Darts Games: 5 Classic Variants
Darts didn't start as a drinking game — it's a proper pub sport with its own set of variants, most of which need nothing but a board, darts, and someone willing to keep score. Here are five worth knowing, from a five-minute pub game to a proper structured match.
Players
2 or more for any of these — most scale to a full pub team
You'll need
A standard numbered dartboard, darts, and something to keep score
How to play
- 1Around the Clock — work your way from 1 to 20, then the bull, in order.
- 2Killer — get your own number, then knock opponents out of their lives.
- 3Cricket — close 20 down to 15 and the bull before your opponent does, scoring on anything they haven't shut yet.
- 4501 or 301 — count down from a starting score to exactly zero.
- 5Halve-It — hit the round's target or watch your running total get cut in half.
Tips
- → Agree the house-rule calls before you start — checkout rules, starting lives and target sequences all vary by table, and mid-game arguments waste everyone's turn.
- → None of these need alcohol — score points instead of drinks and they all still work as straight darts games; a round of squash sits in for a round of drinks with no other changes.
- → Set your throw line at a safe, consistent distance every time. A board that moves between rounds ruins the scoring.
Around the Clock
Also called Around the World, or just 'Clock'. Each player throws at number 1 first; land it, and you move on to 2 on your next turn. Miss, and you stay on the same number until your go comes round again.
Work through 1 to 20 in strict order, then finish on the bullseye. First player to hit the bull after clearing all 20 numbers wins.
House-rule call: some tables let a double count as landing on that number plus the next one up (skip ahead one extra), and a treble skip two extra. Others play it dead straight — any segment of the right number counts, no skipping. Agree which before you start; it changes how long the game runs by a lot.
Killer
Killer needs at least 3 players to work properly — 1v1 skips the whole point of it. Each player throws one dart at the board without aiming for a specific number, to find their own number; if two players land on the same one, both re-throw until everyone's number is unique.
Give each player a set number of lives — 3 to 5 is standard, and the exact count is a house-rule call for your group. To become a 'killer', you have to hit the double of your own number. Only killers can take lives off opponents, by hitting an opponent's number; you also lose a life if another killer hits yours.
Missing your own number does nothing either way. Last player with at least one life left wins. A player who isn't yet a killer is safe from attack but can't attack anyone else either — getting your own double first is the whole early game.
Cricket
Cricket only uses six targets: 20, 19, 18, 17, 16, 15, and the bullseye. Everything else on the board is dead — landing anywhere else does nothing.
Each number needs three hits to 'close': a single counts once, a double counts twice, a treble counts all three in one dart. Once you've closed a number and your opponent hasn't, every extra hit on it scores points equal to that number — a treble 20 after it's closed is 60 points.
Once both players have closed a number, it's dead for the rest of the game and nobody scores on it again. First player to close all six numbers, while level or ahead on points, wins outright. Close everything while you're behind on points, and the game carries on until you catch up or your opponent closes out too.
House-rule call: some tables play 'cut-throat' Cricket, where hits on a number you've closed but your opponent hasn't add points to their score instead of yours. Confirm which version you're using before you start — it flips the whole strategy.
501 or 301 (the standard refresher)
Standard darts scoring. Everyone starts on 501 (or 301 for a shorter game) and subtracts their score after each throw of three darts, aiming to reach exactly zero.
Go below zero, or land on a score you can't legally finish from, and it's a 'bust' — your whole turn is cancelled and your score resets to what it was before you threw.
The traditional rule is that you must finish on a double, or the bullseye, which counts as double 25 — miss that and you're not allowed to go below 1, however tempting the extra dart looks. Plenty of house games drop the double-out requirement entirely and just play to zero. Agree which version you're using before the first throw, not after someone's celebrated a finish that didn't count.
First to reach exactly zero wins the leg. Best of three or five legs is the usual way to make it a proper match instead of one quick game.
Halve-It
Halve-It runs on a fixed sequence of targets — something like 20, double, 19, treble, 18, bullseye — though the exact list is a house-rule call every group makes for itself. Write the sequence down before you start so nobody argues about what's coming next.
Each round, every player throws at that round's target. Hit it, and you add points to your running total — a straight number adds its value, a double or treble adds the doubled or tripled value, the bull's worth the most. Miss it entirely, and your running total gets halved on the spot.
That halving is the whole game — a good total built over four rounds can vanish in one bad throw, which keeps the scoreboard live right to the last round. Play through the full sequence once each; highest total left standing at the end wins.
Quick answers
How far back should the oche be?
For steel-tip darts, the standard oche distance is 2.37m (7ft 9¼in), measured from the face of the board to the front of the throw line. That's the regulation distance used in organised play — for a casual game at home, a consistent, safe distance matters more than hitting that number exactly.
How high should the bullseye be?
Regulation height is 1.73m (5ft 8in) from the floor to the centre of the bullseye. Get this right first — the oche distance is measured out from directly underneath it.
Do I need a regulation set-up to play these at home?
No. These five games all work on a standard numbered board at whatever safe distance suits your room — DartUp's Normal mode included. Regulation measurements matter for scoring fairness in a proper match, not for whether the game works at home.
What's the difference between these and DartUp's own modes?
These five are classic darts games played on a standard numbered board. DartUp's four modes — Dart Up, Team Up, Beer Darts and Normal — run off DartUp's own forfeit-printed board. They're different boards doing different jobs, and plenty of players end up wanting both on the wall.
Can I play any of these without drinking?
Yes — none of the five need alcohol. Cricket, Killer, Around the Clock, 501/301 and Halve-It are all straight scoring games. Add a drinking rule on top if you want one, or leave it as darts.
By Arnis & Edgar — the two who built DartUp in Newry. 18+. Eat first, drink water, know when to stop.
Keep the night going
Dart Up Mode
The mode DartUp's built around. Throw a dart, do what the section says, pass it on. House rule: first to five completed forfeits wins — or skip the score and just play rounds.
Team Up Mode
Same board, different target. In Team Up mode, whatever your dart lands on, the other team does it — and you get to pick who.
Beer Darts Mode
Not the outdoor game with a can on a stake — DartUp's Beer Darts runs entirely off the board. One throw gives you a number, then the game plays itself.
These five are written for a standard numbered board — the one most pubs and garages already have. DartUp's own board is faced with 69 forfeit wedges, and its Normal mode is the straight-darts way to play it; keep both boards on the wall and you've got the whole night covered.
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