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.

 

        121

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
256 and your game score would go down30 points (because you threw 3 darts at -10 points each) to 470. If you were to then hit 60 your 301 score would go down to 196 and because you threw 3 more darts, your 500 score would go down another 30 points to 440.
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

 

Shanghai is achieved when a player hits a single, then double, then treble of the same scoring segment, i.e. Single 15, Double 15, and then Treble 15. In other versions of the game, the game ends when someone hits shanghai. In this version each player gets a chance to hit shanghai for the numbers 15 through 20. If the player hits shanghai, a 100 point bonus is added to the score that they've hit. For example, if a player hits Single 18, Double 18, and Treble 18 they would score
108 + the shanghai bonus of 100, so for that visit the player scores 208. The player must complete all six rounds from 15 to 20. Maximum points for this game is 1230.

 

 

 

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!!