Golf Darts Rules
Mini golf on the dartboard: every dart is a stroke, the segment you hit is the direction of the shot, and the fewest strokes wins.
Overview
Golf is mini golf with the dartboard as your putter. Every player has a ball on the same hole, and every dart is a stroke: the segment you hit is the direction of the shot, and the ring decides how far the ball travels. Walls make the ball rebound, sand traps stop it, and boosters carry it further. Sink the ball in the cup in as few strokes as you can.
Segment values do not matter — a 1 sends the ball as far as a 20. What matters is the direction. Play 3, 6, or 9 holes; after the last hole, the player with the fewest strokes wins.
Game Setup
| Setting | Value |
|---|---|
| Players | 1 to 8 — a solo game is a practice round |
| Holes | 3, 6, or 9 (default 9) |
| Format | Single leg or best of N legs |
| Darts per Turn | Up to 3 — every dart is a stroke |
Playing a Shot
Every dart hits your ball from where it lies:
- Direction: the segment you hit is the direction of the shot — 6 to the right, 11 to the left, 20 up, 3 down. Every other segment sends the ball diagonally, the way it points on the board.
- Length: a single sends the ball 100 units, a double 200, and a triple 300.
- Bull — the putt: the Bull shoots straight at the cup. The outer bull reaches up to 150 units, the bullseye up to 300, and a putt within reach rolls all the way to the cup.
- Miss: still a stroke. The ball does not move.
In the middle of the hole, the shot guide shows the direction of every segment. It stays in place, so read it as a compass from wherever your ball lies. A shot that starts in sand travels half as far.
The Course
Dartly's course has 9 holes, from a par 2 to a par 5, with a total par of 33. A game plays holes 1 to 3, 1 to 6, or all 9. Every hole has a tee, where every ball starts, and a cup, and most holes add obstacles:
- Walls: the ball rebounds from walls and from the edge of the hole and travels on in the new direction.
- Sand traps: a ball that rolls into sand stops there, and the next shot out of the sand travels only half as far.
- Boosters: a ball that rolls onto a booster travels 100 units further.
- Cup: the ball drops as soon as it comes within 30 units of the cup — it does not have to stop there.
Par and the Scorecard
The header shows the hole number and its par. The scorecard lists every player's score on each hole played, the total, and the score to par, with the par of every hole on top.
A Turn and a Hole
- Tee off: every hole starts with every ball on the tee. Players take turns of up to 3 darts.
- Sunk: when your ball drops, the hole scores your strokes on it and your turn ends at once — the remaining darts are not thrown.
- End Turn: ending a turn early counts every dart left as a missed stroke.
- Next hole: a player who has sunk the ball or picked it up is done with the hole and is skipped. When every player is done, the next hole starts.
Stroke Cap
A hole never costs more than 7. A player who has used 6 strokes without sinking the ball picks it up, and the hole scores 7. A turn never has more darts than the strokes left before the cap.
Winning
- Fewest strokes: after the last hole, the player with the fewest strokes wins the leg.
- Countback: a tie is broken by the lower score on the last hole, then on the hole before, and so on. A tie on every hole goes to the player who comes later in the player order.
- Legs: every leg is a new round from hole 1 with a fresh scorecard, and the player who tees off first rotates. The first player to win the required number of legs wins the match.
Game Flow Example
Hole 2 is a par 3 with a sand trap just above the line from the tee to the cup. Three players:
| Turn | Player | Darts | Result | Strokes |
|---|---|---|---|---|
| 1 | Anna | Triple 6, Outer Bull | Triple 6 sends the ball 300 straight toward the cup, 140 short of it. The outer bull putts it in — sunk in 2, one under par, and the third dart is not thrown | 2 |
| 2 | Ben | Triple 13, Triple 6, Single 3 | Triple 13 runs into the sand trap and stops. Out of the sand, Triple 6 travels only half as far, 150; Single 3 rolls the ball down to the cup and it drops — sunk in 3, par | 3 |
| 3 | Carla | Double 6, Double 6, Miss | The two doubles leave the ball 40 short of the cup, just too far to drop. The miss still counts as a stroke | 3 |
| 4 | Carla | Outer Bull | Anna and Ben are done and skipped. The putt drops — sunk in 4, one over par. Every ball is in, so hole 3 starts | 4 |
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 throw, or tap outside the overlay to cancel with nothing recorded. It's especially useful near the cup, where one wrong segment sends the ball the wrong way. Misses are always registered immediately and skip the confirmation step.
Strategy Tips
- Putt to finish: the segments are 18° apart, so they rarely point exactly at the cup. Once the cup is within reach — 150 for the outer bull, 300 for the bullseye — go for the Bull.
- Stay out of the sand: a shot that crosses a sand trap stops in it, and the next shot travels only half as far. Aim around a trap, not across it.
- Play the walls: the ball rebounds from walls and the edge of the hole, so a bank shot can reach a cup hidden behind a wall.
- Ride the boosters: a booster adds 100 to the shot that rolls onto it, so a single through a booster can travel as far as a double.
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