DARTS

a weblog point for all sorts of information about Darts. winners loosers, techniques, games etc...

Monday, July 17, 2006

flights

did you know that darters spend more on flights than almost anything else?





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dart flights


A great question and answer about flights.  if you wna to know what is best have alook and get soem ideas.




alt.sport.darts: Flights Question
Flights Question
message from Montboro on 23 Jan 2004
I've tried to find some explanation on the Web of what the various
styles of flights do to or for the flight of the dart -- anybody know
if such explanations exist or are the various flights more marketing
to sell more flights?

DawgMichelle replied to Montboro on 25 Jan 2004
I saw a site the other day...I'll try to find it again and post a link...that
explained "basics" of different types of flights.

Some of what they said was...the larger the flight, the more arc you will get
in your throw because of the aerodynamics. They also said that the smoother
the flight, the less drag you get. (For example, I use Dimplex, standard sized
flights and am considering trying different types and sizes because my darts
hit the board at an angle I'm not happy with.)

Good luck and I'll let you know if I find that site again.

Seth_B replied to DawgMichelle on 25 Jan 2004
The arc of the dart is primarily determined by how fast or slow the dart
is thrown.

The angle the dart makes _to this arc_ is determined to a large extent by
the choice of flight used. Larger flights kick the flight-end up, and
vice-versa.

The dart body has the aerodynamics of a rock, and is goverened by the
laws of gravity, which pull along in an arc. Without a flight, it is
likely to tumble along this arc on its way to the dartboard.

The dart body, which has all the mass, pulls the flight along behind it.
Air pressure along the flights surfaces from flight straighten the dart
out (in the direction it is thrown) and also introduce some amount of
lift, largely determined by surface area.

Gravity pulls the mass of the whole assembled dart down. Lift pushes the
flight end up. A little lift goes a long way.

The angle of a darts arc (path) when it hits the dartboard, and the angle
of the dart itself (angle it sticks in the board) can be two different
things entirely. The larger this difference, the more the flight is
slowing the dart down.

Seth_B replied to Montboro on 25 Jan 2004
About 90% of the differences between flights have to do with surface
area, which translates to aerodynamic lift. The amount of lift a flight
can greatly affect the performance of a dart. Some trial-and-error is
usually used to find the combination of stem length and flight size that
is right for you. Much depends on how you throw the dart. Personal
testing is always required.

The remaining difference has to do with the density of the material used
to make the flight, texturing used (eg, Dimplex, Ribtex, etc.) and shape.
These all impact in small ways, however, the nuances are important to
some darters. Some designs contribute to increased liklihood and amount
of deflection. Others decrease it. Most often, there are trade-offs,
but again these are small things.

FYI, these "nuances" are more pronounced the slower the dart goes. A
very fast dart (not a great idea) minimizes all differences.

Using same dart/stem, in general:
Larger area make flight-end go up.
Smaller area make flight-end go down.

FYI - darters spend more money on flights and stems than darts. And the
profit margin is higher.


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datrs games web site

Posiiibly the best most awsome darts games web site.

Dart Games & Rules
GAMES

301

Each player begins with 301 points, and must reach exactly zero to win. The score of each dart thrown is subtracted from the beginning score of each round. Exceeding zero causes the player to “Bust”, and the score returns to what it was before that round.

501

This game is played the same as 301 except a player starts with 501 points.

601

This game is played the same as 301 except the player starts with 601 points.

701

This game is played the same as 301 except the player starts with 701 points.

801

This game is played the same as 301 except the player starts with 801 points.

901

This game is played the same as 301 except the player starts with 901 points.

301 LEAGUE

This game is played the same as 301, except each player has a partner, as in league play (2 teams with 2 players on each team). Each team uses two display windows, alternating turns. Team 1 = Player 1 and Player 3: Team 2 = Player 2 and Player 4.

Any team player can win the game. However, there is an added “freeze rule” for team play.

Freeze rule: A player can “go out” only if his partner has a score that is equal to or lower than both opponent’s combined scores. If the partner’s score is higher than the combined scores of their opponents the player is “frozen” and cannot win the game at that time.

