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Steeplechase

Race clockwise around the board. Certain segments are fences requiring treble hits to clear.

CH-007

At a Glance

Category

team

Mechanic

Chase

Difficulty

Intermediate

Players

2–8

Estimated Time

~20 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Horse Race

Board Coverage Heat MapFull board coverage as players pursue each other around the numbers. 22 of 22 targets active.2011841361015217319716811149125

Board Coverage

Full board coverage as players pursue each other around the numbers

Primary
Secondary
Occasional

22 of 22 targets active

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Quick Rules

Goal

Steeplechase is a race around the dartboard. Players must navigate the full clockwise sequence of segments — from 20 all the way around to 5 — and then finish by hitting the inner bullseye. Certain se...

Win Condition

The first player to complete the full 20-segment course and hit the inner bullseye wins the race outright. The game ends immediately when a player hits the finishing bull — remaining players do not co...

2–8 players~20 minintermediatestandard board

Objective

Steeplechase is a race around the dartboard. Players must navigate the full clockwise sequence of segments — from 20 all the way around to 5 — and then finish by hitting the inner bullseye. Certain segments along the course are designated as fences, which require a triple hit to clear rather than the usual single. The first player to complete the entire course and hit the bull wins the race.

Setup

Two or more players may compete. The course follows the dartboard's clockwise order, comprising 20 segments in this exact sequence: 20 → 1 → 18 → 4 → 13 → 6 → 10 → 15 → 2 → 17 → 3 → 19 → 7 → 16 → 8 → 11 → 14 → 9 → 12 → 5. After clearing segment 5, the player must hit the inner bullseye to finish.

Before play begins, designate four segments as fences (obstacles). The traditional fence segments are 13, 17, 8, and 5. Mark these clearly on the scoreboard so all players know which segments require a triple. Determine throwing order by each player throwing one dart at the bullseye; closest to the bull throws first.

The scoreboard should list every player's name alongside the full course sequence, so each player's current position on the course can be tracked at a glance.

Rules of Play

Players take turns throwing three darts per visit. On each turn, a player attempts to hit the segment corresponding to their current position on the course. The following rules govern how a segment is cleared:

  • Regular segments: The player must hit the inner single (the large single bed between the triple ring and the bullseye area) of their current number. Hits in the outer single (between the triple and double rings), the double ring, or the triple ring do not count for regular segments.
  • Fence segments (13, 17, 8, 5): The player must hit the triple of their current number to clear the fence — this represents jumping the obstacle. An inner single, outer single, or double does not count on a fence segment.

One segment per turn: A player may advance only one position on the course per turn, regardless of how quickly they hit the required target. If a player clears their current segment on the first dart, the remaining darts in that visit are wasted — they may not attempt the next segment until their next turn.

Elimination rule: If a player fails to clear any single segment within three consecutive turns (a total of 9 darts), that player is eliminated from the race — they have "fallen" and are out. For example, if a player is attempting the fence at segment 17 and does not hit triple 17 in turn one (3 darts), turn two (3 darts), or turn three (3 darts), they are immediately eliminated.

Final segment — the finish: After clearing the last fence at triple 5, the player must hit the inner bullseye (the small red centre, worth 50) to complete the race. The outer bullseye (25 ring) does not count as a valid finish under standard rules. The elimination rule applies here as well — a player who cannot hit the inner bull within three turns is eliminated.

Scoring

Steeplechase does not use a conventional points tally. Instead, each player's progress is tracked positionally — the scoreboard records which segment of the course each player is currently attempting.

  • When a player clears a segment, their marker advances one position along the course.
  • When a player is eliminated, their position at the time of elimination is recorded.

For example, if Player A has cleared segments 20, 1, 18, and 4, their marker sits on 13 (the next segment to attempt — and the first fence). If Player B has cleared through to segment 15, Player B's marker sits on 2, meaning Player B is ahead in the race. No numerical score is accumulated; the race is purely positional.

Winning

The first player to complete the full 20-segment course and hit the inner bullseye wins the race outright. The game ends immediately when a player hits the finishing bull — remaining players do not complete the round.

Eliminated players are ranked by how far they progressed along the course before falling. A player eliminated at segment 17 (the 10th position) finishes behind a player eliminated at segment 8 (the 15th position). If two eliminated players fell at the same segment, the player who was eliminated first is ranked lower.

Variations

Adjusted Fences: The number of fence segments can be increased for a more punishing course (e.g., adding fences at 6, 15, and 19) or reduced for a more forgiving race (e.g., only two fences at 13 and 5). Groups should agree on fence positions before the first dart is thrown.

Relaxed Singles (Pub Rules): Some casual versions allow any single hit — inner or outer — to clear a regular segment, rather than requiring only the inner single. This makes the game significantly easier and is recommended for less experienced players.

Adjusted Elimination Threshold: The three-turn (9-dart) elimination limit can be modified. A stricter variant uses two turns (6 darts), creating intense pressure at every fence. A more lenient variant extends the limit to four turns (12 darts), giving players more breathing room.

Outer Bull Finish: Some versions accept the outer bullseye (25 ring) as a valid finish instead of requiring the inner bull. This is a common accommodation for recreational play, where the inner bull can be prohibitively difficult under elimination pressure.

Strategy & Tips

Master the inner single: The inner single bed is the only valid target for 16 of the 20 segments on the course. Many players instinctively aim for the centre of a number, which often drifts toward the outer single. Practice deliberately targeting the wider inner single area — the zone between the triple ring and the bullseye rings — until it becomes second nature.

Budget your darts at fences: You have a maximum of 9 darts (three turns) to clear each segment before elimination. At a fence, where you need a triple, resist the urge to throw wildly. Treat each dart deliberately. A calm, well-aimed dart at triple 13 is far more productive than three panicked throws.

Prepare for the late fences: The fences at 8 and 5 appear near the end of the course, when fatigue and pressure are highest. Many players survive the early course only to fall at these final obstacles. If you practise any triples specifically for this game, prioritise triple 8 and triple 5.

Use wasted darts wisely — mentally: Since you can only advance one segment per turn, any remaining darts after clearing a segment have no mechanical value. Use this time to settle your breathing, visualise your next target, and reset your stance. Treat those throws as free warm-up darts aimed at your next segment to build muscle memory, even though they won't count.

Know your course by heart: Memorise the clockwise order so you always know what's coming next. Knowing that segment 4 is followed by the fence at 13, or that segment 12 precedes the final fence at 5, lets you mentally prepare one turn in advance rather than being surprised by an obstacle.