The suite of games has been designed to incorporate an interesting combination of traditional and unique fun games. With the advent of autoscoring the darts, a whole new universe of games has become possible, games that appeal to everyone from experts to novices. It’s a brand-new world of entertainment.
AROUND THE WORLD - A FUN SIGHT SEEING TRIP AROUND THE GLOBE
To Play
Final Round
Strategy
Reward Points
To Play
- Each number on the dartboard represents a different country.
- Each player starts at New Zealand (1).
- Each player has three throws per round.
- When a player hits the number for the country they are visiting, they proceed forward around the globe.
- Players collect memorable photos of the countries they have visited along the way.
- If a player throws a double, they will collect two photos and travel forward two countries.
- If a player throws a triple, they will collect three photos and travel forward three countries.
- Hitting the Outer Bull will let a player skip the next country.
- Hitting the Bullseye will let a player skip the next 2 countries.
- The first player to travel to Australia (20) and throw 20 wins.
Final Round
- Players can select to play until a Final Round.
- At the end of the Final Round the first player to 20 or has travelled the furthest wins.
- In the case of a tie, the win goes to the player that threw first.
Strategy
- Players travel quicker by hitting Triples, Doubles and Bullseyes.
Reward Points
- Players are allocated points towards the session Leader board depending on the results of the game.
DART KARTS - LET'S RACE
To Play
To Win
Strategy
Reward Points
To Play
- All the (light color) GREEN dart values (1,4,6,15…,5), move you AHEAD.
- All the (dark color) RED dart values (20, 18, 13, 10…, 12) OR any out of bounds throw, move you behind.
- If you hit a double you move 2 SPOTS or if you hit a triple you move 3 SPOTS otherwise you move 1 SPOT.
- An Outer Bull moves you 2 AHEAD, a BullsEye moves ALL the OTHER Players 2 BEHIND.
- An out of bound throw moves you 2 spots BEHIND
- Play continues until the FINAL ROUND is played.
To Win
The player who is ahead afther the final round wins. On a TIE the win goes to the LOWEST player number.
Strategy
- Hitting triples is best, followed by doubles or a BullsEye. Otherwise hit a single Green number.
- Stick with a Green number you are most comfortable with. Slow and steady can often win this race.
Reward Points
- Players are allocated points towards the session Leader board depending who comes 1st, 2nd and 3rd.
KILLER - A POPULAR SOCIAL GAME FOR A GROUP OF PLAYERS
To Play
Strategy
Sudden Death
Reward Points
To Play
- At the start of the game, players are randomly allocated a number.
- Each player has three throws per round.
- Players have to hit their number three times to gain three lives and become a Killer.
- When a player is a killer, they then try to hit other player’s numbers to take their lives.
- If a killer hits the number of another killer, that player is no longer a killer until they re-gain three lives during their turn.
- If a killer hits their own number, they are no longer a killer until they re-gain three lives.
- Hitting a double will gain/or lose two lives. Hitting a triple will gain/or lose three lives.
- When a player loses all their lives, they are out of the game.
- The last player alive wins.
Strategy
- Players can have fun deciding who they will try and kill based upon skill, position on the board, lives remaining and loyalty.
Sudden Death
- During Sudden Death, everyone becomes a killer and players are eliminated if a dart lands on their number.
Reward Points
- Players are allocated points towards the session Leader board depending on the last player alive and the order in which players were killed.
BALLOON POP - AN EASY GAME FOR BEGINNERS
To Play
Strategy
Final Round
Reward Points
To Play
- On each round, 5 Balloons are randomly placed in each Quadrant + the Bullseye.
- Coloured balloon’s score tickets are assigned each round whilst a Golden Mystery Balloon is assigned a score each throw.
- If your dart misses, then you score no tickets.
- Play continues until the final round. The number of rounds varies for the Short, Medium or Long game mode.
Strategy
- Hit the highest scoring balloon colour, or take a risk and aim for the Golden Mystery Balloon.
Final Round
- The games ends after the final round or 30 minutes, whichever is sooner.
Reward Points
- Players are allocated points towards the session Leader board depending on the highest number of tickets earned.
501 - THE CLASSIC GAME
To Play
Bust
Strategy
Final Round
Reward Points
To Play
- Each player starts with a score of 501.
- Each player has three throws per round.
- Each throw reduces the score by the dart’s value.
- The largest possible score per throw is Triple 20 (60).
- The largest possible score per round is 180 (3 x Triple 20).
- The Outer Bull is worth 25. A Bullseye is worth Double 25 (50).
- The first player to reach exactly zero wins.
- Players do not have to start with a double but must finish with a double.
Bust
- If a player registers a score below zero, their turn ends and their score goes back to what it was.
- If a player scores one, their turn ends and their score goes back to what it was.
- If a player scores zero but not with a double, their turn ends and their score goes back to what it was.
Strategy
- Players should attempt to hit the largest target they are most comfortable with.
- Players should account for values next to their target in case they miss.
- The system will recommend a value to aim for, in order to reach exactly zero quickest.
Final Round
- The game will continue until a player has scored exactly zero with a double value.
Reward Points
- Players are allocated points towards the session Leader board depending on the results of the game.
301 - AN EASIER VERSION OF A CLASSIC GAME
To Play
Bust
Strategy
Final Round
Reward Points
To Play
- Each player starts with a score of 301.
- Each player has three throws per round.
- Each throw reduces the score by the dart’s value.
- The largest possible score per throw is Triple 20 (60).
- The largest possible score per round is 180 (3 x Triple 20).
- The Outer Bull is worth 25. A Bullseye is worth Double 25 (50).
- The first player to reach exactly zero wins.
- Players DO NOT have to start or finish with a double.
Bust
- If a player registers a score below zero, their turn ends and their score goes back to what it was.
Strategy
- Players should attempt to hit the largest target they are most comfortable with.
- Players should account for values next to their target in case they miss.
- The system will recommend a value to aim for, in order to reach exactly zero quickest.
Final Round
- Players can select to play until a Final Round.
- At the end of the Final Round the first player to zero or with the lowest score wins.
- In the case of a tie, the win goes to the player that threw first.
Reward Points
- Players are allocated points towards the session Leader board depending on the results of the game.