Darts rules

How to play Mickey Mouse darts

Cricket on a wider board, with two rows that are not numbers at all. Close 20, 19, 18, 17, 16, 15, 14, 13, 12, the bull, ANY DOUBLE and ANY TRIPLE by hitting each of them three times, then score on the numbers your opponents have not closed. You win when all twelve are closed AND your points are equal to or higher than every opponent's. Points on their own never win.

Score it instead of arguing it

Chuck Darts scores this game to exactly the rules on this page, and keeps the card open mid-match so anybody at the board can check one. A full leg of 501, a board of Cricket and six practice drills are playable right now with no account at all.

THE BOARD

Twelve targets: the nine numbers 20 down to 12, the bull, and two more rows underneath them — Any double and Any triple. Numbers 11 and below are dead — a triple 7 marks nothing and scores nothing.

THE RING ROWS

Any double and Any triple are rows like any other: three marks each and they close. What makes them different is that no particular dart belongs to them. Hit a double 14 and it is YOURS to place — count it on the 14 (2 marks) or on the Any double row (1 mark). Never both: one dart marks one row. The same goes for a triple. A triple 20 is three marks on the 20, or one mark on Any triple, and you say which when you enter it. Two things narrow the choice. The dart has to be a double of a number this board plays — a double 7 is a wasted dart and cannot buy you an Any double mark. And the ring rows only CLOSE: they never score a point, ever, so once you have closed Any double there is nothing more to gain there and the dart is better spent on a number.

MARKS

A number closes at three marks. A single is 1 mark, a double 2, a triple 3 — so a triple closes a number in one dart. On the bull, the outer ring is 1 mark and the inner (double) bull is 2. There is no triple bull and the app will not let you enter one. The bullseye IS a double, so it can be claimed for the Any double row instead, exactly like any other double. A dart claimed for a ring row is 1 mark there whatever it was worth on its number. That is the trade: a triple 20 is three marks or one, and a triple 12 is three marks or one, so the ring rows cost a good dart and the cheap numbers are where you would rather spend a bad one.

POINTS

Once you are on three marks, every extra mark on that number scores its face value — a triple 20 on a closed 20 is 60, a single 12 on a closed 12 is 12. The bull scores 25 a mark, so an inner bull is 50. Overflow inside one dart counts: on two marks, a triple 12 gives you the third mark and two spare marks, so 24 points. The low numbers close as fast as the high ones and pay a third as much, so 12s, 13s and 14s are worth closing and not worth camping on. The two ring rows score NOTHING at any point. They are not numbers and have no face value, so a fourth double claimed for a closed Any double row is simply a dart you have thrown away. You only score while at least one opponent still has that number open. With three or more players, one opponent closing does not stop you. Once every player has closed a number it is dead for the rest of the game — it grays out and nobody can score on it again. On a nine-number board that happens often. Playing solo, nobody has anything open, so nothing ever scores and the game becomes a closing race.

WINNING

You win when both are true at the end of your own turn: all twelve closed, and your points equal to or higher than every opponent's. A tie on points goes to whoever got there first — closing out level is a win, not a draw. Close out while behind and nothing stops you: keep hitting whatever your opponents still have open until you are level. Nothing ends the game automatically. The app tells the host "Game over" and the host presses End Game.

ROUND LIMIT

The host can cap the game at a set number of rounds when creating it — a round is one turn for every player still in the game — and with the Round limit left off, nothing on this card changes. With a limit set, the app takes no turn after the last capped round. Close out inside the limit and you win exactly as above. If nobody has by then, the points decide it — the one time this game is won on points alone: the most points wins, counting only the players still at the board, and level points is a draw that records no winner. A turn that could not be read dart by dart keeps the points from deciding it, and then no winner is recorded either. It is the format the soft-tip bar machines use.

ENTERING SCORES

Mickey Mouse is scored dart by dart, because a turn total cannot say which numbers were marked. A bare total is refused. One, two or three darts a turn — enter what you threw, and use Miss for the rest. Enter every double and triple as the dart you actually threw. The app then offers you the ring row for it, and takes the number unless you say otherwise — so doing nothing gives you the same board this game had before the ring rows existed. It will not offer you a row that is already closed, nor one the dart could not have been claimed for. The app works out what the turn is worth from your darts, and refuses the turn if the total it is sent disagrees. In a game of two or more, only the player whose turn it is can enter a score.

CORRECTIONS

Correcting a turn replays the whole board, so every mark and point after it is recomputed. Correcting a turn to zero is stored as a miss. Undo is a different door: it removes the last turn completely and replays without it, so the turn goes back to unthrown. A turn the clock forfeited is the clock's own record: neither you nor the host can undo it or correct it afterwards. Once the marks have decided a winner, a correction typed as a bare total is refused — re-enter the turn dart by dart. Before a winner exists, correct with the darts too: a bare-total correction erases that turn's marks, and once any turn has no darts the app stops naming a winner for the rest of the game. A correction typed as darts can say which row a dart was claimed for: write D14 for two marks on the 14, and D14* — with a star — for one mark on Any double. T20 and T20* likewise.

THE CLOCK

A turn clock only auto-forfeits in ranked online games; the turn is then recorded as three misses and play moves on. Local games are honor-system and the host corrects by hand.

LEAVING THE GAME

If someone has to go, the host — or that player themselves — can take their seat out of a live game, as long as two players are left at the board: the app refuses a removal that would leave one player throwing alone, so a two-handed game has to be ended instead. Everything they already threw stands: their marks stay marked and their points stay scored. The app keeps their seat in the running order so the turn order holds for everyone else, but nothing more is added to their card, and they are placed after everyone who finished. It cannot be undone, and Rematch will not bring them back: it carries only the seats that were still in, so start the next game and add them to it yourself.

PLAYERS

Two to four is the intended game; each setup screen holds you to four, and a fifth player trying to JOIN is refused by the server — as is a fifth seat named when the game is created. Throwing order is the order players were added, host first. If the host ends the game before anyone has legally won, no winner is recorded — this game is never awarded on points alone. The finishing order shown is by points only and does not mean anyone won.

HOUSE RULES THIS APP DOES NOT PLAY

No governing body publishes Mickey Mouse — no rule book of the sport covers it at all — so this card is how Chuck Darts plays it rather than the official rules of the game. The BOARD above is the published game: DartHelp gives the object as "you must close out the numbers from twelve to twenty, as well as, any three doubles, triples, and the bullseye", Darts501 gives the same twelve rows in its own words, and both say a double or a triple counts for its number or for the ring row as the thrower chooses. Chuck Darts played nine numbers and the bull with no ring rows at all until 22 September 2026; that board was nobody's published Mickey Mouse and it is gone. Three things on this card are still ours, because the sources do not settle them: - POINTS. Both sources give the base game as a plain race to close with no scoring, and name the points version as the variation — but Darts501 publishes that variation under this same name, and this app plays it. If you want the scoreless race, it is on the games list as No-Score Cricket. - WHICH DOUBLES CAN CLAIM THE ROW. Darts501 says a double of "a scoring number", which is what this app plays: any number on the board, closed or not. DartHelp says a double of an "open" number, which would stop a double of a number you have already closed from claiming the row. - THE TIE. This app lets an equal score win if you closed out first. Some houses require a strictly higher score than every opponent. One more you may have played elsewhere and will not find here: a slop rule where a double or a triple of a DEAD number still marks the ring row instead of being a wasted dart. If your venue wants any of these, agree it out loud before the first dart — the app will still score the version above.