Score Race: get to 500 before the throws run out

Twenty throws, one target: 500 points. Unlike every other mode, Score Race has no bonus that punishes you for missing centres — which makes it the one place where high distances genuinely shine.

Updated August 5, 2026 · 5 min read

The rules

You have twenty throws to reach 500 points. Every ring scores, exactly as in Classic, and all the usual multipliers apply. The pressure is not accuracy — it is pace.

Twenty throws is a generous allowance. At Easy distance, landing nothing but outer-ring 10-pointers, you would still only reach 200. So simply making contact is not enough; you need multiplied throws.

Why distance wins here

Score Race is the mode where the usual argument against high distances disappears. There is no throwverse bonus to forfeit and no ring sequence to overshoot. The only thing that matters is points per throw, and points per throw climbs steadily with distance:

Modelled points per throw and throws needed to reach 500
DistanceMultiplierPoints per throwThrows to 500
Easy×1~100~5
Medium×2~193~3
Hard×3~262~2
Expert×4~310~2
Master×5~340~2

Assumes a centre release each throw, counting partial credit from every ring. Real pace is slower, but the ordering holds: higher distance always reaches 500 in fewer throws.

Note what the middle column is really saying: even at Master, where you only land about one centre in seven, the surrounding rings still pay. A Master throw that drifts out to Ring 3 is worth 50 × 5 = 250 points — half the target from a single mediocre throw.

Ride the combo

Every ring scores in Score Race, so your combo should climb uninterrupted. By your sixth consecutive scoring throw you are at the ×2 cap, and every throw after that is worth double. Combined with a ×5 distance multiplier, a single Ring 2 landing late in a clean run is worth 75 × 5 × 2 = 750 points on its own.

This is the compounding that makes Score Race finish quickly. Protecting the combo is worth more than chasing any individual centre.

Power-ups are worth waiting a beat for

Roughly three throws in ten come with a power-up attached. In Score Race, a Triple Score on a high-distance throw is frequently game-ending on its own: 100 base × 5 distance × 3 power-up × 2 combo is 3,000 points, six times the target. Even a Double Score on a Ring 3 landing at Master clears half the race.

See the power-ups guide for the full list and drop rate.