Game Rooms > Darts

The following rules are generally accepted for all games played with steel-tipped darts on a standard English dart board. There will always be some variations on these rules depending on area, game and people you might be playing with. Most of the rules I am not going to go into great detail about because of exactly this reason. I recommend if you are a beginner to be sure and check with your opponent(s) and/or partner(s) about any rulings until you are comfortable with the way the games are played in your area.

Any dart may be used provided it's total weight is under 55 grams.

Playing order is determined by a throw of one dart at bullseye from one player on each team. Closest to the bullseye goes first. If the first dart hits the bullseye, the next shooter has the option of removing the dart from the board. If the second shooter then hits the bullseye, another throw at bullseye is done with the throwing order reversed. If the dart is not removed from the board, and the second shooter hits the bullseye, the second player "wins" the bullseye.

Winner of the bullseye throw has the choice of what game will be played.

Players take turns, one player from each team, alternating throughout the game. If a player plays out of turn, and it is discovered before the next player on the same team throws, the darts are voided and playing order resumes. If it is discovered after the next player on the same team throws, the offending player on that team should skip a turn to return to normal playing order.

Each player throws up to three darts as needed in each turn.

If a player's foot extends over the throw line, it is called a foul and all three darts thrown in that round do not count.

A player may lean as far over the line as they desire, as long as they are not standing with any part of their foot over the line.

The dart is scored where the point enters the board.

The wires that divide the board determine where the dart entered the board, not the colors.

If a dart bounces out of the board or is knocked out, the dart does not count nor may it be thrown again.

If a dart falls out of the board before it is scored or pulled out by the player, it does not count. It is, however, legal to go to the board a grab a dart before it falls out, but only after all darts for that round have been thrown.

When a player has thrown their darts for the round, they should be agreed upon with the scorekeeper or the opponent and marked on the scoreboard (appropriately for the game being played) before they are pulled from the board.

301-1001
This is the most popular dart game, played in most leagues and tournaments. Each player starts the game with 301 points (or 501, 601, etc.). At the end of each player's turn, the sum of the three darts thrown is subtracted from the player's score. The player who reaches exactly zero first wins the game. The play can continue until the 2nd, 3rd, and 4th places are determined.

Busting Rule: When a player exceeds the score needed to reach exactly zero, the turn is a "bust" and the score reverts back to what it was before the turn.

To make the game more challenging, you may select the DOUBLE button to set additional restrictions on how to start and end the game. The choices are as follows:

Open In: The scoring begins when any number is hit.

Open Out: The player can finish the game with a hit on any number that reduces the score to exactly zero.

Double In: To start, the player must hit a number in the double's ring or a double Bull's Eye. No score will be counted until this condition is met.

Double Out: To win, the player must hit a number in the double's ring or a double Bull's Eye that reduces the score to exactly zero. A score leaving the player with "1" will BUST and revert back to the previous score. (This is because 1 isn't divisible by 2. For Example: If a player has 17 and throws a double 8, he/she is then left with 1 which will BUST and revert back to 17.)

Master Out: To win, the player must hit a number in the double's ring, a double Bull's Eye, or a number in the triple's ring that reduces the score to exactly zero. A score leaving the player with "1" will BUST and revert back to the previous score.

Dart Out Feature: In professional competitions, the game is usually played with Double Out. When the score drops below 170 points, the player can get a double out and win the game within the three throws for that turn. The board will automatically calculate and show hints for Dart Out. The hints will be shown, one at a time per throw, in its suggested order. If the player misses the first suggestion and still has the chance to finish with the remaining two throws, the board will re-calculate hints for Dart Out. No hints will be provided for a score below 40, since it will be very easy to figure out the combination.

LEAGUE 301-1001
This is a team play of the 301-1001 game, very popular among dart leagues. There are always 2 teams and 4 scores to track. Player 1 and Player 3 play against Player 2 and Player 4. The game is played the same way as the individual 301-1001 game. Any player reducing his/her score exactly to zero first makes his/her team a winner, BUT a "Freeze Rule" applies.

Freeze Rule: A player can not go out of the game when the partner's residual score is higher than the sum of their opponents residual scores. (A tie is OK to go out.) A "frozen" player can only try to get his/her score as low as possible and hope his/her partner can win. If a player is frozen and reaches zero, then the game is Bust (going back to the previous score) on that player.

This rule is to ensure that the winning team has the best combined performance, and no one can win the game without the help of his/her partner. Moreover, this dartboard allows handicapping each player separately for the League play. The team play can also take 8 players, with two each on one score and four in a team.

ROUND THE CLOCK
In this game, the player tries to hit the numbers from 1 to 20 in order. When a number is hit, then the game is advanced for shooting the next number. The player who reaches and hits 20 first is the winner. Doubles and triples are treated the same as a single, being counted as one hit.