The strategy then is for that player to get as low as possible in points and hope the partner has a chance to win the game. If someone is frozen and gets to zero, the game will automatically “bust” that player, not allowing that player to break the freeze rule.

GOTCHA!

Each player begins with 0 points and must reach 301 exactly to win. Players can

“Bomb” other players, which reduces their score to zero. This happens when the shooting player equals another player’s score with any dart thrown. Therefore it is possible to bomb 3 players in 1 turn.

Example:

Player 1’s score is 20

Player 2’s score is 50

Player 3’s score is 30

Player 4 is up.

The first dart thrown hits the 20-Player 1 gets bomber and goes to zero. The second dart hits the 10 (score is now 30)-Player 3 gets bombed and goes to zero. The third dart hits a 20 (score is now 50) – Player 2 gets bombed and goes to zero. If a player exceeds 301 points that player will bust and the following occurs:

The player score reverts to what it was before and darts were thrown in that round.

QUICK CRICKET

Quick Cricket is played with the numbers 15 through 20 and the bullseye. The first player marks a number three times & “open” all the numbers is the winner. Marks are indicated in the tri-colored lights scoring system at the bottom of the board. One mark is indicated by a green light, two by an amber light, and three by a red (when number is closed). Doubles count as two marks, and triples as three. The scoring window will show zero all the time as no score is required in this game.

CRICKET OPTIONS:

Cricket is similar to Quick Cricket; in addition, player scores points by hitting the “opened” cricket number (15 through 20 and bullseye). No score can be made for the number that has been closed by all the players. The winner is the first player to open all the numbers and have the highest or equal score. When a player opens all the numbers but is behind in the score, he should continue scoring on his open number.

CUT THROAT CRICKET

Cut Throat Cricket is played the same as Cricket except when a player opens a number and begins scoring, the points are given to all opponents that do not have that number Closed. The winner is the first player that opens all the numbers and has the lowest or equal score.

SCRAM CRICKET

Scram Cricket is a variation of Cricket. The game consists of 2 rounds. In the first round, player 1 has to “close: 15 – 20 and bullseye, whilst player 2 attempts to get as many scores as he can by hitting the numbers which are still open. Round 1 will be finished if all numbers have been closed. For round 2, the reverse is practiced. The one with the highest score is the winner.

DOUBLE ONLY CRICKET

Double Only Cricket is played the same, as Cricket except that a double of each designated cricket number must be hit before a player can go further with that number.

Once double is hit, that number is allowed to open. Then that double, and all other doubles, triples and singles of that number count. For example, to start the 20’s each player must hit double 20. After getting double 20 then a single 20 would close the number, a double would close and score 20 points, and a triple would close and score 40 points. So, it is impossible to close a number with one dart.

LOW BALL CRICKET

Low Ball Cricket plays the same as Cricket with the following exceptions:

a) The numbers used are 1, 2, 3, 4, 5, 6, and the bullseye.

b) A bullseye scores 8 points. When double is selected, single bull=4 points, double bull=8 points.

c) A player can win by scoring a “wicker”. This is done by hitting a triple 1, triple 2, and triple 3, in any order in one round, if these numbers have not been previously marked by that player.

d) Limited to a 20-point spread.

e) The tri-colored light scoring system display represents the cricket number in the sequence of 6, 5, 4, 3, 2, 1, B.

OPTIONS:

Hit & “open” the numbers 1-6 and bullseye in any order.

Hit & “open” the number 6 first, then in order “open” numbers 5, 4, 3, 2, 1 & Bullseye.

Hit & “open” the bullseye first, then in order “open” numbers 1, 2, 3, 4, 5 & 6.

The winner is the first player to close all the numbers and have the highest or equal score (if wicket has not been scored).

WILD CARD CRICKET

Wild Card Cricket plays the same as Cricket except the numbers 7 through 20 and the bullseye are used. Six “wild card” numbers will change at random, the bullseye remains constant throughout the game. The drawn number is 2-digit “flashing” shown in the text screen with dot separation between 2 numbers. Once a number is marked by a player, it is locked in and the number will not flash for the rest of the game. All numbers unmarked will randomly change after every turn, until all six “wild card” numbers are locked in. The winner is the first player to open all the numbers and have the highest or equal score.

