p.123
1st score-keepings of the newly-formed Lumpy Heron Darts League, 2 full games: 1st between john, Dustin, Adam & Locklin, 2nd between john, Adam, Dustin & Courtney, john winning game 1 & Adam game 2, both at 5 under par, the 1st rung of Duck League-level.
official Heron League game rules:
– all players throw one dart to determine order of play, closest to center goes first, farthest last
– all players begin with 2o as the target, moving down through all numbers as scored & ending on either bullseye
– scoring on a target moves you to the next lowest number (scoring a 2o would move you to 19 as the next target). scoring a double moves you 2 places (so, from 2o to 18), a triple 3 (from 2o to 17)
– if one scores target numbers with all 3 darts, the turn continues until a dart is thown that doesn't score
– if one misses one's target number but scores on someone else's, that shot counts for the opponent(s) (but does not count as a scoring dart for turn continuation); when more than one player is aiming for the same target, only the scorer advances; if 2 or more players are on the same target number & a player not on that number hits it in error, all players on that number advance; hitting another player's number in the double or triple bands advances their score by 2 or 3
– game is won by the first player to score a bullseye when they're supposed to (a game can be won by another player's error). all players that have not had the same number of turns as the winner continue play for one more turn as their last chance to catch up
– in the case of an apparent tie, black bull trumps red; 2 reds trump black; black & red trumps 2 red; etcet. in the case of an actual tie, further darts are thrown one at a time in an equal number of turns until one player scores a bullseye without the other player matching it
– column at right represents "par" (scoring one digit with each turn of 3 throws) of whoever is in the lead: when scoring multiple bullseyes on one's last turn, each successive bullseye reduces par further by one point for a red, 2 for a black (except on the first scoring bull, which always counts as one, regardless of colour or following scoring bulls (a player scoring a black bull on their first throw at 2 under par stays at 2 under; a 2nd red bull would reduce them to 3 under, a 3rd black bull would bring them to 5 under))
for us crappy amateurs, the par system is a good way to get a sense of overall ability & progression. our system runs:
– over 15 over par: Amoeba League
– 11-15 over par: Worm League
– 6-1o over par: Goose League
– 1-5 over par: Vole League
– par to 4 under par: Gull League
– 5-9 under par: Duck League
– 1o-15 under par: Heron League, subdivided thusly:
–– 1o-12 under: Night Heron League
–– 13-14 under: Blue Heron League
–– 15 under: White Heron League
– 16 under par or greater: if y'r good enough to achieve this level, it means you've made all targets within 5 turns & can pick yr own animal
a further distinction is in the Owl League games played at dusk in failing light with no artificial light source; scores at par or under deduct a further 5 points from their par score (a score of 2 under par (Gull League) would become 7 under (Duck League))
p.123
1st score-keepings of the newly-formed Lumpy Heron Darts League, 2 full games: 1st between john, Dustin, Adam & Locklin, 2nd between john, Adam, Dustin & Courtney, john winning game 1 & Adam game 2, both at 5 under par, the 1st rung of Duck League-level.
official Heron League game rules:
– all players throw one dart to determine order of play, closest to center goes first, farthest last
– all players begin with 2o as the target, moving down through all numbers as scored & ending on either bullseye
– scoring on a target moves you to the next lowest number (scoring a 2o would move you to 19 as the next target). scoring a double moves you 2 places (so, from 2o to 18), a triple 3 (from 2o to 17)
– if one scores target numbers with all 3 darts, the turn continues until a dart is thown that doesn't score
– if one misses one's target number but scores on someone else's, that shot counts for the opponent(s) (but does not count as a scoring dart for turn continuation); when more than one player is aiming for the same target, only the scorer advances; if 2 or more players are on the same target number & a player not on that number hits it in error, all players on that number advance; hitting another player's number in the double or triple bands advances their score by 2 or 3
– game is won by the first player to score a bullseye when they're supposed to (a game can be won by another player's error). all players that have not had the same number of turns as the winner continue play for one more turn as their last chance to catch up
– in the case of an apparent tie, black bull trumps red; 2 reds trump black; black & red trumps 2 red; etcet. in the case of an actual tie, further darts are thrown one at a time in an equal number of turns until one player scores a bullseye without the other player matching it
– column at right represents "par" (scoring one digit with each turn of 3 throws) of whoever is in the lead: when scoring multiple bullseyes on one's last turn, each successive bullseye reduces par further by one point for a red, 2 for a black (except on the first scoring bull, which always counts as one, regardless of colour or following scoring bulls (a player scoring a black bull on their first throw at 2 under par stays at 2 under; a 2nd red bull would reduce them to 3 under, a 3rd black bull would bring them to 5 under))
for us crappy amateurs, the par system is a good way to get a sense of overall ability & progression. our system runs:
– over 15 over par: Amoeba League
– 11-15 over par: Worm League
– 6-1o over par: Goose League
– 1-5 over par: Vole League
– par to 4 under par: Gull League
– 5-9 under par: Duck League
– 1o-15 under par: Heron League, subdivided thusly:
–– 1o-12 under: Night Heron League
–– 13-14 under: Blue Heron League
–– 15 under: White Heron League
– 16 under par or greater: if y'r good enough to achieve this level, it means you've made all targets within 5 turns & can pick yr own animal
a further distinction is in the Owl League games played at dusk in failing light with no artificial light source; scores at par or under deduct a further 5 points from their par score (a score of 2 under par (Gull League) would become 7 under (Duck League))