Shove Ha'penny
Based on the traditional British pub game. Hit beds 1-9 three times each. Excess hits are gifted to your opponent.
At a Glance
Equipment
Standard dartboard and darts
Also Known As
Shove Halfpenny Darts, Shove-a-Penny
Board Coverage
Board segments represent the simulated sport's playing field
22 of 22 targets active
Your Compatibility
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Set Up ProfileQuick Rules
Goal
Be the first player to close all nine beds — the numbers 1 through 9 — by recording three marks against each one. The game is a darts adaptation of the traditional English pub board game of the same n...
Win Condition
The first player to close all nine beds — that is, to record three marks on every number from 1 through 9 — wins the game. There is no requirement regarding which dart in a visit delivers the final ma...
Objective
Be the first player to close all nine beds — the numbers 1 through 9 — by recording three marks against each one. The game is a darts adaptation of the traditional English pub board game of the same name, and it faithfully preserves its signature twist: any excess marks you score beyond the three needed to close a number are gifted to your opponent, making every throw a tactical decision as well as a test of accuracy.
Setup
Two or more players may compete. Each player requires three standard darts and a standard dartboard. Draw a grid on the scoreboard with the numbers 1 through 9 listed across the top and each player's name down the left side. Every cell in the grid will track how many marks (out of three) that player has recorded against that number.
To determine throwing order, each player throws a single dart at the bullseye; the dart closest to the centre earns the right to throw first, with subsequent order proceeding clockwise or as agreed. In multi-player games, confirm the rotation before the first dart is thrown.
Rules of Play
Players take turns throwing three darts per visit. On each turn, a player aims at any of the numbers 1 through 9 that he or she has not yet closed. Hitting a number earns marks toward closing it according to the segment struck:
- Single segment = 1 mark
- Double ring (outer narrow ring) = 2 marks
- Triple ring (inner narrow ring) = 3 marks
A number is closed once a player has accumulated three marks against it. Marks may be earned across multiple turns in any combination — for example, a single on one visit and a double on a later visit will close the number.
The Gifting Rule (excess marks): If, during a single turn, a player scores more marks on a number than are needed to close it, the surplus marks are credited to the opponent's tally for that same number. If the opponent has already closed that number, the excess marks are simply lost and confer no benefit.
For example, suppose you need only one more mark on the 5 bed and you hit treble 5. That dart produces 3 marks: the first mark closes your 5, and the remaining 2 marks are gifted to your opponent's 5. If your opponent already had one mark on 5, they now have three and their 5 is also closed — effectively, your accurate throw helped your rival.
Darts that land outside the 1–9 segments (i.e., in the 10–20 segments, the bullseye rings, or off the board entirely) score nothing and are simply dead darts for the purposes of this game.
Scoring
No points are tallied in Shove Ha'penny — only marks (tallies) against each number. Record marks on the scoreboard using the traditional three-stage tally system: a single slash (/) for one mark, a cross (X) for two marks, and a circled cross or filled cell for three marks (closed).
- Hit single 3 → 1 mark on the 3 bed
- Hit double 7 → 2 marks on the 7 bed
- Hit triple 2 → 3 marks on the 2 bed (closes the 2 in one dart)
As a concrete example: you begin a turn needing 2 marks on 4 and 3 marks on 6. Your first dart lands in double 4 (2 marks) — this closes your 4 with no excess. Your second dart lands in triple 6 (3 marks) — this closes your 6 with no excess. Your third dart lands in single 9 (1 mark) — recorded against your 9. A highly efficient visit.
Winning
The first player to close all nine beds — that is, to record three marks on every number from 1 through 9 — wins the game. There is no requirement regarding which dart in a visit delivers the final mark; the game ends the moment the last bed is closed, even if the player has darts remaining in hand.
In the event that two players close their final bed on the same visit (possible only if the gifting rule closes an opponent's last number), the player whose turn it is — the active thrower — is the winner, as their action precipitated the conclusion of the leg.
Variations
Extended Board (1–15): Some groups expand the grid to include numbers 1 through 15 (or another agreed range), creating a longer and more challenging contest that rewards consistency across a wider set of targets.
No-Gift Variant: In this simplified version, excess marks are simply discarded rather than credited to an opponent. This removes the strategic tension of the gifting rule and is often preferred when teaching beginners or playing casually.
Team Shove Ha'penny: Players form pairs or larger teams. Team-mates alternate visits (or rotate in sequence), sharing a single scoreboard column. All standard rules — including the gifting mechanic — apply. This format is well-suited to social play and pub league nights.
The parent game, Shove Ha'penny (also spelled Shove Halfpenny), is a traditional English pub table game in which coins are pushed along a wooden board into numbered beds. The darts version faithfully translates the three-marks-per-bed and excess-gifting mechanics onto a standard dartboard.
Strategy & Tips
Close the awkward beds first: Numbers at the extreme low end of the board — particularly 1 and 2 — have small single segments and tightly packed neighbours, making them harder to hit reliably. Prioritise these difficult beds early in the game while there is no time pressure, and save the larger, more forgiving segments for later.
Use trebles wisely — they can backfire: A treble is the fastest way to close a bed in a single dart, but if you only need one or two marks, the surplus is handed to your opponent. Before aiming at the treble ring, count how many marks you still need. When you need exactly three, the treble is ideal; when you need one, a deliberate single is often the smarter play.
Track your opponent's board: Always know which beds your opponent still needs. If they are two marks short on the 8, and you need all three marks on 8, throwing a treble 8 closes your bed but gifts them nothing (you used all three marks). However, if you only needed one mark on 8, that same treble would hand your opponent two marks — potentially closing their 8 for free. Let your opponent's score influence your target selection.
Batch your targets by board geography: Numbers 1 through 9 are scattered around the dartboard. Group your remaining open beds by their physical location and work through clusters together to minimise the adjustment between darts within a single visit. For instance, 1 and 4 sit near each other on the board, as do 6 and 9.
Finish on beds where gifting is harmless: When planning your closing sequence, try to leave a bed that your opponent has already closed as your last target. Any excess marks on a number your opponent has already closed are simply lost, eliminating the risk of an accidental gift on the final visit.