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Free Dart Games and Dart Rules

Around the Clock

Around The Clock is a very easy game, but good practice because it uses the whole board. It is also a very fast moving game and can usually be finished in under 10 minutes. Any number of players can play. Handicapping can be done by limiting the target area of stronger players.

The Object:

To hit every number on the board IN ORDER with one dart and finish before the other players.

The Scoring:

Scoring is not needed in this game as long as everyone can remember what number they are up to and what order they shoot.

The Play:

The first player tries to shoot first at 1, when a one is hit, play moves on to two and so on until all three darts are thrown. The next player then does the same thing, and so on. Remember only the number that the player is shooting for counts and all the numbers must be shot in order.

Strategy:

There isn't any.

Baseball

Baseball is a very simple and fun game that may be played by as many players or teams as wish to play. There is a version of the game that must be played on a special dart board, but we will only be covering the version that is played on a standard English dart board.

The Object:

The object is simple: score the most amount of runs each inning, the highest score at the end of the game wins.

The Scoring:

The numbers 1 through 9 are written in ascending order on the left side of the scoreboard. All players names are written in batting order across the top (batting order may be determined any way, usually one dart each at bulls eye with the closest throwing first and the furthest last). A grid may be drawn around the numbers and the names for easier reading.

The Play:

Each player in order throws three darts at the number of the current inning. The target is 1's in the first inning, 2's in the second, etc. Each number only counts in the that actual inning. For example, if a 4 is hit in the first inning, it does not count. The thin outer "double" ring counts as two runs, the thin inner "triple" ring counts as three runs with the other sections of that number counting as one run. Therefore, the highest attainable score in any one inning is nine.

The number of runs scored is NOT multiplied by the inning number. For example, in the second inning, two single 2's and a double 2 are scored; that players score would be four for that inning.

Usually a running total is kept with the current inning's score being added to the current total. This way, players can see how far ahead or behind they are and saves a lot of time not having to add all nine innings at the end of the game.

If there is a tie at the end of the ninth inning, extra innings are played with bullseyes as the target. Extra innings continue until after all players have thrown for that inning and no tie exists.

One interesting twist that I like to play is the "7th inning stretch". This variation states that any player who does not score any runs in the seventh inning has their score cut in half. This puts a little more pressure on the seventh inning than any other and also gives a player who is far behind a chance to catch up.

Strategy:

Try to score allot of runs.

Golf

Golf is a game that may be played with as many players as desired. It is also a very quick game, limited to only 3 "shots" per "hole". Games may be played with 9 or 18 holes. A 9 hole game with 2 players can be played in 5 minutes or less.

The Object:

Like real golf, the object is to complete each hole in as few shots as possible. The player with the lowest score at the end of 9 or 18 holes wins.

The Scoring:

Players names are written across the top of the board in order. Order is usually determined by throwing one dart each for the bullseye with the closest playing first. This is a game that playing order makes no difference, all players have an equal number of throws to complete the game.

The agreed upon number of holes to play is written in order down the left side of the board (1 through 9 or 1 through 18). A running total is kept for each hole played and written next to the number of the hole in the column for that player.

The thin outer "doubles" ring counts as a hole in one. The thin inner "triples" ring counts as 2 strokes. The thin wedge between the bullseye and the triples ring counts as 3 strokes. The thick wedge between the doubles and triples ring counts as 4 strokes. Missing the number entirely counts a 5 strokes. 5 is the worst score you can score on any one hole.

The Play:

The first player begins the first hole by throwing for 1's. The player may choose to throw one, two or all three darts for the hole. However many darts are thrown. The LAST dart thrown is the one that counts. For example, the player throws the first dart into the thin wedge of the 1 for a score of 3. Un-satisfied with this score, he throws the remaining two darts at the triple and misses the ones entirely. His score for is now 5 for the hole, he may not choose to count the first dart because he continued throwing. If he had been satisfied with the first dart, he may have kept the score of three and not thrown the remaining two darts.

