Darts 501: The Complete Rules for the World’s Most Popular Darts Game
Quick Info
- Players
- 2 (or 2 teams)
- Equipment
- Standard dartboard + 3 darts per player
- Game Type
- Subtraction
- Starting Score
- 501
- Finish
- Must end on a double
Introduction
501 is the standard game of darts. Whether you are watching the PDC World Championship on television, stepping up to the oche in your local pub, or playing a casual match at a friend’s house, 501 is almost certainly the format you are playing. It is the foundation on which the entire modern sport of darts is built, the format used in virtually every professional tournament, and the game that has produced some of the most dramatic sporting moments in history.
The concept is beautifully simple. Each player starts with a score of 501 points and takes turns throwing three darts at the board, subtracting their score each turn. The first player to reach exactly zero wins — but with one crucial condition: the final dart must land in a double segment. This double-out rule transforms what might otherwise be a straightforward subtraction exercise into a game of relentless pressure, mental arithmetic, and pinpoint accuracy under stress.
The game has been played in British pubs since the early twentieth century, and by the 1970s it had become a televised spectacle. Today, professional darts players like Luke Humphries, Luke Littler, and Michael van Gerwen routinely finish legs of 501 in 12 to 15 darts, averaging over 100 points per three-dart visit. For the rest of us, simply hitting a checkout double when the pressure is on remains one of the most satisfying feelings in any pub game.
The Dartboard: Layout and Segments
Before you can play 501, you need to understand the dartboard. A standard dartboard is divided into 20 numbered segments, arranged in a specific non-sequential order designed to penalise inaccuracy. The numbers run clockwise starting from the top: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5.
Each numbered segment contains four scoring zones:
- Single (large): The two large areas between the outer ring and the treble ring, and between the treble ring and the inner bull area. Hitting either of these scores the face value of the number (e.g., single 20 = 20 points).
- Double (outer narrow ring): The narrow band running around the very outside edge of the scoring area. Hitting this scores twice the face value (e.g., double 20 = 40 points). This is the ring you must hit to finish a leg of 501.
- Treble (inner narrow ring): The narrow band halfway between the bullseye and the outer edge. Hitting this scores three times the face value (e.g., treble 20 = 60 points). The treble 20 is the single highest-scoring segment on the board.
- Bullseye: The centre of the board is divided into two zones. The outer bull (the green ring) scores 25 points and counts as a single. The inner bull (the small red circle at the very centre) scores 50 points and counts as a double — meaning it is a valid finishing shot in 501.
The highest single-dart score possible is treble 20 (60 points). The highest possible three-dart score is 180 (three treble 20s), universally known as a “maximum.” Landing all three darts in the treble 20 is one of the iconic moments in darts, greeted with a roar of “ONE HUNDRED AND EIGHTY!” from the crowd and caller alike.
The board should be hung so that the bullseye is 1.73 metres (5 feet 8 inches) from the floor. The throwing line, called the oche (pronounced “ockey”), should be 2.37 metres (7 feet 9.25 inches) from the face of the board. These measurements are standardised by both the PDC and WDF for all competitive play.
Object of the Game
The objective of 501 is to be the first player to reduce your score from 501 to exactly zero. The catch: your final dart must land in a double segment (the outer narrow ring) or the double bullseye (inner bull, worth 50). If you reach zero without your last dart being a double, or if you go below zero, your turn is void and your score resets to what it was at the start of that turn.
How to Play 501 Darts
- Determine who throws first Each player throws a single dart at the bullseye. The player whose dart lands closest to the inner bull throws first. This is known as the “bull-off” or “diddle for the middle.” In match play, the winner of the bull-off may alternate the right to throw first in subsequent legs.
- Both players start at 501 Write 501 on the scoreboard for each player. This is the “straight-in” format: players can begin scoring immediately with any segment on the board — no double is required to start.
