Darts Hulp
Je gooit met je muis.
  1. Beweeg de hand om te richten, houd vervolgens de linker muis knop ingedukt
  2. Je muis naar achter duwen, zal je hand ook naar achter halen.
  3. Om de pijl in het dartboard te gooien, maak je een snelle beweging met je muis naar voren.
  4. Laat de muis los om de dart los te laten.
Tips om te gooien
Het board
Het dartboard is verdeeld in twintig vakjes, genummerd van 1-20 in een precieze volgorde zoals te zien is op het plaatje hieronder. De buitenste ring wordt 'double' genoemd, de ring meer naar binnen heet de 'triple'.
In het midden van het board zijn twee kleinere cirkels, the binnenste heet 'Bulls-eye' en de buitenste heet 'Bull'
Scoren
Beide spelers spelen voor zich zelf, en elk van hen gooit 3 darts in een beurt. De score van een worp hang af van welk vakje geraakt wordt.
Wanneer je één van de ringen raakt, zal de score met 2 of met 3 worden vermenigvuldigd, afhankelijk van welk vakje je raakt.
De afbeelding hierboven laat de waarde van de verschillende vakjes zien in het bovenste gedeelte van het board. Het vakje dat het meest waard is, is de 'triple 20'.
De Bull telt voor 25 punten, de Bulls Eye telt voor 50 punten.
Wanneer je het board buiten de buitenste ring raakt, is de score van die worp nul.
501 regels
Each player starts with 501 points. The number of points collected while hitting a board with a dart is subtracted from the given player's points. The winner is the player who scores exactly 0 points that way.
It is a double out game, which means that players must hit a double that makes their score exactly zero to win the game.
Bust
In case of a bust the player's score from the previous turn is restored. There is bust if one of the following events arise:
0
  • The player scores more points in the active turn, than his current score (subtracting would result in a negative score)
  • The player has 1 point after subtracting (you cannot score 1 with double out)
  • The player has 0 point after subtracting but violates the double-out rule
  • 0
    End of the game
    Players continue playing until one of them scores 0 points in total. The player who does so, wins the game.
    If none of the players gets to zero in 20 turns, the player with the lower point wins.
    If the scores are equal after 20 turns, the game will continue for another possible 10 turns.
    During these extra turns, the player who gets to zero obviously wins. A player with lower score any time after the 20th turn also wins the match.
    If the scores are equal after 20+10 turns, the match will end in a draw.
    301 Gotcha! regels
    The objective is to score exactly the specified number of points first, i.e. 301.
    Killing
    If one of the players having performed a throw scores the number of points equal to the number of points the opponent has, the opponent’s points are reset to zero.
    Bust
    In case of a bust the player's score from the previous turn is restored. There is bust if one of the following events arise:
    Play & Win
    Players continue playing until one of them scores exactly 301 points in total. The player who does so, wins the game.
    Cricket regels
    The object of Cricket is to close all numbers from 15 to 20, and the bull's eye before the opponent does. To close a number, a player must score three of that number (any combination of singles doubles and triples).
    Scoring
    Once a player closes a number every subsequent score on that number increases their score, unless the other player has closed that number as well.
    Play & Win
    The player who has closed all numbers and whose score is not lower than the opponent's, wins the game. The player who has the highest score when 20 turns are over, wins the game. If the scores are tied after the 20th turn, the player who has closed the more numbers wins. If the number of the closed numbers is equal, there are 10 possible extra turns to decide the winner.