Here's a game sent to me by Chris Johnson

Hello,

I'm sending you the rules to a fun game that I created myself, although I'm
sure people have thought of it before.

Anyways here goes:

Requirements:

2 or more players

3 darts per player

1 deck of cards (jokers can be included or excluded)

Each player has 3 darts to try and hit the card that is turned over on the dartboard. Ace is 1, Jack is 11, Queen is 12, King is 13, Jokers (if used) are bulls eye and 2-10 are their face value. The idea is to flip over a card and hit the wedge on the board that corresponds with the value of that card. If no one hits the card, then it is carried over and a new card is flipped. This continues until someone wins the card. If there is a carry over the winner gets all cards that were carried over. There are two tiebreakers to be used if more than one person hits the card. The first tie breaker goes to whoever hit it in the least amount of darts. If it is still tied the second tie breaker are the double and triple rings. Double ring beats single wedge, triple ring beats double ring and single wedge. If it is still tied, then the card is carried over. The winner of the game is whoever wins the majority of the cards.

There are several variations that can be played.

- Players who win a card receive points equal to the value of the card(s). The winner of the game is the player with the most points after all cards have been won or someone has been mathematically eliminated.
- The deck is split evenly among all players and each player has a stack of cards they must hit. Each player flips over the top card in their pile and attempts to hit the wedge that corresponds with their card's value. Once they have hit that card, they flip over the next card and go through the pile until they have hit all their cards. The winner is the player who finishes their pile first. Each player throws 3 darts per turn.2b) If a player hits the normal area of the wedge they are trying for, they flip over the next card. If they hit the double ring, they flip over 2 cards, and if they hit the triple ring they flip over the next 3. Players always shoot for the last card flipped over, so hitting triple and double rings allows them to skip cards and finish their stack quicker.

I hope these rules make sense to you and everyone else. Fell free to post my email adress along with the rules as I would be more than happy to clarify any questions people may have.

Thanks,

Chris Johnson......

Here's a game sent to me by Mike Douten

I play a variation called Texas Cricket. It is the same as Wild Mouse with one addition. Players need to throw 3 Colors in addition to everythign else. A color is each dart falling on a different colored section. . . for instance a Trip 20 is red. . .a 20 is black and a one would be white. Note that a double bull is concidered green. The best situation is the No Brainer when you hit a red then green and then all you have to his is a black or white. It's best to close this out first since massive points can be made with Colors since a double or triple is required.

Here's a game sent to me by Gill called Suicide Cricket.

Close numbers 20, 19, 18, 17, 16,15, and BULL respectfully by hitting each number 3 times. (doubles = 2 hits, triples = 3 hits)

You can only hit each number 3 times.

If you hit a number more than 3 times trying to close it, count up to 3, then subtract remaining hits. (e.g. you have 2 hits on 19's and you hit a triple 19. That would be calculated as 2 hits + 1 hit - 2 hits = 1 hit on the 19's)

If you hit a closed number (already hit 3 times) then that number is reopened, minus the number of hits. (e.g. you have 19's closed, and you hit a double 19, then 19's will be reopened with only 1 hit. {3 hits - 2 hits = 1 hit})

If you hit a closed number (already hit 3 times) then that number is reopened, and all the numbers less than that number are cleared to 0 hits. (e.g. 19's and 18's are closed and 1 hit on 17. If a 19 is hit, then 19 is reopened with 2 hits {3 hits - 1 hit = 2 hits} and the numbers 18 and 17 are cleared to 0.) NOTE: This is because you can't close a number if the number before it is not closed.

CAUTION: Be very accurate when throwing at the Bull. There are 2 "Safe Zones" to throw at for the bull. Between 5 and 8, and between 4 and 10.

Here's a practice game sent to me by Andy Stazi.