- Throw three darts per turn On your turn, step up to the oche and throw three darts at the board. Your total for the turn is the sum of all three darts. For example, if you hit single 20 (20), treble 19 (57), and single 18 (18), your turn total is 95.
- Subtract from your running total After each turn, subtract the three-dart total from your remaining score. In our example, 501 minus 95 leaves 406. Write the new score on the board, and the other player takes their turn.
- Continue alternating turns Players alternate, each throwing three darts and subtracting the total. The game progresses as both players work their way down from 501. Most recreational players average between 30 and 60 points per turn; strong club players average 60 to 80; professionals regularly average over 100.
- Reach exactly zero on a double To win, your final dart must land in a double segment and bring your score to exactly zero. If you have 32 remaining, you need double 16. If you have 50 remaining, you need the double bullseye. If you have 40 remaining, you need double 20. The moment of hitting the winning double is the climax of every leg.
Scoring in Detail
Understanding the scoring zones is critical to playing 501 effectively. Here is a summary of every scoring possibility on the board:
| Segment | Score Range | Example |
|---|---|---|
| Single (1–20) | 1–20 points | Single 17 = 17 |
| Double (1–20) | 2–40 points | Double 20 = 40 |
| Treble (1–20) | 3–60 points | Treble 20 = 60 |
| Outer Bullseye | 25 points | Single bull = 25 |
| Inner Bullseye | 50 points (double) | Double bull = 50 |
| Outside scoring area | 0 points | Miss = 0 |
The maximum three-dart score is 180 (three treble 20s). The maximum single-dart score is 60 (treble 20). The highest possible double is 40 (double 20), and the double bullseye at 50 is the only score on the board that exceeds double 20 while still counting as a double for checkout purposes.
The Bust Rule
The bust rule is one of the most important rules in 501 and the source of much frustration and drama. A player “busts” if any of the following occur during their turn:
- A dart would reduce their score below zero.
- A dart reduces their score to exactly one (since there is no double worth 1, and a score of 1 is impossible to finish on a double).
- A dart reduces their score to exactly zero, but the dart did not land in a double.
When a bust occurs, the player’s score reverts to what it was at the start of that turn, and any remaining darts in the turn are forfeited. The opponent then throws.
For example, suppose you have 36 remaining. You throw your first dart and hit single 18, leaving you on 18. You throw your second dart aiming for double 9 but hit single 9, leaving you on 9. You now cannot finish on your third dart because 9 is odd and all doubles are even (except the bull, which is 50) — so even though you still have one dart, your turn is bust. Your score returns to 36.
Understanding the bust rule is essential for planning your checkout strategy. Always think two or three darts ahead to ensure you leave yourself a viable finishing combination even if you miss your intended target.
Checkout Combinations
A “checkout” is the combination of darts needed to go from your remaining score to exactly zero, finishing on a double. The highest checkout possible is 170 (treble 20, treble 20, double bullseye). Any score above 170 cannot be checked out in three darts. The lowest checkout is 2 (double 1).
Some scores between 2 and 170 are impossible to check out. The scores 169, 168, 166, 165, 163, 162, and 159 cannot be achieved in three darts ending on a double.
Common Checkout Chart (2–170)
Below is a chart showing the standard checkout combinations for scores from 170 down to 2. These are the paths most commonly recommended and used by professional players. Where multiple routes exist, the most commonly preferred option is listed.
