Overs
Must score higher than your own previous turn each round. Fail to beat your score and lose a life.
At a Glance
Equipment
Standard dartboard and darts
Board Coverage
High-value segments favored for maximum point accumulation
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 last player standing by consistently scoring over your own previous turn's total with each three-dart visit. Every time you fail to beat your previous score, you lose a life. When all lives are...
Win Condition
The game continues until all players but one have been eliminated. The last player with at least one life remaining is the winner. If a game-ending round results in multiple players losing their final...
Objective
Be the last player standing by consistently scoring over your own previous turn's total with each three-dart visit. Every time you fail to beat your previous score, you lose a life. When all lives are gone, you are eliminated. The last player with at least one life remaining wins the game.
Setup
Overs requires a standard dartboard, a set of three darts per player, and a scoreboard. Two or more players may participate. Each player begins the game with 3 lives (sometimes represented as tally marks or hash marks on the scoreboard). Write each player's name on the scoreboard along with their three lives and a column to track their current target score.
To determine throwing order, each player throws a single dart at the bullseye; the closest dart throws first, with remaining order determined by proximity. In casual play, any agreed-upon method is acceptable.
Rules of Play
The game proceeds in rounds. Each player throws three darts per turn, and the total of all three darts is recorded as that turn's score. 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
First turn (setting the target): On a player's very first turn, they throw three darts to establish their starting score. This score becomes their target — the number they must beat on their next turn. There is no penalty on the first turn regardless of how high or low the score is.
Subsequent turns: On every turn after the first, the player must score strictly higher than their current target (their previous turn's total). If the player's three-dart total exceeds the target, the turn is successful and the new total becomes the player's new target going forward. If the player fails to beat the target — by scoring equal to or lower than it — the player loses one life.
Target reset on failure: Crucially, when a player fails to beat their target, their new target becomes whatever they actually scored on that failed turn, not the old target. For example, if a player's target is 85 and they score only 42, they lose a life, but their new target drops to 42 — a much easier number to beat on the next visit.
Elimination: When a player loses all 3 lives, they are eliminated from the game. Eliminated players no longer throw. The remaining players continue in order, skipping eliminated players, until only one player remains.
Example of play: Suppose Player A scores 55 on their opening turn — their target is now 55. On their second turn they hit single 20, single 19, and triple 18 for a total of 93. Since 93 is over 55, no life is lost and the new target becomes 93. On their third turn they score 80. Because 80 is not over 93, Player A loses a life and their target resets to 80.
Scoring
All scoring uses standard dartboard values. The three-dart total for each visit is the sum of all three darts:
- 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
The maximum possible three-dart total is 180 (three triple-20s). The minimum possible scoring total is 3 (three single-1s), assuming all darts land on the board. A dart that misses the board entirely scores zero for that dart.
On the scoreboard, track two things for each player: their current target (the score they must beat) and their remaining lives. For example, if a player's target is 60 and they hit triple 19, single 20, and single 5 for a total of 82, they survive and their target updates to 82. If they then hit single 14, single 11, and single 7 for a total of 32, they lose a life and their target drops to 32.
Winning
The game continues until all players but one have been eliminated. The last player with at least one life remaining is the winner.
If a game-ending round results in multiple players losing their final life simultaneously (all remaining players bust on the same round), the standard tiebreak is to grant those players one additional life each and continue play until a single winner emerges. In casual settings, players may simply agree to declare a draw.
Variations
Random Target Overs: Instead of each player tracking their own progressive target, a random number between 4 and 179 is generated at the start of each round (using a random number generator, a smartphone app, or a pre-printed table). All players must score over that number with their three darts. Any player who fails to beat the random target loses a life. This variant removes the strategic self-target management of the standard game and replaces it with pure scoring under pressure, as the target can swing wildly from round to round.
Adjusted Lives: For shorter games, start each player with 2 lives; for longer, more forgiving sessions, use 5 lives. This is especially useful when there is a wide skill gap between players — weaker players may be granted additional lives as a handicap.
Overs and Unders Combined: Overs is frequently paired with its companion game, Unders (in which players must score lower than their previous total). In the combined format, rounds alternate — odd rounds are played as Overs, even rounds as Unders — forcing players to manage their target in both directions. This variant is sometimes called Overs/Unders or Yo-Yo.
Strategy & Tips
Manage your target — don't just chase high scores: The central strategic tension in Overs is that every successful turn raises the bar for your next visit. Scoring 140 feels great, but now you must beat 140. Consider aiming for a score that comfortably clears your current target without setting an impossibly high new one — winning the war matters more than winning any single turn.
Know when to sacrifice a life: Sometimes the smartest play is to deliberately aim low — for example, targeting single 1 three times to score just 3 — and accept the loss of a life in order to reset your target to an easily beatable number. If your target has climbed to 150 and you still have 3 lives, investing one life to bring it back down to single digits can be a game-winning decision.
Keep your opening turn moderate: Your first turn sets the tone for the entire game. Rather than peppering triple 20, consider aiming for a comfortable but modest total — around 40–60 — so that your second-turn target is very achievable. Starting at 120 means you must immediately beat 120, which puts you under pressure far too early.
Watch your opponents' targets: Pay attention to where other players' targets sit. If an opponent's target has climbed dangerously high, you may not need to take risks yourself — let them struggle while you play conservatively and preserve your lives.
Practice consistent three-dart groupings: Overs rewards reliability more than brilliance. A player who can consistently land 50–70 per visit will outlast a player who alternates between 120 and 30. Focus practice on hitting repeatable totals rather than chasing maximum scores.