- Objective: Be the first to hit the treble segments of numbers 10 through 20, followed by the outer bull, and finally the inner bull—strictly in that order.
- Gameplay: Players take turns throwing three darts. You must hit the current target before moving to the next.
- Variation (Three-Headed Dragon): To make the game longer and allow for comebacks, players must complete the entire circuit three times to win.
-
Tennis
A detailed simulation of a tennis match.
- Service: The "server" must hit a target number in the active "play area" (left side of the board, then right side).
- The Rally: Once a target is set, the "receiver" must try to outscore the server on that specific number (Trebles = 3, Doubles = 2, Singles = 1).
- Scoring: Points are tracked as 15, 30, 40, and Game.
- Tiebreaks: Played on the Bullseye and 25-ring to decide the winner of a set.
-
Standard #01 Games: Rules and Setup
The '01 series (301, 501, 701) is the competitive standard for darts. Whether playing for fun or in a league, following the correct setup is essential.
Board and Oche Setup
- Height: The center of the bullseye must be exactly 1.73m (5'8") from the floor.
- Throwing Distance: * Steel Tip: The horizontal distance from the board face to the toe-line (Oche) is 2.37m (7'9 ¼").
- Soft Tip: Typically requires a longer distance of 2.43m (8').
- The Oche: The toe-line should be at least 18 inches long. A raised indicator (wood or metal) is preferred, as it allows players to rest their foot firmly against it.
Equipment Specifications
- General: Darts must not exceed 30.5cm (12") in length or 50g in weight.
- Soft Tip Caution: For electronic boards, darts are usually limited to 18g to prevent damage. While some boards handle up to 24g, heavier darts increase the risk of breaking the plastic tips.
Gameplay & Scoring
- Starting: Order is decided by a coin toss or "bulling up" (the player closest to the center goes first).
- Turns: Each player throws three darts per turn. Darts that bounce off or miss cannot be re-thrown.
- Scoring: To win, you must reach exactly zero.
- Double Out: Most games require hitting a Double (the outer ring) or the Inner Bull (50 points) to finish.
- Busting: If you score more than the remaining points, your turn ends, and your score resets to what it was at the start of that turn.
- Format: * 301: Fast practice.
- 501: Standard league/competition.
- 701: Often used for pairs.
-
Around the Clock
A popular game for beginners and pros alike to master the entire board.
- Goal: Be the first to hit every number from 1 to 20 in numerical order.
- Rules: You cannot move to the next number until you hit the current target. Players alternate after three throws.
- Pro Tip: For a harder challenge, finish the game by hitting the outer bull followed by the inner bullseye.
-
180 Around the Clock (Practice Edition)
This is a specialized training game designed to improve your treble accuracy.
How to Play
Aim all three darts at the treble of each number (1 through 20) in sequence.- Scoring per dart:
- Treble: 3 points.
- Single: 1 point.
- Double: 1 point (considered a poor shot in this mode).
- Maximum Score: 180 points (9 points per number).
Skill Level Guide
Score Skill Rating 30+ Beginner - Keep practicing! 60+ Average - Requires hitting a single with every dart. 80+ Good Pub Player. 100+ County Level Player. 140+ World Champion Potential. 180 Legendary - Virtually impossible! Multiplayer Variant: "The Freeze"
If a player fails to score any points on a specific number (misses all three darts), they are frozen and eliminated from the game. The player with the highest total score at the end wins. - Scoring per dart:
-
Chase the Dragon
A fast-paced accuracy game designed to master the most common treble sectors used in 501 finishes.
- Objective: Be the first to hit the treble segments of numbers 10 through 20, followed by the outer bull, and finally the inner bull—strictly in that order.
- Gameplay: Players take turns throwing three darts. You must hit the current target before moving to the next.
- Variation (Three-Headed Dragon): To make the game longer and allow for comebacks, players must complete the entire circuit three times to win.
-
Cricket (Standard / American Version)
The most popular tactical darts game, focusing on control and scoring.
- Targets: Only numbers 20, 19, 18, 17, 16, 15, and the Bullseye are in play.