DOUBLE DOWN

The game starts with a base score of 60 for each player, the player has to score by hitting the active segment of the current round. For instance, in the 1st round, the player must throw for the 15 segment. If no 15’s are hit, the player’s score will be cut by half.

The next round is 16 and so on. For DBL and TPL, the player has to hit any double or triple and the same rule will be applied.

HIGH SCORE

High score is a game where the player with the highest score at the end of 3 rounds wins. Each player starts with zero points and adds to their score with each throw.

ACE

Ace is a practice game to increase accuracy. A random number will appear for each player and each turn. A player must hit the number shown to score points. Point values are as follows: Single segment=1 point, double=2 points, triple=3 points, single bullseye=4 points, double bullseye=6 points. No score will be gained if the desired number is missed. The player with the highest score wins. The number of rounds left is represented by the cricket display.

KILLER

To start this game, each player has to select his number by throwing a dart at a particular segment. At this stage the text screen will display “Choose your number” and the number selected will be used for the player throughout the game. No 2 players can select the same number in one game. A player has to first hit the double of his number to become a killer. A killer can then kill the other players by hitting the segments of the other player’s number until all their “lives” are killed. The last player with lives will be the winner.

7 to 13 lives and be killed by hitting their segment numbers regardless single, double, triple.

3, 5, 7, 9 lives respectively and be killed by hitting their double of segment numbers.

COUNT-UP

Score will be accumulated for each dart; the first player who reaches or goes over the set points will be winner.

ROUND-THE-CLOCK

Hit in strict order of 1, 2, 3……until 5, 10, 15 or 20, straight, double or triple depending on the difficulty. The first player to reach the last score will be the winner. Players start their next turn with the next correct number in the sequence. The computer will display the number that the player has to hit. The player’s score display will show the number of target left.

SHOOT OUT

The computer will randomly display a score for the player to hit. One correct hit scores one mark. The first player who hits 11, 12, 13……20 marks depending on the level of difficulty is the winner. If a player does not hit the board within 10 seconds, it will automatically change to another score for the player to hit. The player’s score display will show the number of the target left.

HORSE

This game will randomly choose a number for all players to hit each round. The player tries to hit the number as many times as possible. A single of the number scores 1 hit, a double scores 2 hits, and a triple scores 3 hits, single bullseye scores 4 hits and a double bullseye scores 6 hits. At the beginning, each player has 5 lives. In a round, the player without the highest score will deduct a life. If all players fail to hit the specified number in 3 darts, they will deduct a life. The last player in the game is the winner.

BERMUDA TRIANGLE

Each round calls out a designated number or area to hit. They are:

Round 1- 12

Round 2- 13

Round 3- 14

Round 4- Double (any)

Round 5- 15

Round 6-16

Round 7- 18

Round 8- Triple (any)

Round 9- 18

Round 10-19

Round 11- 20

Round 12- Bull’s-eye

Round 13- Double Bull’s-eye

Points are accumulated by any segment of the designated number for each round. For Example: In the first round a player must hit 12. A single 12 = 12 points, a double 12 = 24 points, and a triple 12 = 36 points. In round 4 a player can choose any double, (all three darts can hit a different double and score). And in round 8 a player can choose any triple. If a player misses the designated number or area with all three darts in any round, the player’s total score is cut in half. The winner is the player with the highest score.

SHANGHAI

Each player has to proceed for score around the board from 1 through 20 and then bullseye. Throw 3 darts for each number and the player who gets the most scores wins.

There are 3 levels of difficulty and player can score at any right segments (single XI, Double X2, Triple X3) for L’ level; and only double, triple will count for X’ level.

Also players can select super Shanghai (P Level) as a complementary option. The rules are the same as above except various doubles and triples must be hit as specified by the computer. The computer will display the chosen “double” or “triple” and display the number at the scoring screen.