SHOOT-OUT
With the help of smart electronics, this game is an improvement on and is more exciting than Round-The-Clock. The target is being randomly picked by the on-board computer. There is a 10 seconds time limit for you to throw the dart. A hit on the target counts as 1 point. Doubles and triples are treated the same as a single. If the 10-second time expires, it is considered that a throw was made and missed. The target is renewed after each throw. The player to accumulate 15 points first wins the game.

SHANGHAI
The game is similar to Round-The-Clock, except scores are being accumulated and the game is limited to 7 rounds, or 21 throws. Players start shooting with the number 1 and progress toward 20 and Bull's Eye. No hit is counted when it is out of the numbering sequence. A hit on a double or a triple is counted as 2x or 3x the number. Example: A hit on double 3 counts as 2x3=6 points. By the end of the 7th round, the player who accumulates the most points wins.

HALVE-IT
The game is like playing Jeopardy. A total miss with three throws can make your score tumble down. Everybody starts the game by shooting for the number 12, and then 13, 14, any Doubles, 15, 16, 17, any Triples, 18, 19, 20 and Bull's Eye. Each player throws three darts at the same number, and then progresses to the next number in the next round. A hit on a double or triple counts as 2x or 3x the points. If a player misses all three throws on a specific target in a round, his/her scores will be cut in half. For example: If a player has a cumulative score of 76 after two turns and then misses the next number with all 3 darts, the player's score is cut in half, leaving 38. The player with the most points at the end of the game wins. The player with the most points at the end of the game is the winner.

COUNT-UP
This is a simple game that anyone can play. The objective is to beat the other players by being the first to reach a preset score. The available settings are: 200, 400, 600, 800 and 1000. Each player should try to score as high as possible in his/her turns. The final total score is allowed to be more than the preset score.

HIGH SCORE
This game is much like Count-Up, except that the game ends at the finish of the 7th round. The player who accumulates the highest total score wins.

OVERS
This is a simple and quick game. The player should try to score higher than or equal to the previous highest score made in a turn. When a player scores less than the previous three-dart total, one "Life" is then taken away from the player. Each player is given a total of three lives. However, Handicapping can extend the player's lives up to 7. The last player who has a "Life" left is the winner.

UNDERS
This game is similar to Overs, except the objective is to beat the lowest record of three darts in total. When the three-dart total is higher than the record, then one "Life" is taken away from the player. Any pass of a throw, any hit outside the scoring area, or any discarded bounce-out dart (i.e. the bounce-out button was pushed) is penalized with 60 points (3x20, the highest possible one-dart score). The last player who has a "Life" left is the winner.

CRICKET - (Standard)
Cricket is a game that is extremely popular in America and Central Europe. Players adopt defensive or offensive strategies, depending on the state of the game. At any point during the game, each player can make effort to increase the score or to attempt blocking other players from scoring.

The game is played with the numbers 15 through 20 and the Bull's Eye. Each player must mark a number three times to CLOSE it. A hit of a single number counts as one mark; a double counts as two marks and a triple counts as three marks. After a number is closed, additional "markings" are converted into scores that is equal to the number. However, when a number is closed by all players (ALL CLOSED), that number is then no longer available for accumulating scores. The winner is the one closes all the numbers first and has the highest score. If scores are even, the player who closes all numbers first wins.

The strategy can be very different if the game is being played with the restriction of closing each number in a specific order. Use the HANDICAP function to choose such variations: playing "20 down to 15 then Bull" or "Bull and then 15 up to 20". Close numbers in the set sequence.

NO SCORE CRICKET
This is a simplified version of Cricket. The objective is to close all the numbers as soon as possible. No score is given for a hit on a closed number at any time. Therefore, once a number is hit three times, you should move on to hit other targets. The winner is the one who registers all three hits on all numbers first.

CUT THROAT CRICKET
This is a reversed version of Cricket in scoring, most popularly being played with three players. Two of the players may join up against another player before they turn against each other for a fight.

After a number is closed, a hit for scoring is added to the opponents scores. The highest accumulative score is the losing score. However, no score will be added to a player who has the number already closed. The winner is the one who has the lowest score and closed all the numbers first. If a player has closed all the numbers first but also has a higher score, he/she must keep on throwing to bring the opponents scores over or equal to his/her score. Therefore, the best strategy is to close the numbers as soon as possible to block the other players from giving you points while adding the chance to penalize the others.

KILLER CRICKET
This game is much like the No Score Cricket with an added twist. When a number is closed, the player has a chance to eliminate an opponents marking by hitting the same number again. However, if the opponent has the number closed as well, then no marks will be taken away from that player. Keeping this in mind, instead of turning on a light, each positive marking will turn off a light on the Cricket Display. The first player who closes all the numbers is the winner.

Example: For the number 19, Player 1 has 1 hit (hence 1 light off), Player 2 has 2 hits (hence 2 lights off), and Player 3 has number 19 closed (3 lights off). Player 4 comes up and hits a triple 19, closed number 19 too. Player 4 then aims and hits single 19 again. In consequence, Player 1 and 2 each have one light turned on for 19, and Player 3 is not affected. Which means, Player 1 and 2 are being pushed back 1 hit away from closing 19.




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