ATC Turbo speeds up Around the Clock: single = +1, double = +2, triple = +3. Rules, worked example, why it's a great multiplier-training mode.
Around the Clock is a long-standing training classic for darts - but many players find it drags on. The Turbo variant keeps the same course (1 through 20 then the Bull) while rewarding accuracy: a double jumps you two numbers forward, a triple jumps you three. Result: games that finish twice as fast, and a genuine multipliers workout.
In classic Around the Clock, each player must hit every number in order - 1, 2, 3, ..., 20 - then finish on the Bull. Each turn is 3 darts. You move to the next number as soon as you hit the current one, no matter the multiplier (single, double or triple). First to finish wins.
It's brilliant for learning to aim across the whole board, but a full game between two players often runs 20-30 minutes. Worse, the reward for a well-placed shot (a triple bang on the target) is the same as a single - which drains a bit of the satisfaction of a precise throw.
The core rule fits in one line: the multiplier you hit on the current number is the number of positions you advance.
| Hit | Advance |
|---|---|
| Single on the current number | +1 (same as standard) |
| Double on the current number | +2 |
| Triple on the current number | +3 |
| Anything else | Nothing |
Bull-finish rule: if a double or triple would send you past 20, you're clamped down to the Bull. The game always ends on the Bull - no shortcuts.
The Turbo bonus only applies to numbers 1 through 20. Once on the Bull, a single Bull or a Bull's Eye finishes the game according to the chosen setting (Single Bull or Bull's Eye required) - same as standard.
Here's the opening throw of a player starting on 1:
In three darts, the player has moved 6 positions (1 → 7). In standard ATC he'd have moved 3. Very different pacing.
Note: dart 2 already targets the 4, not the 1. Live adaptation - the moment a dart advances you, the next number becomes the new target for the remaining darts of the throw.
Turbo isn't just a "quick" variant. It's a proper training tool.
In standard mode, aiming for the double 7 gives you nothing more than aiming for the single 7. Result: nobody practises the multiplier rings during an ATC. Turbo changes that - the double is worth two positions, so every dart becomes a decision: play safe (single) or go for the multiplier?
501 is mostly triple-based (T20 for scoring, T19 as backup, doubles for finishing). Cricket demands triples on 20/19/18/17/16/15. Training in Turbo, you build the habit of targeting the multiplier rings on every number - and it shows up in your regular games.
Score Darts offers four ATC progression variants, mutually exclusive:
| Variant | How you advance | Typical duration |
|---|---|---|
| Standard | Any hit on the current number | 20-30 min (2 players) |
| Doubles only | Only doubles advance you | 45-60 min (hard) |
| Triples only | Only triples advance you | 60+ min (very hard) |
| Turbo | Single = +1, double = +2, triple = +3 | 10-15 min (2 players) |
The "Bull's Eye required to finish" option can be combined with any variant (by default, a single Bull is enough to win).
The Turbo variant is available inside the Around the Clock mode on Score Darts (web + iOS + Android). Simply tick "Turbo (multiplier bonus)" when creating the game. Works solo, multi-player and team.
Head over to score-darts.com to jump in.
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