How To Play


Disaster Darts · Official Rules

How to Play Disaster Darts

Every throw counts — and every card can change everything.

Quick Start: Choose 301 or 501, deal starting hands, pick your Game Mode, then follow the rules below.

🎮 Game Modes

Disaster Darts works with standard 301/501 darts — but the deck lets you choose how chaotic the game becomes. Before starting a leg, agree on a mode and stick with it.

1. Classic Chaos (Full Deck) — Official

  • Use the full deck: green (Advantage), red (Disaster), yellow (Special), and blue (Win) cards.
  • Play standard 301 or 501, with your chosen finish rules (exact zero or Double Out).
  • This is the official way to play Disaster Darts — follow the Setup, Turn Order, Winning the Game, and Special Cards & Rules sections below.

2. Disaster Mode (Red Cards Only)

  • Remove all green, yellow, and blue cards — keep only the red Disaster cards.
  • Shuffle the red deck and place it face down.
  • At the start of your turn, flip the top red card and immediately perform its effect.
  • After resolving the disaster, throw your three darts and score normally.
  • If the red deck runs out, reshuffle all used red cards to create a new Disaster deck and continue play.
  • Play standard 301 or 501 rules. First player to reach zero wins — if they can survive the chaos.

3. Advantage Hunt (Green Cards Only)

  • Remove all red, yellow, and blue cards — keep only the green Advantage cards.
  • Shuffle the green deck and place it face down.
  • At the start of your turn, flip the top green card and immediately apply its effect before throwing your darts.
  • After resolving the advantage, throw your three darts and score as normal — there is no maximum score per turn in this mode.
  • Play continues until a player reaches a total score of 1001 — first player to hit or exceed 1001 wins the game.
  • If the green deck runs out, reshuffle all used green cards to form a new Advantage deck and continue play.

4. Random Mode (Three-Card Chaos)

  • Remove only the yellow Special cards — keep all green (Advantage), red (Disaster), and blue (Win) cards.
  • Shuffle the remaining deck and place it face down.
  • At the start of your turn, flip the top three cards.
  • Resolve all three effects in the exact order they are drawn — every card must be used.
  • Red cards apply automatically, green cards boost your turn, and blue Win cards function as normal (including instant-win conditions).
  • After all three effects are applied, throw your darts and score the turn.
  • If the deck runs out, reshuffle all used cards to create a new deck and continue play.

Optional House Rule: Play a four-leg series using all modes in order — Classic, Disaster, Advantage, Random — and crown the overall Disaster Darts Champion.

🛠 Setup

  1. Choose your game format. Play 501 for a longer game or 301 for a quicker one (unless a Game Mode says otherwise). Decide before starting if you’ll double out or end exactly on zero to win.
  2. Shuffle the Disaster Darts deck. Each player draws 5 cards to start — if playing with 4 or more players, everyone draws 4 cards. (Some Game Modes change how the deck is built.)
  3. Decide who goes first. Each player throws one dart with their non-dominant hand at the bull. Closest to bull goes first. Play proceeds clockwise.
  4. Keep a discard pile next to the draw pile. When the deck runs out, shuffle the discards into a new draw pile (or follow your Game Mode’s reshuffle rules).

🎯 Turn Order

  1. Play your card. Start your turn by playing one card from your hand. Use green (advantage) to boost your throw or a blue Win Card if you’re ready to finish the leg. (In some Game Modes, cards are flipped from the deck instead.)
  2. Opponents respond. After you play your card, each opponent may play one red (disadvantage) against you — or pass. Once responses are done, cards are locked in. (If your mode doesn’t use red responses, ignore this step.)
  3. Throw and score your turn. Throw your darts while performing any red-card actions played against you. Then score your turn. If you used score multipliers, apply them now. In Classic Chaos and most standard play, you cannot score more than 180 in a single turn, even with multipliers.
  4. Draw a card. At the end of each player’s turn, that player draws one card. If the draw pile runs out, reshuffle the discards.
  5. Pass play clockwise. Next player steps up — chaos continues.

Note: Some Game Modes (like Advantage Hunt or Random Mode) change how cards enter play — follow those rules when they conflict with the standard Turn Order.

🏆 Winning the Game

  1. Play to zero. In standard 301/501 play, the first player to reach exactly zero wins the leg — unless playing Double Out (then your last dart must be a double).
  2. Win Cards (Blue). Play at the start of your turn, before opponents play reds:
    • Bullseye Card: If you hit a bullseye on that turn, you win instantly.
    • Bust to Win Card: If you go below zero on that turn, you win instantly instead of busting.
  3. No ties. The game ends the moment a win condition is hit — zero, bullseye, or a Bust-to-Win. First to do it wins.
  4. Multiple legs (optional). Play best of 3, 5, etc. Most legs won = Disaster Darts Champion.

Mode Note: Advantage Hunt uses a race to 1001 instead of playing down to zero.

🃏 Special Cards & Rules

Yellow specials bend the rules, break patterns, and flip the game. Use wisely… or don’t.

♻️ Redo

You can play Redo immediately after any throw — yours or an opponent’s — as long as the score hasn’t been entered into DartConnect, the tablet, or the score sheet.

  • If you missed a winning shot, play Redo immediately to take another full turn.
  • When you play Redo on your own turn, you redo your throw under the same conditions — all green, red, blue, and yellow effects stay in place.
  • If your opponent hits a big score or winning shot, play Redo to make them rethrow under the same conditions.
  • Once a score is recorded, it’s too late — you can’t use Redo.

Example: Opponent hits a double to win. Before they record it, you play Redo — they must replay that turn exactly as it was.

🔁 Play Two Cards

  • Start of your turn: Combine two green advantages — or mix a green + blue for a game-winning setup.
  • During an opponent’s turn: Use two red disadvantages against them instead of one.
  • Normal timing rules still apply (greens/blues at your start; reds after the green is announced; yellows only when their effect allows).

Example: You play Play Two Cards, then combine Three Extra Darts + Bullseye Card for a massive six-dart chance to end it.

🔄 Swap Scores

  • Timing: Play at the start of your turn (uses your Advantage slot) or as a Special after any player’s throw.
  • Choose an opponent and swap total scores immediately — no refusal.
  • Does not directly win the game; it only changes scores. Continue from the new totals.

Example: Trade your 312 for their 48, then go for the finish while they climb back.

➗ Half It

  • After any opponent’s throw: Halve their total score (round down).
  • Only one Half It per round. Other card effects from that turn still stand.
  • Can’t directly win the game; it just reduces their total.

Example: Opponent is at 140. You play Half It — they drop to 70 instantly.

🃏 Wild Card

The most powerful card in the deck. When you play Wild, declare what card it becomes. It can be any type — Green (Advantage), Red (Disadvantage), Blue (Win), or Yellow (Special) — and it follows that card’s normal timing:

  • Green: Start of your turn, before red responses.
  • Red: After the throwing player announces their green, before they throw.
  • Blue: Start of your turn (like a normal Win card).
  • Yellow: Whenever that Special would normally be allowed.

Example: Use Wild as Half It after their throw to slice their total, or as a Bullseye Card for an instant-win chance.