| Score | Checkout Combination |
|---|---|
| 170 | T20 – T20 – D-Bull |
| 167 | T20 – T19 – D-Bull |
| 164 | T20 – T18 – D-Bull |
| 161 | T20 – T17 – D-Bull |
| 160 | T20 – T20 – D20 |
| 158 | T20 – T20 – D19 |
| 157 | T20 – T19 – D20 |
| 156 | T20 – T20 – D18 |
| 155 | T20 – T19 – D19 |
| 154 | T20 – T18 – D20 |
| 153 | T20 – T19 – D18 |
| 152 | T20 – T20 – D16 |
| 151 | T20 – T17 – D20 |
| 150 | T20 – T18 – D18 |
| 149 | T20 – T19 – D16 |
| 148 | T20 – T16 – D20 |
| 147 | T20 – T17 – D18 |
| 146 | T20 – T18 – D16 |
| 145 | T20 – T15 – D20 |
| 144 | T20 – T20 – D12 |
| 143 | T20 – T17 – D16 |
| 142 | T20 – T14 – D20 |
| 141 | T20 – T19 – D12 |
| 140 | T20 – T20 – D10 |
| 139 | T20 – T13 – D20 |
| 138 | T20 – T18 – D12 |
| 137 | T20 – T19 – D10 |
| 136 | T20 – T20 – D8 |
| 135 | T20 – T17 – D12 |
| 134 | T20 – T14 – D16 |
| 133 | T20 – T19 – D8 |
| 132 | T20 – T16 – D12 |
| 131 | T20 – T13 – D16 |
| 130 | T20 – T18 – D8 |
| 129 | T19 – T16 – D12 |
| 128 | T18 – T14 – D16 |
| 127 | T20 – T17 – D8 |
| 126 | T19 – T19 – D6 |
| 125 | T20 – T15 – D10 |
| 124 | T20 – T14 – D11 |
| 123 | T19 – T16 – D9 |
| 122 | T18 – T18 – D7 |
| 121 | T20 – T11 – D14 |
| 120 | T20 – S20 – D20 |
| 119 | T19 – T12 – D13 |
| 118 | T20 – S18 – D20 |
| 117 | T20 – S17 – D20 |
| 116 | T20 – S16 – D20 |
| 115 | T20 – S15 – D20 |
| 114 | T20 – S14 – D20 |
| 113 | T20 – S13 – D20 |
| 112 | T20 – S12 – D20 |
| 111 | T20 – S11 – D20 |
| 110 | T20 – S10 – D20 |
| 109 | T20 – S9 – D20 |
| 108 | T20 – S8 – D20 |
| 107 | T19 – S10 – D20 |
| 106 | T20 – S6 – D20 |
| 105 | T20 – S5 – D20 |
| 104 | T18 – S10 – D20 |
| 103 | T19 – S6 – D20 |
| 102 | T20 – S2 – D20 |
| 101 | T17 – S10 – D20 |
| 100 | T20 – D20 |
| 99 | T19 – S2 – D20 |
| 98 | T20 – D19 |
| 97 | T19 – D20 |
| 96 | T20 – D18 |
| 95 | T19 – D19 |
| 94 | T18 – D20 |
| 93 | T19 – D18 |
| 92 | T20 – D16 |
| 91 | T17 – D20 |
| 90 | T18 – D18 |
| 89 | T19 – D16 |
| 88 | T16 – D20 |
| 87 | T17 – D18 |
| 86 | T18 – D16 |
| 85 | T15 – D20 |
| 84 | T20 – D12 |
| 83 | T17 – D16 |
| 82 | T14 – D20 |
| 81 | T19 – D12 |
| 80 | T20 – D10 |
| 79 | T13 – D20 |
| 78 | T18 – D12 |
| 77 | T19 – D10 |
| 76 | T20 – D8 |
| 75 | T17 – D12 |
| 74 | T14 – D16 |
| 73 | T19 – D8 |
| 72 | T16 – D12 |
| 71 | T13 – D16 |
| 70 | T18 – D8 |
| 69 | T19 – D6 |
| 68 | T20 – D4 |
| 67 | T17 – D8 |
| 66 | T10 – D18 |
| 65 | T19 – D4 |
| 64 | T16 – D8 |
| 63 | T13 – D12 |
| 62 | T10 – D16 |
| 61 | T15 – D8 |
| 60 | S20 – D20 |
| 59 | S19 – D20 |
| 58 | S18 – D20 |
| 57 | S17 – D20 |
| 56 | T16 – D4 |
| 55 | S15 – D20 |
| 54 | S14 – D20 |
| 53 | S13 – D20 |
| 52 | S12 – D20 |
| 51 | S11 – D20 |
| 50 | D-Bull |
| 49 | S9 – D20 |
| 48 | S8 – D20 |
| 47 | S7 – D20 |
| 46 | S6 – D20 |
| 45 | S13 – D16 |
| 44 | S4 – D20 |
| 43 | S3 – D20 |
| 42 | S10 – D16 |
| 41 | S9 – D16 |
| 40 | D20 |
| 38 | D19 |
| 36 | D18 |
| 34 | D17 |
| 32 | D16 |
| 30 | D15 |
| 28 | D14 |
| 26 | D13 |
| 24 | D12 |
| 22 | D11 |
| 20 | D10 |
| 18 | D9 |
| 16 | D8 |
| 14 | D7 |
| 12 | D6 |
| 10 | D5 |
| 8 | D4 |
| 6 | D3 |
| 4 | D2 |
| 2 | D1 |