"X's"

My old team in Philadelphia loved this game to warm-up before a match:

The game can be played with any amount of shooters. Everyone splashes to determine order (either closest to cork, or add a two dart total, however you like to do it...) The winner goes first. Whatever his three dart total, the next shooter has to beat it (A tie isn't good enough, you have to BEAT it). If they do not, they get an "X". Either way, their total is the mark for the next shooter to beat (otherwise you'd end at 180 because no one can beat it). Any shooter that gets three "X's" is out. The winner is the last one still in. Very easy to make it a betting game if everyone antes up a buck - winner take all.

Here are some games that were sent to me by Peter Johnson

After darts here we often play 51 for (shhhhh) money! Not much just a buck in each and write the names on the board. Then each player has 3 darts to score 51. You get it you are still in, you miss you are out. Those that are still in get to shoot it out and the same applies for them. Get it your "in" miss your "out". As the numbers reduce you may find that the last two players both miss and then everybody can pay up and get back in. You can make it tougher by marking a 51 on the board as a 1 dart T17 or maybe a 2 dart 3-T16 and the others have to equal it to stay in. Its fairly quick and quite interesting after the night of darts and amber fluid. Quite often the Pub owner has to turn off the lights to get us out. We only do this with the friendlier teams as we are usually glad to see the back end of the more serious and grumpy mobs.

We also play just for practice a game similar to your Narvark but we call it "Burma Road" as its bloody tough! 20,19,XX,18,17,XXX,16,15,B3,14,13, and bulls. You have to kill the # 3 times to stop the opponent scoring. Similar to Cricket. "no jags" You must play the numbers in sequence! Also you may try reversing the # and start at 13 and finish with Bulls.

Another variation on your game of halves. The same numbers as Burma Rd. 20 first or last and 100 bonus for Shanghai. Get them or half the score! A goodly score is around 1000 and quite often it comes down to the bull. We call this game "Mickey Mouse" sorry Walt...The game of cricket that is easier for Newbies at the game would be, Shoot the bull to see who Bats or bowls first. We play that the bull winner chooses. As you cant bat until the ball is bowled the bowler goes first and just shoots Bulls.2 and 1 as usual for the bull, after his shot at the bulls say "they" get 2 bulls, mark off 2 lives from the batter They have 11 as in proper cricket. Then the batter is up and they score anywhere on the board from the triples out to and inc doubles. Should they stray inside the triples another life is lost and also the bowler should not stray into the batters area as that dart will score runs for the batter. An easy game for the accomplished darter but a bit of a challenge for the newbie. When 11 bulls are hit that is the end of the batters innings and the score is totaled and the roles are reversed.Two innings are common and the total of the two are added to determine the winner. It is very interesting to se how gutsy players are at shooting at the triple as just the other side of the wire is an out or life!.

Here's a game that was sent into me by Bill De Franza.

I made up this little game I call "60" to practice my throw and aim. It's a game I usually play alone but two or more can play with a few new rules. It is based on cricket and most similar to Scram.

The goal is to score the most points (if playing alone, use this game to track improvement). Players score one point for each time they hit the target for the round. Doubles and triples count for two to three points accordingly. The targets are the same as in cricket, except that they are targeted one at a time in the order on the scoreboard. So in the first round, the target is 20. In the second round, the target is 19, in the third round the target is 18 and so on.

In the seventh round, the bullseye is the target. Note that hitting the target is worth 1, 2, or 3 points, not the number of the wedge or bull, therefore, the most you can score in one round is 9 points, except in the seventh round, when the most is 6 (there is no triple bullseye). The player who comes closest to 60 (the maximum score) wins. Break ties with a diddle.

Variations: (A) Start with 60 points and subtract down, trying to reach zero as in 301.

(B) This variation is basically a different game called "72". It's played by adding several rounds to the game of 60; in the first round, only bed shots of 20 count (for a maximum score of three each round), in the second round, bed shots of 19 are the target. Continue in order until the bullseye round is shot. Double bull counts for two points whenever bullseye is the target. After the bullseye round, the target is double 20 (this would be the 8th round), but each hit is still worth just one point. Continue down to 15 and then bullseye. The last set of rounds (starting with the 15th round) targets only the triples, and the last round of the game (the 21st) targets bullseye once again. The maximum score (or score to subtract from) is 72.

