Game modes · Party & duels
Hare & Hounds
Hare and Hounds is a chase round the dartboard. The hare starts on the 20 and runs clockwise, one number at a time. The hound starts a number behind and follows the same way. Hit the number the hare is on and you have caught it. If the hare gets all the way round and back to the 20 first, it wins.
- Two or more players or teams, with or without bots
- The chase on a ring of the board’s numbers
- Classic rules to start, five settings to change them
- A full match mode with legs, sets and statistics
- AnnaHare13
- BenHound✓
- 13caught
- –Dart 2
- –Dart 3
The rules
Hare and Hounds darts rules
The classic pub version takes five lines to explain. Sridu keeps track of where the hare and the hound are, so you only have to throw.
- One hare, one houndWhoever throws first in a leg runs as the hare, the other player is the hound. The roles swap with every leg, so in a longer match you both get to run.
- Round the boardThe hare starts on the 20. A hit on it moves the hare on to the 1, then the 18, the 4 and so on, clockwise in the order of the board. Any part of the number counts, single, double or treble.
- The hound followsThe hound starts one number behind the hare, on the 5, and runs the same way. Every hit on the number it is on moves it to the next one.
- CaughtOnce the hound reaches the hare’s number, it is right behind. One more hit on that number catches the hare, and the hound wins the leg.
- Home freeThe hare needs a full lap and one more hit on the 20 to get home. If it gets there before the hound catches up, the hare wins the leg. Play a single leg or first to 2, 3 or more, with sets if you like.
In the game
The chase at a glance
Below the target, Sridu shows the board’s numbers as a ring, each one where it sits on the board. Green is the way the hare has run, amber is the stretch the hound still has to make up, and the gap is in the middle.
- The start
The hare starts on the 20 and the hound one number behind, on the 5. Both run clockwise, and the hare throws first.
- The chase
Every hit on the number you are on moves you to the next one. The amber stretch is what the hound still has to make up.
- Right behind
The hound has reached the hare’s number. The panel turns amber: one more hit on that number and the hare is caught.
- Home free
After a full lap the hare needs one more hit on the 20. If it gets there before the hound catches up, the hare wins the leg.
- The next number. The big number in the middle of the screen is the one to hit, and it lights up on the board. After every hit the app names the next one, and so does the caller if it is switched on.
- Right behind. When the hound lands on the hare’s number, a banner says so and the hint turns amber. Everybody at the board knows the next hit on that number ends the leg.
- Caught or home free. Both get the big banner with a sound and confetti, and the caller shouts it out. When the hare is caught, its card shakes.
- A wrong dart? Tap its chip and correct it, as in every other mode. The ring and the gap update with it.
Settings · Easier or harder
Settings for the chase
Every new game starts on the classic rules. Change any setting on its own or combine them, and the app remembers your choice for next time.
- Which fields countDefault: all fieldsAll fields
- 18
- D18
- T18
- 18
- D18
- T18
Any part of the number is the classic. With doubles only or trebles only every step is hard work, for the hare and the hound alike.
- Head startDefault: 1
How many numbers the hound starts behind the hare, from 1 to 4. With 1 the hound starts on the 5, with 2 on the 12. More head start gives the hare more room.
- DirectionDefault: clockwise
Clockwise from the 20 (20, 1, 18 …) is the classic. Anticlockwise runs 20, 5, 12 … instead, a good change once you know the usual order.
- HomeDefault: the 20
After a full lap the hare needs one more hit to get home: the 20 again, or the bull for a tougher finish. The hound can still catch it until then.
- JumpsDefault: off
- T18+3 numbers
- D6+2 numbers
- 10hit
With all fields counting, a double moves you on two numbers and a treble three, for the hare and the hound. A jump never skips home.
- Fox HuntPresetDoubles only
- 20
- D20
- T20
Doubles only, and the hound starts two numbers behind. Search for Fox Hunt in the app and both are set for you.
Two combinations to try. For a quick game with beginners, keep all fields and switch jumps on, so almost every visit moves somebody on. For strong players, go doubles only with home on the bull, and give the hare a head start of 2 so it has a real chance.
Variant · Fox Hunt
Fox Hunt: the chase on the doubles
Fox Hunt is Hare & Hounds on the doubles only, with the hound starting two numbers behind instead of one. Every step needs a double, so the extra head start keeps the fox in the race.
