Quick Answer

501, Cricket, Around the Clock, Killer, and Shanghai are the five dart games every player should know.

This guide covers 22 games — rules in plain English, a step-by-step example for each, and who each game suits best.

Pick the right game and a board session stays fun for everyone at any level. Pick the wrong one and beginners get left behind or experienced players get bored. The 22 games below cover every situation — first-timers, competitive pairs, large groups, and solo practice.

Quick Reference: All 22 Dart Games

GamePlayersTimeDifficultyBest For
5012–410–20 minIntermediateStandard competitive play
Cricket2–415–25 minIntermediateStrategic play
Around the ClockAny10–30 minBeginnerLearning target accuracy
Killer3–820–40 minBeginnerGroups and parties
Shanghai2–615–25 minIntermediateCompetitive groups
Scram215–20 minBeginnerTwo players, any skill
30125–10 minBeginnerQuick head-to-head
Noughts and Crosses210–15 minBeginnerTactical two-player
Legs2–415–20 minIntermediateCompetitive matches
Tennis210–20 minBeginnerFun two-player format
Sudden Death3+15–30 minBeginnerEliminator party game
Prisoner3+20–30 minBeginnerLarge groups
Count-UpAny5–10 minBeginnerWarm-up and beginners
High ScoreAny10–15 minBeginnerQuick scoring challenge
Bob’s 27115–20 minAdvancedSolo doubles practice
121 Checkout110 minAdvancedSolo checkout practice
Chase the Dragon1–415–25 minAdvancedTrebles and bull precision
Halve-ItAny15–25 minIntermediateSolo or group practice
Golf2–420–30 minIntermediatePub sessions
Baseball2–620–30 minBeginnerCasual groups
Nearest the BullAny5 minBeginnerDeciding throw order
Drinking Darts2–620–40 minBeginnerPub nights (adults)

The Five Every Player Should Know

501

2–4
Players
10–20 min
Time
Intermediate
Difficulty
Standard play
Best For

Start at 501. Each player throws three darts per visit and subtracts what they score. To win, reach exactly zero — finishing on a double (the outer narrow ring, or the bullseye). Go below zero or land on 1, and the visit is bust: score resets to what it was before that throw.

Example — 501

Alice, visit 1: T20, T20, 5 — scores 125 — left with 376

Bob, visit 1: T19, 14, 3 — scores 90 — left with 411

Alice, visit 2: T20, T20, T20 — scores 180 — left with 196

Bob, visit 2: T20, T19, 7 — scores 126 — left with 285

Alice, visit 3: T20, T16, D20 — scores 152 — left with 44

Alice, visit 4: T12 (36), D4 (8) — scores 44 — out in 12 darts

Common checkout routes to memorise: 40 = D20, 32 = D16, 36 = D18, 50 = bullseye (counts as D25).

Cricket

2–4
Players
15–25 min
Time
Intermediate
Difficulty
Strategic play
Best For

Cricket uses only 15, 16, 17, 18, 19, 20, and the bullseye. Hit a number three times to “open” it (singles = 1 hit, doubles = 2, trebles = 3). Once you’ve opened a number your opponent hasn’t, extra hits score points at face value. The game ends when one player has closed all numbers and leads on points — or both have closed everything and scores are level.

Example — Cricket

Tom, visit 1: T20 — 20 opens for Tom (3 hits)

Sara, visit 1: T19 — 19 opens for Sara (3 hits)

Tom, visit 2: 20, 20 — 20 already closed so both score: Tom +40 pts

Sara, visit 2: T20 — Sara closes 20 (stops Tom scoring on it), +0 pts

Scoreboard after 2 visits: Tom 40 pts | Sara 0 pts | 20 ✓ closed for both | 19 ✓ closed for Sara only

→ Game continues through 18, 17, 16, 15, bull — first to close all numbers while leading (or tied) wins

Closing a number your opponent is scoring on is usually worth more than opening a new one for yourself — cut off their points first.

Around the Clock

Any
Players
10–30 min
Time
Beginner
Difficulty
Target accuracy
Best For

Hit 1, then 2, then 3 — all the way to 20, then finish on the bullseye. Three darts per turn. Any part of the segment (single, double, or treble) moves you on. First to finish wins.

Example — Around the Clock

Jake (on 7): misses, hits 7, misses — advances to 8

Emma (on 9): D9 (counts), hits 10, hits 11 — advances to 12 in one visit

Jake (on 8): hits 8, misses 9, misses 9 — advances to 9

Emma (on 12): misses 12 three times — stays on 12

→ Emma leads 12 vs 9 — but Jake closes the gap on a number Emma keeps missing

Harder version: require doubles only — you must hit the double ring of each number to advance. Used as a warm-up drill by competitive players.

