Section 6: Scoring
Progress is measured by completed targets rather than by adding the printed square numbers. Finishing target 1 gives one completed target; finishing target 2 gives two, and so on. A target counts only after a legal throw, outward journey, pickup, and return beyond the starting edge.
A fault does not erase earlier completed targets. For example, if you finish targets 1 through 4 and then touch a line while attempting target 5, your progress remains four completed targets and you retry target 5 on your next turn.
For the standard one-attempt turn format, play in rounds, with each player receiving one turn per round. When someone completes target 10, finish that round so everyone has had the same number of turns. Anyone who completes target 10 by the end of that round shares the win. If only one player does so, that player wins.
For a shorter game, agree on a lower finishing target or a fixed number of rounds before starting. In a fixed-round game, the player with the most completed targets wins; equal totals are a tie. Solo players can record how many attempts they need to finish, and cooperative groups can aim for every player to complete the sequence.
If using the keep-going house rule, a simple alternative is that the first player to complete the final target wins immediately. Announce that finish condition before play, since it replaces the equal-turn finish above.