Neighbours
A modern variation of Around the Clock in which players score the numbers 1–20 in any order. Hitting a Double or Triple of an open number additionally awards a bonus pick on the physically-adjacent segments of the dartboard, rewarding spatial planning as much as raw accuracy.
At a Glance
Equipment
Standard dartboard, darts, scorecard with rows for 1–20, Red Bull, Green Bull, and Triple 20.
Also Known As
Adjacent Clock, Neighbour Clock, Open Clock
Board Coverage
Casual play — all segments equally relevant
22 of 22 targets active
Your Compatibility
Set up your player profile to see how well this game matches your skill level.
Set Up ProfileQuick Rules
Goal
Be the first player to mark all 20 numbered segments (1–20) as scored and hit the Red Bull (inner bullseye, 50) and hit the Green Bull (outer bull / 25 ring) and hit a Triple 20 . Twenty-three discret...
Win Condition
The first player to satisfy all 23 win-condition targets wins. If two players satisfy all targets in the same round, the player who completed their last open target first within the turn wins (dart-by...
Objective
Be the first player to mark all 20 numbered segments (1–20) as scored and hit the Red Bull (inner bullseye, 50) and hit the Green Bull (outer bull / 25 ring) and hit a Triple 20. Twenty-three discrete win-condition targets in total.
Setup
Two or more players, or a single player aiming for a personal best. Each player keeps a scorecard with rows for the 20 numbered segments plus a row each for Red Bull, Green Bull, and Triple 20.
Determine throwing order by each player throwing one dart at the bullseye — closest goes first. The standard 20-segment dartboard layout is used throughout. The canonical clockwise sequence is 20 — 1 — 18 — 4 — 13 — 6 — 10 — 15 — 2 — 17 — 3 — 19 — 7 — 16 — 8 — 11 — 14 — 9 — 12 — 5 and adjacency wraps around the board (5 ↔ 20).
Rules of Play
Players take turns throwing three darts per visit. Each dart resolves as a Single, Double, Triple, Red Bull, or Green Bull according to where it lands.
Single hit. If the number is unscored, mark it as scored. If already scored, the dart confers nothing.
Double hit (number unscored). Mark the number as scored and choose one physically adjacent number to mark as scored, provided that adjacent number is currently open. If both adjacent numbers are already scored, no bonus is awarded. Example: hitting Double 19 when 19 is unscored marks 19, and the player chooses to mark either 3 or 7 (the two segments adjacent to 19 on the standard board).
Double hit (number already scored) — strict mode. The throw confers nothing: no primary score change, no adjacent bonus. Players are advised to plan target order so accurate doubles land on still-open numbers.
Triple hit (number unscored). Mark the number as scored and mark both physically adjacent numbers as scored, evaluated independently per the "only if open" rule. Example: hitting Triple 14 when 14 is unscored marks 14 and (if open) marks 9 and 11. If only 9 is open, only 9 is marked.
Triple hit (number already scored) — strict mode. The throw confers nothing.
Red Bull (inner bullseye, 50). The player retrieves the dart from the board and throws 1 additional dart this turn (so 2 extra throws total counting the retrieved one) and picks any 2 currently-open numbered segments (from 1–20) to mark as scored. The picks must be from 1–20: the Green Bull and the Triple 20 win-condition target are not eligible for picking. If fewer than 2 numbered segments are still open, the player picks as many as remain.
Green Bull (outer bull / 25 ring). The player picks any 1 currently-open numbered segment (from 1–20) to mark as scored and retrieves the dart for another throw this turn. The pick must be from 1–20: the Red Bull and the Triple 20 target are not eligible for picking. If no numbered segments remain open, the player still retrieves the dart and throws again, but no pick is awarded.
Triple 20. Counts as a Triple per the rules above (marks 20 if unscored; marks 1 and 5 if open) and independently satisfies the Triple 20 win-condition target. Hitting Triple 20 satisfies the Triple 20 target even if 20 is already scored.
Adjacency lookup — a subset of common adjacencies for quick reference (the full list follows the canonical clockwise sequence above):
| Number | Adjacent to |
|---|---|
| 20 | 1, 5 |
| 1 | 18, 20 |
| 19 | 3, 7 |
| 14 | 9, 11 |
| 13 | 4, 6 |
| 11 | 8, 14 |
| 17 | 2, 3 |
| 16 | 7, 8 |
| 15 | 2, 10 |
| 10 | 6, 15 |
| 5 | 12, 20 |
| 9 | 12, 14 |
Scoring
The scorecard tracks 23 discrete win-condition targets: numbers 1–20, Red Bull, Green Bull, and Triple 20. Each is binary — either scored or open. There is no point total.
