Below is an introduction to the sport of British darts which was distributed
as a flyer by the publishers of `Cork' magazine in 1976 and later available
on the Bristle Board BBS. It has been expanded and some changes have been
made to reflect current universally accepted standards. The content of this piece
may be applied to electronic (soft-tip) darts, as the board configuration is
based on the British board. Four general areas are discussed: The board, the
dart, general rules, and the games played.

The regulation English tournament board is made from sisal fiber and has
permanent sector divisions with the light toned `20' wedge at the top center.
It is positioned 5' 8" from the floor to its center.
The numbers in the non-scoring boarder designate the values of the dark and light
wedges to which they are adjacent. The outside alternating ring (usually green
and red) scores double the wedge value, while the inner concentric ring trebles
its worth. The center ring counts 25 and the bullseye is double, scoring 50
(center being `cork' and `double cork').
The highest possible score with one dart is 60 (triple 20).
The toeline is 7' 9 1/4" from the plane of the face of the board. The diagonal
from center cork to the toeline is 9' 7 3/8".

From the front to back, the dart (most commonly) is divided into four parts:
point, barrel, shaft and flight (feather).
Darts are a set and consist of three which are thrown as a turn.
The most popular grip is pencil style although comfort and control should be
the determinant. The dart is thrown primarily using elbow action, not shoulder.
(Overhand is verboten.) The angle at which darts enter a board are more a
matter of shaft/flight combination than thrust. Ballance for your particular style
is more important than weight. Steel tip darts range in weight up to 38+ grams,
soft-tip are restricted to a miximum of 16 grams and `woodies', used mainly on
American boards, are usually between 7 and 10 grams.
The least amount of moving parts provides the most precision. Consistency, rather
than accuracy, should be the prime objective of the novice.

Unless otherwise stipulated, turns are alternated between individuals or teams
and consist of throwing three darts. Scores should be marked before the darts
are removed from the board.
The score of a dart is taken from where the point of the dart enters (or touches)
the board. Except when throwing for cork (see next) `bouncers', darts stuck into
other darts, and those knocked out by subsequent darts count as zero. Generally,
catching a bounced dart does not warrant its being re-thrown.
Order of throw is determined by players, or a single team member, tossing one
dart for center (throwing `cork'), the closest having the option of going first.
Winner of cork also calls what game is to be played.
Challenges to the board are most often chalked, in order, on the side of the of
the scoreboard. A custom, not seen quite so much now (but a good one), is for
the challenger to keep score for the game immediately preceeding his own.
The most integral part of dart playing is sportsmanship. An expression often
cited is that "darts is a game that begins and ends with a handshake".

The British Tournament games are generally
referred to as `01 games (such as `301' or
`501') since each player or team begins with
that score. A `double' by each player or
team is required to begin and end the game.

The score of the initial double and all
subsequent scoring darts are subtracted from
that player or team's column. The finish is
accomplished when the remaining total is
reduced to exactly zero by scoring a dart in
the appropriate double. Scores that reduce
the remaining total to one or below, cancel
that entire turn and are termed `a bust'.

Perfect game (occurring with the regularity
of second comings, ice ages, etc.) dbl.16,
trp.20, trp.20 / trp.20, trp19, dbl.16.
That's 301 points in six darts.

Similar games are `101' and `201'. `401',
`501' and `1001' require no initial double.

Since 301 may be a
relatively short game
it is best played 2 out
of 3, or 3 out of 5, etc.

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Cricket is probably the most frequently played
game at this time. The game involves both
offensive and defensive manuvering.

The numbers 20 thru 15 plus cork are used.
Numbers are `owned' by a player who hits, in
any order, at any time, a total of three of
that number. The individual may, thereafter,
score any additional hits against an opponent
who is not `closed' on that number. Three
similar hits are required to close a number for
an opposing player, who in turn, may score on
anyone else still `open'. When any number becomes
closed by all players it is `dead' and has no
further bearing on the game. The game is won by a
player who has closed all of the numbers and has
the lowest, or is equal to, the lowest score. In
multiple player games, if a player reaches a
point where he cannot win, he may not remain in
the game as a `spoiler'.

On the scoreboard of
the above completed game
/= 1 mark, X= 2 marks, and
0= 3 marks

A very brief synopsis of
the strategy is to `point'
if you can do so effectively
if you are behind, thereby
elongating the game.

Call cricket is a variation in which a player must call the number he
is throwing at and may not benefit from `slop' hits.

