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Prisoner

Go around the clock but missed darts stay as prisoners. Opponents can capture your prisoner darts for extra throws.

EL-008

At a Glance

Category

team

Mechanic

Elimination

Difficulty

Intermediate

Players

3–10

Estimated Time

~25 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Prisoner Darts, Jail

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 first player to successfully hit every number from 1 through 20 in clockwise board order, or eliminate all opponents by capturing every dart in play. Along the way, avoid the "prison" — the inn...

Win Condition

A player wins by achieving either of the following conditions: Complete the circuit: Be the first player to successfully hit a valid segment on every number from 1 through 20 in sequence. Total captur...

3–10 players~25 minintermediatestandard board

Objective

Be the first player to successfully hit every number from 1 through 20 in clockwise board order, or eliminate all opponents by capturing every dart in play. Along the way, avoid the "prison" — the inner single ring and the bullseye — where your darts can become trapped, costing you throws and handing your opponents the opportunity to seize them.

Setup

Prisoner requires a standard dartboard and is suitable for two or more players — the game scales exceptionally well for large groups. Each player begins with 3 darts. On the scoreboard, record each player's name, their current target number (everyone starts at 1), and the number of darts in their possession (everyone starts with 3).

Determine throwing order by each player throwing one dart at the bullseye; closest to the bull throws first. Play then proceeds clockwise around the group. Before beginning, all players should familiarise themselves with the clockwise number sequence around the board: 1, 20, 5, 12, 9, 14, 11, 8, 16, 7, 19, 3, 17, 2, 15, 10, 6, 13, 4, 18 — though for the purposes of this game, players simply progress through the numbers 1 through 20 in numerical order (i.e., 1, then 2, then 3, and so on).

Rules of Play

Players take turns throwing all darts currently in their possession at their current target number. A player does not advance to the next number until they have successfully hit the current one with a valid segment. Once a valid hit is made, the player's target advances to the next number in sequence. If a player has remaining darts after advancing, they may immediately throw at the new target number within the same turn.

Valid scoring segments: Only the following areas of the target number count as a successful hit to progress:

  • Outer single — the large wedge area between the triple ring and the double ring
  • Double ring — the outer narrow ring (2× the segment number)
  • Triple ring — the inner narrow ring (3× the segment number)

Prison zones: The following areas are designated as prison:

  • The inner single ring — the thin wedge between the triple ring and the bullseye
  • The outer bullseye (25 ring)
  • The inner bullseye (50)

If a dart lands in any prison zone, that physical dart remains stuck in the board and becomes a prisoner. The throwing player loses that dart from their arsenal and will have one fewer dart to throw on subsequent turns. For example, if a player with 3 darts lands one in the inner single of their target number, that dart stays in the board; on their next turn they throw only 2 darts.

Capturing prisoners: Any player — including the dart's original owner — may capture a prisoner dart by hitting a valid scoring segment (outer single, double, or triple) of the same number where the prisoner dart is lodged. Upon a successful capture, the prisoner dart is removed from the board and permanently added to the capturing player's arsenal. Key capture rules:

  • Only one prisoner may be captured per valid hit, even if multiple prisoner darts are lodged in the same number.
  • A captured dart remains in the capturing player's possession until it itself becomes a prisoner.
  • A player may accumulate well beyond 3 darts — it is entirely possible for a player to throw 4, 5, 6, or more darts per turn.

Bounce-outs and misses: If a dart bounces off the board or misses the board entirely, the player may not use that dart on their next turn (a one-turn penalty). The dart returns to the player's arsenal the turn after that. For example, if a player with 3 darts has one bounce out during their turn, they throw only 2 darts on their next turn, then return to 3 darts the turn after.

Important clarification: Darts that land in a number other than the player's current target — but not in a prison zone — are simply misses. They are retrieved normally and carry no penalty.

Scoring

Prisoner does not use a point-based scoring system. Instead, track two values for each player on the scoreboard:

  • Current target number: The number the player is currently trying to hit, progressing from 1 through 20.
  • Darts in possession: The total number of darts the player currently holds, starting at 3 and fluctuating as darts are imprisoned, captured, or temporarily lost to bounce-outs.

For example, suppose Player A is on number 7 and holds 4 darts (having previously captured one prisoner). They throw their first dart into the outer single of 7 — a valid hit. Their target advances to 8. Their second dart lands in the inner single of 8 — a prison zone. That dart stays in the board; Player A now has 3 darts in their possession. Their third dart hits the outer single of 8 — valid hit, advancing them to 9. With their fourth and final dart, they miss the board entirely — bounce-out penalty, so they will throw only 2 darts next turn (3 in possession minus the bounce-out penalty), returning to 3 darts the turn after.

Winning

A player wins by achieving either of the following conditions:

  • Complete the circuit: Be the first player to successfully hit a valid segment on every number from 1 through 20 in sequence.
  • Total capture: Capture all darts in play such that every opponent has zero darts remaining and is unable to throw. A player with no darts in their possession and none due to return from bounce-out penalties is eliminated from the game.

In multi-player games, eliminated players drop out and play continues among the remaining participants. If only one player remains with darts, that player wins regardless of their position in the 1–20 sequence.

Variations

Doubles Only: In this more demanding variant, players must hit the double ring of their target number to advance. Outer singles and triples do not count for progression, though they still count as valid segments for the purpose of capturing prisoners. This variant significantly slows progression and increases the number of imprisoned darts, making capture strategy even more critical.

Flexible Group Size: While the core rules remain unchanged, Prisoner naturally accommodates large groups of 4–8+ players because the prisoner and capture mechanics create built-in catch-up opportunities. Players who fall behind in the number sequence can focus on capturing imprisoned darts, building a larger arsenal that gives them more throws per turn — and therefore more chances to advance quickly. Tournament directors running Prisoner for large groups may wish to set a time limit or maximum number of rounds to ensure the game reaches a conclusion.

Strategy & Tips

Prioritise the outer single: The large wedge between the triple ring and the double ring is by far the biggest target on each number segment. Aim for the fattest part of this area to minimise the risk of drifting into the inner single (prison zone). Consistent, controlled throws into the outer single will advance you steadily while keeping your darts safe.

Capture early and often: Every captured prisoner dart gives you an extra throw on every subsequent turn — and that advantage compounds. A player with 5 darts per turn has nearly double the progression chances of a player with 3. When a prisoner dart is available on or near your current target number, it is almost always worth attempting the capture even if it costs you a throw toward advancing.

Be strategic about which prisoners to target: If multiple opponent darts are imprisoned across different numbers, focus on capturing those lodged in numbers you will soon need to hit anyway. This lets you advance and capture in the same action, maximising the efficiency of each turn.

Protect your dart count: Losing darts to prison is the most punishing setback in Prisoner, because fewer darts mean fewer chances to advance and fewer chances to capture. If you find yourself struggling with a particular number, consider slightly adjusting your aim to favour missing wide (into a wrong number, which carries no penalty) rather than missing narrow (into the inner single prison zone).

Watch the bounce-outs: A bounce-out costs you a dart for an entire turn — a penalty that is easy to forget about in the heat of play. Ensure your dart tips and the board surface are in good condition. If you are throwing captured darts that are unfamiliar, take a moment to check their grip and balance before your turn begins.