS THE CAPTAINS RESPONSIBILITY TO BE AWARE OF SUCH CHANGES AND INFORM THEIR PLAYERS.

 

PLAYERS: MUST BE OF LEAGAL DRINKING AGE. MINIMUM 21 YEARS OLD, OR (18) YEARS OLD AT THE DESCRETION OF THE LOCATION.

 

SPORTSMANSHIP: ANY FORM OF UNSPORTSMANSHIP WILL BE CONSIDERED A FOUL, EITHER FLAGRANT OR MINOR. UNSPORTSMANLIKE CONDUCT WILL BE DELT WITH IN ONE OF TWO WAYS (1) ONE WARNING BEFORE DISQUALIFICATION (2) IMMEDIATE DISQUALIFICATION. IF THERE IS A CONSISTANT PROBLEM WITH A PLAYER, THE PLAYER BOARD WILL BE ASSEMBLED TO DECIDE ON WHAT ACTION SHOULD BE TAKEN WITH REGARD TO THAT PLAYER’

 

ANY PLAYER USING PROFANITY TOWARDS THE LEAGUE COORDINATOR/DIRECTOR, ANY LEAGUE OFFICERS, OR LOCATION OWNER WILL BE CONSIDERED BAD SPORTSMANSHIP AND THAT PLAYER COULD BE IMMEDIATELY DISQUALIFIED.

 

CELL PHONES: TO AVOID ANY CHANCE OF A DELAY OF GAME WHEN PLAYERS RECEIVE PHONE CALLS DURING A MATCH. PLEASE DO NOT ANSWER YOUR CELL PHONE IF IT RINGS WHILE IT IS YOUR TURN AT THE BOARD.  PLEASE WAIT UNTIL YOUR GAME IS COMPLETED AND THEN ADDRESS YOUR INQUIRY.    

 

SETTLING DISPUTES: CAPTAINS WILL BE RESPONSIBLE FOR SETTELING ANY DISPUTES THAT MIGHT ARISE DURING A MATCH.

 

PLAY STOPS IMMEDIATELY WHEN AN INFRACTION OCCURS! 

CAPTAINS ONLY CAN FILE A PROTEST OR CONTACT THE LEAGUE WITH A CLAIM OF IMPROPER PROCEEDURE. IF YOU AS A PLAYER AND HAVE A GREIVENCE, TAKE IT TO YOUR CAPTAIN AND LET HIM/HER PRESENT IT TO THE LEAGUE COORDINATOR. IF IT NEEDS TO GO BEFORE THE PLAYER BOARD IT WITH THEN BE DONE.

IF YOU PROTEST A MATCH, YOU MUST DO SO IN WRITING WITHIN 24 HOURS OF THE MATCH ACCOMPANIED BY A BOND OF $25.00. IF THE PLAYER BOARD RULES IN YOUR FAVOR YOUR MONEY WILL BE RETURNED, IF IT DOES NOT, THE RULING WILL STAND AND THE MONEY WILL BE TURNED OVER TO THE PLAYERS FUND.

REGARDLESS IF THE LINE-UP OR HANDICAP IS WRONG, ALL MATCHES PLAYED WILL STAND AS PLAYED. THE MACHINE SCORE IS ALWAYS THE CORRECT SCORE. 

WEEKLY SCORES: AND PLAYER STANDINGS WILL BE POSTED ON THE BOARDS IN THE LEAGUE NETWORK AS SOON AS POSSIBLE.

WINNING THE LEAGUE: WINNING WILL BE DETERMINED THE NUMBER OF GAMES WON /LOSS

IF THERE ARE TIES: IN ORDER TO DETERMININE HOME FIELD ADVANTAGE FOR A POSITION ROUND. THEY ARE DECIDED AS FOLLOWS.

1ST HIGHEST PLAYER  PPD, MPR 2ND 

IF YOU’RE TEAM FINISHES 1ST  IN YOUR DIVISION: YOU WILL AUTOMATICALLY BE SEEDED IN THE NEXT SKILL LEVEL LEAGUE ABOVE THE LEAGUE THAT YOU JUST COMPETED IN.

