Gotcha
Count up to 301. Match an opponent's exact score to reset them to zero. Strategic targeting meets scoring.
At a Glance
Equipment
Standard dartboard and darts
Also Known As
Gotcha!, Bust, Screw Your Neighbor
Board Coverage
Race to exact score — match opponents to reset them. High numbers preferred.
Ring focus: Doubles ring
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 reach a score of exactly 301 by counting up from zero. Along the way, you may reset any opponent's score back to zero by landing on a total that exactly matches theirs — the sig...
Win Condition
The first player to reach a running total of exactly 301 wins the game. The winning score must be hit precisely — any turn that would push the total beyond 301 is a bust, and the player's score revert...
Example Round
Gotcha (or 'Sudden Death'): both players count up from zero toward an agreed target (e.g., 201). The first player to hit the EXACT target total wins — going over resets your score.
Target
Board Coverage
Target: Treble 20
Ring focus: Trebles ring
1 of 22 targets active
Scorecard
Alice
180
Bob
0
Target: 201. Both start at 0. Alice hits T20+T20+T20=180. She's on 180 — just 21 short of the win!
Step 1 of 3
Objective
Be the first player to reach a score of exactly 301 by counting up from zero. Along the way, you may reset any opponent's score back to zero by landing on a total that exactly matches theirs — the signature "kill" mechanic that gives Gotcha its name.
Gotcha combines straightforward scoring with ruthless player interaction. Every throw presents a choice: push your own score higher, or target a specific total to wipe out an opponent's progress.
Setup
Gotcha requires a standard dartboard, a set of darts for each player, and a scoreboard (chalkboard, whiteboard, or app). The game accommodates 2 or more players, making it an excellent pub game for larger groups.
All players begin at a score of 0. The target score is typically 301, though this may be adjusted by agreement before play begins. Write each player's name on the scoreboard with a starting score of zero.
To determine throwing order, each player throws one dart at the bullseye; the closest dart throws first, and remaining players follow in order of proximity. Alternatively, any mutually agreed method (coin toss, prior-game loser goes first, etc.) may be used.
Rules of Play
Players take turns in order, each throwing three darts per turn. The combined total of all three darts is added to the throwing player's running score. Standard dartboard segment values apply:
- Single segment – face value (1–20)
- Double ring (outer narrow ring) – 2× face value (2–40)
- Triple ring (inner narrow ring) – 3× face value (3–60)
- Outer bullseye (25 ring) – 25 points
- Inner bullseye – 50 points
The Kill Rule: If, after adding the current turn's points, your running total exactly matches any opponent's running total, that opponent's score is immediately reset to 0. This is known as a "kill" or "gotcha." For example, if an opponent sits at 95 and your current total is 57, throwing a combined 38 this turn brings you to 95 — matching your opponent exactly. Your opponent's score is wiped back to zero, while yours remains at 95.
A single turn may kill more than one opponent if the resulting total matches multiple players' scores simultaneously. All matched opponents are reset to zero.
Bust Rule: If a player's three-dart total for the turn would cause their running score to exceed the target of 301, the entire turn is void. The player's score reverts to what it was before the turn began, and play passes to the next player. For example, if you are on 285 and throw a combined 20 (which would put you at 305), your turn is bust and your score remains at 285.
No double-in or double-out is required under standard Gotcha rules. Any dart counts from the very first throw, and the winning dart need not land in any particular segment — you simply must reach exactly 301.
Scoring
Standard dartboard point values apply. Each turn, the sum of all three darts is added to the player's cumulative score:
- Single: 1–20 points (face value)
- Double: 2–40 points (2× the segment number)
- Triple: 3–60 points (3× the segment number)
- Outer bull: 25 points
- Inner bull: 50 points
For example, if a player with a running total of 120 throws single 20, triple 19 (57), and single 5 in one turn, their three-dart total is 82. Their new running score becomes 202. If another player's score is exactly 202 at that moment, that opponent is killed and reset to 0.
The maximum three-dart score per turn is 180 (three triple-20s). Because the target is only 301, high-scoring turns must be managed carefully in the later stages to avoid busting.
Winning
The first player to reach a running total of exactly 301 wins the game. The winning score must be hit precisely — any turn that would push the total beyond 301 is a bust, and the player's score reverts to its pre-turn value.
There is no tiebreak mechanism; only one player can occupy the exact score of 301 first. In multi-player games, remaining players may continue to determine finishing order if desired. For extended sessions, players may agree to a match format (e.g., best of 3 or best of 5 games).
Variations
Adjustable Target: The target score can be raised or lowered to suit the skill level of the group or the desired game length. Common alternatives include 100 (for a quick game), 501 (for a longer challenge), or any agreed-upon value. All other rules remain the same.
Double-Out Gotcha: In this variant, the winning dart must land in a double segment (or the inner bullseye) to close out the game, mirroring the double-out requirement of standard x01 games. This increases difficulty near the finish and rewards checkout knowledge.
Freeze Variant: Instead of resetting a matched opponent's score to zero, the opponent is frozen — they must skip their next turn and cannot score during that round. Their score remains intact, but they lose a full turn of progress. This softens the punishment while preserving the targeting dynamic.
No-Bust Variant: Exceeding the target does not void the turn; instead, the player's score simply does not change (no points are added), and play passes to the next player. This removes the penalty element but still requires an exact finish.
Strategy & Tips
Track Every Opponent's Score: The kill mechanic is the heart of Gotcha. Before every turn, review the scoreboard and note which opponents' totals are within realistic three-dart range. An opportunity to reset a leading player to zero is often more valuable than simply padding your own score.
Favour Odd and Prime Totals: Scores like 37, 53, or 89 are harder for opponents to land on precisely than round numbers such as 40, 60, or 100. When you have a choice between roughly equal scoring options, steer your total toward an awkward number that is difficult to match with three darts.
Manage Your Approach Carefully: As you near 301, plan your final turns so that you can reach the target exactly without busting. If you are on 260, for instance, throwing three single 20s (60) puts you at 320 — a bust. Consider lower-value targets or a deliberate kill attempt while you position yourself for a clean finish next turn.
Use the Kill Defensively: If another player is close to winning, prioritise matching their score over advancing your own. Resetting a player from 280 to 0 is a far larger swing than adding 40 to your own total. A well-timed kill near the end of the game can completely change the outcome.
Play the Field in Multiplayer Games: With three or more players, avoid tunnel-vision on a single opponent. Let other players expend turns killing each other while you steadily climb. Staying just out of easy matching range — and saving your kill attempts for the moments of greatest impact — is the hallmark of an experienced Gotcha player.
Related Games
Killer
Throw with non-dominant hand to pick your number. Hit your own double to become a Killer, then target opponents' doubles to eliminate them.
Ho No!
Race to target score. Matching an opponent's exact total resets you to zero.
Knockout
Beat the previous player's score or get a mark. Accumulate three marks and you're out. Last player standing wins.