Key: T = Treble, D = Double, S = Single, D-Bull = Double Bullseye (inner bull, 50 points).
For odd numbers below 40 (e.g., 39, 37, 35), you need to first hit a single odd number to leave yourself on an even number, then hit the corresponding double. For example, 39 = S7, D16 or S3, D18.
Popular Doubles to Finish On
Not all doubles are created equal. Experienced players have strong preferences about which doubles they aim for, based on the “safety net” each double provides if you miss and hit the single instead.
- Double 16 (32): The most popular finishing double in professional darts. If you miss and hit single 16, you leave 16 — which is double 8. Miss double 8 and hit single 8, you leave 8 — double 4. Miss again and hit single 4, you leave 4 — double 2. This halving sequence gives you four consecutive chances at a double, all on the left side of the board.
- Double 20 (40): The highest regular double and the natural target for aggressive players. The halving sequence (D20 → D10 → D5) is less forgiving because double 5 leaves you on an odd number (5) if you miss and hit single 5.
- Double 18 (36): A favourite among many professionals. Missing into single 18 leaves 18 (double 9). The wire positions on some boards make D18 slightly easier to group on.
- Double 12 (24): Provides the halving sequence D12 → D6 → D3. Less commonly targeted than D16 or D20 but still reliable.
- Double Bullseye (50): The only double that is not on the outer ring. Required for some of the highest checkouts (170, 167, 164, 161). Extremely difficult due to the small target area, but spectacular when hit.
The 170 Maximum Checkout
The 170 checkout — treble 20, treble 20, double bullseye — is the holy grail of darts finishes. It is the highest possible checkout in the game and requires three consecutive perfect darts: two in the treble 20 bed (a segment roughly the width of a pencil from 7 feet away) and one in the tiny inner bullseye.
Even at the professional level, a 170 checkout is rare and dramatic. The player must first hit 60 with each of the first two darts, then switch from aiming at the top of the board to the dead centre for the double bull. The change in throwing trajectory makes this finish technically demanding even for players who can hit treble 20 consistently.
When a 170 checkout is successfully hit in a televised match, it is one of the most celebrated moments in the sport. The crowd erupts, commentators lose composure, and the footage is replayed endlessly. Only a handful of 170 finishes occur in professional darts each year.
Match Formats: Legs and Sets
A single game of 501 from start to finish is called a leg. Professional matches are played over multiple legs, and sometimes multiple sets (where a set is a collection of legs). Common formats include:
- Best of 5 legs: First to win 3 legs. Common in early rounds of tournaments and pub league matches.
- Best of 7 legs: First to win 4 legs. A standard format for mid-round tournament matches.
- Best of 11 legs: First to win 6 legs. Used in later rounds of major tournaments.