| Throw | If hit number is open | If hit number already scored |
|---|---|---|
| Single | Mark number | Nothing |
| Double | Mark number + pick 1 of 2 adjacent (if open) | Nothing (strict mode) |
| Triple | Mark number + mark both adjacent (each if open) | Nothing (strict mode) |
| Triple 20 | Mark 20 + mark 1 and 5 (each if open) + satisfy Triple 20 target | Satisfy Triple 20 target only |
| Red Bull (50) | Retrieve dart + 1 extra throw + pick 2 open numbers (1–20 only, not Green Bull or Triple 20 target) | |
| Green Bull (25) | Retrieve dart + 1 extra throw + pick 1 open number (1–20 only, not Red Bull or Triple 20 target) | |
Winning
The first player to satisfy all 23 win-condition targets wins. If two players satisfy all targets in the same round, the player who completed their last open target first within the turn wins (dart-by-dart resolution per Around the Clock convention). In solo / personal-best mode, the metric is the minimum number of darts required to satisfy all 23 targets.
Variations
Handicap mode (uneven skill levels). The weaker player begins with the Red Bull, Green Bull, and Triple 20 targets pre-marked as scored. Additionally, the weaker player may claim adjacent-number bonuses on Doubles and Triples even when the adjacent number has already been scored — the "only if open" restriction is relaxed for them. The strict-mode rule for already-scored hit numbers is not relaxed; both players still get nothing when hitting a Double or Triple of an already-scored number.
Solo / personal-best mode. One player races their own dart count. The minimum-darts target serves as the personal-best metric. Suitable for warm-up or focused practice on doubles and triples accuracy.
Team mode. Two teams alternate throws; targets and bonuses accrue to the team rather than the individual. Speeds up multi-player play and rewards intra-team strategy on which double or triple to attempt.
Strict-bull mode. Remove the dart-retrieve component from both Red Bull and Green Bull rules. The bull bonuses still apply (pick 2 open numbers / pick 1 open number) but the dart is not retrieved. Recommended only when the bullseye is being hit so frequently that retrieves slow play noticeably — uncommon outside expert circles.
Strategy & Tips
Plan target order to keep doubles and triples productive. The strict-mode rule means an accurate Double 19 thrown after 19 is already scored gives nothing. If you have a strong segment (e.g., 19 or 14), consider attempting its Double or Triple before securing the Single — the bonus pick is more valuable when adjacent numbers are still open.
Save Triple 20 for late game. Triple 20 satisfies its win-condition target and, if 20 is still open, marks 20 plus 1 and 5. Hitting it at end-game can clear up to four targets in one dart (20, 1, 5, plus the Triple 20 win-condition target) — the highest single-dart value in the game. Conversely, if you hit Single 20 early, you lock yourself out of the chained bonus on a later Triple 20.
Use the Bull aggressively for adjacents. Both bulls retrieve the dart, so a successful bull hit costs you nothing in throws. Red Bull is especially powerful — 2 extra throws plus 2 free picks effectively buys you a 5-dart turn. If you have a clean line on the bullseye, take it whenever you have ≥3 open numbered segments.
Handicap-mode strategy for the stronger player. Prioritise Doubles and Triples on consecutive segments to deny the weaker player adjacent bonuses. Since the weaker player can claim already-scored adjacents, the stronger player benefits from clustering their early scores rather than spreading them across the board.
Manage the bull-pick restriction. Red Bull and Green Bull picks must come from 1–20. They cannot finish the Triple 20 target or the other bull. Don't bank on the bull bonus to clear those final three targets — they must be hit directly.
Use a steel-tip board with a manual scoreboard. Electronic boards do not auto-track adjacency relationships. A printed scorecard or whiteboard with rows for 1–20 plus the three special targets keeps the strict-mode rule and the adjacent-number bonuses unambiguous.
Frequently Asked Questions
What is the objective of Neighbours?
Be the first player to mark all 20 numbered segments (1–20) as scored and hit the Red Bull (inner bullseye, 50) and hit the Green Bull (outer bull / 25 ring) and hit a Triple 20. Twenty-three discrete win-condition targets in total.
How many players can play Neighbours?
Neighbours supports 1–6 players. A typical game takes about 25 minutes.
How does scoring work in Neighbours?
The scorecard tracks 23 discrete win-condition targets: numbers 1–20, Red Bull, Green Bull, and Triple 20. Each is binary — either scored or open. There is no point total.ThrowIf hit number is openIf hit number already scoredSingleMark numberNothingDoubleMark number + pick 1 of 2 adjacent (if open)N
How do you win Neighbours?
The first player to satisfy all 23 win-condition targets wins. If two players satisfy all targets in the same round, the player who completed their last open target first within the turn wins (dart-by-dart resolution per Around the Clock convention). In solo / personal-best mode, the metric is the m
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