Killer

3–8
Players
20–40 min
Time
Beginner
Difficulty
Groups
Best For

Each player throws one dart with their non-dominant hand to assign themselves a random number. Then, three darts per turn — hit your own double to become a “Killer.” Once you’re a Killer, hit other players’ doubles to take their lives. Each player starts with five lives. Hit your own double as a Killer and you lose one. Last player standing wins.

Example — Killer (Ana: 14 | Ben: 7 | Cara: 3 | Dan: 18)

Turn 1, Ana: hits D14 — becomes a Killer

Turn 1, Ana (attacks): hits D7 — Ben loses a life (4 remaining)

Turn 2, Ben: hits D7 — becomes a Killer

Turn 2, Ben (attacks): hits D14, D14 — Ana loses 2 lives (3 remaining)

Turn 3, Cara: hits D3 — becomes a Killer, targets Dan

→ Dan eliminated after 5 hits on D18 across next two rounds

→ Three players remain — Killer status means every throw now counts

You can’t attack anyone until you’ve hit your own double. All darts on other players’ numbers before that are wasted.

Shanghai

2–6
Players
15–25 min
Time
Intermediate
Difficulty
Competitive groups
Best For

Seven rounds. Round 1: everyone targets the 1 segment. Round 2: the 2 segment. And so on to 7. Singles, doubles, and trebles on the active number all score (×1, ×2, ×3 face value). Hit a “Shanghai” — single, double, and treble of the same number in one visit — and you win instantly regardless of score. Highest total after round 7 wins if no Shanghai is hit.

Example — Shanghai (Round 3, target: 3)

Liz, visit: single 3 (3 pts), T3 (9 pts), D3 (6 pts)

→ That’s single + double + treble of the same number in one visit — Shanghai

Liz wins the game immediately, regardless of anyone else’s score


If no Shanghai is hit, scores accumulate to Round 7. A T7 in the last round scores 21 — enough to flip the game from a single dart.

In the later rounds the numbers are worth more — a treble 7 (21 pts) in round 7 outweighs a treble 1 (3 pts) in round 1 by seven times.

Two-Player Games

Scram

2
Players
15–20 min
Time
Beginner
Difficulty
Any skill level
Best For

Two phases. Phase 1: one player is the stopper, the other the scorer. The stopper closes numbers 1–20 and bull by hitting them once each. The scorer racks up points on any number still open. Once a number is closed, the scorer can no longer score on it. When all are closed, roles swap. Highest score after both phases wins.

Example — Scram (Phase 1: Mark stops, Lisa scores)

Mark, visit 1: hits 20, 19, 18 — closes all three

Lisa, visit 1: T17 (51 pts), 16 (16 pts) — Lisa +67

Mark, visit 2: closes 17, 16 — Lisa can no longer score on those

Lisa, visit 2: T15, 14 — Lisa +59 (15 still open)

→ Phase 1 ends when all 21 targets are closed — Lisa totals 143 pts

→ Phase 2: Lisa stops, Mark scores — Mark needs 144+ to win

The stopper should close 20, 19, and 18 first — they’re where the scorer earns the most per dart.

301

2
Players
5–10 min
Time
Beginner
Difficulty
Quick head-to-head
Best For

Same rules as 501 but starting at 301. Finish on a double. With the double-in rule (optional in casual play), you must also open scoring with a double. The shorter starting total makes legs last roughly 6–12 visits each — fast enough for a round of drinks.

Example — 301 (double-in)

Player 1, visit 1: D20 to open (261), T20 (201), T19 (144)

Player 2, visit 1: D16 to open (269), T20 (209), T20 (149)

Player 1, visit 2: T20 (84), T20 (24) — needs 24: D12

Player 1, visit 3: throws D12 — out in 8 darts

Skip the double-in for casual play — just subtract from the start and still finish on a double. Most pub 301 games drop the opening requirement.

Noughts and Crosses

2
Players
10–15 min
Time
Beginner
Difficulty
Tactical two-player
Best For

Draw a 3×3 grid on a chalkboard. Fill nine squares with numbers from the board — typically 1, 2, 3, 4, Bull, 16, 17, 19, 20. Players alternate throwing three darts. Hit a number in the grid and claim that square with your symbol (X or O). Three in a row wins. Missed darts don’t block squares — you have to actually hit them.

