01 scoring, Cricket, and checkout-pressure activities built for pub nights, home boards, and repeat target rounds.
STUD is the poker chip for IRL challenges. STUD use is optional. Groups should agree on rules and any STUD amount before play.
Core Ideas
Core Ideas are the main ways to play this board.
Core Idea 1
501 Pressure Ladder
Category: Darts
Climb from a short leg limit to a tougher one and only advance if you finish the 501 inside the visit cap. Highest completed rung wins.
Best for: pub groups that want real leg pressure without a long set.
Core Idea 2
301 Double-Out Dash
Category: Darts
Play repeated 301 sprints with double-out rules and score by total legs won before the timer ends.
Best for: shorter darts rounds where finishing still has to matter.
Core Idea 3
Double-In Gate Run
Category: Darts
You cannot start scoring until you hit the called double. Fastest player through the gate and down to zero wins.
Best for: players who want cleaner opening nerves before the scoring race starts.
Core Idea 4
First Nine Burst
Category: Darts
Track only the first three visits of each leg and score by the strongest nine-dart total. Best burst wins the round.
Best for: early-leg scoring focus instead of full-match endurance.
Core Idea 5
Three-Dart Average Chase
Category: Darts
Play a race of short legs and score every visit against a target average. Highest average over the block wins.
Best for: players who want a cleaner scoring benchmark than wins alone.
Core Idea 6
Bull Start Sprint
Category: Darts
Every leg begins with a bull attempt before normal scoring starts. First player to finish the full card wins.
Best for: adding one sharp opener before the standard 01 pressure kicks in.
Core Idea 7
Pair-Play 701 Relay
Category: Darts
Partners split visits in a race from 701, and the team must manage turns and setup shots together. Fastest clean finish wins.
Best for: doubles darts nights that want team scoring without losing checkout tension.
Core Idea 8
Split-Score Catch-Up
Category: Darts
One player starts lower, one higher, and both race to finish under double-out rules. The comeback side wins if it closes the gap and finishes first.
Best for: uneven groups who still want the leg to feel live.
Core Idea 9
Best-of-Five Legs Clock
Category: Darts
Play a compact best-of-five but score bonus points for the fastest leg finish. Match wins first, speed second.
Best for: simple head-to-head darts with one extra pressure layer.
Core Idea 10
Called Treble Race
Category: Darts
Every leg includes one called treble target that must be hit before you can finish. First player through the race wins.
Best for: combining scoring pace with one forced precision checkpoint.
Core Idea 11
Cricket Closure Race
Category: Darts
Close every Cricket number in order from your chosen start and score only once the whole track is shut. Fastest closure wins.
Best for: groups that want Cricket to reward clean number management, not only points.
Core Idea 12
Triple-20 Closure Race
Category: Darts
Close 20, 19, and 18 on clean marks before moving to the next target. First player through wins.
Best for: players who want the most-used Cricket numbers to feel heavier.
Core Idea 13
Bull Lock Battle
Category: Darts
Both players race to close bull first, then everything after that counts double on the scoreboard. Highest total wins.
Best for: endgame Cricket tension with one obvious central target.
Core Idea 14
Marks Before Points
Category: Darts
You must close two full numbers before any point scoring starts. Best scoreboard once the gate opens wins.
Best for: players who want smarter early Cricket decisions instead of instant scoring.
Core Idea 15
Cutthroat Cricket Push
Category: Darts
Play cutthroat rules and score only if you pressure the open player while protecting your own closes. Lowest total against wins.
Best for: three-player darts groups that want livelier target shifts.
Core Idea 16
Two-Number Shutoff
Category: Darts
Each round spotlights only two live Cricket numbers plus bull. Best shutoff strategy and points total wins.
Best for: shorter target-night blocks that still feel like real Cricket.
Core Idea 17
Three-Marks-or-Move
Category: Darts
You only advance to the next target once you hit three full marks on the current one. Fastest full track wins.
Best for: disciplined mark-building without messy scoring sheets.
Core Idea 18
Doubles Cricket Relay
Category: Darts
Partners alternate visits and can only close a number once both players have marked it at least once. First team through wins.
Best for: doubles groups that want teamwork to shape the Cricket board.
Core Idea 19
Safe Close Countdown
Category: Darts
Call whether you will close or point-score before each visit, then score only if the call matches the result. Best total wins.
