501 & 301 darts rules
501 is THE quintessential darts game—the one you see played in everything from PDC tournaments to local competitions. In this comprehensive guide, we explain everything you need to know about 501 darts:
Official rules, step by step
Scoring system
Differences between the variants (301, 701, 901)
Winning strategies used by professionals
How to achieve the legendary 9-darter (perfect game).
501: The most popular darts game in the world
501 is the universal standard format for professional competitions, used by the Professional Darts Corporation (PDC), the British Darts Organisation (BDO), and virtually all darts organizations worldwide.
The objective is simple: start with a score of 501 points and be the first to reach exactly zero by finishing on a double.
Each player throws 3 darts per turn, and the points scored are subtracted from the remaining score until at least 2 points remain, to finish on the "double 1."
The history of the number: why 501 and not 500?
The historical origin: In the 1920s and 1930s, when the game became standardized in British pubs, players were looking for a number that would offer several qualities: high enough to allow for several rounds of play (to avoid games that were too short), but not too high to avoid becoming tedious, and above all, one that would create interesting finishing situations.
The mathematical reason: The number 501 offers perfect balance. An average player will take about 12–15 turns to finish, making for a 10–15-minute game. With 500, certain finishing scenarios become slightly less varied. The extra “1” forces players to think more carefully about their checkout strategy and avoids certain “dead” scores at the end of the game.
Global standardization: When the Professional Darts Corporation was founded in the 1990s and modernized the sport, 501 was already so firmly established that it became the official standard. Today, it is the format used in all major championships.
Variations of X01
501 is part of a family of games called "X01" (pronounced "oh one"), where the X can be replaced by different numbers. The most popular variants are:
301: The fast-paced and dynamic variant
301 is the shortest and most accessible variant of X01. With a starting score of just 301 points, games are fast-paced, intense, and perfect for beginners or multi-round matches.
301 is ideal for:
Discovering darts: The short duration allows you to quickly grasp the mechanics without getting bored
Quick games: Perfect for a lunch break or between activities
Multi-leg matches: “Best of 3” or more format to keep the suspense going without dragging on
Practicing checkouts: You reach checkouts faster, allowing for more practice on finishing shots
Tournament play: 301 tournaments with many short legs are dynamic and engaging
701: The endurance variant
With a starting score of 701 points, this variant offers a longer experience (10–13 minutes on average) where endurance and consistency over multiple rounds become crucial.
701 is ideal for:
Team games: 2v2 or 3v3 where each player has more opportunities to contribute
Intermediate/advanced players: Who want to test their consistency
Deciding rounds: In tied tournament situations requiring a longer deciding round
Training for sustained concentration: Teaches you to maintain your level for 15–20 turns
901 and beyond: Extreme challenges
901 (and beyond: 1001, 1501, etc.) is reserved for experts and special situations. With an average of 25–35 turns, these are true marathons requiring physical and mental endurance.
The 901+ is used for:
Large teams: 4v4, 5v5, or more, where each player must take multiple turns
Special challenges: Endurance events, charity tournaments
Extreme demonstrations: To showcase consistency and average over extended periods
Regulatory distance and height for playing 501
Before you start playing 501, it’s crucial to set up your dartboard correctly according to official standards.
For more details on dartboard distance and height, you can read our dedicated article. There are nuances to be aware of, such as adjustments based on the type of dartboard, the players’ age, and gender.
How to Score in 501
To learn how to score in darts, we’ve written a detailed article. But when playing 301 or 501, things are relatively simple.
Example - Start of the game
Your starting score: 501 points
You throw your three darts and get:
1st: Single 15 = 15 points
2nd: Triple 6 = 18 points (6 × 3)
3rd: Double 3 = 6 points (3 × 2)
Total for the round: 15 + 18 + 6 = 39 points
New score: 501 - 39 = 462 points remaining
Example - End of game
Your remaining score: 90 points
You throw:
1st: Single 20 = 20 points (70 remaining)
2nd: Single 20 = 20 points (50 remaining)
3rd: Inner bullseye 50 points (25 x 2) = Exactly 0!
