Soccadarts

Contributed by: Vincent Evans

Soccadarts: A brand new game with lots of interest and potential. This is a transatlantic game, merging the principles of American football with the rules of English soccer. The rules may appear a bit complex at first, but after a couple of games and you'll have them by heart.

The Object:
Get a hold of a good darts companion and mark the scoreboard like this:

Scoreboard Layout Graphic


All of those vertical lines will be familiar to ex-football players; each one represents 10 yards. Total distance of field is therefore 100 yards. The numbers 1-10 on the left side of the scoreboard are the throws for each player. Ten throws each make up half a game. You could shorten the game by having 5 throws per half but you have to be good to score in five throws. Finally, leave a place somewhere on the board to record goals.

Starting:
Middle-for-Diddle for ball possession . Roles reverse at start of second half. The winner has possession of the ball which is, as usual, on the center of the 50 yard line.

Objective:
The objective of each player is to move the ball down the field to where they can take a kick at goal.

Possession:

  1. Earned by the higher-scoring player
  2. Determines who throws first in each play
  3. Qualifies a player for goal attempts, goal kicks and corner kicks

Goal Attempts:

  1. A player having possession of the ball on or between his opponents 30 and 21 yard line may throw one dart ONLY for a double bull to score a goal.
  2. A player having possession of the ball on or between his opponents 20 yard and goal line may throw one dart for a single or double bull to score a goal.
  3. All goals valued at one point. A double bull does NOT count for two points.
  4. If a goal attempt misses, the ball moves the distance equal to the dart's score and possession is given to the defending player.
  5. If the goal attempt misses and the number scored puts the ball beyond the goal line the defending player qualifies for a goalie kick.

Length of the game:
The standard game consists of 20 plays, ten per half. Time out for light refreshments is allowed at half-time. The length of the play is, of course variable, depending on the caliber of the players.

A Play:
A play is one throw (three darts) for each player. The objective of the throw is to try and outscore the opponent. Doubles and trebles count their respective values.

Yardage:
The yardage the ball moves is equal to the difference between the players' scores in one play. The high scorer moves the ball the appropriate distance towards his opponents goal. The maximum yardage allowed from one play is 30 yards. In the case of equal play scores the possessor of the ball gains 5 yards.

Goal Kick:

  1. Anytime the ball is put beyond the opponent's goal line, by a player in possession, a goal kick is called.
  2. A goal kick is three darts. Their accumulated scores is the yardage the ball is moved from the goal line. Possession is then given to the opposing player.

Corner Kick:

  1. If a player in possession of the ball is forced back across his own goal line the opponent then qualifies for a corner kick.
  2. A corner kick is made by throwing ONLY one dart at any double. If the double is hit in one dart, the player can then make a goal attempt - either a single or double bull in one dart.
  3. If either the double or the bull is missed the ball is placed on the defender's 20 yard line with the defender in possession.

Goal attempts, goal kicks and corner kicks are NOT recorded as 'play' throws!!!

Click here if you would like to download these rules in Word format.

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