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New Links ! Rules, Games and Tips
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A great website http://www.DartLinks.com.
 I applied to the webmaster of the site and our website has been listed there along with other personal dart sites.......check 'em out if you have time.. 

DARTBOARD SET-UP
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Here are a few games for variety:

Around The Clock

This is a very easy game, but good practice because it uses the whole board. It is also a very fast moving game and can usually be finished in under 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 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 1, when a one is hit, play moves on to two 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.

 

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.
 
 

Golf:                (good game...John and I play this :-)
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.
 
 
 

Castle:                 (We use the stroke and slash scoring and we call it Fencing.)

This is a fun game of British origin that may be played by any number of people.

The Object: To be the first player to build a castle (represented by a 5x5 pyramid of boxes).

The Scoring: Playing order is determined with a throw of one dart each at bullseye, closest to the bullseye goes first, furthest goes last. Names are written on the board in throwing order with a representation of their castle next to their name:

The Play: Each player throws one dart with the wrong hand to set a random number. It does not matter if the dart lands in the double or triples ring for this throw. Only the raw number matters. This number is written with the players name and castle and is the target for that player for the remainder of the game.After all players have set their target numbers, they throw three darts each turn to try to build a castle. Each dart that hits the players target number checks off one box in the castle. The thin outer "doubles" ring counts as two and the thin inner "triples" ring counts as three. The first player to build their castle (that is to check off all 15 boxes) wins the game.A player may choose during any turn to knock down a piece of another player's castle instead of trying to build. This is done by hitting the other player's target number with doubles and triples counting in the usual way. Keep in mind that if a player has no boxes checked, you can't knock down what he/she doesn't have. For example, if a player has 3 boxes checked and you throw a single and a triple of his target number for a score of 4, the player does not have to throw any extra.

Strategy: Keep an eye on how fast the other players are building. If a player is getting too far ahead, throw a dart or two to bring him/her down.

 

 

Broad Jump:             (This one is for you experts!..I gave up by the third target, lol)

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.