GOLF

Golf is a par 4, 9 holes game. The object is to get the lowest score possible. The numbers 1 through 9 are used, consecutively through the 9th round. In the first round all players must throw for the 1 segment (hole 1). In round 2, all the players throw for the 2 segment (hole 2), and so on, through round 9 (hole 9). Segment values are as follows:

Double = 2 points (Eagle) Fat single = 4 points (par)

Triple = 3 points (Birdie) Miss = 5 points (Bogie)

Pie single = 4 points (Par)

The hardest segments to hit equal the lowest score. If all 3 darts miss the targeted area, your score will be 5. The game will recognize and score the best hit of all 3 darts thrown. Example: Dart 1 = miss (5), Dart 2 = triple (3), Dart 3 = fat single(4) Players score will be 3. If the player should miss the entire segment area with all 3 darts, the game will register a score of 5 when the START GAME/NEXT PLAYER is pushed. The player with the lowest score wins. Players can play from 9 holes to 18 holes depending on the level of difficulty.

SHOVE A PENNY

Same as the cricket only 15 through 20 and the bull’s eye are used. All players have to hit the numbers in order with the objective to score 3 points in each segment before moving to another. Singles are 1 point, Doubles are 2 and Triples are 3. However, if a player scores more than 3 points in any one number, the excess points will be given to the next player. The first player to score 3 points in all numbers is the winner.

FOOTBALL

Player has to first select their playing field by throwing a dart at the dartboard. At this stage the text screen will display “CHOOSE YOUR NUMBER”. Throw a dart to select.

Once a playing field is selected, you have to start points from the double segment, carry through the bull’s eye and then to the opposite segments in strict sequence. The status of the player will be indicated at the cricket display.

For example, if a player selects segment 11, he should hit D-11, outer S-11, T-11, inner S-11, outer bull’s eye, inner bull’s eye, inner S-6, T-6, outer S-6, and finally the D-6. The forst player who finishes his playing field is the winner.

BOWLING

This is a challenge game and the player has to be very accurate to have a good score.

Each player has to select his “alley” by throwing the first dart at a segment when the text screen displays “SELECT ALLEY”. Then use the 2nd and the 3rd dart to score points (i.e. pins) on the selected alley. Points (pins) are calculated as follows:

Segment Score

Double 9 pins

Outer Single 3 pins

Triple 10 pins

Inner Single 7 pins

A player cannot hit the same single segment twice within the same “frame”; if it is hit twice, the second hit will be counted as 0. Therefore, it would be more advisable for the player to hit the two respective single segments to have a score of 10 pins (7 for inner single segment and 3 for outer single segment).

A player can have 20 pins if he hits the triple segment twice. There will only be 10 pins if a player hits the double twice. Otherwise you will only get 9 pins if you hit the double with your second dart and another segment with your third dart. The perfect game score is 200/220/240/260/280/300 respectively for the options chosen.

BASEBALL

A baseball field includes the segment 9, 12, 5, 20, 1, 18, 4 and bullseye. A player throws 3 darts in each inning, and the runs/bases are set as follows:

Segment Results

Single One base

Double Two bases

Triple Three bases

Bull’s eye Home run

The “home run” can only be attempted by the 3rd dart. The player with the most runs in the game is the winner. The player1’s cricket display indicates the total innings left while player 3’s shows the status of the runner. Green, orange, red and flashing red represent base 1, 2, 3 and home respectively.

OVER

The players have to take turns to throw 3 darts, the highest score among the players is the “leader’s score”. A player’s score will become a new “leader’s score” if his score in the new turn is higher than the previous “leader’s score”. Then the dartboard will announce LEADER and keep his score recorded. If not, one cricket light will turn off which means he loses one life. Before each player shoots in each round, the text screen displays the record score.

A leader can choose to proceed to challenge his own leader’s score but he will also lose a life if his score is lower than the leader’s score. To skip his turn, just press START GAME/NEXT PLAYER,

A player will be out of the game when all his lives are gone. The last surviving player is the winner.

UNDER

Rules follow exactly as OVER except

1. The objective is to get the lowest score.

2. The leader’s score is the lowest score.

3. A missed dart out of the dartboard is counted as 60 by pressing

The 20x3 segments.

BIG 6

This game allows players to challenge their opponents to hit the targets of their choice.

However, players must earn the chance of picking the next target for their opponent by making a hit on the current target first.

