Rules for every game, exactly as Chuck Darts plays them.
Every game has a seat limit, enforced when somebody tries to join. This page used to say "any number of players unless noted", which is true of no game here. Two players: Scram, English Cricket, Noughts and Crosses. Four: Cricket, No-Score Cricket, Mickey Mouse, Tactics, Warfare, Legs. Six: Cut-throat. Eight: everything else. (Corrected 2026-08-12 against the seeded game types; if the app and this page ever disagree, the app is the authority.)
x01 (501, 301, …)
Everyone races to exactly zero from the same starting score — unless auto-handicap is on, which deliberately starts players on different numbers — finishing on a double or the inner bull (the 50 — the outer 25 is a single and does not finish). Three ways to bust, all of which void the whole visit and reset your score to where the turn began: going below zero, leaving exactly 1, or reaching zero on anything that isn't a double. When you score dart by dart on the Coach pad — or by tapping the darts into the web keypad — the finishing dart is checked: a bust on your second dart voids the third, exactly as a paper scorer would. A visit entered as a total can't prove which dart landed last, so a totals-entered finish is accepted and the visit table marks it OUT* — an out the app could not check against the double.
Prefer casual straight-out play (any exact zero wins, leaving 1 is fine)? Flip the Finish Rule to Straight out when creating the game — the match header shows a Double out or Straight out badge so everyone at the oche knows which rule is live, and on a pub-night playlist the rule follows the night. And any x01 game can be a match: pick Best of 3 or Best of 5 under Match length when you create it. Legs play best-of-N: each checkout banks a leg (the header keeps the tally — "Legs 2–1 · first to 3"), the boards reset, openers alternate each leg, and only the deciding leg ends the match. Banked legs are final, like a real match after handshakes. The scoreboard shows checkout hints when you're in range, and the visit table tracks every leg round by round. Supports auto-handicap.
Cricket
Close 15 through 20 and the bull by hitting each three times (a triple closes a number in one dart). Once you've closed a number that an opponent hasn't, further hits score points. Close everything, and you win as long as your score is equal to or better than every opponent's — you do not have to be ahead. (Corrected 2026-08-12: this said "lead on points to win". The engine blocks a candidate only when a rival's score is strictly better, so a tie on points does not deny the win. The Mickey Mouse card already said "(or equal)"; this one had dropped it.)
- Cut-throat: points you score are given to opponents who still have the number open — lowest score wins.
- Mickey Mouse: the same game on a wider board — 20 down to 12, plus the bull.
- Tactics: the UK and Ireland game, on a longer board — 20 down to 10, plus the bull. Twelve targets instead of seven, same closing and scoring rules. A slower, more strategic night, and the one league play tends to use.
- Random Cricket: the same game on a board the app deals. Six numbers are drawn from anywhere on the board when the game is created, plus the bull, and they stay put for the whole game — everybody plays the same set, and a rematch draws a new one. Closing, points and winning are Cricket's exactly.
Killer
Everyone throws one dart with their non-dominant hand and the bed it lands in is their number; the host taps those numbers in before the first scoring dart, and anyone who does not throw is dealt one. Two players in the same bed throw again — the app will not choose. Then hit your own double 3 times to become a Killer. Killers hit other players' doubles to take their 5 lives. Lose all five and you're out; last player standing wins. Best with 3+ players.
Around the Clock
Hit 1, then 2, then 3 … all the way to 20. First player through the sequence wins. Doubles and triples don't skip ahead — every number must be hit at face, so a triple 7 moves you to 8 and no further.
Shanghai
Seven rounds, targeting 1 through 7 — round 1 is the 1s, round 2 the 2s, and so on. Only the round's number scores: singles, doubles, and triples count at face value. Highest total after seven rounds wins — unless someone hits a Shanghai (single, double, and triple of the round's number in one visit) for an instant win. Instant means instant: both pads lock and the server refuses every later visit, so the game stops on the dart that won it.
