2013年5月27日星期一

Darts Rules-Rules for Sudden Death


Sudden Death is a very fast moving game for a large number of players. Playing with less than six players’ means the game will be over in two or three minutes.

Object

To be the last person not eliminated.

Scoring

No scoring is needed, all you have to do is remember playing order and what the LOWEST score thrown in each round is.

Play

Each player (there are no teams in this game) throws one dart at bullseye, closest to the bullseye goes first.

Each player takes a turn trying to throw the highest possible score with three darts. Each dart scores the number where it landed with the thin outer "doubles" ring counting as two times the number hit and the thin inner "triples" ring counting as three times. The outer bullseye counts as 25 and the inner as 50 points.

After each player has thrown, whoever threw the lowest score that round is eliminated from the game and the next round is thrown with the remaining players. Whoever is left in the game at the end wins.

One fun variation on this game that I like is to score it like the Low version of High/Low and eliminate whoever threw the HIGHEST score. It's a lot of fun this way.

Strategy

Play your strongest numbers! A triple 16 (if that's your number) is a lot better score that floundering around the 20 and hitting 5's and 1's.

Rules for Soccer


Soccer is a game for two players or teams only. It is a very difficult game but is great practice because only bullseyes and doubles count.

The Object

To be the first player to score ten goals.

The Scoring

No scoring is needed if you can simply remember each players points from one to ten.

The Play

One player from each team throws one dart at bullseye, closest to the bullseye goes first.
In order to score a "goal", the players first must "take possession of the ball". To take possession, you must hit a bullseye (either a single or a double, it does not matter). Once you have possession, you keep the ball until the other player/team takes possession by hitting a bullseye.

Only the player/team that has possession of the ball may score goals. To score a goal you must hit any double on the board. The doubles are the thin outer ring and the inner-bullseye. Any double you hit anywhere on the board counts as one goal and scores one point for you or your team.

Strategy: There isn't any.

2013年5月20日星期一

Rules for Slider


Slider is a very easy dart game, but good practice because it uses the whole board. It is also a very fast moving game and can usually be finished in less than 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 from 10 through 20 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 10, when a 10 is hit, play moves on to 11 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.

If the player misses the target number with all three darts, the player "slides" back a number for the next turn. For example, if the player is throwing at 15 and misses with all three darts, the next time that player throws, the target number will be 14.

The first player to hit the 20 wins.

Strategy: There isn't any.

Dart Rules-Rules for 6-14


6-14 dart rule is an fun game to play and great practice for x01. It has a fixed number of rounds and moves very quickly. It may be played by any number of players or teams.

Object

The object of the game is to score the most points in a fixed number of rounds.

Scoring

The numbers 6, 7, 8, 9, 10, 11, 12, 13 and 14 are written down the center of the score board with the players names written in order across the top. Playing order is determined by a throw at bullseye, closest dart plays first.

Play

Players take turns aiming at the thin outer "doubles" ring of the number of the round they 
are in. In the first round, play is for the double-6, in the second round play is for the double-7, etc. Only the double of the current number counts for any score.

Each dart that lands in the proper double scores that player 50 points. For example, in the first round a player shoots a single-5, double-6 and double-6, the players score would be 100 points.

If a player shoots at least one dart into the double of the target number, that player gets an additional throw of three darts at the 20. The total of the 20's is added up in the usual way, the thin outer "doubles" ring counting as two 20's (40 points). The thin inner "triples" ring counting as three 20's (60 points). The rest of the 20 counts as one 20 (20 points). If none of the target doubles are hit, the player is not allowed a throw at the 20's.
The sum of 50 points for each of the target number double is added to the sum of the 20's and the score is written in the player's column next to the target number.

Play continues alternating players/teams until the "14" round is complete. The scores are totaled and the higher scoring player/team wins.

Strategy

Try to score a lot of points.

2013年5月15日星期三

Rules For Shove Ha'Penny


Shove Ha'Penny is a very simple game that may be played with any number of players.
Games go very quickly and may be finished in as little as nine darts.

The Object

The object of the game is to be the first to close all the numbers 1 through 9.

The Scoring

Each player throws one dart at bullseye, closest to the bullseye goes first.

Players’ names are written in throwing order across the top of the scoreboard. The numbers 1 through 9 are written vertically down the board. Vertical lines may be drawn to divide the board into columns for each player.

