Scram Dart Rule

This is a really fun game for two players that is played in two parts.

The Object of Scram Dart Rule
To score a higher score than your opponent after you've each had a turn as "scorer" and "stopper".

The Scoring of Scram Dart Rule
Each player throws one dart at bullseye, closest to the bullseye chooses to be the "stopper" or the "scorer". The "stopper" always goes first.

Players names are written in order across the top of the board with the numbers 1 through 20 and bullseyes written down the center of the board dividing the board into two columns.

The Play of Scram Dart Rule
The "topper" plays first and throws three darts into different numbers. Each number that is hit is "stopped". Stopped numbers are shown by placing an X next to the numbers. Any part of the number may be hit to stop it.

After the stopper throws, the scorer now tries to score as high a score has possible with three darts. Any numbers that have been stopped, do not count towards a score. Any other numbers that have not been stopped count in the usual way. The thin inner "triples" ring counts as three times the number hit and the thin outer "doubles" ring counts as twice the number hit. Bullseyes count as 25 points and the double-bullseye counts as 50.

The scorer's score is kept as a running total and written on the scorer's side of the board. Once all the numbers and the bullseyes have been stopped, the round is over. The roles now reverse and the original stopper tries to score points while the original scorer stops numbers.

In dart playing scram rules, whoever has the higher total at the end of two rounds wins the game.

Strategy Scram Dart Rule
Use your opponents strenghts and weaknesses against him/her. For example, I can't hit 18's to save my life but I can't be stopped on 16's and 19's. So, if you were playing me and new this, you should try to stop 19's and 16's first and let me flounder on the 18's all I want. Obviously it is important to try to stop the higher numbers first, though.