Baseball
Nine innings, targeting 1 through 9. Each inning, only that inning's number scores: a single is 1 run, a double 2, a triple 3. Most runs after nine innings wins — and if you finish level, you play extra innings until someone leads at the end of one. The tenth inning targets 10, the eleventh 11, and so on round the board.
Halve-It
A gauntlet of nine targets, one per round: 20, 19, 18, 17, 16, 15, any double, any triple, bull. Everyone starts on nought and the first round sets your score — half of nothing is nothing, so blanking round one costs you nothing. Hit the target and add what you score. Miss it with all three darts and your total is cut in half, rounded down. Highest score survives the gauntlet.
English Cricket
Two players, batting and bowling like the summer game. The batter adds up their three darts and banks whatever the turn makes over 40 — the whole board counts, bull included, and a turn of 40 or less is a duck. The bowler takes wickets at the bull: outer bull one, bullseye two. Ten wickets close the innings and the roles swap. After both have batted, most runs wins.
Double Trouble
Twenty-one doubles — D1 through D20, plus the double bull (the 50; the outer 25 doesn't count) — in any order you like. Every double you hit is marked off your card. First to clear all 21 wins. There is no scoring and no penalty for a re-hit; a dart at a double you already own is simply a wasted dart.
Bermuda Triangle
13 rounds, one target each: 12, 13, 14, any double, 15, 16, 17, any triple, 18, 19, 20, the bull ring, the bullseye. Score only what you hit on that round's target. The sting is in the tail — blank a round entirely and half of everything you have banked is gone (rounded down). Round 12 takes either bull; round 13 takes the bullseye alone, so an outer bull there is a dead dart. Highest score at the end wins.
Accumulator
Work 1 through 20 in order. Every dart on your current number moves you up one, and your next dart aims at the next number. A turn that never hits the number it started on sends you back to 1 — the reset is judged on the whole turn, not on each dart, so on the 5, S5 then a miss then S6 leaves you on the 7. First to run the board wins.
Gotcha
A race from 0 up to exactly 301. Overshoot and the visit busts — your score reverts to where the turn began. The rule the game is named for: land on an opponent's exact score and you knock them back to 0. Sitting on a round number is dangerous.
27s
A doubles drill that bites. You start on 27 and work D1 through D20. Hit the round's double and add its value; miss with all three darts and it comes off your score. Your total can and does go negative. Finish the twenty rounds with the highest score — and it takes a score above zero to win; if nobody finishes in the black, nobody wins.
Fives
Three darts a visit, added together, and all three have to score: a dart that misses voids the whole visit, and two darts is not a visit. If the visit total divides by five you bank one point for every five in it — a 45 visit banks 9; if it doesn't divide, the whole visit banks nothing. First to exactly 51 fives wins, on a visit where all three darts scored like any other; a visit whose fives would carry you past 51 is a bust and banks nothing.
Scram
Two roles. The Stopper throws first, shutting numbers down one at a time. The Scorer banks points on whatever is still open. Once the Stopper has closed the board, the roles swap and you do it again. Most points scored as Scorer wins.
Warfare
The board is territory. Hit a number to claim it; hit one an opponent holds to take it from them. After five rounds, whoever controls the most territory wins. Numbers change hands all night.
Noughts & Crosses
A 3×3 grid, each square assigned a number. Hit a square's number to claim it. Three in a row — across, down, or diagonally — wins. Fill the grid with no line and it is a draw, exactly like the paper game.
High Score
The simplest game on the board. Three darts a round, eight rounds, and the highest total wins. No targets, no rules to trip over — just throw big.
Darts Golf
Nine holes, one number per hole, par 3. Your stroke count for a hole is what your last dart hit: a double is 1 (hole in one), a triple is 2, a single is 3, and a last dart not on the number is 5. Lowest total after nine holes wins — the only game here where a small number is a good one.
The last dart is the game. Hit the double with your first dart and you can stop there and bank the 1, or throw again and risk turning it into a 3 or a 5. You are never made to throw all three.