The Play

Players try to "close" each number from 1 through 9. To close a number you must hit 3 of each number in any combination. The thin outer ring counts as two and is called a double. The thin inner ring counts as three and is called a triple.

Scoring is represented in the following manner: a score of one is shown with a slash ("/"), a score of two is shown with an X and a score of three is shown with a circle ("O") to represent the number as closed.

Numbers may be closed in any order and any of the target numbers may be scored at any time. For example a player may choose to throw one dart at 1, one dart at 2 and one dart at 7 instead of trying for three at one number.

The one unique catch to this game is that if you throw more that three of a number, any extra darts that you throw must be given to your opponent. For example, with your first dart you hit a single 1, your second dart is a single 1 and your third dart is a triple 1. You have now scored a total of five 1's. You take three of them to close but the other two must be given to your opponent.
In a multi-player game (more than two) there are three variations on who to give the points to. The first is to give the points to the next player in throwing order. The second is to give the points to whichever player needs those particular points the most. The third is to allow the shooter of the extra points to choose which player will receive them. The method of distributing the extra points should be agreed upon at the beginning of the game and will be the method used throughout the entire game.

The only time extra points do not go to another player is when the extra points mean the player will win the game by getting those points. The winner of the game must throw the winning dart him/herself. A game could be won by having all the points but one given to a player and that player just hitting the one point to win the game.

Strategy

If you have a choice who to give the points to, be very careful who you choose to give the points to. If someone is really having trouble with a number, it might be better to give the points to someone else and let the player having trouble continue to have trouble.

Rules for Shanghai


Dart rules Shanghai is a fun and easy game to learn and is good practice because it covers the whole board. It may be played by any number of people or teams.

The Object

Try to score as many points as possible in 20 innings or "Shanghai" your opponent.

The Scoring

Each player throws one dart at bullseye, closest to the bullseye goes first. The names of the players are written in order across the top of the scoreboard and the numbers 1 through 20 are written down the left side of the board. Vertical lines are drawn to divide the scoreboard into columns, one for each player.

The Play

Each player takes a turn throwing three darts to score the highest score possible in that round. Only the wedge that is the same number as the round counts towards the score. For example, only 1's count in the first round, 2's in the second, etc. The thin outer "doubles" ring counts as twice the number scored and the thin inner "triples" ring counts as three times. After all twenty rounds have been completed whoever has the highest score wins.

The second way to win is to "Shanghai" your opponent. To Shanghai, you must hit one dart in the single, one in the triple and one in the double of the target number in any order. If you succeed in hitting a Shanghai, the game is over and you win regardless of the other player's score.

Strategy

If you hit a double or a triple with the first dart, always try for the Shanghai. If you miss it, you will still have a decent score and if you do get it, you win.

2013年5月14日星期二

Dart Rules-Rules for Call Three


Dart rules of call three is an excellent practice game to really sharpen your accuracy around the board. It can be played by any number of players or teams.

The Object

The object is to have the highest score after 10 rounds of play.

The Scoring

The players names are written across the top of the score board in order. Playing order is determined by a throw at bullseye, closest dart plays first. The numbers 1 through 10 are written down the center of the board to indicate the 10 rounds of play.

The Play

The first player goes to the line and the player who is to throw next calls off three numbers for the first player to hit. Any three numbers may be used, 1-20 and bull's-eyes.

The first player now throws ONE dart at each of the three numbers in the order called out. Only darts that land in the called out numbers count and they only count in the proper order. The thin outer "doubles" ring counts as 2 points, the thin inner "triples" ring counts as 3 points and the remaining area of the number count as 1 point. If bull's-eyes are used, the outer bullseye counts as 2 points and the inner bullseye counts as three points.

The total that was hit is written next to the round-number and play continues on to the next player. After all ten rounds are played, the player with the highest total score wins.
The Strategy: This game has no strategy, it is a game of accuracy. If you play on a dart team with your opponent's), you should try to stick to numbers that give them trouble during league games.

2013年5月13日星期一

Rules for Bullseye Baseball


Baseball is a difficult yet fun game that may be played by as many players or teams as wish to play. It is the same game as regular Baseball with a twist to make it more challenging.

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 bullseye 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 but must hit a bullseye each inning before any runs may be scored that inning. If no bullseye is hit, the score for the inning is zero. 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. If more than one bullseye is hit the score is multiplied by the number of bull's-eye's hit. Therefore, the highest attainable score in any one inning is twelve (Double-Bullseye, Triple-x, Triple-x {where x is the number of the inning} would score 6 for the two triples time 2 bull's-eyes).

