Around the Clock Darts: Rules, Variations and Tips
Last updated 9 November 2026
If you have never played darts before, start here. Around the Clock needs no arithmetic and no explanation beyond “hit 1, then 2, then 3”. It is also a serious practice game, because it makes you throw at every part of the board rather than just the top.
The rules
- Everyone starts on 1 and takes turns to throw three darts.
- Hit your current number and you move on to the next one. If you hit it with your first dart, your second dart goes at the next number.
- Darts that land anywhere else don't count.
- The first player to hit the 20 wins.
On the DartScore.uk scoreboard, a single, double or treble of your target all count the same: they each move you on by one number. The game ends at 20.
A worked example
You are on 5 and throw three darts:
- First dart: double 5. That counts, and your target becomes 6.
- Second dart: single 13, which is right next to the 6. It doesn't count, so you are still on 6.
- Third dart: single 6. Your target becomes 7 for next turn.
Why the numbers feel so different
The numbers on a dartboard are deliberately jumbled, so the sequence jumps all over it. From 1 at the top, the target moves to 2 near the bottom, then 3 at the bottom, 4 out on the right, and so on. Each dart is a new aim point, which is why the game is so useful for accuracy. It also shows quickly which side of the board you find awkward.
Tips
- Keep your feet still. Stay in the same place on the oche and adjust your aim, so that your throw stays repeatable as the target moves.
- Aim for the fat part of the number. The large single area between the treble and the bull is much easier to hit than a thin ring on the outer edge.
- Note your bad numbers. If you always get stuck on the same few, add them to your practice routine.
Harder variations
These are popular for solo practice. The scoreboard counts any hit on the number, so track these yourself or simply use it to follow your position:
- Doubles only: go around the board using only doubles. Great finishing practice, and far harder than it sounds.
- Trebles only: the same again with trebles.
- Finish on the bull: add outer and inner bull after 20.
- Skip ahead: a double moves you on two numbers and a treble three.
- Backwards: run from 20 down to 1.
- Timed: count how many darts you need, then try to beat it next session.
Frequently asked questions
Do doubles and trebles count in Around the Clock?
On DartScore.uk, yes. Any hit on your target number moves you on by one. Some groups use a house rule where a double moves you on two numbers and a treble three.
Do you have to finish on the bull?
Not on the DartScore.uk scoreboard, where the game ends at 20. Finishing on the bull is a popular house variation you can agree on before you start.
Is Around the Clock good practice?
Yes. It forces you to throw at every part of the board. Counting the number of darts you need gives you a simple score to beat.