Players: 2 or more.
Setup: Names at the top with 501 (or 301 for a shorter game) underneath.
Play: players start at 501 points, taking turns to throw three darts, with the goal of reaching exactly zero, but the final dart must land in a "double" to win. Going over zero or hitting 1 means busting (scoring zero for that turn).
Players: 2 or more.
Setup: Names at the top with 51 underneath.
Play: As with 501, the aim it to get to zero, however each throw must be divisible by 5 to count. ie. scoring 40 would reduce the score by 8. Any throw which is not divisible by 5 does not count, as does any throw in which one of the darts has failed to hit a number. Β Going over zero means busting (scoring zero for that turn).
Players: 1 or more
Setup: Names(s) and a starting score of 27
Play: Each round you aim for the double of the number corresponding to that round. ie. starting with double one, then double two etc ~ up to double bull to finish.
Scoring: If a double is hit, the score is added for each dart that hit. If all 3 darts miss, then the score for a single double of that number is deducted. If a player scores zero or less, it's game over!
Winner: This is a great game for practicing your doubles - keep a note of your best score and play on your own to beat it.
Players: 2 or more - good with large groups, especially with 2 boards.
Setup: Create 2 teams - toss coin for first to bat/bowl. Team names at top of board with 6 circles (wickets) drawn underneath each.
Play: Bowlers must hit the bull to take a wicket off the opposition. Inner bull is 2x wickets. Play changes over at 3 wickets remaining (or 4 if due to an inner bull) and a zero wickets. Batters must simply score as much as possible and avoid hitting their own wicket (bull).Β Each team member takes a turn in order and play (throwing) alternates between batting and bowling.
Winner: The highest score when both teams have lost all 6 wickets.
Note: When 2 boards are available batters have their own board and play as fast as they like, as do the bowlers. ie. not alternating. When a wicket is hit, the current bowler scores zero.
Players: 2 or more.
Setup: names across the top, numbers 1 to 9 (or 18) down the side.
Play: Each player aims for number of the current round. ie. round one, all players aim for number 1 and hitting the treble 1 scores a hole in 1, double scores 2, the cheese shaped section scores 3, the outer 'square' section 4 and a miss counts as 5.
Winner: The lowest score at the end of 9 (or 18) holes is the winner. In the case of a drawer, the 10th (19th) hole is played by all drawing players (and so on till there is a winner).
Players: 2 or more.
Setup: Names across the top, the following down the side...
20 / D / 19 / T / 18 / 25 / 17 / 50 / 16 / AW / 15 / AB / 14 / 41Β
Play: Each of the above is a round, so round one each player must aim for the number 20, scoring as much as possible (doubles and trebles count).Β Should a player fail to hit anything that round then they must half their current score. 'D' is any double, 'T' is treble, 25 is outer bull only, 50 is inner bull only, AW is 'all whites' ie any number with a white background and all 3 darts must count, AB is 'all black' and at 41 players must score exactly 41 with all 3 darts counting. Half points are rounded up.
Winner: Highest score.
Players: 2 or more.
Setup: Each player uses their non-dominent hand to throw and thereby choose a number. Names along with their number and 3 lives are listed on the board.
Play: The goal is to hit your own number three times to become a "Killer" then you can hit opponents' numbers to take their lives. Hitting your own number costs you a life (suicide). When hitting the number of a 'killer', that player is then taken back to 2 of their 3 own number hits and is therefore no longer a killer, meaning they can now be killed until they hit their own number again to become a killer.
Winner: The last player with lives remaining.
Players: 2 or more.
Setup: Using cards with numbers 1 to 20, each player picks a card and must keep it a secret.
Play: As with standard 'Killer' the play is the same, however players must use memory and bluffing to try and figure out each others number. You must declare when you have become a killer thus giving away a big clue.Β
Winner: The last player with lives remaining.
Players: 2 or more.
Setup: Names, each with 3 lives to cross off.
Play: Simply beat the previous players score or lose a life.
Players: 2 or more.
Setup: None.
Play: Starting a 1, each player must hit every number on the board in order. Doubles count, so hitting double 3 (=6) means your next number is 7 (double 10 is the last possible double). Once at 20 the next target is the 1st double to have been scored in the game followed by the inner bull to finish (or 2 outer bulls in the same hand)
Players: 2 or more.
Setup: Names across the top and numbers 1 to 7 down the side.
Play: Each round, players aim to hit the number of that round as many times as possible, scoring their total for that number (doubles and trebles count).Β
Winner: After 7 rounds the person with the highest score wins, however, any player who scores a 'Shanghai' (Single / Double / Treble), on the current round number, wins instantly.
Players: 2 or more (see note).
Set up: List the numbers from 20 down to 15, followed by D, T & B vertically down the centre of the blackboard, then put players names on either side.
Play: Nearest bull to start. Players take turns to hit the numbers & DTB in any order - aiming to hit each 3 times (signified by an X on their side of the scoreboard). Once a player has all 3 of a number, they can score any further hits until the opponent completes their 3, thereby 'closing' that number. D (doubles, T (trebles) & B (bull) must also be hit 3 times - any double or treble - double bull counts as 2 bulls or a double - If a double or treble of numbers 20 ~ 15 is hit it can be taken as either 2 or 3 of that number or a double/treble respectivelyΒ (they cannot be split - half score half X's etc).
Winner: The first to get all their X's AND have the highest score.
Note: For more than 2 players, scores are listed 'against' anyone without 3 X's - Therefore, all X's plus 'lowest' score wins.