Example — Noughts and Crosses

Grid: 20 | 1 | 19 / 3 | Bull | 17 / 2 | 16 | 4

X, visit 1: hits 20 (top-left ✗), hits 19 (top-right ✗) — one away from top row

O, visit 1: hits 1 (top-middle ◯) to block, hits Bull (centre ◯)

X, visit 2: hits 3 (middle-left ✗), misses 17

O, visit 2: hits 17 (middle-right ◯) — O threatens middle row: ◯ · · ◯ · ◯

→ X must block 16 or Bull — but Bull is already O’s

→ O hits 16 next visit — three in a row across the middle. O wins.

It’s tic-tac-toe — except your aim determines whether you get the square at all.

Legs

2–4
Players
15–20 min
Time
Intermediate
Difficulty
Competitive matches
Best For

Legs is a match format, not a single game. Each “leg” is a full 501 game (finish on double). Agree on a format before starting — best of 3 or best of 5 are standard. The player who wins the most legs wins the match. This is how professional darts is structured at every level from pub league to world championship.

Example — Best of 5 Legs

Leg 1: Ryan out in 19 darts — Ryan 1–0 Sophie

Leg 2: Sophie out in 15 darts — 1–1

Leg 3: Ryan misses 5 consecutive doubles on 40 — Sophie capitalises — 1–2

Leg 4: Ryan finishes clean — 2–2

Leg 5 (decider): both miss first checkout — Sophie hits D16 on second attempt — Sophie wins 3–2

Best of 3 = a quick match. Best of 7 = a serious session. In league format, a “set” is usually first to 3 legs.

Tennis

2
Players
10–20 min
Time
Beginner
Difficulty
Fun two-player
Best For

Score like real tennis: 15–0, 30–0, 40–0, Game, with deuce and advantage for tied games. Each player throws three darts per rally — higher score wins the point. Win 6 games to take a set, first to two sets wins the match.

Example — Tennis (Game 3, score 30–30)

Rally 1: A scores 85, B scores 60 — Advantage A

Rally 2: A scores 72, B scores 81 — Deuce

Rally 3: A scores 91, B scores 58 — Advantage A

Rally 4: A scores 100, B scores 79 — Game A

→ A takes Game 3 after four deuces — A leads 2–1 in games

For a quicker session, skip sets entirely — play to 6 games, first to win takes the match.

Party and Group Games

Sudden Death

3+
Players
15–30 min
Time
Beginner
Difficulty
Eliminator game
Best For

Everyone throws three darts each round. The player with the lowest score is eliminated. Tie for last? Those players each throw one dart — lowest is out. Last player standing wins.

Example — Sudden Death (6 players)

Round 1 scores: 85, 72, 68, 55, 45, 12 — player with 12 eliminated

Round 2 (5 players): 60, 58, 57, 55, 14 — player with 14 out

Round 3 (4 players): 81, 79, 62, 61 — tied 62 and 61 go again: 45 vs 38 — 38 eliminated

Round 4 (3 players): 80, 78, 41 — player with 41 out

Final (2 players): 88 vs 74 — player with 74 loses — winner declared

Alternative: set a minimum threshold (e.g. 40 pts). Anyone who scores below it in that round is out — can eliminate multiple players at once.

Prisoner

3+
Players
20–30 min
Time
Beginner
Difficulty
Large groups
Best For

One player is the warden. They throw three darts — their total is the target. Every other player (prisoner) throws three darts and must match or beat the warden’s score to stay free. Fail and you go to prison (accumulate a strike). Rotate the warden role each round. Most strikes at the end loses.

Example — Prisoner (5 players, Kate is warden)

Kate (warden): T20, 1, 1 — sets target of 62

Ali: scores 85 — free

Ben: scores 70 — free

Cara: scores 55 — imprisoned (strike 1)

Dan: scores 48 — imprisoned (strike 1)

Round 2: new warden, target 78 — Cara scores 80 (escapes), Dan scores 45 (strike 2)

→ Player with most strikes at end of agreed rounds loses

Agree before starting whether prison means one round out or accumulated strikes — the strike version keeps everyone throwing throughout.

Count-Up

Any
Players
5–10 min
Time
Beginner
Difficulty
Warm-up
Best For

Eight rounds of three darts each. Every dart scores its face value — doubles and trebles count. No special rules. Highest cumulative total after eight rounds wins. Track your total across sessions and you have a clean benchmark to beat.

