Scoring explained
A ThrowVerse throw goes through four multiplications before it lands in your total, and two separate end-of-game bonuses sit on top. This is the whole system in one page.
The five rings
The board is measured in fractions of its own radius, from 0.00 at dead centre to 1.00 at the outer edge. Where your throw lands in that range decides its base value:
| Zone | Distance from centre | Base points |
|---|---|---|
| Throwverse (bullseye) | 0.00 – 0.10 | 100 |
| Ring 2 | 0.10 – 0.25 | 75 |
| Ring 3 | 0.25 – 0.45 | 50 |
| Ring 4 | 0.45 – 0.65 | 25 |
| Ring 5 (outer) | 0.65 – 0.85 | 10 |
| Miss | beyond 0.85 | 0 |
Two things are worth noticing. First, the bullseye is small — a tenth of the board's radius, which is one percent of its area. Second, the bands are not evenly spaced: Ring 3 and Ring 4 are each 0.20 wide while Ring 2 is only 0.15 and the centre is 0.10. Accuracy requirements tighten sharply as you move inward, and so do the rewards.
The multiplier chain
Base points are only the start. Every throw is resolved like this:
points = round( base points × distance multiplier × power-up multiplier × combo multiplier )
Each factor is independent, and they compound:
- Distance multiplier — ×1 at Easy up to ×5 at Master, fixed by the distance you chose before the game. See distances and multipliers.
- Power-up multiplier — ×2 from Double Score or ×3 from Triple Score, otherwise ×1. Roughly three throws in ten come with a power-up of some kind. See power-ups.
- Combo multiplier — ×1 rising to a ×2 cap as you string together consecutive scoring throws. See combos and bonuses.
What counts as a scoring hit depends on the mode
The multiplier chain is universal, but whether a landing scores at all is mode-specific — and this also controls your combo, since only a scoring hit advances it:
| Mode | A throw scores when… |
|---|---|
| Classic, Score Race, VS AI, Live Throw | it lands anywhere on the board (any ring) |
| Throwverse Challenge | it lands in the bullseye — nothing else counts |
| Around the Rings | it lands in your current target ring only |
This is why combos behave so differently between modes. In Classic a combo almost never breaks; in Throwverse Challenge it breaks on every non-centre throw.
The two end-of-game bonuses
After your last throw, one of two flat bonuses may be added. Neither is affected by your distance multiplier.
Throwverse bonus
Land three or more bullseyes in one game and you earn 250 points for the third and 250 for every one after it. Three centres is +250, four is +500, five is +750, and so on. This applies in every mode except Around the Rings.
Early-finish bonus
Around the Rings only: clear all five target rings before your throws run out and earn +100 for every throw you had left. A five-throw clear out of fifteen leaves ten unused, worth +1,000.
Two worked examples
A mid-game Classic throw
You are playing Classic at Medium distance (×2). You have landed four consecutive scoring throws, so your combo is at ×1.6. No power-up this throw. The dart lands 0.18 from centre — Ring 2, 75 base.
75 × 2 × 1 × 1.6 = 240 points
A Score Race throw with a power-up
Score Race at Hard distance (×3). Six consecutive scoring throws, so the combo is capped at ×2. This throw rolled Double Score (×2). The dart lands 0.07 from centre — a throwverse, 100 base.
100 × 3 × 2 × 2 = 1,200 points
That single throw is more than twice the 500 needed to win Score Race. This is the compounding that makes power-ups worth understanding.
A note on rounding
The final figure is rounded to the nearest whole point after all four factors are applied, not at each step. With a ×1.2 combo on a 25-point Ring 4 landing at Easy, that means 25 × 1 × 1 × 1.2 = 30 exactly; with a ×1.4 combo it is 35. Fractional combo tiers on odd base values are where you occasionally see a score that looks one point off from a quick mental estimate.