- Closing Numbers: To "close" a number, you must hit it three times (a Treble counts as 3, a Double as 2, and a Single as 1).
- Scoring: Once you have closed a number, you can score points ("runs") on it every time you hit it, provided your opponent has not closed it yet.
- Winning: The winner is the first player to close all required numbers and have a total score equal to or higher than their opponent.
-
English Cricket (Wickets & Runs)
A themed game that mimics traditional cricket with a "Batter" and a "Bowler."
- The Roles:
- The Bowler: Aims for the Bullseye to take "wickets." An outer bull is 1 wicket, an inner bull is 2. The goal is to reach 11 wickets to end the opponent's turn.
- The Batter: Aims to score points (runs). Only scores above 40 in a single turn count (e.g., a total of 45 counts as 5 runs). If the batter hits a bullseye, they accidentally lose a wicket.
- Format: Usually played over two innings where players swap roles. The highest total score wins.
- Variations: You can remove the "over 40" rule for beginners or penalize "bounce-outs" by awarding 50 runs to the batter or losing a wicket.
- The Roles:
-
Hare and Hounds
A classic pursuit game that tests consistency around the board.
- The Setup: One player is the Hare (starts at 20), and the other is the Hound (starts at 12 or 5).
- The Race: Both players move clockwise around the board hitting each number in sequence (20, 1, 18, 4...).
- Winning: * The Hare wins by completing the full circle and returning to 20 before being caught.
- The Hound wins by "catching" the Hare (hitting the same number the Hare is currently on or overtaking them).
-
Halve-it
A high-stakes game where one bad round can wipe out half your points.
- Setup: Select six target segments (e.g., 20, 15, Double 17, Treble 7, etc.) and write them in a column.
- Gameplay: Players take turns throwing three darts at the first target. Every hit adds to their score.
- The "Halve-it" Rule: If a player fails to hit the target at least once with their three darts, their total accumulated score is cut in half.
- Winning: After all six rounds, the player with the highest remaining score wins.
-
Fives
A mathematical game that rewards scores divisible by five.
- Objective: Be the first to reach a target score (usually 50 or 100 points).
- Rules: Players throw three darts and sum the total. The total must be divisible by five.
- Scoring: For every 5 points scored, you earn 1 game point (e.g., a total of 20 equals 4 game points). If the total is not divisible by 5, you score zero for that turn.
- Variation: To increase difficulty, you can agree that doubles and trebles only count as single values.
-
Follow the Leader (Follow On)
A competitive elimination game where players set difficult targets for each other.
- Setup: Each player starts with three "lives."
- Starting: The first player sets the initial target by throwing a dart with their non-dominant hand.
- Gameplay: * The next player must hit that exact target (e.g., if the dart landed in the "small" segment of 16, only that area counts) within three darts.
- If they hit it with the first or second dart, they use their remaining darts to set a new target for the next person.
- If a player misses the target with all three darts, they lose a life.
- Winning: The last player with lives remaining wins.
-
Football
A simple two-player game simulating a match.
- The "Kick-off": Before you can score "goals," you must hit a Bullseye (or two outer bulls) to "gain possession" of the ball.
- Scoring Goals: Once the board is "unlocked" by a bullseye, every double hit on the board counts as one goal.
- Winning: The first player to score 10 goals (10 doubles) wins.
-
Grand National
A racing game based on the famous steeplechase, with versions for different skill levels.
- Novice Version: Players race anticlockwise around the board (20, 5, 12, etc.). You must hit the segment to move to the next "hurdle." If you miss a segment with all three darts, you "fall" and are out of the race. First back to 20 wins.
- Pro Version: Two laps around the board.
- Lap 1: Hit every alternative large segment (5, 9, 11, etc.).
- Lap 2: Hit the small segments of those same numbers.
- Finish: Hit the Bullseye to cross the finish line.
- Lives: In the pro version, players usually have 3 lives; missing a target with a single dart costs a life.
-
Killer & Blind Killer
An ideal elimination game for large groups (5+ players) that tests your ability to hit doubles.
