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DARTS

Darts

At Parlore Golf, our darts follow the official World Darts Federation League regulations and rules. Our boards are hung at a regulation height of 5' 8" above the ground and positioned for throwing at a distance of 7' 9" from the face of the board. We have a variety of dart games listed below that you can enjoy, either as a change from traditional play or to mix things up a bit. Feel free to bring your own darts if you prefer; however, we also offer quality darts available for use on-site to ensure everyone has the chance to play.

Game Rules

501

Most professional matches use the 501 up format, which is one of the simplest games.

Each player starts with a score of 501 and takes turns throwing three darts. The score for each turn is calculated and deducted from the total. Here’s how scoring works:

  • Bullseye: 50 points
  • Outer Ring: 25 points
  • Double Ring: Double the segment score
  • Treble Ring: Treble the segment score

The goal is to reduce the score to exactly zero, with the final dart needing to land in a double or the bullseye. If you go below zero or end with a score of 1, your turn ends and your score returns to what it was at the start of the turn. For example, if you have 32 remaining, hit 16 on the first dart, and 15 on the second, you bust and return to 32. On your last turn, you can win with just the first or second dart if needed.

Experienced players often aim to leave a score that is easily bisectable, such as 24 or ideally 32 (double 16). This minimizes the number of darts needed to achieve a checkout. There’s also an unofficial rule called “splitting the 11,” where if the score is reduced to 1, instead of busting, you must throw a dart between the numbers forming 11 on the edge of the board.

301

Played similarly to 501, but starts with a score of 301 . Some variations require a double to start scoring as well as to finish the game.

Checkout Combinations

For scores below 171, here are some optimal checkout combinations:

  • 170 : T20, T20, Bull (Highest checkout possible)
  • 167 : T20, T19, Bull
  • 164 : T20, T18, Bull (Preferred over T19, T19, Bull to avoid needing two darts in one bed)
  • 161 : T20, T17, Bull
  • 160 : T20, T20, D20
  • 158 : T20, T16, Bull or T20, T20, D19
  • 157 : T20, T19, D20
  • 156 : T20, T20, D18
  • 155 : T20, T15, Bull or T20, T19, D19
  • 154 : T20, T18, D20
  • 153 : T20, T19, D18
  • 152 : T20, T20, D16
  • 151 : T20, T17, D20
  • 150 : T20, T18, D18 (Preferred over Bull, Bull, Bull unless aiming to intimidate)
  • 149 : T20, T19, D16
  • 148 : T20, T16, D20 (or T18, T18, D20)
  • 147 : T20, T17, D18 or T19, T18, D18
  • 146 : T20, T18, D16 (or T19, T19, D16)

For scores below 146, there are at least three checkout combinations available.

Around the Clock is a fun and popular game where players aim to hit every segment on the dartboard. Each player takes turns throwing three darts per round and must start with the segment marked 1, moving sequentially through to 20, and then finish with the 25 and bullseye.

Players cannot advance to the next number until they successfully hit the current target segment. Doubles and trebles are not considered for this game. The first player to hit all the required segments and finish with the bullseye is the winner.

Cricket is a classic darts game inspired by traditional pub games. To play, players alternate turns throwing three darts each. The game begins with a coin toss to decide who bats first. The batting player uses the 501 scoring system to accumulate points, with only the points scored above 40 in a turn being added to their total. For example, if the player scores 58, only 18 points (58 - 40) are added to their score. Scores of 40 or less result in no points for that turn.

Bowling:

The opposing player bowls, aiming for the bullseye. Points are scored as follows:

  • Bullseye: 2 wickets
  • 25 Ring: 1 wicket

Players take turns until the bowler accumulates 10 wickets. At this point, roles switch, giving the other player a chance to bat. The game concludes after both players have completed two innings each. The player with the highest score wins.

Additional Rules:

  • If the batting player hits the bullseye or 25 ring, they lose the corresponding number of wickets.
  • If the bowler’s dart misses the board, the batting player is awarded 20 “extras.”

Adjustments for Beginners:

  • Reduce the wickets needed per innings (e.g., to 4).
  • Change target segments for wickets to 16, 17, 18, 19, and 20.
  • Allow the batting player to score the full amount each turn, rather than just points over 40.

Killer is a fast-paced, popular game perfect for large groups. Here’s how it works:

Each player starts by throwing one dart with their non-dominant hand (left-handed players throw right-handed and vice versa) to determine their number. If a dart misses or lands on an already chosen number, the player retries. Players typically begin with 5 lives and contribute a small stake to the pot. It’s wise to avoid picking a number next to someone else’s.

Players take turns aiming at their assigned number. They earn 1 life for a hit, 2 lives for a double, and 3 lives for a treble. To become a ‘killer,’ a player must score exactly 5 lives. If they exceed this, the extra lives are deducted from their total. For example, if a player with 4 lives hits a treble, the 3 lives they score bring them to 5, but the extra 2 lives are subtracted, leaving them with 3 lives.

Once a player becomes a killer, they can target other players’ numbers. Each successful hit reduces the victim’s lives accordingly. If a player’s lives drop below 0, they’re out of the game. For instance, if a player with 1 life is hit by a killer’s double, their score drops to -1, and they are eliminated.

The last player remaining wins and takes the pot.