Main game page
The core app screen with setup, the dartboard, in-game controls, overlays, and menus.
Player guide
Quick summary
1. Pages
The core app screen with setup, the dartboard, in-game controls, overlays, and menus.
The standalone scores page for active-session standings and the historical leaderboard.
This page is now the shared help target for the in-app game guide button and full-page game help links.
2. Setup
The setup workflow lives inside the details panel and can switch between Game setup, Players, Profile, Options, and Spaces.
The current player-facing flow is focused on local game setup from a single scoring device.
Most modes use Best of 1, 3, or 5. Race uses 4, 6, or 8 rounds.
Each mode now points to this shared help page and jumps straight to that game’s section.
You need at least one player to start, and Killer needs at least two.
3. Players
Staged and imported players keep their saved avatar, display name, and email. Edit your own linked profile from Menu → Profile (avatar, display name, email, summary emails, and Premium global stats period).
5. Spaces
Spaces are designed for separate social groups with their own identity and competition. A good example is Home versus Work: you can keep those groups separate, track different players, and compete on different leaderboards.
They keep different groups separate, so your home games do not mix with work nights, pub sessions, or league-style play.
Each account can currently own up to 4 spaces, so there is a clear cap on how many personal groups you can create.
A player can appear in more than one space. Members stay until the host Removes them or they Leave — switching spaces does not drop membership. Leaving or being removed clears that space’s stats for them. Guest profiles can be claimed from Spaces Edit via email; chips show Pending claim or Claimed.
6. In-game
The header shows the active player, the current score, target, lives, or running total depending on the mode, plus the three dart slots and mode-specific hints.
Users can score by tapping the board, using quick score buttons, or using the larger target-based legacy input mode.
End Game, Undo, Options, Miss, and End turn are the main live controls.
Modern board play uses pinch zoom for closer targeting. This is not available in Legacy iPad mode and may still be feature-gated in some cases.
7. Game modes
These are the sections the in-app guide now targets directly. If you open this page from the setup instructions button, it will jump to the chosen game.
Focused guide: you opened this page at a specific game section.
501
501 is the longer x01 format. It uses standard dart scoring and usually plays as double-out unless Straight out is available and selected.
Each player starts on 501. Your score goes down by the value of each scoring dart. The winner is the first player to finish exactly on zero.
Players throw in order. A normal visit is up to three darts, then play passes to the next player.
By default, 501 is double-out. That means the final scoring dart must be a double. If Straight out is enabled for the account and selected in setup, any valid finishing dart can win the leg.
A throw busts if it takes the score below zero, leaves 1, or reaches zero illegally in double-out mode. The app shows a bust confirmation and resets the score back to the start of that visit when the bust is confirmed.
The HUD can show suggested checkouts and setup darts. The live score page also tracks averages, checkout percentage, busts, max visit, and darts thrown.
301
301 behaves the same way as 501 but starts lower, so it is a shorter x01 game with faster checkout pressure.
Each player starts on 301 and counts down using normal dart scores. The winner is the first player to reach exactly zero.
Players still throw up to three darts per visit, then the turn passes on.
Default behavior is double-out. If Straight out is available for the signed-in account and selected in setup, the leg can finish on any valid dart instead.
The same bust logic as 501 applies: below zero, leaving 1, or an illegal zero in double-out all bust the visit.
Because 301 starts lower than 501, players reach checkout ranges much earlier, so misses and busts tend to matter sooner.
Clock
Clock is a target-progression game. Instead of counting down, each player advances through required numbers in order.
Advance through the targets in order until you complete the final bull step before the other players do.
Players throw up to three darts per visit. The active target remains fixed until the player hits it enough to advance.
The score display is really a progress display. A correct hit advances the target; an incorrect hit scores no progress for that dart.
When Skips is on, stronger hits on the current target can jump farther through the sequence. This makes doubles and trebles more powerful than a simple single-step advance.
When Repeats is on, scoring successfully with all three darts in the visit makes that player go again instead of handing over the turn.
When Merged bull is on, the late bull progression is simplified so the outer and inner bull behave like a combined finish path.
A player wins as soon as the progression moves beyond the final bull target.
Killer
Killer is a last-player-standing mode. It starts as a build phase and becomes an attack phase once a player reaches full lives.
Each player is assigned one or more board numbers as their segments when the game is created.
Players first hit their own assigned segments to gain lives. They cannot attack anyone else until they reach the selected maximum lives.
Once a player has full lives, hits on an opponent’s segment reduce that opponent’s life total.
If Count D/T is off, a valid hit changes life by 1. If Count D/T is on, singles count 1, doubles count 2, and trebles count 3.
When a player reaches 0 lives, they become Out and are skipped in turn order for the rest of the game.
The last remaining active player wins immediately.
The UI uses labels like Build, Killer, and Out so players can tell whether they are still charging up, ready to attack, or eliminated.
Race
Race does not count down and it does not use legs. It is a fixed-round scoring race where every point matters.
Finish with the highest running total score.
Every player throws one visit per round. When all players have thrown, the round is complete and the next round begins.
Normal dart values apply: singles, doubles, trebles, outer bull, and bull all add to the running total.
The app can end the game early if the leader becomes mathematically impossible to catch with the remaining darts and rounds.
If the top score is tied at the end, only the tied players continue. Each throws one dart, and the highest single-dart score wins. If still tied, the sudden-death round repeats.
Race is stricter than the other modes: players cannot join after the game has started.
8. Scores
The Score Summary page is designed to work as a companion scoreboard on a separate device while the main game is being controlled elsewhere.
It shows the live game panel plus the historical leaderboard, so players and guests can follow the match without needing to crowd around the scoring device.
This is especially useful when entertaining, because the scoreboard can be opened on a bigger screen such as a laptop or cast to a TV while someone else tracks the game from a phone or tablet.
The main app is the control surface. The scoreboard page is the audience-friendly display surface.
It works like a second screen for the room, keeping the scoring device free while everyone else follows the match on the larger display.