The number of runs scored is NOT multiplied by the inning number. For example, in the second inning, a bullseye and two single 2's are hit; that players score would be two 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 bull's-eyes as the target. Extra innings continue until after all players have thrown for that inning and no tie exists.

Strategy

Try to score a lot of runs.

Darts-Rules for Broad Jump


Broad Jump is a very unique style of game similar only to its cousin, High Jump. It may be played by any number of players or teams and is a good game to play with an odd number of people.

The Object

The object of the game is to "jump" further then your opponents.

The Scoring

Players names are written in order down the left side of the scoreboard. Order is usually determined by throwing one dart each at bullseye. Closest to the bullseye throws first, farthest throws last.

The Play

Each player in turn throws three darts trying to advance the target numbers to make the longest "jump". The targets are across the center of the board in order: Double-11, Large-11, Triple-11, Small-11, Bullseye, Double-Bullseye, Bullseye, Small-6, Triple-6, Large-6, Double-6.

For a dart to count, the targets must be hit in order, one dart each. Play begins with the Double-11, once the Double-11 is hit the player may now throw at Large-11 and so on across the board.

After the each player throws all three darts, the "furthest" target that was hit becomes the length of the jump and is written next to the player's name and play continues with the next player. The next time that player throws again, the target number is the next number after the old target. This means that each round extends the length of the jump.

If the player misses the target with all three darts, that player's jump is over and the last target that was hit becomes the final length of the jump. That player does not throw again.

After all players have missed their target with three darts, whoever's jump was longest wins the game. If more than one player have the same length jump at the end of the game or both made it all the way across the board, those players alone should play again to break the tie.

Strategy

Take your time and concentrate when you get to the bullseye area. They are hard to hit, but if you get past them, it's all down hill from there.

Dart Rules-Rules for Scram


Scram is a fun game for two players that are played in two parts.

The Object

To score a higher score than your opponent after you've each had a turn as "scorer" and "stopper".

The Scoring

Each player throws one dart at bullseye, closest to the bullseye chooses to be the "stopper" or the "scorer". The "stopper" always goes first.

Players’ names are written in order across the top of the board with the numbers 1 through 20 and bull's-eyes written down the center of the board dividing the board into two columns.

The Play

The "stopper" plays first and throws three darts into different numbers. Each number that is hit is "stopped". Stopped numbers are shown by placing an X next to the numbers. Any part of the number may be hit to stop it.

After the stopper throws, the scorer now tries to score as high a score has possible with three darts. Any numbers that have been stopped do not count towards a score. Any other numbers that have not been stopped count in the usual way. Bull's-eyes count as 25 points and the double-bullseye counts as 50.

The scorer's score is kept as a running total and written on the scorer's side of the board. Once all the numbers and the bull's-eyes have been stopped, the round is over. The roles now reverse and the original stopper tries to score points while the original scorer stops numbers.

Whoever has the higher total at the end of two rounds wins the game.

Strategy

Use your opponents’ strengths and weaknesses against him/her. For example, I can't hit 18's to save my life but I can't be stopped on 16's and 19's. So, if you were playing me and new this, you should try to stop 19's and 16's first and let me flounder on the 18's all I want. Obviously it is important to try to stop the higher numbers first, though.

Dart Rules-Rules for Road Rally


Road Rally is a very unique game based on an auto race. A lot of imagination is used in "laying out a course". It may be played by any number of players.

The Object

The object of the game is to hit each section of board included in the "course" and be the first to "cross the finish line".

The Scoring

One dart is thrown by each player and the closest to the bullseye throws first. The players names are written in order across the top of the board and the agreed upon course is written down the center of the board.

The "agreed upon course" is where the imagination aspect of the game comes in to play. Players must pick target sections of the board to be the "course" and the "obstacles". The obstacles are oil slicks, car wrecks, hair-pin turns, etc. All the obstacles must be hit with two darts in order to pass them, while the regular sections of course must be hit only once. All elements of the course are specific: the double, the triple, the small wedge, the large wedge are all considered different sections. Only the precise section of the board listed counts and the course must be played in strict order. I usually let each player name 2 or 3 course elements plus one obstacle. This way everyone has a chance to include their favorite numbers.

The Play

Each player takes turns going through the course as describe above.

