Slop Tactics
Relaxed Tactics where all doubles and trebles count toward closing, not just those from the target numbers.
At a Glance
Category
standardMechanic
TerritorialDifficulty
Intermediate
Players
2–4
Estimated Time
~20 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Open Tactics, Loose Tactics
Board Coverage
Upper numbers 15–20 and bullseye — the standard Cricket targets
8 of 22 targets active
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Goal
Slop Tactics is a territorial darts game in which each player must close nine designated objectives — the numbers 20, 19, 18, 17, 16, 15 , the Bull , Doubles , and Triples — by hitting each objective ...
Win Condition
A player wins by being the first to close all nine objectives (20, 19, 18, 17, 16, 15, Bull, Doubles, and Triples) while holding a point total equal to or greater than every other player's total. If a...
Objective
Slop Tactics is a territorial darts game in which each player must close nine designated objectives — the numbers 20, 19, 18, 17, 16, 15, the Bull, Doubles, and Triples — by hitting each objective three times, while simultaneously accumulating the highest point total. The defining feature of Slop Tactics is its relaxed qualification rule: any double or triple on the entire dartboard (numbers 1–20) counts toward closing the Doubles and Triples objectives, not only those landed on the target numbers 15–20.
The first player to close all nine objectives while holding a score equal to or greater than every opponent wins the game. If you close everything but trail on points, you must continue scoring until you pull even or ahead.
Setup
Slop Tactics requires a standard bristle dartboard, a set of three darts per player, and a scoreboard (chalkboard, whiteboard, or electronic display). Two or more players may compete. Draw the scoreboard with nine objectives listed in a column: 20, 19, 18, 17, 16, 15, Bull, Doubles, Triples. Each player's name appears as a column header, with space beside every objective to record marks (typically shown as slashes: /, X, and a circled X for one, two, and three marks respectively). A running point total for each player is tracked at the bottom of the board.
To determine throwing order, each player throws one dart at the bullseye. The player whose dart lands closest to the inner bull throws first; remaining order proceeds outward by proximity. In the event of a tie, the tied players re-throw.
Every player begins with zero points and zero marks on all nine objectives.
Rules of Play
Players take turns throwing three darts per visit. On each turn a player attempts to mark objectives, score points, or both. The nine objectives must each receive three marks to be closed. The standard dartboard segment values determine how marks are awarded:
- Single segment (numbers 15–20) = 1 mark toward that number's objective.
- Double ring (outer narrow band, numbers 15–20) = 2 marks toward that number's objective or 2 marks toward the Doubles objective — player's choice, but not split between both.
- Triple ring (inner narrow band, numbers 15–20) = 3 marks toward that number's objective or 3 marks toward the Triples objective — player's choice, but not split between both.
- Outer bullseye (25 ring) = 1 mark toward the Bull objective.
- Inner bullseye = 2 marks toward the Bull objective.
The Slop Tactics distinction: Any double or triple landed anywhere on the board — including numbers 1–14 — counts toward closing the Doubles or Triples objective respectively. For example, hitting double 3 earns 2 marks toward Doubles, and hitting triple 7 earns 3 marks toward Triples. In the stricter parent game (Strict Tactics), only doubles and triples on the numbers 15–20 would qualify; in Slop Tactics, the entire board is eligible for these two categories.
Scoring points: Once a player has recorded three marks on a number (15–20) or on Bull, that objective is open for that player. Any additional hits on an open objective score points equal to the dart's value — provided at least one opponent has not yet closed that same objective. As soon as every player in the game has closed a particular objective, it is dead and no further points can be scored on it. The Doubles and Triples objectives are close-only: they carry no independent point value and exist solely as objectives that must be closed.
Assignment choice: When a dart lands in a double or triple on a target number (15–20), the thrower must declare whether the marks apply to the number's objective or to the Doubles/Triples objective. This decision is made dart by dart and may not be split (e.g., a triple 18 counts as three marks on 18 or three marks on Triples, never a combination). If the dart lands in a double or triple on a non-target number (1–14), it automatically applies to the Doubles or Triples objective — there is no alternative assignment because those numbers have no standalone objective.
Excess marks: Marks beyond the three required to close an objective convert to points (on numbers 15–20 and Bull) if that objective is still scoreable. For example, if a player has two marks on 19 and hits triple 19, choosing to apply it to the 19 objective, the first mark closes 19 (reaching three) and the remaining two marks each score 19 points — totalling 38 points — provided at least one opponent has not yet closed 19.
