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Mickey Mouse

Close numbers 20-12 plus any three doubles, trebles, and bullseye. No points scored — pure race to close.

TR-011

At a Glance

Category

standard

Mechanic

Territorial

Difficulty

Beginner

Players

2–8

Estimated Time

~15 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Coach and Horses, Beds and Bulls, The Game

Board Coverage Heat MapUpper numbers 15–20 and bullseye — the standard Cricket targets. 8 of 22 targets active.2011841361015217319716811149125

Board Coverage

Upper numbers 15–20 and bullseye — the standard Cricket targets

Primary
Secondary
Occasional

8 of 22 targets active

Your Compatibility

Set up your player profile to see how well this game matches your skill level.

Set Up Profile

Quick Rules

Goal

Be the first player to close every required category on the board: the numbers 20 through 12 , any three doubles , any three triples , and the bullseye . There is no point scoring in the traditional v...

Win Condition

The first player to close all twelve categories — 20, 19, 18, 17, 16, 15, 14, 13, 12, Doubles, Triples, and Bull — wins the game. Because there is no point scoring, there is no tiebreaker by score; th...

2–8 players~15 minbeginnerstandard board

Example Round

Mickey Mouse targets numbers 1–7 plus the bullseye. Close each number with 3 hits, then score points on your closed numbers — highest total when all are closed wins.

AliceBob

Target

Board Coverage Heat MapTarget: Treble 7. 1 of 22 targets active. Ring focus: triple.2011841361015217319716811149125

Board Coverage

Target: Treble 7

Primary
Secondary
Occasional

Ring focus: Trebles ring

1 of 22 targets active

Scorecard

Alice

7:✓ 6:– 5:– 4:– 3:– 2:– 1:– B:– pts:7

Bob

7:– 6:– 5:– 4:– 3:– 2:– 1:– B:– pts:0

Mickey Mouse uses numbers 1–7 and the bullseye. Alice closes 7 with T7 and scores extra 7s — smart opening.

Step 1 of 5

Objective

Be the first player to close every required category on the board: the numbers 20 through 12, any three doubles, any three triples, and the bullseye. There is no point scoring in the traditional version of Mickey Mouse — it is purely a race to close all categories before your opponent.

Setup

Mickey Mouse is played with 2 or more players on a standard bristle dartboard using standard darts. Each player requires a column on the scoreboard listing the following twelve categories, in order: 20, 19, 18, 17, 16, 15, 14, 13, 12, D (Doubles), T (Triples), and B (Bull).

To determine throwing order, each player throws one dart at the bullseye; the player whose dart lands closest throws first. Play then proceeds clockwise (or alternates in a two-player match). Each category begins open — no marks recorded — and must accumulate three marks to be closed.

Rules of Play

Players take turns throwing three darts per visit. On each turn, a player attempts to close as many of the twelve categories as possible by recording marks against them. A category is closed once a player has accumulated three marks in it.

Marking the numbers (20–12):

  • A single in the number's segment scores 1 mark toward closing that number.
  • A double (outer narrow ring) of that number scores 2 marks toward closing that number.
  • A triple (inner narrow ring) of that number scores 3 marks, instantly closing that number in a single dart.

Marking Doubles (D): To close the Doubles category, a player must hit any three double segments across the entire board. These need not be in the same number. For example, hitting double 7, double 14, and double 3 over the course of the game closes the Doubles category. Each double segment hit counts as 1 mark toward the required three.

Marking Triples (T): To close the Triples category, a player must hit any three triple segments across the entire board. As with Doubles, these may be in any combination of numbers, and each triple segment hit counts as 1 mark toward the required three.

Marking the Bull (B): To close the Bull category, a player needs 3 marks. The outer bullseye (25 ring) counts as 1 mark, and the inner bullseye (50) counts as 2 marks. For example, one inner bull (2 marks) plus one outer bull (1 mark) closes the Bull category.