Single 6 is the first target to hit when the game begins. Player 1 tries to hit a single 6 in 3 darts. He will lose a life when he fails. Player 2 will shoot for the single 6 that player 1 missed. If he can hit the target in the first 2 darts, the last dart will be used to determine the new target for next player. At this moment, the text screen will display “CHOOSE NEW TARGET”. The same rule is applied to the following darts. Singles, doubles and triples are all separate targets for this game.

The object of the game is to force your opponent into losing lives by selecting tough targets for your opponent to hit such as “Double Bullseye” or “triple 20”. The last player with a life left is the winner.

FORTY ONE

This game is the same as the Double Down except:

1. the sequence is reversed from 20 to 15

2. an additional round of 41 points is included before bull’s eye and a player has

to get through this challenge before turning to the last round.

ALL FIVE

Each round each player has to score a total divisible by 5. And every divisible “5” counts one point. For instance 2, 8, 5 with a total 15, player can get 3 points as 15 divided by 5 is three.

There will be no points if:

a. the round (3 darts) total scores is not divisible by 5

b. a player throws the 3rd dart and missed even though the previous 2 darts’ score is divisible by 5

The first player who gets scores of 51 will be the winner.

NINE-DART CENTURY

In this game, each player has nine darts (three turns) to either score 100 points or come as close as possible to 100. Each bed is scored as per the regular method. Any player going over 100 is “busted” and is out of the game. Darts that land outside the scoring area bring the player’s score down to zero and he must start over again. This eliminates deliberate misses. Darts that bounce out are not penalized, but do not count any points.


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how to throw

Great info from the thelucky7.com on how to throw darts..

Thanks gys this is great info

How to Throw Darts at the Lucky 7 Sports Bar
The Basics of Throwing Darts

1. The throw (this document)
2. The grip
3. The stance

First, let's look on how a dart flies. It travels along a parabolic curve, the same curve as for instance a thrown stone or a rifle bullet uses.

The curve can be higher or lower, this depends only on how powerful the dart is thrown. A decent throwing technique must guide the dart exactly along this parabolic curve when accelerating the dart, and must guarantee that the dart can continue this curve when it has left the hand.

How must the dart be moved to keep it in the right position? To work this out we have to look at the mechanics of the throwing arm. It can be exactly described as a 'machine' of 3 levers attached to each other by 2 joints or 'hinges', and with 1 joint attaching it to a fixed point:

The highly useful multi-purpose lever-system of the human arm
Looking at the above image, the 2 attaching joints are elbow and wrist, the fixing joint is the shoulder, while the 3 levers are the upper arm, the forearm and the hand.

Those of you who had the misfortune of being tortured by mechanical science in school will remember that this is a very neat arrangement: It can theoretically draw every possible curve within its range when the levers are moved properly, and although the human arm is slightly less movable the parabolic curve is still an easy exercise.

The above image already shows the 'aiming' position when throwing darts. In the following animation you can watch how the 'levers' and 'hinges' work in a decent darts throw, keeping the dart exactly along the curve.

Diagrammatic animation of a neat darting technique using the 3-lever system
Credits to Tom Neijman from Sitepeople for making this fine animation of throwing mechanics!

Now with the mechanical basics clear, we can go on to discuss the
DOs and DON'Ts of a dart throw.

Before proceeding you can (and you should!) take yourself some time to watch the above animation carefully. First watch each element on its own, then continue to see the whole arrangement, and how each part of it interacts with the others to keep the dart on course.

On Joints and Levers

The shoulder: This is the only point in the whole process that doesn't change its postion. So you must not move (that's a DON'T, yes!) your body when throwing. The only throwing action comes from your arm.

The elbow: It stays in position when moving the dart backward, and on some point in the acceleration phase starts to go up. This is a very intersting thing, because you may have heard the advice that the elbow should also stay fixed during the throw. This is actually wrong. Again, watch the animation: A fixed elbow would force you to release the dart earlier. This is like the difference in accuracy between a pistol and a rifle. The rifle's longer barrel increases accuracy. The same does the longer guidance of the dart, and as we have to keep the dart on course, too, the elbow must be raised in the later phase of throwing. Also note that the hand still follows the way of the dart after we released it. This makes the release easier, because we don't have to find an absolutely exact release point any more. It doesn't matter much if we drag it out a bit, the dart will still stay in a nice flying position anyway.

