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Game rules : Darts

The essential rules of each game, available offline.

The classic darts game: you start from 501 and aim for zero, dart after dart.

Overview

Darts is played on a board divided into numbered sectors. Each player throws three darts per turn and subtracts the total scored from their remaining score. The most common mode is 501: you start from 501 points and the first to reach zero wins.

It is a game of precision and mental arithmetic, ideal indoors. The end of the game is the hardest part: in a double-out finish, the last dart must land on a double to seal the win.

Origin and history

Darts descends from the throwing games played in British pubs in the 19th century. The modern layout of the numbers on the board, which alternates small and large values to punish sloppy aim, is credited to an English carpenter, Brian Gamlin, in 1896.

The game became organised through the 20th century, with federations and professional circuits. The 501 became the reference format for competition, while Cricket and Around the Clock remain popular for playing with friends.

Goal

Be the first down to zero starting from 501 (or 301).

Equipment

  • A dartboard mounted on the wall.
  • Three darts per player.
  • A throwing line (the oche) marked on the floor, usually 2.37 metres from the board.

How a game unfolds

  1. Each player starts with a score of 501 (or 301 for a shorter game).
  2. On their turn, the player throws up to three darts.
  3. You add up the points scored that turn and subtract them from the remaining score.
  4. Play continues turn after turn until a player reaches exactly zero.

How to score

Each turn you throw up to 3 darts and subtract the total scored from your remaining score.

Scoring in detail

  • Each sector of the board is worth its number. The outer ring doubles the value, the inner ring triples it.
  • The centre (bull) is worth 50 points, the green ring around it (outer bull) is worth 25 points.
  • You subtract the turn total from the remaining score. The goal is to land exactly on zero.
  • In a double-out finish, the last dart that brings you to zero must be a double (or the bull, counted as a double 25).

A player is on 180 points. They throw their three darts and subtract the total scored from their remaining score.

Example: a three-dart turn
DartZone hitValueRemaining
1Treble 2060120
2Treble 206060
3Single 202040

The turn scores 140 points, taking the score from 180 to 40. On 40, the ideal checkout is double 20: a single dart in the 20 double finishes the game cleanly.

Winning

The first player to reach exactly zero wins. With double out, the last dart must be a double.

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Fouls and special cases

  • Going below zero voids the whole turn: the score returns to its value before the turn (this is a bust).
  • Reaching exactly 1 in a double-out finish is also a bust, because you cannot finish on a double from 1.
  • A dart that falls off the board or misses completely scores nothing.

Tips to play well

  • Aim for the treble 20 (top sector of the board) to score fast: three treble 20s make 180, the maximum on a single turn.
  • Learn a few common checkouts by heart: 40 checks out on double 20, 32 on double 16, 36 on double 18.
  • Keep your end-of-game score on an even number: it keeps the option of finishing on a double open.
  • Throw with the same motion and stance every time. Consistency beats power in darts.

A bit of strategy

  • For a double-out finish, set up your remaining score: from 50, it is better to aim for the bull (25) or a single to leave an easy double rather than sitting on an odd number.
  • If you risk a bust, play safe: aim for a zone that leaves you a comfortable remaining score instead of forcing the checkout.
  • Against an opponent close to zero, speed up by aiming at the trebles so you do not give them time to check out.

Variants

  • 301: same principle as 501 but a shorter game.
  • The double-out finish can be switched off to simplify the endgame.
  • Around the Clock: you hit sectors 1, 2, 3... in order up to the bull.
  • Cricket: you close sectors 15 to 20 and the bull, then score points.

Game modes

This game comes in several modes, each with its own rules and scoring. Pick yours before starting a game.

501 (countdown)

Start from 501 and aim for zero, dart after dart.

Start from 501 points (or 301 / 701 depending on the option) and be the first to reach exactly zero.

Scoring in detail

  • Each sector of the board is worth its number. The outer ring doubles the value, the inner ring triples it.
  • The centre (bull) is worth 50 points, the green ring around it (single bull) is worth 25 points.
  • On each turn, you throw up to three darts and subtract the total scored from the remaining score.
  • Going below zero, hitting exactly 1, or (in a double-out finish) reaching zero without finishing on a double, voids the whole turn: the score returns to its value before the turn. That is a bust.
  • In a double-out finish (on by default), the last dart that brings you to zero must land on a double, or the central bull counted as a double 25.

Winning

The first player to reach exactly zero wins the game.

Around the Clock

Hit 1, 2, 3... up to 20 then the Bull, in order.

Hit each number from 1 to 20 in ascending order, then the Bull, before the other players.

Scoring in detail

  • There are no cumulative points: you follow a progression. Each player must hit 1, then 2, then 3... up to 20, then the Bull, strictly in that order.
  • On your turn, the targets hit are recorded. Hitting the current target advances you one step; you can chain several targets in the same turn if you hit them in order.
  • A dart that hits a number other than the expected target does not advance you: it has no effect.
  • Doubles and triples do not count for more: all that matters is hitting the right number.

Winning

The first player to hit the Bull after passing all numbers from 1 to 20 wins.

Cricket

Close 15 to 20 and the Bull, then score on the open targets.

Close the seven targets (15, 16, 17, 18, 19, 20 and the Bull) and finish at least level on points with every opponent.

Scoring in detail

  • Only seven targets count: 15, 16, 17, 18, 19, 20 and the Bull. Any other sector has no effect.
  • Closing a target takes 3 marks: a single is worth 1 mark, a double 2, a triple 3. On the Bull, the single (25) is worth 1 mark and the double-bull (50) is worth 2 marks (there is no triple Bull).
  • Once a target is closed (3 marks), extra marks from the same throw turn into points.
  • You only score points on a target while at least one opponent has not yet closed it. A hit on a target you have already closed scores the target value times the marks of the throw, as long as the opponent has not closed it.
  • If all opponents have closed a target, it no longer scores any points for anyone.

Winning

The winner is the player who has closed the seven targets and whose points total is greater than or equal to every opponent. Closing everything but trailing on points is not enough: the game continues.

Key points

  • Going below zero voids the turn (bust).
  • Reaching 1 is also a bust with double out.
  • Double out can be turned off in the options.

Frequently asked questions

How do you score in darts?

You start from 501 points and subtract the total of the three darts thrown each turn. The double ring doubles the sector value, the treble ring triples it, the central bull is worth 50. The first player to reach exactly zero wins.

What is a bust in darts?

A bust happens when a player goes below zero, or reaches exactly 1 in a double-out finish. The turn is voided and the score returns to its value before the turn.

What is a double-out finish in darts?

In a double-out finish, the last dart that brings the score to zero must land on a double, or the central bull counted as a double 25.

How far away do you throw darts?

The throwing line (oche) sits 2.37 metres from the board, measured horizontally, with the centre of the board 1.73 metres above the floor.

How do you play the 501 (countdown) mode in darts?

Start from 501 points (or 301 / 701 depending on the option) and be the first to reach exactly zero. The first player to reach exactly zero wins the game.

How do you play the Around the Clock mode in darts?

Hit each number from 1 to 20 in ascending order, then the Bull, before the other players. The first player to hit the Bull after passing all numbers from 1 to 20 wins.

How do you play the Cricket mode in darts?

Close the seven targets (15, 16, 17, 18, 19, 20 and the Bull) and finish at least level on points with every opponent. The winner is the player who has closed the seven targets and whose points total is greater than or equal to every opponent. Closing everything but trailing on points is not enough: the game continues.

Darts rules (501) and how to score points