Result: Victory! You reached exactly zero by finishing on a "double" (the inner bullseye counts as a double 25).
Example - Bust situation (failure)
Your remaining score: 32 points
You aim for the double 16 (which would make exactly 32) but miss. Your darts score:
1st dart: Single 16 = 16 points (remaining 16)
2nd dart: Single 10 = 10 points (6 remaining)
3rd dart: Single 5 = 5 points (1 point remaining)
Result: You have "busted" because you have 1 point remaining, and it is impossible to finish on a double with 1 point (the smallest double is D1 = 2 points). Your turn is canceled, and your score reverts to 32. It is your opponent’s turn.
Determining who starts the 501 game
The order of play gives a significant advantage to the first thrower, who theoretically has a better chance of hitting a finish before their opponent. There are several methods to fairly determine who goes first:
Method 1: Random draw (quick)
The simplest method: heads or tails, short straw, or a random draw app. It’s quick and fair, but less “in the spirit” of the game.
Method 2: Closest to the bullseye
The most popular traditional method in bars and among friends:
Each player throws a dart, aiming for the center of the target (bullseye)
The player whose dart is closest to the center goes first
If there is a tie or if it is difficult to determine: both players throw again
Important notes:
If the first player hits the bullseye (inner or outer), their dart is usually removed before the second player throws, to prevent it from getting in the way
If the second player hits the exact same spot as the first: the round is replayed
If the first player’s dart completely misses the bullseye, it remains in the board until the second player throws
Method 3: PDC Professional Rule
The official method used in professional competition is stricter:
Each player aims for the bullseye
Only the inner (50) and outer (25) bullseye zones count
All darts are removed after each throw, whether or not they hit the bullseye
If the first player misses the bullseye: dart removed, second player throws
If the second player hits the bullseye: they win the round
If the second player also misses: mutual failure, we throw again
In the second round, the player who threw second in the first round now throws first
Alternating rounds
The winner of the round starts the first round and all odd-numbered rounds (1, 3, 5...). The loser starts the second round and all even-numbered rounds (2, 4, 6...)
Double-In, Double-Out, and other formats
The start and end rules can be modified to increase or decrease the difficulty. These formats radically change the strategy and the level of technical skill required.
Natural progression: Direct → Double-Out → Mastery of Double-Out → Occasional attempts at Double-In/Out
The "Straight" format: For learning
Start: No restrictions; all points count from the first throw.
Finish: No doubles required! You just need to hit exactly zero, regardless of the zone.
The only rule that remains: You must hit exactly zero. If you go over, it’s a bust as usual.
Example of a finish:
You have 37 points left
You roll: 20 + 17 = exactly 37 points
Victory! Even without a double
The Direct format is ideal for:
Absolute beginners: Discovering the game without the frustration of doubles
Kids: Learning the basics of addition and subtraction
Casual games: With friends at a bar, without competition
Math practice: Focusing on scoring and mental math
Time savings: Faster games since there’s no getting stuck on doubles
Important: If you aspire to play competitively or make serious progress, don’t stay in Direct mode for too long. Learning doubles is fundamental and should be incorporated relatively early in your practice.
Double-Out: The Standard Rule
This is the default rule in virtually all official competitions and friendly games.
Principle: To win, the last dart MUST land in a double (or inner bullseye).
No restrictions on the start: You begin counting your points from the very first throw, whether it hits a double or not.
Strategy: Your entire game should be geared toward reaching a "checkout" score that can be achieved via a double. This is why knowing your checkouts is essential.
Classic double checkouts:
170: T20-T20-Bull (maximum possible)
110: T20-18-D16
100: T20-D20
80: 20-10
70: T18-D8
50: Bull (spectacular finish)
40: D20 (very common)
32: D16 (statistically the most frequent checkout)
Double-In & Double-Out: The Expert Format
This is the most difficult format, used in specific tournaments such as the prestigious PDC World Grand Prix.