 

PAYOUT: WILL BE ACCORDING TO TEAM STANDINGS. TEAM MONEY WILL BE AWARDED TO ALL TEAMS STILL ACTIVE AND IN GOOD STANDINGS WITH THE LEAGUE STARTING FROM (1ST) PLACE APPROXIMATELY 22% TO THE LAST PLACE  TEAM. IF THERE IS A TIE, THE POSITION MONEY WILL BE TOTALED AND DIVIDED EQUALLY BETWEEN THE TEAMS WITH A TIE.

THIS WILL BE WITHIN OUR LEAGUE GUIDELINES OF 100% PAYOUT

 

GENERAL GAME PLAY RULES 

  1. EXCEPT FOR THE LAST DART RULE, THE MACHINE SCORE IS ALWAYS THE CORRECT SCORE.
  2. SHOULD THE DART MACHINE MALFUNCTION, IT IS THE RESPONSIBILITY OF THE HOST TEAM CAPTAIN TO DECIDE; IF PLAY IS TO CONTINUE. IF A SERVICE CALL IS TO BE PLACED. IF TEAM SHOULD RELOCATE TO ANOTHER MACHINE WITHIN THE SAME LOCATION. IF TEAM SHOULD RELOCATE TO A MACHINE WITHIN THE SAME DART SYSTEM. (SCORES MUST BE RECORDED BY HAND)
  3. LAST DART RULE: A DART IS THROWN AND STICKS IN THE WINNING OR OUT NUMBER, BUT DOES NOT REGISTER, WILL BE CREDITED TO THE PLAYER AS A WIN. TO BE THE WINNING DART, THE DART MUST STICK AND SHOW TO BE A WINNER.
  4. ALL THROWS MUST BE FROM BEHIND THE FRONT SIDE OF THE FOUL LINE. IT IS PERMITTED TO LEAN OVER THE LINE, BUT THE PLAYER’S FEET MUST BE BEHIND THE FRONT EDGE OF THE FOUL LINE.
  5. A TURN CONSISTS OF A PLAYER THROWING A MINIMUM OF 3 DARTS. A PLAYER CAN PASS ALL OR ANY OF THEIR THROWS.
  6. A THROW CONSISTS OF ANY DART THROWN WHETHER IT DOES OR DOES NOT REGISTER ON THE MACHINE. THROWS COUNT IF THE DART HITS THE BOARD AND BOUNCES OUT OR IF IT MISSES THE BOARD COMPLETELY. NO DARTS CAN BE THROWN OVER. SHOULD A PLAYER DROP A DART, IT IS NOT CONSIDERED A THROWN DART.
  7. A PLAYER CAN THROW HIS DARTS ONLY WHEN THE MACHINE INSTRUCTS HIM TO “THROW DARTS” AND THE PLAYERS PROPER NUMBER IS LIT.
  8. STUCK SEGMENT RULE: SHOULD THE DART GAME LOCK UP, OR A SEGMENT BECOMES STUCK, THE THROWER MAY ASK THE OPPOSING TEAM’S CAPTAIN TO PRESS THE PLAYER CHANGE BUTTON AND REMOVE THE DART(S) CAUSING THE PROBLEM. THE OPOSING TEAMS CAPTAIN FORWARDS THE GAME BACK TO THE THROWERS POSITION PRIOR TO GAME LOCKING UP OR SEGMENT STICKING. THE THROWER IS ALLOWED TO THROW ANY REMAINING DARTS, COMPLETING HIS TURN.
  9. BACK UP BUTTON: THE G2 HAS A FEATURE TO BACK UP DARTS THAT HAVE BEEN SCORED INCORRECTLY. (Ex: WRONG PLAYER SHOOTS OUT OF TURN)
  10. BULL: IN SINGLE BULL SETTING, THE PLAYER MUST HIT THE BULL (3) TIMES TO CLOSE IT. ANY ADDITIONAL HITS WILL SCORE POINTS. SINGLE BULL WILL SCORE (50) POINTS NOTE: YOU MAY CLOSE ALL THE NUMBERS FIRST, BUT IF YOU ARE BEHIND IN POINTS, THE GAME WILL CONTINUE UNTIL YOU ARE AHEAD IN POINTS OR YOUR OPPONENT CLOSES ALL THEIR NUMBERS. YOU CAN NOT LOOSE IN CRICKET AS LONG AS YOU ARE AHEAD IN POINTS.

