Grand National
Horse race themed. Race anticlockwise twice around the board with hurdles at certain numbers. Handicaps can be applied.
Board Coverage
Full board coverage as players pursue each other around the numbers
22 of 22 targets active
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Goal
Grand National is a race-themed darts game inspired by the famous Aintree horse race. Each player represents a horse racing anticlockwise around the dartboard, hitting required segments in sequence to...
Win Condition
The first player to complete the full course wins the race. In the novice version, this means hitting every segment in the anticlockwise sequence from 20 through to 1 (one full circuit). In the advanc...
Objective
Grand National is a race-themed darts game inspired by the famous Aintree horse race. Each player represents a horse racing anticlockwise around the dartboard, hitting required segments in sequence to advance along the course. The objective is to be the first player to complete the full course — either one circuit (novice) or two circuits (advanced) — before all opponents, while avoiding "falls at fences" that cost you lives and can eliminate you from the race.
Setup
Two or more players may compete. Each player begins at segment 20 and will race anticlockwise around the board. Before play begins, agree on the following:
- Novice course: One circuit around the board.
- Advanced course: Two full circuits around the board, with the second circuit imposing stricter targeting requirements.
- Lives: Each player starts with 3 lives (this number may be adjusted — more for beginners, fewer for experts — to handicap the field).
Determine throwing order by each player throwing one dart at the bullseye; closest to the bull throws first. Mark each player's name on the scoreboard along with their starting lives and current position on the course. The anticlockwise segment order beginning from 20 is: 20, 5, 12, 9, 14, 11, 8, 16, 7, 19, 3, 17, 2, 15, 10, 6, 13, 4, 18, 1.
Rules of Play
Players take turns throwing three darts per visit. On each turn, a player attempts to hit the segment corresponding to their current position on the course in order to advance to the next number in the anticlockwise sequence.
Novice Version (One Circuit):
- A player must hit at least one dart in any scoring area of their current required segment (single, double, or triple) to advance past that number.
- If a player hits the required segment with their first or second dart, they advance and may use their remaining darts to attempt the next segment in the sequence, potentially progressing through multiple numbers in a single visit.
- If a player fails to hit their current required segment with all three darts, they "fall at the hurdle" and lose one life. Their position does not advance.
- For example, if a player is on segment 12 and throws single 12 with their first dart, they advance to segment 9. They may then use their remaining two darts to attempt to hit 9. If they hit single 9, they advance to 14 and throw their final dart at 14.
Advanced Version (Two Circuits):
- First circuit: The player must hit the large (outer) single segment of each number in anticlockwise order — 20, 5, 12, 9, 14, 11, 8, 16, 7, 19, 3, 17, 2, 15, 10, 6, 13, 4, 18, 1.
- Second circuit: The player must hit the small (inner) single segment of the same numbers in the same order. The course finishes with a Bull (outer bull 25 or inner bullseye 50) representing the finishing post at Aintree.
- In the advanced version, the penalty rules are stricter: a life may be lost when any individual dart misses the required specific segment area, rather than only when all three darts miss. This makes the second circuit — requiring the narrower inner single — significantly more challenging.
Elimination: When a player loses all of their lives, they are eliminated from the race. Their final position on the course is recorded for tiebreaking purposes.
Scoring
Grand National does not use conventional point-based scoring. Instead, progress is tracked by each player's current position on the course (which segment number they are attempting) and their remaining lives.
- Advancing: A player's marker moves to the next segment in the anticlockwise sequence each time they successfully hit the required target. For example, successfully hitting segment 5 advances the player to segment 12.
- Lives lost: Record each life lost on the scoreboard. A player who starts with 3 lives and falls at two hurdles has 1 life remaining.
- Course progress (advanced): Track whether the player is on the first circuit (outer singles) or second circuit (inner singles). A player on the second circuit at segment 11, for instance, has completed roughly one and a quarter laps of the course.
There are no bonus points for hitting doubles or triples beyond the basic requirement in the novice version. In the advanced version, only the specified segment area (outer single or inner single) counts as a valid hit for advancement.
Winning
The first player to complete the full course wins the race. In the novice version, this means hitting every segment in the anticlockwise sequence from 20 through to 1 (one full circuit). In the advanced version, a player must complete both circuits and finish by hitting the Bull (25 or 50) to cross the finishing post.
If all players are eliminated before anyone finishes the course, the player who travelled the furthest along the course before being eliminated is declared the winner. If two or more eliminated players share the same furthest position, the player who had more lives remaining when eliminated at that position — or who reached that position first — wins. In team or social play, multiple races may be run with cumulative results across the card.
Variations
Handicap Starts: To balance players of different skill levels, weaker players may begin the race further along the course. For example, a beginner might start at segment 9 (four positions ahead of the standard start at 20), while an experienced player starts at 20. This mirrors the handicapping system used in actual horse racing.
Adjusted Lives: Rather than the standard 3 lives, groups may award more lives to beginners (e.g., 5) and fewer to advanced players (e.g., 2 or even 1) to create a more competitive field.
Doubles for Fences: Some versions designate certain segments as "fence" numbers where the player must hit the double of that segment to clear the hurdle, rather than any scoring area. Failing to hit the double results in a fall. The specific fence numbers should be agreed upon before play — commonly every third or fourth segment in the sequence.
Horse Racing Darts: Grand National is sometimes known simply as Horse Racing Darts. Under this name, the rules are typically identical, though some groups simplify the game to a single novice-style circuit regardless of skill level. The game was designed by David King, who also created other race-format darts games such as Indy 500.
Strategy & Tips
Conserve your lives early: The opening segments of the course — 20, 5, 12 — are among the larger and more familiar targets on the board. Focus on clean, consistent throws rather than rushing. Losing a life on an early segment is a costly setback that leaves you vulnerable later when the pressure increases.
Know your board geography: Because you are racing anticlockwise, you will be visiting segments in an unusual order (20–5–12–9–14–11–8–16–7–19–3–17–2–15–10–6–13–4–18–1). Familiarise yourself with where each segment sits on the board relative to its neighbours so you can adjust your aim quickly without hesitation between darts.
Practise inner singles for the advanced course: The second circuit of the advanced version requires hitting the small (inner) single segment, which is a narrow band that many players rarely target deliberately. Dedicate practice time to landing darts in this area — the difficulty spike from outer singles to inner singles is substantial and often decides the race.
Use all three darts aggressively when safe: If you hit your required segment with your first dart, immediately move on and attempt the next number with your remaining darts. Advancing two or three segments in a single visit can create a decisive lead. The risk is low when you still have lives in reserve.
Apply handicaps generously in mixed groups: Grand National is at its most entertaining when the field is closely bunched. If one player is significantly stronger, give them fewer lives and require the advanced (inner single) targeting from the first circuit. Conversely, newer players benefit from extra lives and a head start — this keeps everyone in the race and makes the finish exciting.