After all the obstacles have been completed, the finish line must be crossed. The finish line consists of 2 bullseyes. Either two single bulls may be hit or one double.

Strategy

The only strategy is in how you choose the course. Try to set an obstacle that is a hard number to hit that you have practiced. Don't pick something common like double-16 or triple-20 that everyone is used to hitting.

2013年5月9日星期四

Dart Rules-Rules for Blind Killers


Blind Killers is a really fun game designed to be played with 3 or more people. The more people playing the more fun it is. It is a great game to play when there are an odd number of people and everyone wants to play darts. This is also an EXCELLENT way to practice your out's for x01. This particular game is a game of memory, trust, honesty and luck, it is not a game to be played with strangers at the pub late at night (or for money).

The Object

To win Blind Killers you must simply be the last person on the scoreboard with a life left.

The Scoring

The names are place down the left side of the score board in any order. Generally, after the first game is played, the player who was knocked out first gets to throw first in the next game. For the first game, I usually do a closest to the bullseye with one dart each. Next to each name, three tally marks are placed to indicate the number of lives each player has left.
The Play: Play is identical to that of regular Killers except that no one knows what the other players numbers are! Please be sure to read the rules for Killers before continuing with this game.

The numbers 1 through 20 are written on slips of paper and placed in a hat. Each player takes a slip of paper and remembers the number on it. That number is that players number for the duration of the game. It is not necessary to throw your own double to become a killer (you'd only give away your number if you did.

This game obviously relies on honesty and memory. The player's must remember there number and watch carefully for other people to hit it. They must also remember how many lives they have left and step down when the third life is taken.

Variations of this game can be played to adjust to the players' level. You could use all triples for stronger players or require a double bull to become a killer. For weaker players, use the thin inner wedge of the number. On occasion, I have had several average players and one "I never picked up a dart before" kind of person (notice they always seem to win!) want to play. So what I do is set that the "new player" only has to hit the thin or thick single wedge to become a killer or kill while the rest of us have to hit doubles. With all the combinations available it's easy to balance the play to be fun for everyone.

Strategy

There is no strategy, this is a game of luck. The only hint is to try to watch your opponents faces and body language when you hit or get real close to a double, there might be the slightest reaction that can clue you if that number is owned.

Rules For Australian Cricket



Australian cricket is a game playable by to individuals or teams. It is played similar to one inning of Australian or British Cricket.

The Object: To score higher than your opponent after each has had a turn as "bowler" and "batsman".

The Scoring: The players' names are written at the top of the scoreboard and a vertical line is drawn dividing the scoreboard into two columns. The numbers one through nine are written vertically on each player's side to indicate the "wickets".

The Play: Each player throws one dart at bullseye, closest to the bullseye chooses to be the "bowler" or the "batsman" first.

The "batsman" always throws first. The batsman tries to score as many points as possible with the thin outer "doubles" ring counting as two times the number thrown and the thin inner "triples" ring counting as three times the number thrown. At the end of the throw, the three darts are totaled and 40 is subtracted. The remaining score is the batsman's score for that throw. If the batsman only threw 40 or under, the score is zero. For example, if the batsman threw single-20, single-20, single-5; the score would be 5 (20+20+5=45, 45-40=5).

After the batsman throws, the "bowler" throws next. The bowler tries to bowl nine wickets as quickly as possible. To score a wicket, the bowler must hit the bullseye, the outer bullseye scores one wicket and the inner scores two. If the bowler throws a dart outside of the thin inner "triples" ring, points equivalent to the number the dart landed in are given to the batsman (without subtracting 40).

Each time the bowler scores a wicket, one of the nine wickets is crossed off the bowler's side of the board. When all nine wickets have been crossed out, half the inning (the game,
although, games may be played with more than one inning) is over, the players reverse roles and play begins again. Whoever has the higher score wins the game.

One last catch, if the batsman accidentally hits a bullseye, one wicket is scored for the bowler (two if it's a double bullseye).

Strategy: There isn't any.

Dart Rules-Rules For 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 dartboard 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.

Darts Rules-Rules For 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. Unsatisfied 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.

2013年5月8日星期三

Darts Rules-Rules for 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 bullseye 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 bull's-eyes 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 a lot of runs.

Rules For 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.

Tungsten Copper Billet

Tungsten copper billet, which is one kind of tungsten alloy darts billet, is also commonly used for making darts barrel because of its good machinability.