- Center bullseye is mounted at 5'-3" up from the floor
- The throwing line rests 8'-0" away from the front of the dart board
- Players must stand behind the throwing line while throwing darts
- For player safety, we recommend all players remain behind the throwing line while darts are being thrown
Game rules
This game has been specifically designed to simulate a full game of real football! From kickoffs to punts, touchdowns, sacks, and even timeouts, Redzone Darts has all of the features necessary to provide an authentic, unique football experience from the comfort of your own home!
Setting Up the Game
Gameplay Instructions
- There are 4 darts/downs per possession; 1st, 2nd, 3rd, and 4th downs
- Obtaining a 1st down resets your possession back to 4 darts/downs
- Move down the field and advance the line of scrimmage by landing your dart inside of any active target
- Ideally, a drive ends by scoring a touchdown or field goal. Or, if your drive doesn’t go as planned you may elect to punt on 4th down
- An interception or fumble also ends a player’s drive, by giving possession to the other team immediately
Starting The Game
The Coin Toss
- Each player throws a single dart at the center bullseye, the player who lands closest to the bullseye decides whether to receive possession to start the game or to defer possession and throw first after halftime
Kickoff
- Possession automatically starts on the 20-yard line furthest from the endzone that player is trying to score on.
- The player starting the game with possession also gets to choose which direction they want to move in
Getting a First Down
- Land a dart in an active field target to achieve a first down and advance the line of scrimmage
Scoring Points
Touchdown = 6pts
- Land a dart in an active endzone target to earn 6 points, or hit the automatic touchdown target at mid-field to score 6 points
- Point After touchdown (PAT)- For a 1-point PAT, a player throws a single dart at the active field goal target located in the Special Teams area of the board. The PAT is considered a 30-yard field goal
- Any dart that lands outside of this area is considered a miss and the PAT is no good
- 2-Point Conversion- A player can opt to go for a 2-point conversion instead of a 1-point PAT. First, the player must verbally elect for a 2-point attempt. From there, the player has just one dart to hit the 20-yard target in their own endzone
- If the 20-yard target in their own endzone is hit, the attempt is good and 2 points are added to the player’s score If the dart misses, no points are awarded or subtracted
- Point After Touchdown (PAT) = 1pt - After scoring a Touchdown a player has a single attempt to convert a PAT.
- A PAT is equivalent to a 30-yard field goal. If the PAT is successfully converted the player is award 1 point.
- Two Point Conversion = 2pts - After a touchdown is scored a player can elect verbally to attempt a Two Point Conversion.
- The player has a single dart to hit the 20-yard target in their own endzone.
- Interception targets are not active during this turn.
- If the 20-yard target is hit the player is awarded 2 points.
Field Goals = 3pts
- Elect (verbally) that you are going to attempt a field goal
- A field goal is attempted by throwing one dart at the active field goal target
- 3 points are awarded if a player successfully lands their dart inside the active field goal target.
- If the field goal is missed, the opponent takes possession at the same line of scrimmage the field goal was missed from.
- The length of the field goal is determined by the player’s distance from the goal line plus 20 yards (to account for ball and goal post position when kicking a field goal in real life). Field goals vary in length from 20 to 60 Yards
- Field goals increase in difficulty as they increase in length, a 20-yard field goal has a large active target area while a 60 yard field goal has just a sliver of an active target area
Safety = 2pts
- When a player is positioned on their own goal line (GL) and lands a dart into any target located their own endzone the opposing team is awarded 2 points and starts possession at their 20-yard line
Turnovers
Interceptions
- A player throws an interception when they land a dart in a any diamond-shaped or the outer bullseye interception ring After an interception, the player’s turn is over and the opponent takes possession at the field line where the “INT” target is located
- If the “INT” target was located in the opponent’s endzone, it is ruled a “touchback” and the opposing player takes possession at their 20-yard line
Fumbles
- A fumble occurs when a thrown dart falls to the floor, or if the dart thrown knocks another dart off the board
Recovering a Fumble
- Each player attempts to recover a fumble by throwing one dart at the bullseye
- Offensive player throws first
- A dart landed in the inner or outer bullseye automatically wins and retains possession
- The player closest to bullseye after both players attempt wins possession
- Possession for the closer player takes place at the line of scrimmage where the fumble occured
Punting
- On 4th down a player may elect (verbally) to punt
- First, the player must elect (verbally) that they will be punting the ball
- A punt is attempted by throwing one dart into the active punt zone
- The line of scrimmage is moved based on the punt yard target hit
- So, a 40-yard punt moves the line of scrimmage 4 10-yard increments down the field.
- If a player punts into the endzone, this is ruled a “touchback” and the line of scrimmage will be set at the 20-yard line furthest from their scoring endzone
- A punt to the goaline (GL) is acceptable and is not counted as a touchback
Game Clock
- The length of a single game is 4 quarters, with the potential of 1 extra overtime quarter if the game is tied after 4 quarters
- Each quarter consists of either 9, 12 or 15 clock increment. Players choose game length before the start of a game
- There is a time box located on the game board to keep track of the game clock. Players can move the time marker every time they recover darts from the game board
- A successfully thrown dart qualifies as the following: A dart that lands in an active target,
- A single clock increment qualifies as the following: A dart landed in an active field target or a successful or missed field goal
- Once the game clock hits “1” there may only be one successful attempt made; for example; if the clock is at “1” and a player hits an active field target, attempts a field goal, scores a touchdown the clock runs to “0” and the quarter/game is over. NO timeouts can be used when the clock is at “1”
- The game is split into 2 halves. The first half takes place over the first 2 quarters and the second half takes place over the second 2 quarters.
- At the end of the first half the game comes to a stop and the team who did not originally start the game takes possession at the 20-yard line. Both player’s field direction switches at the start of the second half.
Timeouts
- Each team has 3 timeouts in the first half, and 3 timeouts in the second half. There are designated timeout sections on the board for tracking how many timeouts have been taken by each team
- A timeout can be called after a player achieves a first down preventing the clock from advancing forward.
- Taking a timeout while on defense is a strategic move also avoids the clock from moving forward and forces your opponent to retrieve all of their darts (interrupting momentum)