All darts rules

How to Play 501 Darts

Learn how to play 501 darts — the most popular game in professional darts. Rules, scoring, strategy tips, and common mistakes.

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Objective

Each player starts with a score of 501 and takes turns throwing three darts. The goal is to reduce your score to exactly zero. The final dart must land on a double or the bullseye (50).

Setup

Two players (or teams) stand at the throwing line (oche), 2.37 metres from the dartboard. Each player begins with 501 points. A coin toss or closest-to-bull throw decides who goes first.

How to Play

Players take turns throwing three darts per turn (called a "visit"). After each visit, the total score of the three darts is subtracted from the player's remaining points.

  • •Each turn consists of three darts
  • •Singles score face value (1-20)
  • •Doubles (outer narrow ring) score 2x face value
  • •Trebles (inner narrow ring) score 3x face value
  • •The outer bull (green) scores 25
  • •The inner bull (red bullseye) scores 50

Scoring

The maximum score in a single visit is 180 (three treble 20s). Common good visits include 140 (two treble 20s + single 20), 100 (treble 20 + single 20 + single 20), and 60 (three single 20s).

Winning

To win, you must reach exactly zero with your final dart landing on a double. This is called a "checkout". If your remaining score goes below zero or to exactly 1 (since no double equals 1), your turn is "bust" — your score resets to what it was before that turn.

  • •The final dart MUST be a double (or inner bull for 50)
  • •If you go below zero, it's a bust
  • •If you reach exactly 1, it's a bust (no double can score 1)
  • •If you reach 0 but your last dart wasn't a double, it's a bust
  • •The highest possible checkout is 170 (T20, T20, Bull)

Tips

Strategy in 501 is about efficient scoring AND setting up a good checkout.

  • •Aim for treble 20 (60 points) during the scoring phase
  • •Learn the common checkouts — especially 32 (D16), 40 (D20), and other even numbers
  • •If you miss a double, try to leave yourself on another double (e.g., D16 → D8 → D4)
  • •Practice the 170 checkout (T20, T20, Bull) — it's the highest possible and very satisfying
  • •In competitive play, the double 16 route (32-16-8-4-2) is popular because misses often leave you on another double

Common Mistakes

New players often make these mistakes:

  • •Not knowing your checkout routes — practice the table for scores under 170
  • •Going for the wrong double — if you're on 40, throw D20, not two S20s
  • •Busting by not counting properly — always know your remaining score
  • •Spending too long on high numbers — switch to a checkout target when within range

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