Darts practice routines: what to throw, in what order

Every other page on this site is the rules of a game. This one is for the hour before the game — the five parts of a practice night worth throwing on a Tuesday, in an order that warms you up rather than one that flatters you, each of them scored by the board so you are not doing arithmetic between visits. Every number below is one the scoring engine states: the perfect card, the length of the ladder, the round the game ends on.

Start on Bob’s 27, a bank of 27 →

The session, in order

Doubles first, while you are cold and nothing is at stake; the whole board next, one number at a time; then the trebles, which are the darts that need a warm arm; then finishing, which is the only part of practice that looks like a game. Roughly forty minutes, and every part of it is a mode this board scores.

What a perfect one comes to

Nobody throws these, and that is what makes them useful: a routine with no ceiling is a routine you cannot tell you are getting better at. These are the numbers the engine itself would score, so they are the top of each board rather than a figure off a coaching poster.

Why the board should keep the score

Practice routines get abandoned because scoring one yourself is a second job: Bob's 27 is twenty rounds of adding or subtracting twice a number while you are also trying to hit it, and a ladder is a number you have to hold in your head between visits. All four score per visit here, on a keypad built for the routine, with the wifi off and no account.

Bob's 27 and Shanghai finish on a number, so this board keeps a high-score list for each of them and a run you are proud of stays on it. Around the Clock and Chase the Dragon finish on a rung rather than a total, so what they keep is the ladder cleared and who cleared it first — which is what makes them worth throwing against somebody else rather than alone.

Common questions

Throw it tonight

All four routines are set up and scored by Friendly Fire Casper, a free darts scoreboard that runs in a browser and keeps working when the wifi drops. It scores the routine for you, undoes the dart you typed wrong, remembers the card you are trying to beat, and puts the board on a TV if the practice night turns into a game. The fifth part of the session is not a mode but a sheet of paper: the checkout chart prints on one side.

Start on Bob’s 27, a bank of 27 →