Getting Started: Before you can score any points, you must first hit any double (D1 through D20 or the inner bullseye).
Consequence: Until you hit a double, your points don’t count. You remain stuck at 501 (or 301, 701...) until you hit this “entry double.”
Finishing: Just like in standard Double-Out, the last dart must hit a double to secure the win.
Example:
Round 1: T20 (60) + T20 (60) + 19 = 0 points scored (no double hit)
Round 2: T20 (60) + D10 (20) + 15 = 20 points scored! (D10 validates the entry)
The T20 before the D10 does not count
Only D10 (20) + 15 count = 35 points
Score: 501 - 35 = 466
Round 3: From now on, all points count normally
For beginners: DO NOT start with this format! It’s frustrating and counterproductive. Master the standard Double-Out first.
The different formats of 501 games
When you watch the PDC World Darts Championship or other major tournaments, you’ll notice that matches are structured differently from single games.
What is a Leg?
A leg is simply a complete game of 501 (or 301, 701 depending on the format). It is the basic unit of competition.
1 leg = 1 game from the start (501 or 301) to 0
Average duration: 2–3 minutes for professionals
"Best of Legs" Format
In this format, matches are played as "Best of X legs," meaning the player who wins a certain number of legs wins the match.
Examples:
Best of 5 legs: First player to 3 legs wins the match
Possible scores: 3-0, 3-1, 3-2
Best of 7 legs: First to 4 legs wins
Best of 11 legs: First to 6 legs wins (a very common format on the PDC Pro Tour)
Best of 19 legs: First to 10 legs wins
Quick calculation: For a "Best of X," you must win (X+1)/2 legs.
"Best of Sets" format
A set adds an extra layer of structure. To win a set, a player must win the majority of the legs within that set.
Typical set structure:
1 set = Best of 5 legs (first to 3 legs wins the set)
Sometimes: Best of 3 legs (first to 2)
Concrete example of a Best of 5 sets match:
Set 1:
Leg 1: Alice wins
Leg 2: Bob wins
Leg 3: Alice wins
Leg 4: Alice wins
Alice wins the set 3-1
Overall score: Alice 1-0 Bob
Set 2:
Leg 1: Bob wins
Leg 2: Bob wins
Leg 3: Alice wins
Leg 4: Bob wins
Bob wins the set 3-1
Overall score: Alice 1-1 Bob
[...and so on until one player reaches 3 sets]
The "Break": A Crucial Concept in Competition
In leg or set formats, we talk about a "break" when a player wins a leg after having the second throw.
Why is this important?
Remember: the player who throws first has a theoretical advantage. Therefore:
Holding your serve = normal, expected
Breaking the opponent = a feat, a huge psychological advantage
In the alternating format:
Leg 1: Alice goes first
Leg 2: Bob rolls first
Leg 3: Alice rolls first
etc.
If Alice wins Legs 1 (normal) AND 2 (break!), she leads 2-0, which is a huge advantage.
A "break" is celebrated in competition because it demonstrates superiority. Not only do you win your own leg, but you also win your opponent’s.
501 in competition: Specific PDC rules
The Professional Darts Corporation has a few specific competition rules:
Official Scorer
A professional scorekeeper announces the scores aloud
They may announce the remaining score, but NOT the checkout combinations
The player must calculate their own finishing strategy
Time limit
In theory, players have a time limit between turns (generally not strictly enforced unless there is obvious slow play)
No coaching during the match (except for medical timeouts)
Celebrations
Celebrations are allowed and encouraged (the crowd loves them)
But they must remain respectful of the opponent
No direct provocation or inappropriate gestures
Strategies for winning at 501
Understanding the rules is one thing, but winning consistently requires another: strategy. 501 isn’t just a game of precision; it’s also a tactical game where every decision counts.
The 3 strategic phases of a game
A game of 501 naturally divides into three distinct phases, each with its own optimal strategy.
