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Legs

Beat the previous player's score or lose a leg. Last player standing wins.

EL-006

At a Glance

Category

pub

Mechanic

Elimination

Difficulty

Beginner

Players

3–8

Estimated Time

~20 min

Board Type

standard

Equipment

Standard dartboard and darts

Board Coverage Heat MapDoubles ring targeted — each player defends their assigned number. 22 of 22 targets active. Ring focus: double.2011841361015217319716811149125

Board Coverage

Doubles ring targeted — each player defends their assigned number

Primary
Secondary
Occasional

Ring focus: Doubles ring

22 of 22 targets active

Your Compatibility

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Quick Rules

Goal

Be the last player remaining with lives — known as legs — by consistently beating the previous player's three-dart total each round. Every time you fail to surpass the score set by the player immediat...

Win Condition

The game continues until all players but one have been eliminated by losing all 3 legs . The last player standing — the sole survivor with at least one leg remaining — wins the game. There is no tiebr...

3–8 players~20 minbeginnerstandard board

Objective

Be the last player remaining with lives — known as legs — by consistently beating the previous player's three-dart total each round. Every time you fail to surpass the score set by the player immediately before you, you lose one leg. Once all your legs are gone, you are eliminated. The sole survivor wins the game.

Setup

Legs requires 2 or more players and a standard dartboard with standard darts. Each player begins the game with 3 legs (lives). On the scoreboard, write each player's name and mark three tally marks (or the number 3) beside it to represent their starting legs.

To determine throwing order, each player throws one dart at the bullseye; the player whose dart lands closest to the inner bull throws first, with subsequent positions assigned in descending order of proximity. Throwing order remains fixed throughout the game unless players agree otherwise before play begins.

Rules of Play

Players take turns throwing three darts per visit, and the total score of those three darts is recorded. The core mechanic of Legs is simple: each player must score higher than the total posted by the player who threw immediately before them. If a player fails to beat that total, they lose one leg.

The target to beat is always the immediately preceding player's score — not the highest score of the round. This creates a dynamic, shifting target from turn to turn. For example:

  • Player A throws first and scores 60.
  • Player B must beat 60. Player B scores 45 — this is lower than 60, so Player B loses one leg.
  • Player C now only needs to beat 45 (Player B's score), not 60. Player C scores 52 — this beats 45, so Player C is safe.
  • Player D must beat 52 (Player C's score), and so on.

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 ring) = 25
  • Inner bullseye = 50

The first player to throw in each round has no target to beat — their score simply sets the benchmark for the next player. When a player loses all 3 legs, they are eliminated from the game and no longer throw. Play continues in the established order, skipping eliminated players, until only one player remains.

If an eliminated player's turn is reached, play simply passes to the next active player. The score to beat remains whatever was posted by the last active player who threw.

Scoring

Standard dartboard point values are used, and only the three-dart total matters each turn:

  • 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 you hit single 20, triple 19, and outer bull, your total is 20 + 57 + 25 = 102. The next player would need to score at least 103 to avoid losing a leg. The maximum possible three-dart total is 180 (three triple-20s) — setting this as the target virtually guarantees the next player will lose a leg.

No running cumulative score is kept across rounds. Each turn is evaluated solely against the immediately preceding player's three-dart total for that turn.

Winning

The game continues until all players but one have been eliminated by losing all 3 legs. The last player standing — the sole survivor with at least one leg remaining — wins the game.

There is no tiebreak mechanism, as the elimination format ensures a single winner. In the event that only two players remain and the trailing player is eliminated, the game ends immediately regardless of how many legs the winner has left.

Variations

Extended Legs (5-Leg Game): Each player starts with 5 legs instead of 3, producing a longer and more forgiving contest. This is well-suited to larger groups or social play where early elimination is undesirable.

Sudden Death (1-Leg Game): Each player starts with only 1 leg, meaning a single failure to beat the previous score results in immediate elimination. This variant is fast-paced and particularly tense.

Match-or-Beat: In some pub versions, a player must match or exceed the previous player's total (rather than strictly exceed it). Under this variant, tying the target score is sufficient to stay alive.

Highest-Score Target: Instead of tracking only the immediately preceding player's score, all subsequent players in the round must beat the highest score posted so far in that round. This variant increases pressure on later throwers and changes the strategic dynamic significantly.

Doubles-In or Doubles-Out: Some groups add a requirement that a player's first or last dart of each visit must land in a double segment for the turn to count, borrowing from traditional '01 game conventions.

Strategy & Tips

Throw high when you throw first: As the first player in a round, you have no target to beat — use this freedom to aim for the highest score possible. Targeting triple 20 and posting a strong total like 100 or more puts immediate pressure on every player who follows.

Exploit a low target strategically: If the player before you scored low and you are comfortably able to beat it, consider how your score will affect the next player. If the next player is your strongest rival, aim high to set a punishing target. If the next player is struggling, a modest score just above the target may be all you need.

Recognise the advantage of throwing last: Throwing order matters enormously in Legs. The last player to throw in each cycle always knows the exact score they must beat, removing all uncertainty. If you win the bullseye toss and can choose position, consider selecting the final spot in the order rather than first.

Manage risk as legs dwindle: When you are down to your final leg, play with discipline. Focus on reliable scoring segments — such as the 19s and 20s — rather than risky attempts at triple bullseyes. Consistency keeps you alive longer than occasional brilliance.

Watch the chain reaction: Because the target resets to each preceding player's actual score, a single low throw can cascade relief down the line. Pay attention to the full throwing order and anticipate when pressure will spike or ease — this awareness lets you allocate mental energy where it matters most.