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Loop

Follow-the-leader using wire numbering system loops. Target the loops in printed numbers like 0, 4, 6, 8, 9.

SQ-004

At a Glance

Category

pub

Mechanic

Sequential

Difficulty

Advanced

Players

3–10

Estimated Time

~20 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Loopy, Looper

Board Coverage Heat MapAll segments targeted in sequence from 1 to 20. 22 of 22 targets active.2011841361015217319716811149125

Board Coverage

All segments targeted in sequence from 1 to 20

Primary
Secondary
Occasional

22 of 22 targets active

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Quick Rules

Goal

Loop is a lives-based elimination game in which players must hit designated target segments whose printed numbers contain visual "loops" — the enclosed circles found in digits such as 0, 4, 6, 8, and ...

Win Condition

The game continues until all players but one have been eliminated. The last player with at least one life remaining is declared the winner. In the event that only two players remain and both lose thei...

3–10 players~20 minadvancedstandard board

Objective

Loop is a lives-based elimination game in which players must hit designated target segments whose printed numbers contain visual "loops" — the enclosed circles found in digits such as 0, 4, 6, 8, and 9. The goal is to be the last player standing with at least one life remaining.

Setup

Any number of players may participate. Each player begins with an agreed-upon number of lives — typically 3 lives for a quick game or 5 lives for a longer session. Record each player's remaining lives on the scoreboard.

Before play begins, all participants should understand which numbers on the dartboard qualify as valid "loop" targets. A number qualifies if any digit in its printed form contains an enclosed loop or circle. The qualifying segments are: 4, 6, 8, 9, 10, 14, 16, 18, 19, and 20. Note that the digit 8 contains two loops, and the digit 0 (as it appears in 10 and 20) contains one loop. Numbers such as 1, 2, 3, 5, 7, 11, 12, 13, 15, and 17 contain no loops and are therefore never valid targets.

To determine throwing order, players may each throw one dart at the bullseye, with the closest dart throwing first. Play then proceeds clockwise or in the agreed order.

Rules of Play

The game operates on a follow-the-leader principle. The first player throws one dart with their off-hand (non-dominant hand) to determine the initial target segment. The segment hit must be a valid loop number (4, 6, 8, 9, 10, 14, 16, 18, 19, or 20). If the off-hand dart lands on a non-qualifying number, the player re-throws until a valid target is established.

Once a target segment is set, play passes to the next player, who throws up to three darts attempting to hit that target segment. The following outcomes apply:

  • If the player hits the target segment with any of their three darts, they survive and may use any remaining darts in that visit to set a new target segment for subsequent players. The new target must also be a valid loop number.
  • If the player fails to hit the target segment with all three darts, they lose one life. The existing target remains active, and play passes to the next player.

Target persistence: If every other player fails to hit the current target and play rotates back to the player who originally set it, that player does not need to throw again. They may keep the same target active, forcing opponents to continue attempting it on subsequent rounds, or they may choose to set a new target by throwing with their off-hand once more.

Elimination: When a player loses all of their lives, they are eliminated from the game and take no further turns. Play continues among the surviving players.

Scoring

Loop does not use a points-based scoring system. The only value tracked on the scoreboard is each player's remaining lives. Deduct one life each time a player fails to hit the designated target segment with any of their three darts in a turn.

Only darts that land in the currently designated target segment count as successful hits. Hitting any other segment — even another valid loop number — has no effect unless the player is using a remaining dart to set a new target after already hitting the current one.

Winning

The game continues until all players but one have been eliminated. The last player with at least one life remaining is declared the winner.

In the event that only two players remain and both lose their final life in the same round, the player who threw earlier in that round is eliminated first, and the other player is awarded the win, as they were responding to a target already in play.

Variations

Loopy / Looper: These are alternate names for the same core game. No rule differences are implied by the name change; all three titles — Loop, Loopy, and Looper — refer to the same format.

Double-Loop Scoring: In this variant, the digit 8 is treated as containing two loops. When 8 or a number containing 8 (such as 18) is set as the target, a successful hit may count as two hits or grant an extra benefit, such as restoring a lost life. Agree on the exact bonus before play begins.

Ring-Specific Targeting: For a more demanding game, the player setting the target specifies not only the number but also the exact ring — single, double, or triple. For example, a player might designate double 16 as the target. All subsequent players must hit that precise segment; hitting single 16 or triple 16 would not count.

Adjustable Lives: The number of starting lives can be freely adjusted to suit group size and desired game length. Larger groups often start with 3 lives to keep rounds moving, while smaller groups may prefer 5 lives for a more extended contest.

Strategy & Tips

Memorize the valid loop numbers: Before stepping to the oche, commit the ten qualifying segments to memory — 4, 6, 8, 9, 10, 14, 16, 18, 19, and 20. Hesitation or accidentally calling an invalid target disrupts the game and puts you at a psychological disadvantage.

Set difficult but hittable targets: When you earn the right to set a new target, choose a segment that is awkward for opponents but comfortable for you. For instance, if you are confident hitting the 14 segment — a number many players rarely practice — set it as the target to maximize the chance that others will miss and lose lives.

Exploit the 18 and 20 segments strategically: Segments 18 and 20 sit adjacent to each other on the board, and both are valid loop numbers. If you set 18 and opponents narrowly miss into 20 (or vice versa), their darts are wasted. Use your knowledge of common miss patterns to your advantage.

Conserve your remaining darts wisely: If you hit the target on your first dart, you have two darts left to set a new target. Rather than rushing, take a moment to decide which loop number will best pressure the next player. A deliberate, well-chosen target is worth more than a hasty throw.

Practice off-hand accuracy: The opening throw of the game — and potentially subsequent target-setting throws — must be made with your non-dominant hand. Spending even a few minutes per practice session throwing off-hand will give you better control over the initial target selection, letting you steer the game from the very first dart.