Football Darts Rules

Two sides kick a ball across a pitch: every dart is a kick, and the segment you hit decides where the ball rolls. Score more goals than the other side.

Football darts game showing the pitch with the ball and the Home and Away score
Football game with the pitch, the ball, and the score of both sides

Overview

Football turns the dartboard into a boot. Players form two sides, Home and Away, and throw alternately. A ball sits on the centre spot of a pitch, and every dart kicks it: the segment you hit is the direction of the kick, and the ring decides how far the ball rolls. Roll the ball over the opponent's goal line, inside the goal, to score.

Segment values do not matter — a 1 kicks the ball as far as a 20. What matters is the direction. When the round limit is reached, the side with more goals wins the leg, and a tie is settled by golden goal.

Game Setup

Setting Value
Players 2, 4, 6, or 8 — an even number, split into two equal sides
Sides Home or Away for each player, alternating by default
Round Limit 5, 10, or 15 rounds (default 15)
Format Single leg or best of N legs
Darts per Turn 3 (1 on the opening kick-off)

The Pitch

The pitch is 6 steps long and 4 steps wide. The ball starts on the centre spot, 3 steps from each goal line, and the goal is 1 step wide. Home attacks the goal on the 6 side of the board, Away the goal on the 11 side. Every leg starts with the ball on the centre spot, and the ball returns there after every goal.

Kicking the Ball

Every dart kicks the ball from where it lies:

Goals

When the ball crosses a goal line inside the goal, the side attacking that goal scores — even if a player of the other side kicked it. That is an own goal, and it counts. After a goal the turn ends at once: the remaining darts are not thrown, and the ball goes back to the centre spot.

A ball resting on the goal line is not a goal yet, even inside the goal. The next kick that carries it over the line inside the goal scores.

Out of Play

If the ball leaves the pitch anywhere else, it stops on the line where it went out. A ball on a line that is kicked further outward does not move. Between turns the ball stays where it lies.

Kick-Off

The first turn of every leg is the kick-off: only 1 dart. Every other turn has 3. The short kick-off keeps the game fair — with a full first turn, the side that kicks off could push the ball deep into the opponent's half before the other side throws a dart.

Winning

Game Flow Example

A one-on-one leg, Home against Away:

Turn Side Darts Result Score (Home : Away)
1 Home Single 6 Kick-off, 1 dart only: the ball rolls 1 step toward the Away goal 0 : 0
2 Away Triple 11, Single 11, Miss The ball rolls 4 steps left and stops on the Home goal line — not a goal yet 0 : 0
3 Home Triple 6, Triple 6, Single 13 Cleared to the centre spot, kicked onto the Away goal line, then pushed over it inside the goal — goal for Home, and the ball goes back to the centre spot 1 : 0
4 Away Triple 20, Single 20, Single 3 The triple would carry the ball off the pitch, so it stops on the sideline. Single 20 kicks it further out and it does not move; Single 3 brings it 1 step back 1 : 0

Confirmation Mode

Confirmation Mode is an optional setting you can turn on when creating a game, or toggle mid-game from the top bar. Tapping the dartboard opens a magnified 1.5× overlay showing the segment you hit, its two neighbors, and the Bull — tap the correct segment to confirm the score, or tap outside the overlay to cancel with nothing scored. It's especially useful in front of a goal, where one wrong segment sends the ball the wrong way. Misses are always registered immediately and skip the confirmation step.

Strategy Tips

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