X01 darts rules (301, 501, 701)

X01 covers 301, 501, 701 and their cousins: each player starts on the chosen score and subtracts the total of their three darts every turn. The first to reach exactly zero wins the leg, finishing on a double (or the bullseye) in the classic version. If a turn takes you below zero, leaves 1, or reaches zero without a double, it's a bust: your score goes back to what it was at the start of the turn.

Players
2 or more, or teams
Leg length
3 to 15 minutes depending on the start
Darts per turn
3
Finish
Exactly zero, on a double in the classic game

Choosing the starting score

Each player (or team) writes the starting score on the board. To decide who throws first, everyone throws one dart at the bull: closest goes first. In a match of several legs, the starting player then alternates.

  • 301: the quick game, ideal for groups or beginners. Often played with double in in the traditional version.
  • 501: the match and competition format.
  • 701, 901, 1001: for teams or long games.

Scoring

  • Each segment scores its number, from 1 to 20.
  • The thin outer ring scores double; the inner ring scores treble.
  • The outer bull is worth 25, the bullseye 50.
  • A dart that falls out or bounces off doesn't count.
  • The best possible turn is 180: three darts in treble 20.

Finishing the leg

To win you must reach exactly zero, and your last dart must hit a double. The bullseye (50) counts as a double. The highest possible checkout is 170: treble 20, treble 20, bullseye.

Example: 32 left. Double 16 wins the leg with one dart. With 33 left, hit a single 1 first to leave 32, then double 16. The checkout chart gives a route for every score from 170 to 2.

The bust

If a turn takes your score below zero, leaves 1 (which can't be finished on a double) or reaches zero without a double, the turn is cancelled: your score goes back to its value at the start of the turn and the next player throws.

Double in

With double in, points only count from the first double you hit: that double and the following darts of the turn count, earlier darts don't. Classic in traditional 301, rare in 501, off by default on most electronic boards.

Variants

Straight out

Common on electronic boards in bars: any dart can finish. Check the machine settings before you play.

Master out

Finish on a double or a treble.

Round limit

Some machines stop the game after 10 to 20 rounds: the lowest score wins.

Legs and sets

Matches are often best of 3 or 5 legs, sometimes played in sets of several legs.

Common mistakes

  • Forgetting the bust rule and throwing a big score that goes below zero.
  • Leaving an odd number at the end, which costs an extra dart to set up a double.
  • Aiming at treble 20 with less than 60 left: set up a comfortable double (32, 40…) instead.
  • Counting darts thrown before the first double when playing double in.

Frequently asked questions

What's the difference between 301 and 501?

The starting score, and so the length: 301 is about half as long. It's often played with double in to compensate.

Why do you have to finish on a double?

It's the traditional (steel-tip) rule and makes the end of a leg more demanding. On electronic boards many bars play straight out; it's a machine setting.

What is the highest checkout?

170: treble 20, treble 20, bullseye. Some scores can't be finished in three darts: 169, 168, 166, 165, 163, 162 and 159.

What happens if I'm left on 1?

With a double-out rule it's a bust: 1 can't be finished on a double, so your score goes back to the start of the turn.

More rules

Where to play darts?

Find bars with dartboards near you, with their opening hours and board types.

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