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Round Ground Rules D0.01

Ground Round is dartboard based game. Two or three players are throwing darts at the dartboard from the distance of 7 feet and 9 ¼ inches. The surface of the dartboard is divided into 19 hexagon spaces. Most of the spaces have a symbol and can be captured by one of the players. The goal of the game is to have in control all three territories with a symbol of flag on it.
In order to capture one of the hexagons with a symbol on it a player has to hit it with a dart. The dart has to land in any part of the area of the hexagon. If the point of landing of the dart touches the line dividing the hexagons the dart-thrower can pick one of the two or three hexagons that are closely connected by the line and make it the final target. Darts that bounce off or miss the board cannot be re-thrown. After capturing a territory the player has to place on it a pin of his or her color that would show that the territory is under his or her control.
The players can also capture hexagons from each other. After hitting the opponent’s area, one has to have an attack greater than the hexagon’s defense to capture the area. The attack of a dart equals one. The defense of every area by default equals zero. The attack of the dart and the defense of the spaces can be changed through the game by the symbols on the dartboard and the use of special pins. The hexagons without a picture on it cannot be captured during the game.

The Symbols on the Dartboard

Flag
The person who occupies all three Flags wins the game. This is the only hexagon that has a default defense different from 0. The default defense of a hexagon with a flag equals 1 and stays this way throughout the game unless affected by other symbols or pins.

Dart
The player who has a hexagon Dart in possession can cancel the results of any of his or her throws and take another shot. Two darts in possession give the player two tries, three darts – three tries … etc.

Crossed Darts
The player who hits the red area of any hexagon Crossed Darts can receive additional darts that have to be used immediately. The number of additional darts is greater by one than the number of the hexagons Crossed Darts the player has in possession. In order to receive these extra darts the player should either already possess this hexagon Crossed Darts or capture it at the current turn. If the hexagon belongs to another player and the defense is too high for the hexagon to be captured, the attacker of the Crossed Dart hexagon doesn’t receive any additional darts. For example, if the player didn’t have any hexagons Crossed Darts in possession in the begging of the turn and captures one during the turn, he or she receives two more darts to throw. If he or she already had one hexagon Crossed Dart in possession from the very begging of the turn and captures one more during the turn, the player receives three additional darts to throw. The property of the hexagon Crossed Darts to provide extra darts can be used only once per turn.

Tower
The player who possesses this territory gets one addition defense to all of the hexagons connected to it. The Tower cannot be captured by other players unless the hexagon with the symbol Flaming Fist has been used (read below).

Pin
The possession of every hexagon with a symbol Pin gives a player a special pin of a unique color (different from a color of the pins used for pinning the captured territories). The player can place this Army Pin on any hexagon on his or hers territory. The first placement has to be done at any time after capturing the territory but before the next player’s turn. The player can move all his Army Pins once per turn before or after throwing the darts (but not on the turn of capturing the territory Pin, on this turn he or she places it only once). All the captured and not captured hexagons that are adjusted to the territory with the pin get +1 to its defense. The pinned territory itself gets +1 to its defense as well. All the enemy’s territories that adjusted to the pinned territory get -1 to the defense. After losing the control over the territory with a Pin the player has to take one of his Army Pins off the board immediately.

Fist
The possession of each hexagon Fist adds one additional attack to the dart. After losing the control over the territory with a Fist the attack of the dart gets reduced by one.

Flaming Fist
After hitting the hexagon Flaming Fist the player’s very next throw has unlimited power of attack. It lasts only one turn. This unlimited power allows him or her to capture any territory (including hexagons with a tower) regardless of the territory’s defense. In order to receive this unlimited power of attack the player should either already possess this hexagon or capture it at the current turn. If the hexagon Flaming Fist belongs to another player and the defense of the hexagon is too high for it to be captured, the attacker of the Flaming Fist doesn’t get the unlimited attack.

Comments

Metal wire

I suggest, that each section is separated with metal wire. (For example Bull's Official Tournament Size Game Dartboard GOLF.) The wire on the line between areas prevent never ending quarrels about to which area dart was hit.

I suppose in this phase it's too late to suggest that there's a separate small dartboard where the defending player can challenge attacker to a duel.

-regzr

metal wire

Thank you, Regzr. Good suggestion!

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gamejournal | by Dr. Radut