- Sets format: The PDC World Championship uses sets, where each set is best of 5 legs. The overall match is best of a set number of sets (e.g., best of 13 sets in the final). This format rewards consistency over time.
In pub games, a single leg of 501 or a best-of-three-legs match is the most common format. Some pubs also play “first to three” or “first to five” depending on the time available and players’ preferences.
Strategy Tips
- Aim for treble 20 during the scoring phase. The treble 20 (60 points) is the highest single-dart score on the board. While some players argue for treble 19 (57) because the surrounding segments are higher than those around the 20, the mathematical consensus is clear: aiming at treble 20 produces the highest average score for most skill levels. Only switch to treble 19 if your darts consistently drift left into the 1 and 5 segments beside the 20.
- Plan your checkouts in advance. Do not wait until you are on a finishing score to think about doubles. Start planning when you are around 170 or below. Aim to leave yourself on a “favourite double” — for most players, this means trying to reach 32 (double 16) as your target outshot.
- Master the halving sequence on D16. If you can hit double 16 reliably, you have a built-in safety net. D16 → D8 → D4 → D2 gives you four shots at a double, all on the same side of the board with the same throwing motion. Practice this sequence relentlessly.
- Set up your second and third darts. When checking out with three darts, the first dart’s job is often to set up the finish, not to score maximum points. For example, on 121, throwing treble 17 (51) leaves 70, which you can finish with treble 18 and double 8. Thinking two or three darts ahead is the mark of an advanced player.
- Know your bogey numbers. Certain scores are tricky because they do not leave a clean path to a double. The scores 169, 168, 166, 165, 163, 162, and 159 cannot be checked out in three darts. Avoid leaving yourself on these numbers by adjusting your scoring throws as you approach the checkout range.
- Do not neglect your doubles practice. In professional darts, the difference between winning and losing almost always comes down to doubles. A player who hits 40% of their doubles will beat a player who averages higher but only hits 25% of their doubles. Dedicate at least half your practice time to finishing.
- Stay calm under pressure. Darts is as much a mental game as a physical one. When you are on a double to win, take a breath, focus on your technique, and throw smoothly. Rushing or tensing up is the most common cause of missed doubles in pressure situations.
- Cover your outshot if possible. When you have two or three darts at a double, consider whether your fallback is viable. If you are on 36 (double 18), missing into single 18 leaves 18 (double 9) — still a single-dart finish. If you are on 35, you need to hit S3 first to leave D16. Always know what your backup plan is before you throw.
Common Darts Terminology
Understanding the language of darts will help you follow the game and communicate with other players:
- Leg: A single game of 501 from start to zero.
- Set: A collection of legs, typically best of 5.
- Maximum (180): Three treble 20s in one turn — the highest possible score.
- Ton (100): A three-dart score of 100 or more. Also called a “ton-plus.”
- Ton-forty (140): Two treble 20s and a single 20 in one visit.
- Checkout: The final combination of darts to reach exactly zero.
- Oche: The throwing line behind which players must stand.
- Bust: When a player’s score goes below zero, reaches one, or reaches zero without a double.
- Double-out: The requirement to finish on a double.
- Straight-in: Starting without needing a double to begin scoring (standard in 501).
- Nine-dart finish: Completing a leg of 501 in the minimum possible nine darts. Considered the perfect game.
- Madhouse: Slang for double 1 (D1), the smallest and most frustrating double to aim for.
- Shanghai: Hitting a single, double, and treble of the same number in one turn.
- Robin Hood: When a dart embeds itself in the shaft or flight of a dart already in the board.
The Nine-Dart Finish
The nine-dart finish is the perfect leg of 501 — the equivalent of a 147 break in snooker or a perfect game in bowling. It requires a player to check out 501 in just three visits (nine darts total), and it is one of the rarest and most thrilling achievements in sport.