The wrist: Wrist action is an often discussed subject. In the animation there is not much of it, so you see it is not absolutely necessary. But most pro players use wrist snap because of one reason: It helps in acceleration. Doesn't the way the 3 'levers' move remind you of a whip? If you do wrist snap the tip of our 'whip' (which is, actually, uhm, the dart) will go faster, and therefore you will be able to move the other parts of the lever system slower, thus put less force in your throw, and this will improve accuracy. But there is one danger in wrist snap: It's one more thing that must be controlled, and so one more source for errors. While most experts and pros use it, I wouldn't recommend it to beginners that don't have the natural gift to control it.

The Phases of the Throw

Aiming: Put your eyes, the dart and the target you want to hit in one line. Focus the target, not the dart or that pretty girl/boy just entering the bar. Use aiming points on the target if you like, or aim in a different way, but: Aim!. Most darters do aiming naturally, but surpisingly some beginners don't do from the start. It's a must DO, so do it.

Backward move: Do this, but don't do it too fast. Many beginners fear the necessary loss of aiming during the backward move, but controlling this is only a matter of practice. There are only few successful players out who omit the backward movement, so it's another DO for 99 percent of us. How far you move back is a personal thing, but it's good to move back quite a bit. If you find it comfortable, you can and should move back as far as possible. You can avoid slamming into your eyes or nose by pulling back under your chin or beside your cheek (the one in your FACE, of course!), that depends on your personal technique. A typical error here is not to pull back enough because control of this is difficult, but you will thus sacrifice a lot of acceleration space and accuracy. Better practice more than going the easy way!

Acceleration: Not that crucial as you might think. Do it naturally, and don't do it too fast or with too much force. Do it smoothely in one move and all the way to the follow-through. Remember the elbow coming up. IF you do wrist-snap, then your hand goes forward in this phase until full extension of the whole arm in follow-through.

Release: As wrote above, with the right throwing this comes naturally and is no big problem. If you have troubles with the release point, then most probably you do a technical error, don't raise your elbow or don't do follow-through. This is the critical point for your wrist-snap. The hand must be in the correct angle to the forearm here. If it has travelled further, your dart points down at the release point, and this - well, refer to the 'The Dart' section at the end of this document.

Follow-through: A very important thing. Remember the shotgun-rifle comparison. Best way to follow-through is to end up with your hand aiming at the chosen target. A typical error is to let your arm 'fall down' after the release. Just keep your arm in the straight and slight upward position for a moment, just like in the above animation, and you will get the feeling for follow-through quite fast.

Objects of Desire

The dart: The real object of our desire is last here. Remember to guide the dart along the parabolic curve. In geometric language, your dart must always be in line with the throwing parable's tangent in the point of intersection of your hand and the parable (mph, hope that's even near...). You don't have to tape your throw with a video camera and draw a perfect parable on the TV with this neat everlast paint to achieve this, it usually develops quite naturally (thank god and our stone-throwing-and-thus-animals-killing-for-getting-yummy-food-ancestor's genetic heritage on throwing parables). Keep your attention on the following things: The dart points up in the aiming position. This angle is increased in the backward movement, and it then decreases steadily in the acceleration part. When the dart is released it is nearly horizontally, but still points up a bit. In every circumstances a dart that points down in any of the throwing phases is bad, bad, bad! You got it? That's another DON'T!

Wobble: Almost every beginner's dart wobbles considerably. Pro's and expert's darts hardly ever wobble. Wobbling can have the following reasons:

* The dart is accelerated in a curve that's rather anything else than parabolic.
* The dart's flight-shaft system doesn't meet the aerodynamic requirements.
* Use standard form flights and middle length shafts for a first trouble-shooting.
* Somewhere in your throw there is a noticable 'yip' of the arm.
* Most probable: The dart points downwards somewhere in your throw.
* Highly unlikely: The dart points too much upwards.



from:
Chapter 1 - The Throw
© February 1998 by Karlheinz Zöchling


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