High and Low
Must beat or undercut the previous score depending on the current phase. Simple but engaging.
Board Coverage
High-value segments favored for maximum point accumulation
22 of 22 targets active
Your Compatibility
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Set Up ProfileQuick Rules
Goal
High and Low is a lives-based pub game in which players must either beat or undercut the previous player's score, depending on the current phase. In the High phase, each player must score higher than ...
Win Condition
A player is eliminated upon losing all of their lives (reaching 0). Play continues among the remaining players. The last player with at least one life remaining is the winner. If two or more players l...
Objective
High and Low is a lives-based pub game in which players must either beat or undercut the previous player's score, depending on the current phase. In the High phase, each player must score higher than the preceding total. In the Low phase, each player must score lower. The goal is to be the last player standing with at least one life remaining.
Setup
High and Low requires 2 or more players and a standard dartboard. Each player begins with 3 lives (this may be increased to 5 or 7 for a longer game — agree before play begins). On the scoreboard, write each player's name and mark their starting lives.
To determine throwing order, each player throws one dart at the bullseye; the closest dart throws first, and the remaining order proceeds outward. In case of a tie, those players re-throw until the order is resolved.
Rules of Play
High Phase
The first player throws two darts simultaneously (both released at once) to establish an opening target score. The values of the two darts are added together. Each subsequent player then throws three darts normally (one at a time) and must exceed that target. Ties do not count as beating the number — you must strictly surpass it.
- If a player's three-dart total exceeds the current target, that total becomes the new target for the next player.
- If a player fails to exceed the target, that player loses one life. The player who lost a life must then throw a fresh set of three darts to establish a new target for the next player.
For example, suppose the opening two-dart throw lands single 14 and single 11, setting the target at 25. The next player throws single 8, single 12, and single 7, totalling 27 — this beats 25, so 27 becomes the new target. The following player throws single 5, single 10, and single 9, totalling 24 — this does not beat 27, so that player loses a life and re-throws to set a new target.
Low Phase
Low works in reverse: each player must score lower than the previous player's total. In the Low phase, special scoring applies to the bullseye area and to missed darts:
- Outer bullseye: counts as −25 (subtracts 25 from your total)
- Inner bullseye: counts as −50 (subtracts 50 from your total)
- Missing the board entirely: incurs a +25 penalty (adds 25 to your total)
The theoretical lowest possible three-dart score in the Low phase is −150 (three inner bullseyes). As in the High phase, ties do not count — you must score strictly less than the current target. Failing to undercut the target costs one life, and the penalised player re-throws to set a new target.
The game may be played as High only, Low only, or with alternating High and Low rounds — agree on the format before play begins.
Scoring
During the High phase, standard dartboard values apply:
- Single segment: face value (1–20)
- Double ring (outer narrow): 2× face value (2–40)
- Triple ring (inner narrow): 3× face value (3–60)
- Outer bullseye: 25
- Inner bullseye: 50
During the Low phase, all segments retain their standard values except the bullseye area:
- Outer bullseye: −25
- Inner bullseye: −50
- Off the board (miss): +25 penalty
For example, in the Low phase a player who throws single 1, single 3, and an inner bullseye scores 1 + 3 + (−50) = −46. A player who throws single 20, single 18, and misses the board scores 20 + 18 + 25 = 63.
Lives are tracked on the scoreboard. Each time a player fails to beat (High) or undercut (Low) the target, strike off one life.
Winning
A player is eliminated upon losing all of their lives (reaching 0). Play continues among the remaining players. The last player with at least one life remaining is the winner.
If two or more players lose their final life in the same round (possible in a multiplayer game where consecutive players all fail against the same target), those players are eliminated simultaneously and the surviving player or players continue.
Variations
High Only: The entire game is played in the High phase — players always aim to exceed the previous score. This is the simplest format and ideal for beginners.
Low Only: The entire game is played in the Low phase, where the negative-scoring bullseye mechanic makes the bull area the most valuable target on the board.
Alternating High and Low: The game switches between High and Low phases each round (or after each elimination), adding strategic variety.
Adjusted Lives: Starting lives may be set to 5 or 7 instead of 3 for longer, more forgiving games — particularly useful with larger groups.
Ties Count: Some house rules allow a tie (matching the target exactly) to count as beating the number. Clarify before play.
Standard Opening Throw: Some versions replace the simultaneous two-dart opening with a standard three-dart throw to set the initial target. This removes the unique two-dart mechanic but simplifies the opening.
Strategy & Tips
Control the target in High: When you set or advance the target in the High phase, resist the temptation to score as high as possible. A massive total — say, 140 — means you (or an ally) may have to beat an equally high number on a future round. Score just enough to clear the current target and keep the bar manageable.
Weaponise the bull in Low: In the Low phase, each inner bullseye subtracts 50 points from your total, making the bull the single most important target on the board. Practise bull throws to gain a decisive edge — three inner bulls produce a score of −150, virtually impossible for the next player to undercut.
Pressure the next player strategically: Experienced players can manipulate the target to make life difficult for the player who follows. In High, set a target just above what the next player can comfortably reach. In Low, drive the target deep into negative territory to force them onto the bull.
Conserve your lives early: With only 3 lives (in the standard format), every loss stings. In the early rounds, focus on safe, reliable scoring — hitting comfortable single segments — rather than risky attempts at triples or bulls that could backfire with a miss.
Watch the board when missing in Low: Remember that any dart that misses the board entirely costs you +25 in the Low phase. Aim carefully and avoid wild throws. A stray dart that bounces out or sails wide can turn a winning total into a losing one.
Related Games
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Hit predetermined targets each round. Miss all three darts and your entire score is halved. High-stakes accumulation game.
Count-Up
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Fives
Three-dart total must be divisible by 5 to score. Score equals the total divided by 5. First to 50 wins.
Fifty-One by Fives
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