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Guide

501 & 301 darts rules

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:

  1. Each player throws a dart, aiming for the center of the target (bullseye)

  2. The player whose dart is closest to the center goes first

  3. 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:

  1. Each player aims for the bullseye

  2. Only the inner (50) and outer (25) bullseye zones count

  3. All darts are removed after each throw, whether or not they hit the bullseye

  4. 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

  5. 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:

  1. 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

  2. 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

  3. 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.

Frequently Asked Questions About 501

Frequently Asked Questions

To win at 501, you need to be the first player to reduce your score from 501 to exactly zero, necessarily finishing with a dart planted in a double zone (or the inner bubble, which counts as a double). This requires a combination of precision on triples to bring the score down quickly, mental calculation to know your checkouts, and mastery of doubles for finishes.
If you go over zero, you "bust". Your turn is immediately cancelled, no points are counted, and your score returns to what it was at the start of your turn. Then it's your opponent's turn. For example, if you have 32 points left and you score 20 + 18 = 38 points, you're 6 points over: bust! You're back to 32.
No, you can NOT finish on a triple. The "double-out" rule is strict: your last dart to zero MUST be in a double zone. The only exception is the inner bubble (50 points, in red), which counts as a double. If you reach zero with a triple or single, it's a bust and your turn is cancelled.
A game of 501 lasts on average 10 to 20 minutes, depending on the level of the players. Beginners can take 20-30 minutes, intermediates 12-18 minutes, and professionals can finish in 8-12 minutes or even less for the best. A complete "Best of 11 legs" match can therefore last between 1h30 and 3h, depending on level.
The only difference between 301 and 501 is the starting score. The 301 starts at 301 points, the 501 at 501 points. All other rules are identical: same point count, same double-out rule, same target distance and height. The 301 is simply a faster version (5-10 minutes) ideal for beginners or quick matches, while the 501 is the professional standard (10-20 minutes).
The number 501 (not 500) was chosen for historical and mathematical reasons. Firstly, 501 offers a better balance of game length (12-15 rounds for the average player). Secondly, the extra "1" creates more varied and strategically interesting checkout situations. Finally, 501 avoids certain "dead" scores at the end of the game, which would make it less fluid. It has become the world standard by tradition and has never changed.
To count quickly at 501: (1) Memorize zone values (single, double ×2, triple ×3), (2) Practice mental arithmetic regularly, (3) Use "shortcuts" (e.g. 60+60+20 = 140 rather than calculating dart by dart), (4) Have a scoreboard or slate visible, (5) Announce your scores aloud to anchor them. With practice, calculation becomes automatic. At first, don't hesitate to use a calculator or a dedicated app.
The maximum checkout at 501 is 170 points, achieved with the combination: Triple 20 (60) + Triple 20 (60) + Inner Bubble (50) = 170. This is the highest score you can finish in a single volley of 3 darts and still respect the double-out rule. This checkout is extremely rare, even among professionals, as it requires two perfect T20s followed by a bullseye.
A nine-darter (or 9-dart finish) is the ultimate 501 feat: finishing a complete game in just 9 darts spread over 3 rounds. The most common combination is: 180 (T20-T20-T20) + 180 (T20-T20-T20) + 141 (T20-T19-D12) = 501. This is the absolute perfect score, equivalent to a hole-in-one in golf or a perfect game in baseball. Extremely rare even in professional competition (10-15 per year in PDC).
No, in the standard 501 format, you do NOT have to start with a double. You can count your points from the first throw, regardless of the area hit. Only the FINISH must be a double ("double-out" rule). Exception: In the "Double-In & Double-Out" format (very difficult, used at the World Grand Prix), you must actually hit a double before you can start counting your points.
Only the inner bubble (red, 50 points) counts as a double to finish a game of 501. The outer bubble (green, 25 points) does NOT count as a double. So if you have 50 points left, you can finish with the inner bubble. But if you have 25 points left, you can NOT finish with the outer bubble: you need to aim for another double (e.g. 9 + D8 = 25).
The number of legs in a match depends on the format defined in advance. Common formats are: "Best of 5" (first to 3 legs), "Best of 7" (first to 4), "Best of 11" (first to 6), up to "Best of 19" or more in some tournaments. In the "sets" format, each set generally contains 3 to 5 legs, and a certain number of sets must be won to win the match. The PDC World Championship (final) is played in Best of 13 sets.
The distance to play the 301 is exactly the same as for the 501. There is no difference in installation. So: target center height at 1.73 meters from the ground, and distance from the oche (throwing line) at 2.37 meters for a traditional target or 2.44 meters for an electronic target. The only difference between 301 and 501 is the starting score, not the regulatory dimensions.
Yes, 501 can be played in teams, a format known as "doubles" or "doublettes". Generally played in teams of 2, each player takes turns throwing. For example: Player A1 throws, then Player B1, then Player A2, then Player B2, and so on. The score is shared by the team. You can also play in larger teams (3 vs 3, 4 vs 4) with the 701, 901 or 1001 variants for longer games. Team strategy and communication become crucial.