How to Play Disaster Darts
Every throw counts — and every card can change everything.
🛠 Setup
- Choose your game format. Play 501 for a longer game or 301 for a quicker one. Decide before starting if you’ll double out or end exactly on zero to win.
- Shuffle the Disaster Darts deck. Each player draws 5 cards to start — if playing with 4 or more players, everyone draws 4 cards.
- 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.
- Keep a discard pile next to the draw pile. When the deck runs out, shuffle the discards into a new draw pile.
🎯 Turn Order
- 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.
- 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.
- 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. You cannot score more than 180 in a single turn, even with multipliers.
- 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.
- Pass play clockwise. Next player steps up — chaos continues.
🏆 Winning the Game
- Play to zero. First to reach exactly zero wins the leg — unless playing Double Out (then your last dart must be a double).
- 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.
- No ties. The game ends the moment a win condition is hit — zero, bullseye, or a Bust-to-Win. First to do it wins.
- Multiple legs (optional). Play best of 3, 5, etc. Most legs won = Disaster Darts Champion.
🃏 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 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.