Double-dipping: A single dart can count toward more than one category simultaneously. For example, if a player hits triple 20, that dart closes the number 20 outright (3 marks on 20) and counts as 1 mark toward the Triples category. Similarly, hitting double 18 records 2 marks toward the number 18 and 1 mark toward the Doubles category. This is a critical feature of the game and should be adjudicated carefully.

Excess marks: Marks beyond the three required to close a category are simply lost. If a player already has 2 marks on the number 17 and hits triple 17, only the one remaining mark needed is applied — the extra marks do not carry over to any other category. Since there is no point scoring in the traditional format, surplus marks confer no advantage.

Scoring

Mickey Mouse in its traditional British pub form uses no point scoring. The game is a pure closing race. Players track only the number of marks accumulated in each category.

Marks are typically recorded on the scoreboard using the standard slash-and-X notation:

  • 1 mark: a single slash ( / )
  • 2 marks: an X ( × )
  • 3 marks (closed): a circle around the X, or the X with a circle ( ⊗ )

For example, if a player throws triple 19 on their first dart, the number 19 is immediately closed (3 marks) and 1 mark is recorded under Triples. If the second dart lands in double 15, that records 2 marks on the number 15 and 1 mark toward the Doubles category. The third dart, a single 15, adds 1 more mark to 15, bringing it to 3 — closing it. In one visit, that player has closed two numbers and advanced both the Triples and Doubles categories.

Winning

The first player to close all twelve categories — 20, 19, 18, 17, 16, 15, 14, 13, 12, Doubles, Triples, and Bull — wins the game. Because there is no point scoring, there is no tiebreaker by score; the race is decided solely by who completes their board first.

If multiple legs are played, a match may be structured as best of 3, best of 5, or any agreed-upon number of legs. Players should alternate who throws first in each subsequent leg to ensure fairness.

Variations

Mickey Mouse with Points (Scored Mickey Mouse): Some groups add a point-scoring element, similar to American Cricket. Once a player has closed a number but their opponent has not, additional hits on that number score points equal to the dart's value. The game then requires a player to both close all categories and have equal or greater points than every opponent. This transforms the game from a pure race into a strategic balance of offence and defence.

Extended Range: In some leagues, the number range is extended downward to 10 instead of stopping at 12, adding two additional categories (11 and 10) and lengthening the game.

Alternate Names: Mickey Mouse is known by several other names across different regions and leagues. It is commonly called Coach and Horses, Beds and Bulls, or simply The Game in British pub circuits. In some UK leagues it is also referred to as Tactics. The core rules remain the same under all names, though minor house rules may vary.

Strategy & Tips

Double-dip at every opportunity: The most efficient way to race through the board is to make each dart count toward two categories at once. Aim for triples in the numbers 20–12 whenever possible — a triple 20 closes the number 20 in one dart and simultaneously marks one of your three required triples. Planning your turns around double-dipping can save you several entire visits over the course of a game.

Prioritise the higher numbers first: Start with 20 and work downward. The higher segments are the ones your muscle memory is most tuned to from other games, and their triples are the most valuable double-dip targets. Closing 20, 19, and 18 with triples can give you a three-mark head start on the Triples category.

Use doubles on mid-range numbers strategically: When you need to close both a number and the Doubles category, aim for the double of that number. For example, double 16 records 2 marks toward closing 16 and 1 mark toward Doubles. This is especially useful for numbers where you already have 1 mark — one double closes the number and advances your Doubles tally.

Save the Bull for late in the game: The bullseye is a small, high-difficulty target. Attempting it early wastes darts that could close easier categories. Work through the numbers and the Doubles/Triples categories first, then devote a focused visit to the Bull when it is your last remaining category.

Track your opponent's board, not just your own: Even without point scoring, knowing which categories your opponent has left tells you how much pressure you are under. If your opponent is one mark from closing their final category, do not spend darts on speculative triple attempts — close whatever you can most reliably to stay in the race.

Video Tutorials

Learn How to Play Cricket / Mickey Mouse

Atomic Darts · YouTube