
Fife Darts
TRAINING GAMES
Bob's 27
This game was devised by Bob Anderson. Bob used this game as part of
his preparation for all the big events. It’s a game based on
Doubles 1 to 20. This game can be played with friends
but is
just as rewarding to play by yourself.
The way the scoring works is
as follows: Each player starts with a score of
27 and takes turns by throwing 3 darts at each double in ascending order, starting from Double 1 through to Double 20.(So your first throw is three darts at
double one, next turn is for double 2 next double 3 and so on)
At the end of your turn you add the value of your score to your previous score of
27, so if you hit two darts in
Double 1 you would add 4 to 27 and your new score would be
31.
However, if none of
your 3 darts went into the Double 1,
you subtract the value of
thedouble from
your
Score, so you'd deduct 2 from 27 and your score would now be 25. You carry your score into the next round,
whenyou throw 3 darts at Double 2,
and so on up until Double 20.
Keep a note of
your score, and try to beat it next time you play.
Cricket
To start, players toss a coin to
decide who is the “batter “and who the
“bowler” is.
Batting
The batting player
starts and, during each turn, attempts to score as many points
aspossible using the usual
501 scoring system.
(Throwing at the board and adding trying to score as many points
as possible) When the
batting player scores more than 40 points in a turn, the number of points above 40 is added to that player's
score. E.g. If the batting player scores 58, 18 points (runs) are added to that player's score. Otherwise the batting player scores nothing.
Bowling
The opposing player is deemed to be bowling and this player aims only at the bullseye. The bowling player scores 2 wickets or “lives” for the bullseye and 1 wicket for the 25 ring. Players
taketurns until the bowling player throws a dart that scores the 10th wicket (at which point the “batter has run out of “lives”). At that
point, the roles are reversed and the other player has an "innings"(turn to bat). The game should end when
bothplayers
have played two innings each at which point
the player with the highest score has won the match.
If the batting player should land a dart in the bullseye or 25 ring, thebatting player loses a wicket (or “life”) If the bowling player throws a dart which does not land in the board, 20 "extra runs" are awarded to the batting
side.
For less skilled players, the game can be made easier in a variety of
ways. Here are some suggestions:
• Each innings consists of less wickets e.g. 4.
• The target for a wicket can be changed to
be the segments 16, 17, 18, 19 and 20.
• The batting players scores the absolute amount each turn rather than the amount beyond 40.
This is the most common form
ofpractice used by professional players. The aim is to go through 3 dart finishes in ascending order from
121 to 170. The twist is you get nine darts to complete each checkout. If you
successfully hit 121,122,123,124 checkouts within the nine darts permitted, but fail to hit
125in nine darts
You go all the way back to thestart on 121.
301/500
In this game the player plays a game of
301, with the usual intention of
finishing as quickly as possible. However, the difference is
thatthis game has two scoring brackets. When you begin the game your 301 score begins on 301, and your game score begins on
500. In addition to subtracting your throw from 301to try to reach 0, you subtract
10 points from your game score for every dart thrown. This is
designed to add
pressure to the player, making them
concentrate on
every dart thrown because wasted
darts make their total score suffer. For example, if on
your first throw you were to
hit 45, your 301 score would go downby 45 to
The maximum points for this game are
440 (a six dart leg).
Here's an example of the two scoring brackets:
301 500 (score 45)
256 470
(Score 60)
196 440
(score 100)
96 410
(Checkout 96 in 2 darts)
0 390
ROUND THE WORLD DOUBLES
Player throws one dart
at each double from 1 to bullseye. Every time
a double is hit the
equivalent score is added to the total
score.
For
example,
if you miss Double 10 but hit Double 11 and Double 12,
46
points will be added to
your running
score. Maximum points
for this discipline are 470.
ROUND 1
Double 1=2 points
Double 2=4
points Double 3=6 points
Maximum for round 1 is 12 points
ROUND 2
D4=8
D5=10
D6=12
Maximum for round 2 is 30 points
ROUND 3
D7=14
D8=16
D9=18
Maximum for round 3 is 48 points
ROUND 4
D10=20
D11=22
D12=24
Maximum for round 4 is 66 points
ROUND 5
D13=26
D14=28
D15=30
Maximum for round 5 is 84 points
ROUND 6
D16=32
D17=34
D18=36
Maximum for round 6 is 102 points
ROUND 7
D19=38
D20=40
BULLSEYE=50
Maximum for round 7 is 128 points
SHANGHAI 15's to 20's
Half it
In half it. the idea is to score as much as possible on each segment of the
board. In your first turn you throw all three darts at the 1 segment. (If you hit treble 1 and 2 singles
you score
5, if you hit single 1, double 1 and the third dart misses number one you've
scored 3). Next turn you aim at
number 2. Again you add whatever you score to the total from the last round, however if you miss 2 with all
three darts you halve your score. (Rounding up if required,
so a score of 5 for example is halved to 3). You keep throwing
at the numbers in ascending
order all the way
to 20 then the bull, where bullseye is worth 50
points and outer bullseye is worth 25.
All of these games are designed to be played either by yourself as part of a practice regime or against your
friends or family. Remember
to keep a note of your scores each time you play so you can see whether you
areimproving or not.
We will endeavour to come up with some more games that you can add to your practice regime, and some
simpler games that will aid younger players too.
Remember
Practice Makes Perfect!!