The remaining players play through the first hole in order. When play returns to the first player, the second hole is played and 2 is the target number. The game continues as such until all 9 or 18 holes have been played.

Strategy:

There isn't much strategy to this game, however unless your very good, be satisfied with what you have, you might end up like my example above.

Mulligan

Mulligan is a very difficult game with very simple rules. Generally it is a game played by very good players only. It may be played by any number of players.

The Object:

To "close" six random numbers and the bullseye before your opponents.

The Scoring:

The players names are written across the top of the board in playing order. Playing order is usually determined by throwing one dart each at bullseye, and the closest plays first.

"Closing" a number means hitting three of that number. In the case of this game only the triples ring (the thin inner ring) counts in this game except for the bullseye round. Each triple counts as one towards closing the number. Therefore three triples of each number and three bullseyes must be hit to win the game.

Six random numbers are chosen from the board as the targets. The random numbers may be chosen by throwing darts left handed at the board or just called out. These numbers are written down the left hand side of the board and a "B" for bullseye below them.

A score of one is indicated by writing a slash ("/") next to the number, a score of two by writing an X and a score of three by writing a circle ("O") to show it is closed.

The Play:

The first player throws darts at the triple of the first number on the list. No other numbers count until the first number is closed.

Play continues alternating players until someone has closed all six numbers and the bullseye in order.

Strategy:

Practice and be a pretty good player before attempting this game. If you don't plan for a very late night.

Content generously provided by rpmendez@yahoo.com

Tic-Tac-Toe

Tic-Tac-Toe is a fun simple game for 2 players or teams. It combines the standard rules of the pen-and-paper game with darts.

The Object:

Getting a tic-tac-toe just like the regular game by having three X's or O's in a row horizontally, vertically or diagonally.

The Scoring:

Three tic-tac-toe boards are drawn on the scoreboard, 1 small one in each of the two player/team's columns and one larger one in the center. The small ones are used to mark what each player hits and the big one is used for the actual tic-tac-toe game.

The numbers that are used for the game appear on the dart board with similar placement to the tic-tac-toe box they represent (B means bullseye):

12 20 18
11 B 6
7 3 2

In order to place an X or an O in the big game board, a player must "close" the number first in the small game board. To close a number, three of that number must be scored with the thin outer ring counting as two of that number (called a "double") and the thin inner ring counting as three (called a triple). A score of one is indicated with a slash ("/"). A score of two is indicated with an X. And a score of three is indicated with a circle to show it is "closed".

For example, a player hits a single 18, a double 18 and a single 7. In his small board, he would place a circle in the upper left hand box to show he closed 18 and a slash in the lower left hand box to indicate the single 7. Now because he closed 18 first, he claims the upper left hand corner of the big game board by placing his X or O in that box. 18's now no longer count for the other player.

The Play:

Players throw one dart each at bullseye, closest dart throws first and that player's name is written above the left small board with the other player's name written above the right small board. This player also chooses to be X's or O's and writes that near the small board too.

The first player will try to close the numbers that count as quickly as possible to place an X or O where desired.

Players alternate until someone wins a tic-tac-toe or the game is a draw.

Strategy:

If you do not know the strategy to tic-tac-toe, you should seek professional help.

Content generously provided by rpmendez@yahoo.com creator of mostdartgames.com

Cricket

Cricket is the most common dart game played in bars across America. Cricket is a game that, unlike x01, requires some strategy which can help a weaker player beat a stronger player.

The Object:

The object of the game is to "close" all your numbers (20 down through 15 and bulls-eye) and end up with more or equal points to your opponent. To close a number, you must hit three of that number.

The Scoring:

The scoreboard is drawn with the numbers 20 through 15 and bullseye written in descending order down the center of the board. Bullseye is usually abbreviated with a B (or C for cork, another term for the bullseye). Each dart that lands in any of the games numbers count toward closing that number. The thin outer ring counts as two of that number and is called a "double". The thin inner ring counts as three of that number and is called a triple. Scoring for one dart is shown by placing a slash ( \ ) next to the number scored. Scoring for two is shown by placing an X next to the number scored. Scoring for three is shown by placing a circle next to the number to indicate it is closed. When three of a number is scored in any combination, it is closed.