Best for: smarter Cricket decisions under pressure and less random chasing.
Core Idea 20
Point Lead Protector
Category: Darts
Once ahead, you score only by protecting the lead through the right close-or-score choice. Best protected margin wins.
Best for: players learning how to finish Cricket instead of drifting into bad trades.
Core Idea 21
40-and-Under Finish Chase
Category: Darts
Build repeated finishes from 40 down and score only clean outs on the first planned route. Fastest card wins.
Best for: players who want every common double finish to feel automatic.
Core Idea 22
61-to-80 Checkout Race
Category: Darts
Work a medium checkout range and only count finishes that follow the called route family. First player through wins.
Best for: sharpening the range where most match-saving shots live.
Core Idea 23
Double-16 Pressure Run
Category: Darts
Every finish must pass through double 16 unless the number makes it impossible. Highest clean run wins.
Best for: players who want a trusted out path under pressure.
Core Idea 24
Checkout Route Call
Category: Darts
Call the intended route before the visit and score only if you finish through that plan. Best called-out total wins.
Best for: smarter setup thinking before the darts leave the hand.
Core Idea 25
Shanghai Finish Count
Category: Darts
Score only three-dart finishes that use the called single, treble, and double window in the right order. Highest total wins.
Best for: players who want one clean finishing challenge with variety.
Core Idea 26
Bull-or-Bust Finish
Category: Darts
Certain finishes require bull as the closer, and anything else sends the leg back to the previous mark. Most clean finishes wins.
Best for: groups that want a harder closer without changing the whole ruleset.
Core Idea 27
One-Dart Double Rescue
Category: Darts
Start each turn on a finish and score only the single dart that rescues the leg at the double. Most rescues wins.
Best for: fast finishing reps when time is short and nerves matter.
Core Idea 28
Two-Dart Finish Relay
Category: Darts
Partners alternate the setup dart and finish dart, and the team scores only full two-dart outs. Highest relay total wins.
Best for: doubles nights that want setup and finishing to split across the pair.
Core Idea 29
Last-Leg Checkout
Category: Darts
Every round jumps straight to a deciding-leg finish number and scores only the player who closes first. Most deciding legs wins.
Best for: end-of-match nerves without needing a full match block.
Core Idea 30
Miss-and-Recover Out Shot
Category: Darts
A missed first dart changes the route, and points count only if you recover the checkout correctly on the fly. Highest recovery total wins.
Best for: players who need calmer problem-solving after the first dart misses.
STUD Sides
STUD Sides are optional side-point challenges. Earned side points count for you, side points against you count against you, and any STUD amount should be agreed before play.
STUD Side 1
Bust Tax
Category: Side Challenge
Bust a checkout and add 1 side point against you. Hit the next legal checkout to erase that side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 2
Triple Ring Bank
Category: Side Challenge
Hit the called triple and earn 1 side point. Miss all triples that turn and add 1 side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 3
Missed Board Toll
Category: Side Challenge
Miss the scoring board entirely and add 1 side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 4
Checkout Bounty
Category: Side Challenge
Call the exact checkout path. Finish it and earn 1 side point from the group.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 5
Robin Hood Bonus
Category: Side Challenge
A dart stuck into another dart earns a bonus side point if everyone agrees it counts.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 6
Wire Kiss
Category: Side Challenge
Hit the wire on the called target three times in a turn and erase 1 side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 7
Low Dart Tax
Category: Side Challenge
Score under the agreed floor for a turn and add 1 side point against you.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 8
Around the Clock Bonus
Category: Side Challenge
Clear three consecutive numbers in order and earn 1 side point.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.
STUD Side 9
Bull Rescue
Category: Side Challenge
Hit bull or outer bull to erase a missed-turn side point.
If a player has 1 side point against them from a bad turn, they may call bull rescue before throwing. Outer bull erases 1 side point against that player; bullseye erases 2 side points against that player if the group allows.
STUD Side 10
Checkout Call
Category: Side Challenge
Call the exact checkout route before throwing.
The player announces the intended checkout route, such as single 20, double 16. Completing the called route earns 1 side point; missing the route adds 1 side point against that player.
STUD Side 11
Treble Switch
Category: Side Challenge
Hit the called treble after switching targets to earn 1 side point.
Earned side points count for you. Side points against you count against you. Net side points at the end and settle only in the way your group agreed before play.