D4 Darts

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Aim: To introduce young people to the game of darts. Taken from the BB Company Section Discoverer, Recreation, Sports and Games D4


Activity 1, 2, 3 & 4
• Dartboard
• Darts
• Scoreboard


Activity 1 - The Basics

If you don’t already have a dartboard in place, think carefully about where you position it. From time to time the young people will miss the board completely so it is an idea to place wood around the dartboard to stop the wall getting ruined. If the floor is stone and a daft falls out of the board onto it, the dart may break. An old piece of carpet is ideal for stopping this; also if you cut it to the right length then you can use it as a marker to throw from. The area where you are playing darts should not be where people will be walking past, or where other sports are being played, There are many alternatives to traditional darts with metal shafts, one type widely used has plastic darts and holes already in the board for the daft to ‘land’ in.

• The picture of the board shows twenty numbered segments.
• The idea is to throw darts at the board and you score the points depending on what segment you land in.
• The outer ring signifies double points; the middle ring signifies treble points.
• The circle at the centre is called the bull’s eye and is worth 50 points; the green ring just outside the bull’s eye is called the outer ring and is worth 25 points.
• A player gets 3 darts per turn and has to try and get to 0 as quickly as possible. Both players start from a total usually 501, 301 or 101.
• Any score they get is taken off the total and it is the other players/team’s go.
• As the player/team’s score reduces, they must finish exactly on 0 and must finish with either a double or the bull’s eye.
If the player gets a score that would finish them past 0 or on 1 then the go is ignored and it reverts to the other player.

Safety Issues / Risk Assessment:
Darts are very sharp and as a result can be dangerous if not supervised correctly. There should be only 1 person throwing at a time, and no one should be between the thrower and the board or close to the board (in case the dart bounces out).

Activity 2 - Killer

Aim: A fun way to practise aiming.

• Here is a chance for the group to practise their aim.
• Write down all the players’ names on one side of a piece of paper.
• Before the game begins the players must choose their number by throwing a dart at the board with their weak (non-throwing) hand.
• Write the number that each player gets next to their name.
• If a player hits an already assigned number or misses the board then they throw again until they hit an unassigned number.
• Everyone starts with 5 lives, which should be marked next to their number.
• The first player throws; they have 3 darts and have to hit a number before becoming a ‘killer’.
• Once The player hits their number, mark this down as a ‘K’ next to Their lives.
• Every number That a ‘killer’ hits loses a life, including their own.
• The idea is to get everyone out before being killed.
• If the player hits a double or treble of someone else’s number then 2 or 3 lives respectively are taken from that player.
• If the bull’s eye is hit then everyone else loses 1 life (as long as the player is killing). e.g.

Activity 3 - Darts - Cricket

Aim: Mother game to practise aiming.

• The game can be played individually or in teams, one team starts off batting and the other team starts off bowling.
• The batting team nominates a bowling number which the bowling team must hit to get them out.
• The batting team goes first and has to try and score as many points as possible.
• After the first player has thrown it is then the bowler’s tum.
• They have to fly and hit the number nominated to get a wicket’.
• If the number of the outer ring is hit then 1 life is lost, if the bull’s eye is hit 2 lives are lost, if a double of the nominated number is hit then 3 lives are lost and if the treble is hit 4 lives are lost.
• The turns keep alternating until the batting team have lost 10 wickets.
• The roles are reversed and the game continues.
• Depending on how long each round takes will decide how many times you swap over.

Activity 4 - Around the Clock

Aim: Mother game to practise aiming.

• The aim of the game is for the players to work their way around the clock (1-20).
• The first player begins by aiming at number 1.
• If this is hit the player then moves onto number 2 and so on.
• Players take it in turns to throw 3 darts to progress as far as they can around the “clock”.
• Once a player has hit the number 20, they must go for the “outer bull” and then the “inner bull” to win.

For full details and diagrams see the BB Company Section Discoverer, Recreation, Sports and Games D4


  • company
  • darts
  • discoverer
  • recreation
  • sports and Games

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