Indy 500
Car racing themed game with laps around the board and pit stops. Complete required laps to win.
Board Coverage
Full board coverage as players pursue each other around the numbers
22 of 22 targets active
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Set Up ProfileQuick Rules
Goal
Indy 500 is a racing-themed darts game in which each player starts at zero and attempts to be the first to accumulate exactly 500 points — simulating the famous Indianapolis 500-mile race. Along the w...
Win Condition
The first player (or team) to reach a running total of exactly 500 wins the race. The final dart of the winning visit must bring the total to precisely 500 — any overshoot results in a bust, and the p...
Objective
Indy 500 is a racing-themed darts game in which each player starts at zero and attempts to be the first to accumulate exactly 500 points — simulating the famous Indianapolis 500-mile race. Along the way, players must navigate mandatory pit stops at designated scoring thresholds, adding a strategic layer beyond simple accumulation.
Setup
Indy 500 requires a standard dartboard, a set of darts for each player or team, and a scoreboard. Two or more players (or teams) may compete. The game was designed by David King.
Each player begins with a running total of 0. The scoreboard should display each player's cumulative score, along with a column or notation area to track pit stop status. To determine throwing order, each player throws one dart at the bullseye; the closest dart throws first. In team play, teammates alternate legs or agree on a throwing rotation before the race begins.
Rules of Play
Players take turns throwing three darts per visit. The combined value of all three darts is added to the player's running total. Standard dartboard segment 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
Pit stops: At certain point thresholds during the race, a player must complete a pit stop before continuing to add to their score. Pit stops are typically triggered at fixed intervals — for example, every 100 points (i.e., upon reaching or passing 100, 200, 300, and 400). When a pit stop is triggered, the player must hit a designated target (such as the bullseye or a specified double) with at least one dart during a subsequent visit before any further points are added to their total. Darts thrown during a pit stop visit that do not hit the required target simply do not score. Once the pit stop target is hit, any remaining darts in that visit score normally and are added to the running total.
Bust rule: A player must finish on exactly 500. If a player's three-dart total would push their running score beyond 500, the entire turn is void and the score reverts to what it was before that visit. For example, if a player sits on 488 and throws a triple 20 (60) as the first dart, the visit is bust — the score returns to 488, and any remaining darts in that turn are forfeited.
Note: The exact pit stop trigger conditions and required targets may vary by house rules. Players should agree on all pit stop rules before the race begins.
Scoring
All darts score at standard dartboard values, which are added cumulatively to a player's running total:
- Single: 1–20 points
- 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's running total is 215 and they throw single 20, triple 19 (57), and single 5 in one visit, they add 82 points for a new total of 297. Because this total has crossed the 200 threshold (which was already cleared) but not yet reached 300, no new pit stop is triggered — the player races on. If that same total had pushed the player past the next pit stop threshold (e.g., reaching 305), a pit stop would be required on the player's next visit before further scoring resumes.
The maximum possible score per visit is 180 (three triple-20s), making large leaps through the field possible — but careful arithmetic is essential as the finish line approaches.
Winning
The first player (or team) to reach a running total of exactly 500 wins the race. The final dart of the winning visit must bring the total to precisely 500 — any overshoot results in a bust, and the player must reattempt on a subsequent turn.
In the event that two players reach 500 in the same round (i.e., the trailing player matches the leader's total on the same round of throws), the player who reached 500 first in throwing order wins. For extended match play, players may agree to race over multiple legs (e.g., best of 3 or best of 5 races).
Variations
Short Track (250): For a quicker game, reduce the target to 250 points with pit stops every 50 points. This is well-suited to casual sessions or when time is limited.
Variable Pit Stops: Instead of triggering pit stops at fixed 100-point intervals, some groups assign pit stops at random thresholds (drawn from a hat or determined by a dice roll before the game). This adds unpredictability to the race and prevents players from gaming their approach to each threshold.
Team Relay: In team formats, teammates alternate visits rather than each completing the full race individually. This emphasizes team consistency and communication about scoring targets and pit stop status.
Indy 500 shares thematic and mechanical similarities with other accumulation-style games such as Climb (also featured on darts-oche.com alongside Indy 500) and David King's Grand National, which uses a horse-racing theme with hurdle mechanics in place of pit stops.
Strategy & Tips
Plan your approach to each pit stop: As your total nears a pit stop threshold (100, 200, 300, 400), be deliberate. It is often better to land just past a threshold and trigger the pit stop on your terms rather than overshooting wildly and wasting a high-scoring visit on a turn that will be interrupted anyway.
Manage the final 60 points carefully: Once you pass 400 and clear your last pit stop, calculate the exact score you need to hit 500. Avoid big-number segments that risk a bust. For instance, if you sit on 462, you need exactly 38 — throwing double 19 with one dart would finish the race cleanly.
Don't ignore the pit stop dart in practice: Pit stops are where races are won and lost. If your house rules require hitting a bullseye or a specific double, practice that target regularly so you can clear pit stops in a single visit rather than losing multiple turns.
Steady laps beat flashy throws: Consistent visits of 60–80 points will carry you to 500 in 7–9 rounds. Chasing 180s increases variance and risks busting near the finish. Treat each visit like a lap — smooth and controlled.