FOULS

FOULS CONSIST OF:

  1. AN OPPONENT DISTRACTING A PLAYER WHILE A PLAYER IS THROWING. A DISTRACTION CAN CONSIST OF A PLAYER THROWING ON AN UNCOINED BOARD.
  2. THE “THROW AREA” MUST NOT BE LEFT BY A PLAYER. STEPPING TOWARD THE BOARD IS ALLOWED, BUT STEPPING BACKWARDS OUT OF THE “THROWING AREA” IS NOT ALLOWED. IF A PLAYER LEAVES THE “THROW AREA” AFTER A DART, BUT BEFORE ALL THREE DARTS HAVE BEEN THROWN, HE HAS COMMITTED A FOUL AND FORFEITS ANY REMAINING DARTS IN THAT TURN.
  3. A FOUL IS COMMITTED IF A PLAYER’S FOOT CROSSES THE THROW LINE PRIOR TO THE GAME RECORDING THE SCORE OR THE DART REACHING THE BOARD. A MINOR FOOT FOUL OF LESS THAN 2” DESERVES A FIRST WARNING TO THE PLAYER. IF A MAJOR OR REPEATED FOOT FOULS OCCUR, THE SHOOTER MAY NOT WIN THE GAME IN THE ROUND WHERE THE FOUL OCCURRED. ALSO, THEIR PARTNER MAY NOT WIN THE GAME ON THEIR NEXT TURN, OR A SHOOTER WILL LOSE THREE DARTS ON THEIR NEXT TURN.
  4. AN UNNECESSARY DELAY OF MATCH OR INTENTIONAL STALLING CONSTITUES A FOUL.
  5. SHOULD A PLAYER REACH ZERO IN THE ROUND IN WHICH HE OR HIS PARTNER COMMITS A FOUL THE TEAM LOSES THAT GAME.
  6. A FOULALSO OCCURS WHEN A PLAYER THROWS WHILE THE GAME IS DISPLAYING AN OPPONENT’S NUMBER. EACH PLAYER IS RESPONSIBLE FOR SEEING THAT THE GAME IS DISPLAYING THE CORRECT PLAYERS NUMBER PRIOR TO THROWING ANY DARTS.
  7. IF THE NUMBER OF THE PLAYER’S PARTNER IS SHOWN AND THE PLAYER THROW’S, A FOUL HAS OCCURRED. IF ALL THREE DARTS ARE THROWN, THE TURN IS COMPLETED. THE GAME SHOULD BE ADVANCED TO THE CORRECT PLAYER POSITION AND PLAY RESUMES. BOTH PLAYERS FROM THE INFRACTION TEAM LOOSE THEIR NEXT TURN.
  8. A FOUL OCCURS WHEN ANY PLAYER THROWS OUT OF TURN AS DICTATED BY MATCH SCHEDULE.
  9. SHOULD A PLAYER MANUALLY SCORE POINTS ON AN OPPONENT’S SCORE, THEY HAVE COMMITTED A FOUL. THE OPPOSING TEAMS CAPTAIN ADVANCES THE PLAYER CHANGE TO CORRECT PLAYER POSITION AND PLAY CONTINUES. THE PLAYER CAUSING THE MANUAL SCORE LOSES HIS NEXT TURN.
  10. GAME IS STARTED OVER IF A MACHINE RESETS DUE TO POWER FAILURE OR ANY OTHER REASON BEYOND THE PLAYERS CONTROL. IF THERE IS A PROBLEM WITH THE MACHINE, PLAY SHOULD CONTINUE ON ANOTHER MACHINE, IF ANOTHER MACHINE IS AVAILABLE. SHOULD A PLAYER’S ACTION INTENTIONALLY OR UNINTENTIONALLY RESET THE MACHINE, THE TEAM COMMITING THE ACTION LOSSES THE GAME.
  11. IF A PLAYER OR HIS PARTNER COMMITS A FOUL AND THE PLAYER REACHES ZERO ON THE TURN THE FOUL IS COMMITTED, THAT PLAYER, OR PLAYERS TEAM LOSES THE GAME.

