Game modes · Training · 1 to 6 players · teams
Around the Clock
Around the Clock darts is a race round the board. Hit the 1, then the 2, then the 3, all the way to the 20 and the bull. The first one through wins. Sridu lights up the number you need and shows how far round you are and where everyone else stands.
- Alone to warm up, against friends, in teams or against bots
- All fields, singles, doubles or trebles only
- Chase the Dragon and doubles round the board, set up in two taps
- A track of your way round, with every opponent marked on it
- How far ahead or behind you are, and who is on the bull
- Handicaps per player: head start, own fields, fewer darts
- Extra pressure if you want it, with setback, strikes or a dart limit
- Anna19
- Ben✓
- 19hit
- 20hit
- 25hit
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19A
- 20
- B
How a leg works
The rules of Around the Clock darts
Everybody starts on the 1 and throws three darts per visit. The order is 1 to 20, then the bull.
- One number at a timeYou start on the 1. Only your current number counts, and it lights up on the board.
- A hit moves you onHit it and you go straight on to the next number, even with the next dart of the same visit. Anything else is off target.
- Three darts, then the next playerEach player works their own way round the board, one visit at a time.
- The bull to finishAfter the 20 you need the bull, and both the 25 and the bullseye count. The first player through wins the leg.
In the game
You always see where you stand
It is a race, so the screen shows the whole field:
- Your current number lights up on the board, just the rings that count. If your visit ends early, the board locks.
- Each dart gets a label: “hit”, “+2 numbers” with jumps, or “off target”. If a variant is on and a visit ends without a hit, the last dart shows the price: “one back”, “strike” or “knocked out”. After a hit, the caller names your next number straight away.
- The track under the panel shows your way round. Numbers you have hit are filled, this visit’s are brighter, your current one is lit, and each opponent is marked on the number they are on.
- Ahead or behind: how many numbers you are ahead of or behind the best of the rest.
- The last target: once you are on the bull, the panel turns amber. It also warns you when an opponent needs only the bull.
- Strikes and darts left show on every card and above the track. On your last strike or last three darts the panel turns amber. Once everybody else is out, it tells you what you need, for example “Get past 17 and you win”.
Setting · Which fields count
Which fields count
Four levels of difficulty on the same numbers. This is what counts on the 7:
- All fieldsDefault
- 7
- D7
- T7
Single, double or treble, any hit on the number counts. For the bull at the end, the 25 and the bullseye both count.
- Singles onlyControl
- 7
- D7
- T7
Only the big single beds count, inner or outer. A double or treble of the number is off target.
- Doubles onlyHarder
- 7
- D7
- T7
The double ring, number by number, then the bullseye to finish. Ideal practice for your checkout doubles.
- Trebles onlyHardest
- 7
- D7
- T7
The thin treble ring, number by number. There is no treble bull, so the finish takes both bulls: the 25 first, then the bullseye.
Setting · Order
Five ways round the clock
The bull always comes last. Each order is shown as the track the app draws under the panel. Anticlockwise with sudden death is the pub game Grand National, which you can open straight from the game search:
- 1 to 20Default
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- B
The classic: one number after the other, then the bull.
- 20 to 1Backwards
- 20
- 19
- 18
- 17
- 16
- 15
- 14
- 13
- 12
- 11
- 10
- 9
- 8
- 7
- 6
- 5
- 4
- 3
- 2
- 1
- B
The same numbers in reverse, starting on the 20.
- Round the boardLearn the board
- 20
- 1
- 18
- 4
- 13
- 6
- 10
- 15
- 2
- 17
- 3
- 19
- 7
- 16
- 8
- 11
- 14
- 9
- 12
- 5
- B
Clockwise from the 20: 20, 1, 18, 4 and so on. Every hit sends you to the next number along, so you learn where each one sits.
- AnticlockwiseThe other way round
- 20
- 5
- 12
- 9
- 14
- 11
- 8
- 16
- 7
- 19
- 3
- 17
- 2
- 15
- 10
- 6
- 13
- 4
- 18
- 1
- B
Anticlockwise from the 20: 20, 5, 12, 9 and so on. The same lap as round the board, just the other way.
- RandomNew every leg
- 14
- 3
- 20
- 9
- 6
- 17
- 1
- 12
- 19
- 5
- 8
- 15
- 2
- 11
- 18
- 7
- 4
- 16
- 10
- 13
- B
A new draw every leg, the same order for everybody. Nobody knows it by heart, so the track under the panel shows the way.
- Grand NationalPreset
- 20
- 5
- 12
- 9
- 14
- 11
- 8
- 16
- 7
- 19
- 3
- 17
- 2
- 15
- 10
- 6
- 13
- 4
- 18
- 1
- B
Anticlockwise with sudden death: the first visit without a hit puts you out of the race. Search for Grand National in the app and both rules are set.
Round the board is also the course of Hare & Hounds. There a hound runs it behind you and catches you on your number.
Variants
Chase the Dragon and doubles round the board
Two well-known practice games are really Around the Clock with a few settings changed, so you don’t need a separate mode for them. Pick Around the Clock and set it up like this:
- Chase the DragonTrebles 10 to 20
- 10
- D10
- T10
- 10
- 11
- 12
- 13
- 14
- 15
- 16
- 17
- 18
- 19
- 20
- 25
- B
- Which fields count Treble only
- Numbers 10–20
- Bull to finish On
Treble 10 up to treble 20 in order, then the outer bull and the bullseye. A treble out of turn counts for nothing. Thirteen targets that sort out your treble game quickly.