Killer
- Setup: Each player is randomly assigned a number from 1 to 20 (usually by drawing slips of paper). Everyone starts with 3 to 5 lives.
- Becoming the Killer: To start, you must hit the double of your assigned number three times. Once achieved, you become a "Killer."
- The Hunt: As a Killer, your goal is to hit the doubles of your opponents' numbers to take their lives.
- Rules: * If a Killer hits their own double by mistake, they lose a life ("Suicide").
- When a player loses all their lives, they are out. The last person standing wins.
Blind Killer
- The Twist: This is played exactly like Killer, but your assigned number is kept secret from everyone else.
- Gameplay: Players take turns hitting any double on the board. When a specific double is hit three times, the player who secretly held that number is eliminated.
-
Knockout
A high-pressure game of "beat the leader" for 2 to 8 players.
- Objective: You must always score higher than the player who threw immediately before you.
- Rules: 1. The first player sets a score with three darts (e.g., 45). 2. The next player must throw a higher total (e.g., 46 or more). 3. If they fail to beat the previous score, they receive a "strike" (a ring around their name).
- Elimination: After 3 strikes, a player is knocked out. The last remaining player wins.
-
Loop (or Loopy!)
An creative "Follow the Leader" variation that uses the entire physical board—including the wire numbers!
- Rules: * Players start with 3–5 lives. The first player sets a target anywhere on the board.
- The Targets: You can aim for traditional segments or the wire loops of the numbers (like the circles in 4, 6, 8, 10, 14, 16, 18, 20) or even the space between the digits of numbers like 11.
- Gameplay: You must hit the target set by the previous player with your first dart(s). If you hit it, you use your remaining darts to set a new, difficult target.
- Losing Lives: If you miss the target with all three darts, or if you fail to set a valid new target with your remaining darts, you lose a life.
- Rules: * Players start with 3–5 lives. The first player sets a target anywhere on the board.
-
Mickey Mouse
A streamlined version of American Cricket, perfect for teams or pairs.
- Objective: "Close" all your targets before your opponent.
- The Grid: You must hit each of the following three times: Numbers 20 through 12, any 3 Doubles, any 3 Trebles, and the Bullseye.
- Scoring: * A single hit = 1 mark. A double = 2 marks. A treble = 3 marks.
- Once you have 3 marks on a target, it is "closed."
- Pro Version: You can play with "points." If you close a number first, you can score points on it until your opponent also closes it. The highest score wins.
-
Nine Lives
A classic elimination version of "Around the Clock."
- Objective: Be the first to hit every number from 1 to 20 in numerical order.
- The "Lives": Despite the name, players usually start with 3 lives.
- Rules: * You throw three darts at your current target number.
- If you miss the target with all three darts in a single turn, you lose one life.
- If you lose all 3 lives, you are eliminated. The first to reach 20 (or the last survivor) wins.
-
Noughts and Crosses (OXO)
A classic strategy game adapted for the dartboard.
- Setup: Draw a 3x3 grid. The center square is the Bullseye. In the other eight squares, write specific targets (e.g., Treble 9, Double 2, Small 14, etc.).
- Gameplay: Two players (or teams) compete to get three in a row (horizontal, vertical, or diagonal). To claim a square, you must hit the target once.
- Winning: Once a target is hit, mark the square with X or O. Like the paper version, players can strategically "block" their opponent by hitting a target they need.
-
Prisoner
A unique "Around the Clock" variation where you can lose—and capture—darts.
- Objective: Hit every number from 1 to 20 clockwise in order.
- Target Area: Only the Double and Triple rings (including the segments between them) are valid.
- The "Prisoner" Rule: * If your dart lands in the large area between the Bullseye and the Triple ring, it becomes a Prisoner and is left in the board.
- Any player can "rescue" a prisoner by hitting the valid target area of that same number.
- Once rescued, you keep that dart and can throw it as an extra dart for the rest of the game.
- Winning: The first player to complete the circle wins. You might end the game throwing 7 darts while your opponent only has 2!



