Ho No!
Race to target score. Matching an opponent's exact total resets you to zero.
At a Glance
Category
pubMechanic
EliminationDifficulty
Intermediate
Players
2–8
Estimated Time
~20 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Oh No!
Board Coverage
Doubles ring targeted — each player defends their assigned number
Ring focus: Doubles ring
22 of 22 targets active
Your Compatibility
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Set Up ProfileQuick Rules
Goal
Ho No! is a race-to-target-score game inspired by the Indianapolis 500. The goal is to be the first player to accumulate enough points to cross the finish line — but beware: if an opponent matches you...
Win Condition
The first player whose running total reaches or exceeds the agreed target score wins the game. There is no requirement for a double-out or exact finish — simply crossing the finish line is sufficient....
Objective
Ho No! is a race-to-target-score game inspired by the Indianapolis 500. The goal is to be the first player to accumulate enough points to cross the finish line — but beware: if an opponent matches your exact running total, your score is reset to zero and you must start the race all over again.
The game blends aggressive scoring with a dramatic elimination mechanic. Every visit to the oche is a gamble between building your own total and watching the scoreboard to avoid — or inflict — a devastating "Ho No!" reset.
Setup
Ho No! requires 2 or more players, a standard bristle dartboard, and a scoreboard that clearly tracks each player's running total. All players begin at 0 and race upward toward the agreed target score.
Before play, agree on the target score (commonly 500, in keeping with the Indianapolis 500 theme, though groups may choose a lower target for a shorter game). Determine throwing order by having each player throw a single dart at the bullseye; the closest dart throws first, and remaining order proceeds from next-closest outward.
Rules of Play
Players take turns throwing three darts per visit. The sum of all three darts is added to that player's running total on the scoreboard. Standard dartboard values apply:
- Single segment = face value (1–20)
- Double ring (outer narrow band) = 2× face value
- Triple ring (inner narrow band) = 3× face value
- Outer bullseye = 25
- Inner bullseye = 50
The "Ho No!" Rule: If, at the end of any player's turn, that player's running total exactly matches the current total of any opponent, the opponent whose total has been matched is reset to 0. The matching player keeps their score. This is the "Ho No!" — a pit-stop that sends the unlucky player back to the starting line.
For example, if Player A sits on 95 and Player B throws a visit totalling 95, Player B's new total becomes 95 — matching Player A. Player A's score is wiped back to 0, while Player B remains on 95.
The 180 Threshold: The score of 180 is a critical safety milestone. Because the maximum possible score in a single three-dart visit is 180 (triple 20 × 3), any player whose running total exceeds 180 cannot be matched from zero in a single turn. Below 180, however, every total is vulnerable — an opponent sitting on 0 could, in theory, hit your exact score in one visit and send you tumbling back. This makes the early game highly volatile.
There is no limit to how many times a player may be reset. Even after being sent back to zero, a player can be matched and reset again on subsequent turns. The race continues until someone crosses the finish line.
Scoring
Scoring is cumulative. Each visit's total (the sum of three darts) is added to the player's running total. Standard dartboard values apply throughout:
- Single 20: 20 points
- Triple 20: 60 points
- Three triple-20s in one visit: 180 points (the maximum)
- Outer bull + inner bull + triple 19: 25 + 50 + 57 = 132 points added to your total
When a "Ho No!" reset occurs, the affected player's total is replaced with 0 on the scoreboard. The player who triggered the reset retains their new total in full.
Winning
The first player whose running total reaches or exceeds the agreed target score wins the game. There is no requirement for a double-out or exact finish — simply crossing the finish line is sufficient.
If two or more players would cross the target in the same round (because one has not yet thrown in the current round), the player who reaches it first in throwing order wins. For match play, players may agree to a best-of series (e.g., best of 3 or best of 5 races).
Variations
Oh No!: This game is also widely known as Oh No! — the rules are identical; only the name differs.
Groups may vary the target score to adjust game length. A target of 300 produces a quicker game suited to pub play, while the full 500 delivers the classic Indianapolis-length race with more opportunities for dramatic resets.
Strategy & Tips
Sprint past 180: Your top priority in the early game is to push your total above 180 as quickly as possible. Below that threshold, any opponent sitting on zero can wipe you out in a single visit. Once you clear 180, you gain significant safety — a reset can only come from an opponent who is already on the board and climbing.
Watch the scoreboard, not just the board: Before each visit, scan every opponent's total. If you can land on someone's exact score, you have a chance to send them back to zero. Conversely, be aware of totals that are dangerously close to yours — you may want to score more or less than your maximum to avoid sitting on a number an opponent can easily match.
Target opponents near the finish: The most devastating "Ho No!" is one that resets a player who was close to winning. If an opponent is within striking distance of the target, calculate whether you can match their total rather than simply padding your own score. A well-timed reset can swing the entire game.
Use the volatility early, score safely late: In the opening rounds, the board is chaotic — lean into it by trying to match low-scoring opponents before they climb. Once the field thins and totals spread apart, shift your focus to consistent, high-scoring visits that carry you to the finish line without lingering on a matchable number.
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Gotcha
Count up to 301. Match an opponent's exact score to reset them to zero. Strategic targeting meets scoring.
Knockout
Beat the previous player's score or get a mark. Accumulate three marks and you're out. Last player standing wins.