There you have it. 60 and 72 are fun to play when there's no one around to compete with and they help develop one's precision. I recommend a series of two-out-of-three when playing 60 against a single opponent. I hope you enjoy these games.

Here's an email sent to me by Steve Boianoff about a game he plays:

Hey Crow, I've been playing a new game the last couple of nights and thought you may be interested. I'm not exactly sure where it came from (I probably found it on the 'net somewhere), and I don't know the name (We call it Blockers), but it's pretty simple & fun. It breaks down like this:

First, right all the scoring regions down the side of the scoreboard. B, 20, 19, 18, 17, ... , 3, 2, 1

Then, cork for "honors". The winner can choose whether he wants to go first or second. There are benefits to each. It just depends on whether you like to apply the pressure (throw second), or know what you need to win (throw first).

Then, the player that goes first (the blocker) starts trying to hit each of the scoring regions. You only have to hit them once each, so double and triples don't matter for this person. Once each region is hit, it is erased from the scoreboard.

You alternate turns, like in most games, and the other person tries to score as many points as he can on the numbers that are still on the board. Doubles and triples do count for this person. The game continues until the blocker erases (or closes) all of the numbers.

Finally, write the score down at the top, re-write your scoreboard, and the players switch roles. The person who gets the highest score wins.

The thing I really like about this game is it's flexibility. You can do many different things to handicap the better player (like having to hit multiple of each to close, hitting a certain bed on each to close, not allowing "slop", etc.) Also, there is actually some strategy involved that can quickly change the game. When do you start going after the bulls? Also, the accuracy at the beginning of the game is crucial. A single 18 early is much easier to hit than three triple 2's late. You could adjust for this by using only the Cricket numbers, or 20-10, etc., but the game would be very fast. And another thing I like about it is that you use the whole board and actually concentrate on hitting the singles (when you're the blocker). I don't know about you, but I rarely practice this and they always look funny when I need one in a game of Cricket. Anyway, I thought you may be interested. Feel free to add it to your page, but I'm not sure who to credit or what to call it.

Here's a game sent to me by Chris Hart that he and Shawn Mckinney came up with called *Juxtapajonses*:

The game is played like standard Scottish Rules Cricket {with the exception that each player may only throw 3 darts per turn, regardless of whether or not he has hit the object number on his last thrown dart} At the beginning of the game the double one is identified as the "juxtapajones." At any time during a player's turn he may declare his intention to throw the double one in an attempt to take the score of any other player. If he hits the double one he may use any remaining darts with which to throw cricket numbers. At the end of his turn he takes his choice of opponents' scores and declares a new juxtapajones number.

Good strategy in picking the new double varies. I usually pick one of the numbers that I think my opponent has trouble hitting. However, sometimes in games with more than two people it is a good idea to pick one that I know I can hit, in case someone lights up the board.

The game can be played with as many as four people, singles, cutthroat or doubles. Doubles adds some interesting strategy twists. Because the juxtapajones changes throughout the game, it's pretty good practice for cricket and 01. Most importantly, it's got the kind of democratic equalizer of a game like half-it. I take a great deal of pleasure in stealing Shawns score and hitting his last bull for him.

Here's a game sent to me by Patrick Gillespiet:

A game we play is Poker Darts. We remove the face cards from a deck of cards and deal 8 hands of five cards each. If we have more than 8 players (not very often), we deal hands of four cards. Black ace to ten are low numbers, red are high. Therefore black 3 is 3, red 3 is 13 and so on. This means there are two cards for every number. Players throw for the double of the numbers they have. Players must call "last card" when they hit their second-last double. If you get a pair, strategy may dictate you leaving that double until last. "Last card" need not be called when you have two left. Order of play of the first game is determined by throwing with the opposite hand, high score throwing first. This also determines the order in which hands are picked. Subsequent games are played using the same rotation, the winner going last.

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