Scoring
Points are earned only on the numbered objectives (20, 19, 18, 17, 16, 15) and Bull — never on the Doubles or Triples objectives. The point values follow standard dartboard arithmetic:
- Single 15–20: Face value (15, 16, 17, 18, 19, or 20 points).
- Double 15–20: 2× face value (30, 32, 34, 36, 38, or 40 points) — only if assigned to the number objective and it is open and scoreable.
- Triple 15–20: 3× face value (45, 48, 51, 54, 57, or 60 points) — same condition.
- Outer bullseye: 25 points.
- Inner bullseye: 50 points.
Concrete example: Player A has three marks on 20 (20 is open) and Player B has only one mark on 20. Player A throws single 20, double 20, single 20 in one visit. The single 20s score 20 points each. The double 20 may be assigned to the 20 objective (scoring 40 points) or to the Doubles objective (earning 2 marks toward Doubles, but scoring no points). If assigned to 20, Player A scores 80 points that visit. If assigned to Doubles, Player A scores 40 points (the two single 20s) and gains 2 marks toward closing Doubles.
Another example illustrating the Slop rule: Player A has one mark on Triples and throws triple 4 (a non-target number). That dart earns 3 marks toward the Triples objective — immediately closing it — but generates zero points, because 4 is not one of the six numbered objectives.
Winning
A player wins by being the first to close all nine objectives (20, 19, 18, 17, 16, 15, Bull, Doubles, and Triples) while holding a point total equal to or greater than every other player's total. If a player closes all nine objectives but is behind on points, that player must continue throwing — scoring on any objective still open against opponents — until the point deficit is erased. Conversely, an opponent who trails in closures but leads in points remains alive in the game.
In match play, games are typically contested as a set number of legs (e.g., best of 5 legs). Players alternate who throws first in successive legs. If a tiebreak is required by house or league rules, a single deciding leg with a bullseye throw to determine order is played.
Variations
Strict Tactics (parent game): The standard, more demanding form of the game. Only doubles and triples on the six target numbers (15–20) count toward the Doubles and Triples objectives. All other rules are identical. Slop Tactics is explicitly the relaxed variant of this format.
Cut-Throat Slop Tactics: Points scored on an open number are added to each opponent's total instead of the scorer's own total. The goal reverses: you want the lowest score while closing all nine objectives. This variant punishes players who fall behind in closing and adds a defensive dimension to target selection.
Extended Numbers: Some house rules expand the target numbers from 15–20 to 12–20 (or even 10–20), increasing the number of closing objectives while retaining the Doubles, Triples, and Bull categories. The Slop rule for doubles and triples still applies across the entire board.
Automatic Slop: A speed variant in which stray doubles and triples on non-target numbers (1–14) are applied automatically to the Doubles or Triples objective with no decision required, removing the assignment choice and accelerating play.
Strategy & Tips
Treat Slop as insurance, not a strategy: The relaxed rule means that an errant dart — say, triple 5 when you were aiming for triple 20 — still contributes toward closing Triples. This safety net is valuable, but deliberately targeting low-value triples or doubles is rarely efficient. Prioritize high-value numbers first and let incidental marks on Doubles and Triples accumulate naturally.
Exploit the assignment choice on target numbers: When you hit a double or triple on 15–20, pause and evaluate which assignment benefits you more. If you already have two marks on Triples and land a triple 18, closing Triples may be more strategically valuable than adding marks to 18 — especially if your opponent is close to closing Triples themselves. Always think one objective ahead.
Close Doubles and Triples early if marks are flowing: Because every double and triple on the board qualifies, you will often find yourself with one or two incidental marks on these objectives after just a few rounds. If you need only one more mark, consider intentionally throwing at a large double or triple segment (such as double 16 or triple 19) to close the category and remove it from your checklist.
Deny your opponent's scoring numbers: As in standard Tactics and Cricket, defensive play matters. If your opponent has opened 20 and is racking up points, close 20 quickly to shut down their scoring lane — even if it means delaying your own point accumulation on a different number. A 60-point swing from one turn of unchecked triple 20s can be decisive.
Use Slop Tactics as a training bridge: This format is an excellent stepping stone toward Strict Tactics and competitive Cricket. It teaches the nine-objective framework, the assignment choice, and the balance between closing and scoring — all with a more forgiving margin for error. Once you consistently close Doubles and Triples within the target numbers alone, you are ready to graduate to the strict format.