- Doubles round the boardCheckout practice
- 20
- D20
- T20
- 20
- 1
- 18
- 4
- 13
- 6
- 10
- 15
- 2
- 17
- 3
- 19
- 7
- 16
- 8
- 11
- 14
- 9
- 12
- 5
- B
- Which fields count Double only
- Order Round the board
Every double once, clockwise from the double 20, then the bullseye. The classic drill for the doubles you need to win legs. With 1 to 20 as the order, it is the same drill number by number.
Want a doubles drill with a score and a way to lose? Bob’s 27 goes round the doubles too, and every miss costs you points.
Setting · Jumps
Doubles and trebles jump ahead
Available when all fields count. Here is the same visit from the 3, with and without jumps:
- Without jumpsDefault
- T3hit
- D6off target
- 8off target
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
Every hit moves you on one number. The treble 3 counts as the 3 and the next target is the 4, so the double 6 and the 8 are off target.
- With jumpsFaster
- T3+3 numbers
- D6+2 numbers
- 8hit
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
A double moves you on two numbers, a treble three. The same visit is now worth six numbers. A jump stops at the bull, which you still have to hit.
Setting · Who wins
First through or equal visits
For two or more players. Anna throws first, and after eleven visits both need the bull:
- First throughDefault
- AnnaVisit 12 · 36 dartsWinner
- BenVisit 11 · on the bullNo 12th visit
The classic: whoever finishes first wins on the spot. Anna throws first, so Ben never gets his twelfth visit.
- Equal visitsFair
- AnnaVisit 12 · 36 dartsThrough
- BenVisit 12 · 35 dartsWinner
The round is played out, so everybody gets the same number of visits. Then the fewest darts win: Ben hits the bull with his second dart. A tie on darts is a draw.
Variants · Pressure
Make every visit count
In the classic game a miss costs nothing. These three options punish a visit without a hit. Use one or combine them, also with equal visits and handicaps:
- SetbackTension
- 5off target
- 0off target
- 19one back
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
A visit without a hit sends you back one number. Anna was on the 6 and has to hit the 5 again. You never drop below your start or your head start.
- Strikes3 or sudden deathAnna♥♥♥Ben♥♡♡
A visit without a hit is a strike. The third strike puts you out, with sudden death the first. The last player left wins once past everyone who went out, and the panel says how far that is.
- Dart limit30 · 45 · 60
- Anna30 darts · 17 of 21Winner
- Ben30 darts · 15 of 21Out of darts
A fixed number of darts per leg, or a number of your own. Run out and you are out of the race. If nobody gets through, whoever got furthest wins, and a tie goes to fewer darts.
Handicaps
Even out the levels
You set them per player, and everyone still plays the same leg. Anything you leave unset follows the game settings:
- Head start
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
Up to 15 numbers ahead. A beginner starts on the 5 while the others start on the 1.
- Own fieldsAnna
- 7
- D7
- T7
- 7
- D7
- T7
In the same leg, the strong player has to hit doubles while the others can hit any field.
- Own jumpsAnnaWithout jumpsBenWith jumps
Doubles and trebles jump ahead for one player but not for another. Only for players on all fields.
- Fewer dartsAnnaBen
Two darts or one per visit for the stronger player. The board locks as soon as the visit is over.
Setup
Start a game
Pick Around the Clock in the game setup. The rest works just like setting up a match.
- PlayersA solo warm-up, one opponent, a whole room or teams. Bots at your level can join too.
- Which fields countAll fields (the default), singles, doubles or trebles only. With trebles only, the finish takes the 25 and then the bullseye. See what counts.
- Numbers1 to 20 (the default) or 10 to 20, which is shorter and the start of Chase the Dragon.
- Order1 to 20 (the default), 20 to 1, round the board, anticlockwise or random. See the orders.
- Bull to finishOn by default. Switch it off and the leg ends on the last number.
- JumpsOff by default. When on, a double moves you on two numbers and a treble three. See the jumps.
- Who winsThe first one through (the default) or equal visits. See the difference.
- SetbackOff by default. When on, a visit without a hit sends you back one number. See the variants.
- StrikesUnlimited (the default), 3 strikes or sudden death. Anticlockwise with sudden death is Grand National.
- Dart limitNone (the default), 30, 45, 60 darts per leg or a number of your own.
- HandicapsA head start, own fields, own jumps or fewer darts per visit. See the handicaps.
- LegsOne leg, first to 2, first to 3, or more.
- Who throws firstFirst on the list, a bull-off or random.
Tips
Get round faster
- Aim for the fat single. When every field counts, the big single bed is your safest way to the next number.
- With jumps, go for the treble. A missed treble usually still lands in the number, and a hit moves you on three.
- Doubles only is checkout practice. Twenty doubles and the bullseye, the same ones you need to finish a leg of 501.
- Watch your hit rate. The app shows it for every player during the game. Try to beat it next time.
- Raise the stakes slowly. Start with setback, then try 3 strikes, then sudden death. On your own, a dart limit gives every run a score. How far can you get in 30 darts?
Game modes
More ways to play
Ready to throw?
Around the Clock darts starts on the 1. Open the app in your browser, pick the mode and throw your first dart. No account, nothing to install.