Example — Count-Up (one player)

Round 1: T20, 18, 15 — scores 93 — running total: 93

Round 2: T19, 20, 17 — scores 94 — total: 187

Round 3: 14, 5, 3 — scores 22 — total: 209 (off night)

Round 4: T20, T19, T18 — scores 171 — total: 380

Final total after 8 rounds: 612

Beginner range: 200–400 | Club level: 500–700 | Advanced: 700+

Use Count-Up as a session opener. A consistent 8-round total tells you more about your current form than any other quick test.

High Score

Any
Players
10–15 min
Time
Beginner
Difficulty
Mixed ability
Best For

Five throws of three darts each. Only your single best visit counts — not the running total. Highest one-visit score wins. There’s no penalty for a bad round — you just throw again. Good for mixed-ability groups where you want everyone going for maximum score without pressure.

Example — High Score

Player A: 85, 60, 100, 45, 78 — best visit: 100

Player B: 81, 81, 60, 100, 81 — best visit: 100

→ Tie — each throws one tiebreaker visit

→ A scores 60, B scores 81 — Player B wins

Agree the tiebreaker rule before you start — ties at 100 are common.

Everyone aims at treble 20 every dart. A maximum 3-dart visit (T20, T20, T20 = 180) wins outright against any opponent.

Solo Practice Games

Bob’s 27

1
Players
15–20 min
Time
Advanced
Difficulty
Doubles practice
Best For

Start with 27 points. Work through double 1 to double 20, then double bull — 21 rounds. Throw three darts at each double. Hit at least one: add twice the face value (+2 for D1, +4 for D2, etc). Hit none: subtract twice the face value. You can go negative. Finish positive to pass.

Example — Bob’s 27

Start: 27 pts

D1: hit one → +2 → 29

D2: miss all three → -4 → 25

D3: hit two → +6 → 31

D4–D9: mix of hits and misses — score drifts to 18

D10: miss all → -20 → -2 (gone negative)

D16: hit one → +32 → recovered to 44

→ Final score after D20 + D-bull: 88 — above 0 = pass

Score benchmarks: 100+ = decent | 200+ = sharp doubles | 500+ = Bob Anderson territory

The penalty system keeps you honest — you can’t coast on near-misses. Every blank round costs you, which is exactly what makes it useful.

121 Checkout

1
Players
10 min
Time
Advanced
Difficulty
Checkout practice
Best For

Start at 121. Try to check out in as few darts as possible — finish on a double. Reset to 121 after each attempt and go again. Track your average over 10 attempts. The perfect checkout is 3 darts. This drill isolates exactly the skill that separates mid-level from advanced players.

Example — 121 Checkout (10 attempts)

Attempt 1: T20 (61 left), T17 (10 left), miss D5, hits D5 — 4 darts

Attempt 2: T20 (61 left), T19 (4 left), D2 — 3 darts (perfect)

Attempt 3: T20, T20 (1 left) — bust. Must throw away a dart, then restart from 1. 5 darts

Attempts 4–10: mix of 3s, 4s, one 6 (missed 4 doubles)

Average over 10 attempts: 4.1 darts

Targets: under 5 = competent | under 4 = strong | consistent 3s = very good

Plan your route before throwing. T20, T11, D20 (60+33+28=121) is one clean 3-dart route. T17, T18, D15 (51+54+16=121) is another.

Chase the Dragon

1–4
Players
15–25 min
Time
Advanced
Difficulty
Treble precision
Best For

Hit the treble of numbers 10 through 20 in order, then the bullseye. Singles and doubles count for nothing — trebles only. Three darts per turn; hit the required treble and advance to the next. In solo play, count total darts used to complete the run. Multiplayer: first to finish wins.

Example — Chase the Dragon (solo)

T10: hit on dart 2 — total darts used: 2

T11: hit on dart 1 — total: 3

T12: takes 7 darts — total: 10

T13: hit on dart 1 — total: 11

T14: takes 12 darts — total: 23

T15–T20 + bull: 35 more darts

Full run: 58 darts

Next session: 51 darts. Session after: 44. The number goes down as your treble accuracy improves.

Trebles are 8mm wide. No partial credit. Chase the Dragon is the most direct measure of the accuracy level competitive darts actually requires.

Halve-It

Any
Players
15–25 min
Time
Intermediate
Difficulty
Solo or group
Best For

Set a sequence of targets — typically: 15, 16, double (any), 17, 18, treble (any), 19, 20, bull. Three darts per target. Hit the target: score whatever you hit. Miss entirely: your current score is halved (rounded down). Highest score after all targets wins.

