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Darts Rules: How to Play 501 & 301

The complete beginner's guide to the two games nearly every darts night is built on — how scoring works, how you finish, and how a match is won.

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Darts looks simple: throw three darts, add up what you hit, take it off your score, and race a friend to zero. The details — how you're allowed to finish, what counts as a bust, and how a match is structured — are where beginners trip up. This guide covers all of it for the two standard games, 501 and 301.

The board and how scoring works

A standard board has 20 numbered segments plus the bullseye. Where a dart lands decides its value:

Single

The large area of a number scores its face value — a single 20 is 20 points.

Double

The thin outer ring scores double — double 20 (D20) is 40. This ring also ends the game (see below).

Treble

The thin inner ring scores triple — treble 20 (T20) is 60, the highest single-dart score.

Bullseye

The green outer bull scores 25; the red inner bull scores 50 and counts as a double.

The most points you can score with three darts is 180 — three treble 20s. That maximum is the number every player chases, and it's why "one hundred and eighty!" is the sport's signature call.

501 — the standard game

501 is the game you'll see in every professional final. The rules are short:

  1. Every player (or team) starts on 501.
  2. You throw three darts per turn and subtract the total from your score.
  3. The first to bring their score down to exactly zero wins the leg — but the last dart must land on a double (or the bullseye, which counts as a double). This is the double-out rule.

The double-out (checkout) rule

You can't just run your score to zero any old way — the dart that finishes must be a double. If you're sitting on 40, you finish on double 20. On 32, the classic finish is double 16. Working out which double to leave yourself is the skill of "checking out" — our checkout chart gives the recommended finish for every score from 170 down to 2.

The bust rule

Your turn is a bust — no score counts and you go back to what you had at the start of the turn — if you:

Example: you're on 20 and hit a single 20 with your first dart — that leaves 0 but not on a double, so it's a bust and your score stays at 20. Leave yourself 16 (single 4) or go straight for double 10 instead.

301 — the shorter game

301 plays exactly like 501 but starts 200 points lower, so legs are quicker — good for bigger fields and casual nights. It's often played double-in, double-out: your scoring doesn't begin until you hit a double, and you still finish on one. Double-in adds a jolt of tension at the start, since a cold player can throw several turns before they're even "in". PowerDarts League lets you switch double-in on or off in settings.

Legs, sets and who wins the match

A single game to zero is a leg. Matches are usually best of an odd number of legs — best of 5 means first to 3. Longer matches add another layer called sets, where you win a set by winning a number of legs, and the match by winning a number of sets. For a home league, best-of-5 or best-of-7 legs keeps games competitive without dragging.

Who throws first?

Players decide the first throw with a "bull-up" (also called the cork): each player throws one dart at the bull, and whoever lands closest throws first. The inner bull beats the outer bull. In later legs, the loser of the previous leg usually throws first to keep it fair.

Etiquette and the basics of a fair game

New to the maths? PowerDarts League does all the scoring, checkout hints and bust-detection for you — you just tap in what you hit. It's a free way to learn the games above without a chalkboard or arguments. Start a game →

Keep reading

Checkout chart (170–2) · Dartboard height & distance · Darts glossary · How to run a league night