Power-ups

Roughly three throws in ten arrive with a power-up attached. They are drawn at random, they last one throw, and one of them is far better than the others in the situation that matters most.

Updated August 5, 2026 · 4 min read

What drops, and how often

Each throw has a 30% chance of carrying a power-up. When one drops, it is drawn evenly from the four available — so each individual power-up appears on about 7.5% of throws, or roughly three times in a forty-throw session.

The four power-ups
Power-upEffectChance per throw
×2 Double ScoreDoubles this throw's points7.5%
×3 Triple ScoreTriples this throw's points7.5%
+1 Bonus ThrowAdds one extra throw to the game7.5%
🎯 Accuracy AssistCuts this throw's scatter to 35% of normal7.5%

Double and Triple Score

These slot straight into the multiplier chain alongside your distance and combo multipliers, so they compound rather than replace. A Triple Score on a bullseye at Master distance with a capped combo produces the game's maximum single throw:

100 × 5 × 3 × 2 = 3,000 points

The important consequence is that a score multiplier is worth the most on your best throw, not your safest one. If Triple Score lands while your combo is capped and you are at a high distance, that is the throw to commit fully to the centre — the downside of a Ring 3 landing is still 750 points.

Accuracy Assist is the sleeper

Accuracy Assist multiplies your scatter by 0.35 for one throw. It does not add points directly, which makes it look weak next to a ×3 — but it is the only power-up that changes where the dart lands, and at high distances that is worth more than a multiplier.

Centre-release scatter with and without Accuracy Assist
DistanceNormalWith AssistEquivalent to…
Hard0.0850.030better than Easy unassisted
Expert0.1300.046better than Medium unassisted
Master0.1800.063better than Hard unassisted

An assisted Master throw is tighter than an unassisted Hard throw, while still paying the ×5 multiplier. In Throwverse Challenge — where a non-centre is worth exactly zero — this is the single most valuable power-up in the game.

Bonus Throw

Adds one throw to the current game. Its value depends entirely on the mode:

  • Classic and Throwverse Challenge: a whole extra throw on a ten-throw game is a 10% score increase, and if it lands a centre while you are on two, it is worth an extra 250 from the throwverse bonus on top.
  • Score Race: nearly worthless. You almost never run out of throws before reaching 500.
  • Around the Rings: genuinely good — an extra throw is an extra 100 points of early-finish bonus if you were going to clear anyway, and a safety net if you were not.
  • VS AI: strong. One extra throw against a fixed five-throw opponent is a 20% edge.

Can you plan around them?

Not really, and that is deliberate — the roll happens per throw and is not announced in advance. What you can do is react correctly when one appears:

  1. Score multiplier + high distance + capped combo → commit to the centre.
  2. Accuracy Assist + Throwverse Challenge or the final ring of Around the Rings → this is your best centre attempt of the game.
  3. Score multiplier while your combo is broken → still take the centre, but the throw is worth roughly half what it would be with the combo running. Another argument for protecting the streak.