PLAY STOPS IMMEDIATELY WHEN AN INFRACTION OCCURS!  

 

LEAGUE GAMES PLAYED

501 OPEN IN – OPEN OUT 

A TEAM STARTS WITH 301 POINTS AND THE GAME ENDS WHEN THE PLAYERS HIT ZERO EXACTLY.

SCORING STARTS BY A PLAYER HITTING ANY NUMBER ON THE BOARD. THE PLAYER HAS (3) DARTS TO THROW PER ROUND. THE GAME WILL DEDUCT THE PROPER POINTS FROM THE PLAYER’S SCORE SO THE PLAYER KNOWS HOW MANY POINTS REMAIN OPEN. TO END THE GAME, A PLAYER MUST HIT ZERO EXACTLY. IF THE PLAYER THROWS MORE POINTS THAN REQUIRED TO REACH ZERO, THE PLAYER BUSTS. WHEN A PLAYER BUSTS, THEIR SCORE WILL RETURN TO THE SCORE THEY HAD AT THE START OF THE ROUND. (Ex: A PLAYER HAS 15 POINTS. THEY THROW AND HIT A TRIPLE 15 SCORING 45POINTS. THE PLAYER WILL BUST AND THEIR SCORE WILL REMAIN 15) 

CRICKET

THIS GAME USES THE NUMBER’S 15,16,17,18,19,20, AND THE BULL.

THE OBJECT OF THIS GAME IS TO BE THE FIRST TO CLOSE ALL THE NUMBERS AND BE AHEAD IN POINTS.

SCORING: THE PLAYER MUST CLOSE A NUMBER FIRST. HITTING A NUMBER (3) TIMES TO CLOSES IT. Ex: TRIPLE =3 HITS, DOUBLE =2 HITS,SINGLE=1 HIT

ONCE A NUMBER IS CLOSED, ANY EXTRA HITS WILL JUST SCORE POINTS ON THAT NUMBER. THIS WILL CONTINUE UNTIL BOTH PLAYERS /TEAMS CLOSE THE NUMBER. ONCE BOTH PLAYERS HAVE CLOSED THE NUMBER,THE NUMBER IS DEAD AND THERE CAN BE NO MORE POINTS SCORED ON IT. 

701 OPEN IN- OPEN OUT

THE GAME STARTS WITH 701 POINTS AND USES THE SAME RULES TO END THE GAMES AS 501. A PLAYER STARTS THE GAME BY HITTING ANY NUMBER FOR A SCORE.

IN LEAGUE PLAY, 701 IS A TEAM GAME WITH ALL PLAYERS PLAYING.  

CAPTAINS WILL BE GIVEN A REVISED COMPLETE McDONALD’S AMUSEMENTS LEAGUE RULES GUIDE LINE , AND WILL BE REQUIRED TO ACKNOWLEDGE THE RECEIPT OF THESE GUIDELINES. IT IS YOUR RESPONSIBILITY TO EDUCATE YOUR PLAYERS OF ALL RULES PRIOR TO THEIR GAME PLAY. NEW OR SEASONED PLAYERS AS WELL.(league rules will be continued to be modified and refined during, before and after the season as needed by the league coordinator and the player board if active)

ANY QUESTIONS OR COMMENTS WILL BE WELCOMED BY THE LEAGUE 

MCDONALDS AMUSEMENTS INC

LEAGUE COORDINATOR – BOBBY KEELYN  843-399-3930         WWW.MBPOOL.COM       REVISED DATE 04/08/16