Bull 500
Must hit bull first dart before scoring on 20 (or 19) with remaining darts. First to 500 points.
At a Glance
Category
trainingMechanic
TrainingDifficulty
Intermediate
Players
1–4
Estimated Time
~18 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Bull Five Hundred
Board Coverage
Structured practice covering targeted board areas
22 of 22 targets active
Your Compatibility
Set up your player profile to see how well this game matches your skill level.
Set Up ProfileQuick Rules
Goal
Be the first player to accumulate exactly 500 points by hitting the bullseye to unlock scoring on each turn, then maximizing your score on the 20 segment (or 19, depending on the variant) with your re...
Win Condition
The first player to reach 500 points (or the agreed-upon target) wins the game. There is no requirement to land on the target exactly — reaching or exceeding 500 ends the game immediately upon complet...
Objective
Be the first player to accumulate exactly 500 points by hitting the bullseye to unlock scoring on each turn, then maximizing your score on the 20 segment (or 19, depending on the variant) with your remaining darts. Bull 500 is a training-oriented game that fuses bullseye accuracy with high-number power scoring, demanding two distinct skills in every visit to the oche.
Setup
Bull 500 requires a standard dartboard, a set of three darts per player, and a scoreboard. The game accommodates 2 or more players. Each player's score begins at 0 and climbs toward the target of 500 points.
Before play begins, agree on the following options: whether scoring darts count on the 20 segment only, the 19 segment only, or both 19 and 20; and whether the optional Takeover rule is in effect (see Variations). Determine throwing order by each player throwing a single dart at the bullseye — closest to the inner bull throws first, with play proceeding clockwise thereafter.
Rules of Play
Players take turns throwing three darts per visit. On each turn, a player must first hit the bullseye — either the inner bull (50 ring) or the outer bull (25 ring) — before any scoring darts count. The bullseye hit serves solely as an unlock; it awards zero points itself. Only darts thrown after the unlocking bullseye hit in that same turn may score.
- If your first dart hits the bull, your second and third darts may score — a maximum of two scoring darts that turn.
- If your second dart hits the bull, only your third dart may score — one scoring dart that turn.
- If your third dart hits the bull, the bull unlocks scoring but no darts remain, so you score 0 that turn.
- If none of your three darts hits the bull, you score 0 that turn.
Scoring darts count only when they land in the agreed-upon segment(s). Under the default rule, only the 20 segment is live. Any dart that lands outside the designated scoring segment(s) after the bull has been hit scores nothing — it is simply a missed opportunity, not a bust. There is no penalty and no score reversal; darts that miss the scoring area are simply worth zero.
Example turn: A player's first dart lands in the outer bull (unlocking scoring). The second dart hits triple 20 (60 points). The third dart hits single 5 (not in the scoring segment, so 0 points). The player adds 60 to their running total for that turn.
Example of no unlock: A player throws single 20, single 20, single 20 — all three darts land on 20, but the bull was never hit. The player scores 0 for the turn regardless of where the darts landed.
Scoring
The bullseye hit itself scores 0 points — it only activates scoring mode for the remainder of the turn. After the bull is hit, darts landing in the designated scoring segment earn standard dartboard values:
- Single 20: 20 points
- Double 20: 40 points
- Triple 20: 60 points
If the variant includes the 19 segment, the same logic applies:
- Single 19: 19 points
- Double 19: 38 points
- Triple 19: 57 points
The maximum possible score in a single turn is 120 points — achieved by hitting the bull with the first dart, then landing triple 20 with both the second and third darts. Points are cumulative across turns; each player's running total is updated at the end of every visit.
Winning
The first player to reach 500 points (or the agreed-upon target) wins the game. There is no requirement to land on the target exactly — reaching or exceeding 500 ends the game immediately upon completion of that player's turn.
In a league or multiplayer format with three or more players, play continues after the first player reaches 500 until all remaining positions (2nd, 3rd, 4th, etc.) have been determined. Each player who reaches the target is ranked in the order they achieved it.
Variations
Adjusted Target Score: The default target is 500, but groups may raise or lower the goal to suit skill level or time constraints. Common alternatives include 300 for a quicker game and 1000 for an extended challenge.
Scoring Segment Options: Under the default rules only the 20 segment is live. Two common alternatives exist: 19 Only, where scoring darts must land in the 19 segment; and 19 and 20, where both segments are live, granting more flexibility and slightly higher average turns. Agree on the variant before the first dart is thrown.
Takeover Rule: Under this optional rule, once a player hits the bull, that player holds exclusive scoring rights — they are the only player who may score in subsequent turns — until a different player hits the bull and "takes over" scoring mode. This adds a defensive dimension: even if you cannot score many points, hitting the bull denies your opponent the ability to continue scoring freely.
League Format: Designed for groups of three or more players, this format plays through until every participant's finishing position is established, rather than ending the game when the first player crosses the target.
Strategy & Tips
Prioritize the bull with your first dart: The entire turn hinges on unlocking scoring mode as early as possible. Hitting the bull on your first dart gives you two scoring darts (a potential 120 points), while hitting it on your second dart cuts your maximum to 60. Warm up with bullseye practice before the match and treat that first throw as the most important dart of every visit.
Train the bull-to-treble-20 transition: The physical movement from aiming at the center of the board to the triple 20 bed requires a distinct adjustment in trajectory and release. Practice throwing sequences of bull → triple 20 → triple 20 to build muscle memory for the specific sight-line shift this game demands.
Use the Takeover rule strategically: If the Takeover variant is in play, remember that hitting the bull is both offensive and defensive. Even when you're ahead on points, landing a bull reclaims exclusive scoring rights and locks out opponents. If an opponent holds the takeover, make the bull your sole target — no other dart matters until you recapture scoring mode.
Know when the 19 segment is your friend: In the 19-and-20 variant, if your darts are consistently drifting low or left of triple 20, pivot to the 19 segment rather than stubbornly chasing 20. A triple 19 (57) is far better than a missed 20 that scores nothing. Flexibility across both segments is the key advantage this variant offers.
Manage the pace — don't rush after hitting bull: After landing the bull, players often hurry their remaining darts in excitement. Pause, reset your stance, and aim deliberately. Two carefully thrown scoring darts will outperform two rushed misses over the course of a game that requires roughly 5–9 perfect turns to complete.
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