- Which fields countDoubles only
- Head start2, so the hound starts on the 12
- Everything elseas in the classic: clockwise from the 20, home on the 20
Search for Fox Hunt in the app, or open Fox Hunt straight from here, and Sridu sets both rules for you.
More players and teams
One hare, a pack of hounds
With three or more players, one runs as the hare and all the others hunt it. The first hound to catch the hare takes the leg. The role moves on with every leg, so in a match everybody gets a turn as the hare.
- Leg 1AnnaBen, Cleo
- Leg 2BenCleo, Anna
- Leg 3CleoAnna, Ben
- Teams. Switch teams on and the sides chase each other. Team-mates share one position on the ring and take turns visit by visit.
- Bots. A bot can run as the hare or hunt as a hound. It aims the way a player of its average would, at the big single of its number, or at the treble when jumps are on.
- Online and in tournaments. Hare & Hounds is a full match mode, so you can play it against another board online or pick it for a tournament.
Against two or more hounds the hare has a hard time. A head start of 2 or 3 keeps the chase fair.
Handicaps
Even out the levels
Handicaps are set per player, so a beginner and a strong player can share a chase and both have a chance.
- Head start
Up to 3 numbers. As the hare you start that far ahead, as a hound that much closer, but never past the hare’s number.
- Own fieldsAnna
- 18
- D18
- T18
- 18
- D18
- T18
The strong player has to hit doubles while everybody else may hit any part of the number.
- 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 Hare & Hounds under Party & duels. Every setting starts on the classic rules, so you can just tap Start.
- PlayersTwo or more at your board, plus bots at your level if you like. With teams switched on, the sides chase each other and team-mates take turns visit by visit.
- Which fields countAll fields (the classic), doubles only or trebles only. See the settings.
- Head start1 to 4 numbers between the hare and the hound. 1 is the classic, with the hound on the 5.
- DirectionClockwise (the classic) or anticlockwise.
- HomeThe 20 again (the classic) or the bull.
- JumpsOff by default. When on, a double moves you on two numbers and a treble three. Only with all fields.
- HandicapsA head start of your own, your own fields or fewer darts per visit. See the handicaps.
- Legs and setsOne leg, first to 2, first to 3 or more, plus sets for a proper match. The hare changes with every leg.
- Who throws firstWhoever is top of the list, a bull-off or random. Whoever throws first runs as the hare.
- StatisticsYour hit rate goes into your statistics, and the match summary shows your catches and escapes.
Tips
How to get away, and how to catch
- As the hare, keep moving. Every visit without a hit hands the hound a free go at closing the gap. Aim at the big single below the treble, where most darts still land on the number.
- As the hound, count the gap. From one number behind, two hits in a visit catch the hare. The ring shows the gap in the middle, so you always know how many you need.
- Watch the neighbours. The 13 sits between the 4 and the 6, the 3 between the 17 and the 19. A dart that drifts into the next number doesn’t count, and on this course the next number is often your next target anyway.
- Learn the order. 20, 1, 18, 4, 13, 6, 10, 15. Around the Clock can go round the board in the same order, which makes it a good warm-up for the chase.
- Swap roles fairly. Play first to 2 or longer, so everybody runs as the hare as often as they hunt.
FAQ
Questions about Hare and Hounds
Where does the hound start?
In the classic version the hound starts one number behind the hare, on the 5. Some pubs start it two numbers back, on the 12. Set the head start to 2 for that, or higher still to give the hare more room.
When is the hare caught?
When the hound lands a dart in the number the hare is on. Reaching that number is the first step, and the next hit on it is the catch. With jumps switched on, a double or treble that carries the hound past the hare’s number catches it too.
Can the hare still be caught on the last number?
Yes. Until the hare has hit the 20 (or the bull) at the end of its lap, a hound that reaches its number can still catch it. That last visit is usually the tensest of the leg.
Can I play Hare and Hounds on my own?
The chase needs two sides. On your own, add a bot at your level and let it run as the hare or hunt you as the hound. For a solo drill round the board, try Around the Clock.
How is it different from Around the Clock?
Both go round the numbers one at a time. In Around the Clock everybody races for themselves. In Hare and Hounds you run on the same course as your opponent, so their hits matter as much as yours, and one dart can end the leg.
Game modes
More ways to play
Like a party game where every dart hurts somebody? Killer hands out numbers and lives, and in Elimination you send other players back by landing on their score.
Who gets away tonight?
Open the app, pick Hare & Hounds under Party & duels and start the chase. Play it with friends at your board, in teams or against a bot at your level.