Example — Halve-It

Target: 15 — hits 15, 15 — scores 30 — total: 30

Target: 16 — hits 16, 16, miss — scores 32 — total: 62

Target: doubles (any) — hits D8 (16), D5 (10) — scores 26 — total: 88

Target: 17 — all three darts miss 17 (hits 2, 14, 3) — score halved: 44

Target: 18 — hits T18 (54) — total: 98

→ One missed target cut the score nearly in half — that’s why Halve-It is stressful even solo

Halving only triggers on a complete miss — if even one dart hits the target number, your score stands.

Pub Classics

Golf

2–4
Players
20–30 min
Time
Intermediate
Difficulty
Pub sessions
Best For

Nine holes — numbers 1 through 9 on the board. One dart per hole. Scoring is inverted like golf: bullseye = 1 stroke, inner bull = 2, treble = 3, double = 4, single = 5, miss = 6. Lowest total after 9 holes wins.

Example — Golf (Player A’s round)

Hole 1 (target: 1): single 1 — 5 strokes

Hole 2 (target: 2): T2 — 3 strokes

Hole 3 (target: 3): misses segment 3 — 6 strokes

Hole 4 (target: 4): D4 — 4 strokes

Hole 5 (target: 5): inner bull — 2 strokes

After 5 holes: 20 strokes — on pace for ~36 total

Score benchmarks: 45+ = struggled | 35–44 = decent | under 30 = strong

For beginners, play three darts per hole and take the best result — removes the harsh penalty for a single bad dart.

Baseball

2–6
Players
20–30 min
Time
Beginner
Difficulty
Casual groups
Best For

Seven innings — numbers 1 through 7. Three darts per inning at the active number. Singles = 1 run, doubles = 2 runs, trebles = 3 runs. Score zero in any inning and your total is halved. Highest run count after 7 innings wins.

Example — Baseball

Inning 1 (target: 1): 1, 1, miss — 2 runs — total: 2

Inning 2 (target: 2): D2, 2, T2 — 7 runs — total: 9

Inning 3 (target: 3): miss, miss, miss — 0 runs — score halved: 4

Inning 4 (target: 4): T4, 4, 4 — 5 runs — total: 9

Inning 7 (target: 7): T7, T7, T7 — max 9 runs — total recovery possible

The halving rule makes every inning matter — one blank wipes out all the work before it

Inning 7 is the highest-value round — a treble 7 scores 21 runs and can rescue a bad game on a single dart.

Nearest the Bull

Any
Players
2 min
Time
Beginner
Difficulty
Deciding throw order
Best For

Each player throws one dart at the bullseye. Closest to centre goes first. This is the standard ritual before any serious session or match. Ties (same ring) get resolved by throwing again between those players only.

Example — Nearest the Bull (3 players)

Player A: inner bull (bullseye) — closest to centre

Player B: outer bull — second closest

Player C: hits 3 segment — furthest

Throw order: A → B → C

If A and B both hit inner bull, they throw again between themselves to break the tie

Outer bull beats any number segment. Inner bull beats outer bull. Agree the tie rule before anyone throws.

Drinking Darts

2–6
Players
20–40 min
Time
Beginner
Difficulty
Pub nights (adults)
Best For

A rule overlay for any game. Common format: lowest score each round takes a sip, leg loser takes a bigger drink, bounce-outs drink immediately. No single official version — agree the rules before the first throw and keep them reasonable.

Example — Drinking Darts on 501

Round scores: A = 45, B = 85, C = 60

→ A scored lowest — takes a sip

→ C hit bull this round — exempt from the next penalty

→ A gets bust on checkout — drinks again

→ B wins the leg — A and C drink

The overlay works on any game: Cricket, Shanghai, Around the Clock — tie the consequences to a clear, agreed losing condition

Keep stakes low. Darts involve sharp steel tips — safety first, regardless of what’s been consumed.

Which Game Should You Play?

Just 2 of you — 501, Cricket, Scram, or Legs

3 or more players — Killer, Shanghai, Sudden Death, or Baseball

First time at a board — Count-Up, Around the Clock, or High Score

Solo practice — Bob’s 27, Chase the Dragon, or Halve-It

Pub night, casual — Killer, Drinking Darts, Prisoner, or Golf

Mixed ability group — Around the Clock, High Score, or Count-Up

Start with 501 — it covers the fundamentals every other game builds on. Add Cricket once you want tactics. Use the solo games to track progress between sessions.