The Play:

The players each take a turn throwing one dart at bulls-eye, closet dart to the bullseye gets to throw first. The first player throws three darts at any of the scoring numbers to try to close that number and/or score points (points will be explained later, and games can be played without points). The player then scores the darts that he has thrown and play alternates until one person closes all their numbers and has more or equal points to the opponent.

Now let's talk about points. Points is what makes the game of Cricket very interesting. After you close a number, if your opponent does not have the same number closed, any darts that land in that number count as points for you and are totaled on your side of the board. For example, you have your 18 closed and your opponent only has one 18. If you throw a triple 18, you now have 54 points added to any points you may have already scored. If your opponent now throws a triple 18, only two count to close the number. The third does not count for points because your 18 is already closed. If a player has all of their numbers closed including bullseyes but has less points, that player has not yet won the game. He must throw enough points to be even or ahead of the opponent. If the only number the opponent has open is bullseyes, then the player must throw extra bullseyes at 25 points each (or 50 points for the double bulls-eye).

Strategy:

The best strategy is to close the highest numbers first in descending order (this is the reason they are written that way on the scoreboard). The reason for this is that if points are scored, the player with the higher number closed has a big advantage. If you closed your 20 and scored 20 points in your first round, your opponent would have to throw TWO 19's after they are closed to make up the points and score 38.

One important note that I should point out (no pun intended): Deliberately shooting too many points can lead to a bar-room brawl. Darts is considered a "polite game" much like golf. Players do not typically "point monger" each other. Staying one or two bullseyes ahead (25 to 50 points) is acceptable. Throwing more points on another player that is not an INCREDIBLY stronger player is not a good idea.

On the other hand, by scoring an appropriate number early and simply staying on top of the other player, a weaker player can often beat a stronger player by making the other player have to throw extra bullseyes to end the game. Be very careful with this strategy though, sometimes the other player might suddenly turn the tables and will be sure to remember all those extra points you threw on him! Another thing that can happen is that you waste time trying to be sure you have enough points and when you get to the bullseyes, you discover that the other player couldn't miss a bull if he tried. What you wind up with is allot of darts you wasted that could have been tried at bulls and an opponent who is grinning from ear to ear. A clue to warn you that this is happening is when you throw allot of points and your opponent doesn't seem to care (that is he's not throwing any points back).

Content generously provided by rpmendez@yahoo.com creator of mostdartgames.com

x01

x01 (pronounced oh-one)is probably the easiest game to learn. The rules are very simple, yet the game requires skill in order to play well and win. It is a very good game for beginners because it develops accuracy around the whole board and the simple rules allow the players to concentrate on their throwing.

The Object:

The game play starts with a score of 301, 401, 501, 601 or 1001. The object is to get to exactly zero by throwing rounds of three darts and subtracting the sum of those darts from your current score. Games may be played as "double-start" (also called "double-in") or "straight start" (also called "straight-in") this will be explained in THE PLAY section of this page. Games may also be played as "double out" ("double finish") or "straight out" ("straight finish") however "straight out" is extremely rare. Games of 301 and 601 are typically played as double in/double out. While games of 401, 501 and 1001 are typically played as straight in/double out.

The Scoring:

The agreed upon starting score of the game is written at the top center of the score board (ie: 301) with a vertical line drawn down the center of score board. "DD" or "SD" are written above or below the starting score to indicate the agreed upon game (double-in/double-out or straight-in double-out). After each round, the total points thrown is written on the board along with the remaining score on that player/team's side of the board. A score of 100 is called a "ton" and is written on the board as a "T". Scores over 100 are called "ton" plus the rest that was thrown. For example a score of 120 would be called "a ton twenty" and would be written on the board "2T0".

The Play:

Both players (or one player from each team) throw one dart each at the bulls-eye. The closest to the bulls-eye gets to throw first. Typically this player also names the game to be played. The initials of the players are written above each column of the scoreboard with the winner of the bulls-eye on the left.