Phase 1: From 501 to 170 - Pure scoring
Primary objective: Get the score down as quickly as possible.
Strategy: In this first phase, ignore your opponent. This may seem counterintuitive, but at this stage, there is nothing you can do about their play. Focus solely on your own scoring.
Priority targets:
Triple 20 (60 points): Your main target. Aim for it systematically.
If you miss it and hit the single 5 or 20, it’s not a big deal
If you hit the single 1 or 18, you’ll at least get a few points
Triple 19 (57 points): An excellent alternative to the T20
A "safer" environment: 7 and 3 next to it (no 1 or 5)
Many players prefer the T19 for this reason
With your third dart, aiming for the single 19 lets you pick up some points
Triple 18 (54 points): Third option
1 and 4 next to it, so a less favorable layout
But some players are very comfortable with it
Mental game: Stay in your zone, breathe, repeat your routine. Don’t look at your opponent’s score; don’t get discouraged if they’re doing better. Your only goal: consistent scoring.
Phase 2: From 170 to 100 - The transition
Goal: Position yourself for a favorable double while keeping an eye on your opponent.
Strategy: This phase is critical because you’re shifting from pure scoring to preparing for the finish.
Starting at 170 (the maximum checkout), you are theoretically able to finish in a single leg. However, 170 (T20-T20-Bull) is extremely difficult and rarely attempted even by pros.
Think checkout:
During your opponent’s turn, calculate your strategy
Identify which double(s) you want to hit
Anticipate your next two darts
Start observing your opponent:
If they’re over 170: continue playing normally
If they’re between 100 and 170: speed up if possible
If they’re under 100: the pressure’s on!
Avoid "trap" scores:
Some scores are particularly difficult to finish:
169: Impossible in 3 darts with a double-out
168, 165, 162, 159: Very difficult
99: Classic trap (impossible to finish in 2 darts)
Phase 2 goal: Finish under 100 with a "clean" score (even and not a trap).
Phase 3: 100 and under - The finish
Objective: Hit your double before your opponent.
Adaptive strategy depending on the opponent:
This is where strategy becomes truly tactical. Your approach must adapt to your opponent’s score:
Situation A: Opponent > 120 points
→ Conservative play / Position yourself
You have time. Prioritize:
Positioning yourself on your favorite double (D16, D20, D18...)
Avoiding unnecessary risks
Secure your singles for a good position
Maximizing your chances of finishing in 2–3 turns
Example: You have 76 points remaining, opponent at 180
Dart 1: Aim for 16 → leaves you with D30 or D20
Rather than attempting D18 directly (risky)
Situation B: Opponent between 50 and 120
→ Moderate play / Assessment
Analyze:
Their usual finishing accuracy
Their recent accuracy on doubles
The number of turns before he reaches a double
Adapt:
If he’s a good finisher: try your double
If he misses often: take your time, position yourself well
Situation C: Opponent ≤ 50 points (on a double)
→ Aggressive play / Maximum pressure
He might finish it on the next turn! You MUST go for the double now.
Dart 1: Go for the double immediately
If you miss, dart 2: Reposition yourself or try again depending on the situation
Dart 3: Last chance to finish or get the best possible position
Example: You have 50 points, opponent at 32
Option 1: Aim directly for the Bull (50) — aggressive
Option 2: 18 + D16 — safer but takes longer
Tip: Aim for the Bull! It might finish the game on the next turn.
Knowing your checkouts: Essential knowledge
A player who knows their checkouts by heart has a significant advantage. You must be able to calculate instantly, without hesitation, how to finish from any score.
Essential checkouts to memorize
1-dart checkouts (the simplest):
50: Bull
40: D20
38: D19
36: D18
32: D16
30: D15
Standard 2-dart checkouts:
3-dart checkouts (high scores):
The most common checkout: Statistically, D16 (32 points) is the most common finish in competition, as 32 is a score that often comes up after a few rounds.