How to Play Around the Clock
Around the Clock is a straightforward darts game in which players work their way around the board, hitting each number from 1 to 20 in sequence before finishing on the bull. It demands consistency and accuracy rather than big-scoring ability, which makes it an excellent leveller between players of different standards.
It is one of the most widely played pub darts games in the United Kingdom, popular as a warm-up, a quick head-to-head between two players, or a group game when a larger crowd wants to get involved. Because the rules need almost no explanation, it works well for children picking up a dartboard for the first time and for regulars who want a fast, competitive game alongside their usual 501.
A little history
The precise origins of Around the Clock are unclear. Darts itself became established as a pub game in Britain during the late nineteenth and early twentieth centuries, and simple sequence games of this type are among the oldest recorded formats, traditionally used to help new players learn the layout of the board. Beyond that general context, no reliable documentary record pins down when or where Around the Clock was first formalised as a named game.
Setting up
- Hang the dartboard so the centre of the bull is exactly 5 ft 8 in (1.73 m) from the floor.
- Mark the throwing line (oche) 7 ft 9.25 in (2.37 m) from the face of the board.
- Each player chooses or is allocated a set of three darts.
- Decide the throwing order. The traditional method is for each player to throw one dart at the bull; the nearest goes first, the next nearest second, and so on.
- Note the throwing order and confirm that all players understand the target sequence: 1 through 20, then bull.
How to play
- Players throw in the agreed order, each taking a turn of three darts.
- On your turn, your target is the lowest number you have not yet hit. You begin on 1.
- Throw all three darts. Any dart that lands in your current target number, whether single, double, or treble segment, counts as a hit on that number only.
- A double or treble hit does not advance you two or three numbers ahead. Each hit, regardless of the segment, counts as clearing only the one number you were aiming at.
- If you hit your current target, your new target immediately becomes the next number in the sequence. If a subsequent dart in the same turn also hits the new target, you advance again. You can advance through multiple numbers in a single turn of three darts.
- Any dart that does not land in your current target number scores nothing toward your progress, even if it lands in a number higher up the sequence.
- After all three darts have been thrown, retrieve them and pass play to the next player.
- Continue in rotation. Each player throws three darts per turn and advances through the sequence as far as their hits allow.
- Once a player has hit all numbers 1 through 20, their target becomes the bullseye (the full bull, inner circle). They must hit any part of the bull area: both the outer bull (25) and the inner bull count as a valid finishing hit unless the players have agreed before the game to require the inner bull only.
- The first player to hit the bull after clearing 1 to 20 wins the game immediately.
Winning and scoring
The winner is the first player to hit every number from 1 to 20 in sequence and then hit the bullseye. There is no points tally; the result is decided by who completes the sequence first. In a casual multi-player game, players may choose to continue after the winner is determined in order to establish a finishing order for all participants, but this should be agreed before play begins.
The fine points
The most common dispute concerns whether a dart landing in a higher number counts as advance credit. It does not, under standard rules. You must hit your current target before any subsequent number becomes relevant. If you are on 7 and hit 8, 9, and 7 in that order, only the final dart counts; you move to 8 for your next turn. Order of darts within a turn matters when players are tracking close finishes and want to verify a sequence was legal.
The other frequent argument is about what constitutes a valid bull finish. The safest approach is to agree before the game starts whether the outer bull (25 ring) is acceptable or whether only the inner bull counts. Most casual pub play accepts either ring. If a dart bounces out or falls from the board before it is seen by all players, it is generally ruled as no score and may not be re-thrown; confirm this house rule before starting. Darts must be thrown from behind the oche and retrieved only after all three have been thrown.
How to win more often
- Develop a consistent throwing routine before you focus on targeting specific segments. Accuracy built on a repeatable action is more reliable than power or speed.
- Aim for the largest single segment of each number rather than chasing doubles or trebles. A clean single is all you need, and the single segment offers the biggest target area.
- On low numbers (1 to 5) the segments are narrow. Take your time here; the game is often decided in the early rounds by players who rush and miss small targets repeatedly.
- If you are several numbers behind the leader, resist the urge to rush. Wild throwing creates more misses. Steady, controlled throws that clear one or two numbers per turn will close the gap more reliably.
- Practise the numbers you find hardest (commonly 1, 3, and the narrow segments near the top of the board) in your warm-up so they do not stall your run when the game is competitive.
Variations
Doubles Around the Clock
Players must hit the double segment of each number to clear it. Singles and trebles do not count. This version is considerably harder and is best suited to players who are already comfortable with standard Around the Clock. It is a well-known practice drill among competitive players as well as a standalone game.
Trebles Around the Clock
Only a dart landing in the treble segment of each number counts as a hit. This is a demanding format typically used as a training exercise by experienced players. Progress tends to be slow and the game suits a smaller player count to keep turns coming around quickly.
Around the Clock with Penalties
If a player completes an entire turn of three darts without hitting their current target, they move one number back down the sequence (or, if they are on 1, they stay on 1). This variant adds pressure to every turn and lengthens the game, making it more suitable for two players than for a large group.
Team Around the Clock
Players are divided into two or more teams of equal size. Each team shares a single position on the board: the team target advances only when any member of that team hits it on their turn. Teams alternate individual throws rather than throwing in team blocks, and the first team to clear all 20 numbers and the bull wins. This works well with four to eight players when you want everyone involved without the game taking too long.
Around the Clock: frequently asked questions
Does a treble count as hitting three numbers at once?
No. A treble only confirms that you have hit your current target number. It does not advance you three places. You move on to the very next number in the sequence, same as with a single or double hit.
What happens if I hit a number higher than my current target?
Nothing. The dart scores no progress. Only a dart in your current target number advances you. You must clear each number in order before moving on.
Can I hit more than one number in a single turn?
Yes. If your first dart hits your current target and your second dart then hits the next number in sequence, you advance twice. You can theoretically clear several numbers in one turn of three darts.
Does the outer bull count as a valid finish or must I hit the inner bull?
Most casual and pub play accepts both the outer bull (25 ring) and the inner bull as a valid finish. However, this should be agreed before the game starts, as some groups insist on the inner bull only. Whatever is agreed, apply it consistently.
How many players can take part?
Around the Clock works with two or more players. Two to six is the practical range for a game of reasonable length. With large groups the waiting time between turns grows significantly, and a team format may be more enjoyable.
What is the minimum age for this game?
Around the Clock is generally suitable from around age 6 upward, provided children are using age-appropriate soft-tip darts and the oche distance is adjusted to match their ability. Always supervise young children around a dartboard.
What if a dart bounces out of the board?
A dart that bounces out or falls from the board before all players have seen it generally counts as no score and may not be re-thrown. Agree this as a house rule before starting, as practice varies between venues.
Is Around the Clock a good game for beginners?
Yes, it is one of the best introductory formats. The rules take under a minute to explain, players learn the layout of the board naturally as they progress through the numbers, and there is no complex scoring to manage. It also scales well because an experienced player can use the doubles or trebles variant to add difficulty while a beginner plays the standard single-hit version.