Some electronic dart boards have the capability and desirability of monitoring
the total number of darts thrown by a side in a cricket match and then
factoring that number by the total number of points scored by each side and
the difference between each at the end of the game. The yield from this
formula then may be used in ranking individuals or teams by their performance
rather than their won/loss record. The basis of this system is that the least
number of darts required to finish the game is the truest test of skill.

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High Ball - Order of play is determined by throwing for `cork', but
all darts must land inside the triple ring. Those failing are re-shot. Each
player must achieve or better only the score thrown by his or her immediate
predecessor. Failure results in that player receiving an `X'. Three Xs
eliminate that player from the game. Play continues until only one remains.

Low Ball - Same format as High Ball except scores must be equal to or
lower than that of the previous player. Darts off the board count 25, single
cork = -5, double cork = -10.

Sudden Death - Similar to High Ball, only the player with the lowest
score each round is eliminated. Great game for a bunch of people of various
skills. Moves very quickly.

Not that darters would ever deign to wager on their skills, the above games
are sometimes enhanced by throwing a dime into a `pot'.

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Baseball is played by the same rules that
cover the American Board game (no, not
that damn thing made from rolled paper
with the diamond on it). The numbers 1
thru 9 are used and indicate only innings.
In the first round (inning) all players,
in sequence, shoot for the number 1, in
the second inning, the number 2, etc. A
box score is kept, each hit being a `run'.
A dart in the triple ring scores 3, a dart
in the double ring scores 2.

The game may also be played counting each hit as a hit with only `runs' counting.

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Burma Road has several variations but the
basic game uses the numbers 20, 19, D (any
double), 18, 17, T (any triple), 16, 15 and
bullseye. One version throws in `43' (you
must hit exactly 43 points using all 3 darts)
to score that round. The game begins with
each player having 40 points to his credit.
In the first round all players throw at the
20. All hits are added, at value, to a players
existing 40 points. Any player failing to hit
a 20 has his score halved. The game continues
in this manner till the end. (Odd numbers are
rounded `up' when halved.)

As you can tell in the sample game, geometric progression plays a large roll
in evening out what may appear to be commanding leads. Very seldom is a player
not in contention going into the final round. When the `43' option is employed
it usually goes after the 15 because of its difficulty.

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55 fives is pretty much what the name implies. Each player begins with 55
fives (275 points). Only scores divisible by 5 are counted (60 = 12, etc.)
All three darts must score. When a score divisible by 5 is thrown it is
subtracted from the previous total ie., 55 - 12 = 43. The winning player is
the first to reach evenly to 0 using all three darts. A fun game requiring
a bit of strategy.

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I believe the name of this game is Shanghai. All numbers on the board are
used, from 20 down to bull. Each player throws at the numbers in succession.
If on his first turn a player hits a 20, 19 and an 18, that player's next
turn will begin with throwing at the 17. If a double of the object number is
hit a player skips the next number. If a triple of the object number is hit
a player gets to throw an additional dart (the first dart thrown is removed
from the board for this purpose). So if a player hits a double 17, his next
dart should be at the 15; if a player throws a triple 20 with his first dart
he will have 3 remaining throws in his round. Exception: a player may not
skip throwing at bull by hitting a double 1 (although I have seen this waived
in games using bull and double bull).

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7T0 (ton-seventy or one-seventy) This game is not frequently played because
it can take a long time (perhaps forever) and requires very skilled players.
Each participant begins with a score of 170 points. Based on 301, the first
player trys to go out from 170 (trip 20, trip 20, dbl bull). Failing that,
the player's score is reduced by his point total. The following player(s) try
to do the same but, should he not succeed, he has the option of subtracting
his points from his own score or adding them to that of the preceeding player,
(only up to 170 points).
this game should not be tried by amateurs

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Killer is played with several people and is a game of fleeting alliances.
Before throwing `cork' to determine order, players throw one dart at the
board using their `off' hand. The number hit will be that player's persona
in the game. No two players may have the same number. To become a `killer' a
person must first hit a double of his own number. After gaining killer status
he then tries to eliminate the other players by hitting the double of their
number. A total of three hits (doubles) against any player puts that player
out of the game. A player may be killed off before becoming a killer, himself
and weaker players generally gang up on stronger ones. The version of this
game that I have played had the proviso that if a player of killer status hit
his own double by error he was immediately eliminated.

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Many of these games have regional differences and innovations. The games
played at national tournaments are normally 501 and Cricket. The games played
in weekly leagues are normally 301, 501 and Cricket.

In games where it is desirous to play team against team, the standard method
(unless the teams are already established) is to splash for partners.
A player throws two darts at the same time at the board (both darts must
score). The sum of the score of each player is noted, with high and low
becoming partners, etc. This method can be used to sit an odd man (the
player with the middle score).