The most common path to a nine-dart finish is: 180 (T20, T20, T20) in the first visit, 180 in the second visit (reducing the score to 141), and then T20, T19, D12 (60 + 57 + 24 = 141) in the third visit. Other combinations exist, but this is by far the most frequently achieved.
Nine-dart finishes are vanishingly rare in amateur darts and occur perhaps a dozen times per year across all televised professional events. Each one is treated as a major sporting moment, often accompanied by prize money bonuses of thousands of pounds.
Variations of 501
While the standard rules described above are used in virtually all professional play, several common variations exist in pubs and amateur leagues:
- Double-in, double-out: Players must also hit a double to begin scoring. Until a double is hit, all darts score zero. This variant makes the game longer and adds pressure at both ends.
- Straight-out (no double required to finish): Some very casual games allow players to finish on any segment. This removes the checkout challenge entirely and is generally only played by beginners.
- 301: The same game but starting from 301 instead of 501. Often played with double-in as well as double-out. The lower starting score means fewer throws and less margin for error.
- 701 or 1001: Longer variants starting from higher numbers, typically used in team games where multiple players contribute to the same score.
- Team 501: Two or more players on each side take turns throwing, alternating between team members. The team score is shared, and any team member can check out.
Frequently Asked Questions
501 refers to the starting score that each player begins with. The objective is to subtract your dart scores from 501 until you reach exactly zero. The game is called “501” (pronounced “five-oh-one”) because of this starting number. The odd starting score ensures that a player must first reach an even number before they can check out on a double, adding strategic depth to the scoring phase.
The double-out rule is the standard finish in competitive 501 darts. It adds a layer of skill and pressure to the endgame, preventing players from simply throwing at large single numbers to reach zero. The requirement to hit a precise double segment tests accuracy under pressure and makes checkouts a distinct skill within the game. This rule is mandated by the World Darts Federation (WDF) and the Professional Darts Corporation (PDC) for all sanctioned tournaments.
The highest possible checkout is 170, achieved by hitting treble 20 (60), treble 20 (60), and double bullseye (50). This is an exceptionally difficult shot combination and is a celebrated achievement even at the professional level. Any score above 170 cannot be finished in three darts. The scores 169, 168, 166, 165, 163, 162, and 159 are also impossible to check out in three darts.
If any dart in your turn would reduce your score below zero, to exactly one, or to zero without hitting a double, your turn is “bust.” Your score reverts to what it was at the start of that turn, and any remaining darts in that turn are forfeited. For example, if you have 16 remaining and hit a single 16 (reducing to zero without a double), that dart and any remaining darts are void, and your score returns to 16.
A single leg of 501 typically takes between 10 and 25 minutes for recreational players. Professional players can finish a leg in under 5 minutes, often in 12 to 15 darts. The duration depends heavily on skill level and whether players can hit their doubles efficiently. A full match consisting of multiple legs and sets can last from 30 minutes to over two hours at the professional level.
In standard 501, no — players use a “straight-in” start, meaning they can begin scoring immediately with any segment on the board. However, some pub league variants use “double-in, double-out” rules, where the first scoring dart must also land in a double. This is less common in professional play but still used in certain amateur leagues and social games.
Many experienced players consider 32 (double 16) the best checkout to leave, because if you miss double 16 and hit single 16, you are left on 16 (double 8). Miss double 8 and hit single 8, you have 8 (double 4). This halving sequence gives you multiple chances at a double. Other popular leaves are 40 (double 20), 36 (double 18), and 24 (double 12). The key is to leave a number where a miss still gives you a reasonable follow-up shot.
The main difference is the starting score: 501 starts at 501 points while 301 starts at 301 points. Both games require a double to finish. The 301 variant often uses a “double-in” rule (requiring a double to begin scoring), which is less common in 501. Because 501 gives players more points to work with, it is considered more forgiving of early mistakes and is the standard format for professional and tournament play worldwide. 301 is shorter and more intense, and is sometimes preferred in pub leagues where time is limited.