If the game was called as a straight-in game, the first player (winner of the bulls-eye) begins by throwing three darts trying to attain the highest score possible. Each dart is scored by the number where it lands with the thin inner ring being worth 3 times the number indicated and the thin outer ring worth 2 times the number indicated while the two large sections score exactly the number indicated. Thus the highest attainable score with three darts is 180 by hitting three triple 20's.

If the game was called as a double-in game, the first player must hit any double on the board before they may begin counting their score. For example if the player threw a single 20, a double 20 and a single 20 the score would be 60 points. The first dart did not count because the player had not yet hit a double so only the second and third darts did count. Once a player has "gotten in" subsequent rounds do not require a double be thrown again.

Play continues alternating the players on each side of the board. When the scores get low the player starts to need to think about how they are going to get "out". The exact number a player should start to think about this varies with ability. A beginner should try to get to 40 or 32 (see the STRATEGY section) while an expert will start looking at 160!

A "double out" game means that you must hit a double that makes your score exactly zero to win the game. For example, if you have 32 points left, you must hit a double sixteen with your first scoring dart to win. If you miss the double sixteen and hit a single eight, you now have 24 points left and now have a score of 24. Lets say that now you score 23 points with your remaining two darts. You have "busted" because you only have 1 point and there is no way to throw half of 1. When you bust, all darts you threw in that round do not count and your turn is over. You also bust if you end up with less than zero or if you hit exactly zero but your last dart was not a double.

A "straight out" game means that no double is needed to win, you must simply arrive at zero points. Therefore, if you had a score of 32, simply hitting two single 16's will win the game. The only way to "bust" in a straight out game is to end up with less than zero as your total score.

Strategy:

For beginner to intermediate players there are two simple strategies to follow. As players become more skillful they will be able to hit anywhere they aim for and will simply shoot for the most points and the quickest available "out".

There are many variations of "out-charts" available for various levels of players. An out-chart tells you the proper way to end a double-out game in two or three darts from almost every score of 160 or less. Beginners often try to hard to hit these difficult outs and worsen their position in the game.

Beginners should try to reach 32 points for their out (the double 16). The reason for this is simple, if you just miss the double 16 and hit a single 16, you now have 16 points left and you need a double 8. Do the same with the 8 and you need a double 4, and so on. If an odd number was tried for (say a double 17 from a score of 34) and you missed into the single, you now would have to throw an extra dart to get an out. If we follow the example of 34 out, your first dart misses and lands in the single 17. You now have a score of 17. There is no double 8.5 so you must throw an odd number to make the score even again. This gives the other player more opportunity to get out before you.

The second most important strategy is to throw your strongest number. Obviously better players will be aiming at the triple 20 to try to score the most points. A lot of players (myself included) don't do well with 20's, so they throw at triple 19's. Even if you throw at triple 15's and can hit one out of six in the triple or can simply throw all three darts into the single 15 your score will be much better than all the 1's and 5's you might hit if you can't hit the 20.

Content generously provided

301

1. Before any score is counted, the player must begin by hitting a double. That means any dart between the two wires on the outer rim of the board denoting the doubles area. Once a "double" is thrown that dart and all others will count in the score.

2. The score is determined by subtracting from 301 the score of each thrown dart. Remember, the outer ring counts double and the inner ring counts triple the indicated score.

3. The winner must reduce his score to exactly zero with the last dart being a double. For example, if the player has 32 left to reach zero, he must hit a double 16. If 16 is scored he must then hit double 8 and so on.

4. If the player scores more than the exact score needed, the whole turn of three darts does not count, and the player's score remains as it was before that turn was taken. For example, if 16 is required and the player scores 17, his score remains at 16. Likewise, since the final score must be a double, if single 16 is hit the turn does not count and the score remains at 16. If 15 is hit, the turn does not count since you cannot go out on a single 1.

501

This game is played exactly like "301" with the exception that a double is not required to begin scoring. The score is subtracted from 501 and the requirements for a double to finish are the same as in 301.


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