How to Play a Complete Leg From 501 to Double-Out
Follow visits of up to three darts from 501 to exactly zero, including the full-visit bust reset, double-out checkouts and a worked leg.

In 501 darts, each player or team starts on 501 and alternates visits of up to three darts. Add the darts scored during a visit, subtract that total from the running score, and try to reach exactly zero before the opponent. In the commonly used straight-in, double-out format, scoring begins immediately, but the winning dart must land in a double; the 50-point inner bull can count as double 25. Local leagues, casual games, tournaments, and electronic boards may use different starting or finishing rules, so confirm the format before throwing the first dart. These common rules and variations are summarized in this 501 darts guide.
501 darts rules at a glance
The basic sequence is:
- Each player or team begins with 501 points.
- The first player throws up to three darts.
- Add the values of those darts and subtract the visit total from the running score.
- The opponent then takes a visit.
- Continue alternating until someone reaches exactly zero with a valid finishing dart.
A player does not have to throw all three darts. If the first or second dart completes the checkout, the leg ends immediately.
The commonly described format is straight-in, double-out:
- Straight-in means scoring begins with the first valid dart. You do not need to hit a double before points can be subtracted.
- Double-out means the dart that reduces the score to zero must land in the outer double ring or the 50-point inner bull, which functions as double 25.
A leg is one complete game from 501 to zero. A match can be decided by winning a specified number of legs or can group legs into sets. There is no universal match length for every pub game, league, or event.
To play, you need:
- A dartboard
- A set of darts
- A chalkboard, paper scorecard, or another scoring method
- One or more players
Solo 501 is useful for practice: play against the score, record every visit, and count how many darts you need to finish. With multiple players, the winner is the first individual or team to complete a valid checkout.
Before starting, settle four questions: Are you playing straight-in or double-in? Is a double required to finish? How is the bull scored? Who throws first? That short conversation prevents most rules disputes.
How the dartboard scores
A standard numbered dartboard has 20 wedges and two central bull areas. Where a dart lands within a wedge determines whether the printed number is counted once, twice, or three times.
- The large single areas score the printed number.
- The narrow outer ring is the double ring and scores twice the number.
- The narrow inner ring is the treble ring and scores three times the number.
- The outer bull scores 25.
- The inner bull scores 50.
For example, single 20 scores 20, D20 scores 40, and T20 scores 60. Treble 20 is therefore worth more than the 50-point inner bull and is the highest score available with one dart. These scoring values, together with the maximum visit and checkout, are covered in this beginner’s 501 guide.
Common notation keeps scorecards and checkout routes compact:
| Notation | Meaning | Example |
|---|---|---|
| S | Single | S20 = 20 |
| D | Double | D16 = 32 |
| T | Treble | T20 = 60 |
| Bull | Inner bull | Bull = 50 |
Three T20s produce 180, the highest possible three-dart visit. That is different from the highest possible checkout: a 180 cannot finish a double-out leg because its final dart is a treble rather than a double.
The highest three-dart checkout is 170, completed with T20, T20, bull. The first two darts score 120, leaving 50; the bull then reaches zero as double 25.
- Maximum three-dart visit: 180
- Maximum three-dart checkout: 170
How a turn, leg and match work
A player’s turn is usually called a visit. Players alternate visits of up to three darts, and the running score is reduced after each valid visit. If a player checks out on dart one or two, the remaining darts are not thrown.
Throwing for the bull—sometimes called corking or diddling—is a common way to decide who starts. Each player throws toward the bull, and the closer dart generally earns the first throw. Competitions may prescribe a coin toss, an order for the bull throws, or separate procedures for later and deciding legs. Applicable event rules take priority over casual convention.
In individual play, one player alternates with another. In general team play, the teams alternate visits and their members rotate after turns. Particular team formats can impose their own playing order, starting score, and match structure, so do not assume that every individual-play convention transfers unchanged.
The structural terms are:
- Leg: One game from the starting score to a valid zero.
- Set: A group of legs.
- Match: The complete contest, decided through legs directly or through sets.
Match length should be stated before play—for example, first to three legs or best of five legs. Those are illustrations rather than universal requirements.
| Format | Starting rule | Finishing rule | What to check |
|---|---|---|---|
| Straight-in, double-out | Scoring begins immediately | Final dart must be a double | Bull treatment |
| Double-in, double-out | A double must be hit before scoring begins | Final dart must be a double | How the opening double is recorded |
| Casual or local rules | Agreed by players or league | May differ | House, league, and match rules |
| Soft-tip play | Configured by the machine | Settings can vary | Bull and finish settings |
Soft-tip boards may calculate and subtract scores automatically. That convenience does not mean every machine uses the same bull configuration or finishing requirement. Read the displayed settings or ask the operator before starting.
The bust rule, with examples
A bust is an invalid visit near the end of a double-out leg. Under the common double-out convention, it occurs when the visit:
- Takes the remaining score below zero.
- Leaves exactly 1, which cannot be finished with a double.
- Reaches zero without the final dart landing in a valid double.
A bust cancels the entire visit. The score returns to its value before the first dart of that visit—not to the total shown immediately before the busting dart. These conditions and the full-visit reset are explained in this 501 bust-rule guide.
| Starting score | Dart result | Outcome | Restored score |
|---|---|---|---|
| 40 | The visit scores 45 | Below zero: bust | 40 |
| 20 | S19, leaving 1 | Cannot finish 1 on a double: bust | 20 |
| 20 | S20, reaching zero | Zero reached without a double: bust | 20 |
| 24 | D12 | Valid double-out: leg won | 0 |
Suppose you begin on 40, hit S20, and then score 25 with the next dart. Although the first dart temporarily leaves 20, the second takes the visit total to 45 and the running score below zero. Your score returns to 40, not 20.
The same principle applies when leaving 1. From 20, S19 does not leave one point for the next visit. It causes an immediate bust because no double is worth 1, so the score returns to 20.
Reaching zero is not enough by itself in double-out play. From 20, S20 is an invalid finish and restores the score to 20. D10 is valid. From 24, D12 completes the leg.
Electronic boards can apply bust rules automatically, but their selected finishing settings may differ. Confirm the machine or local rules rather than assuming that every version of 501 handles the finish in the same way.
Checkouts and setup shots
A checkout is the dart or combination of darts used to reach exactly zero under the chosen finishing rule. In double-out 501, the final dart must land in a double or a qualifying bull.
Simple one-dart finishes are worth learning first:
- 24: D12
- 32: D16
From 32, hitting S16 is not a bust. It leaves 16, which can be finished with D8. This is one reason some routes are attractive: a miss into the single section of the intended number can leave another straightforward double.
The highest three-dart checkout is:
170 = T20 + T20 + bull
Not every score below 170 can be finished with three darts. The three-dart bogey numbers are 169, 168, 166, 165, 163, 162, and 159. These totals cannot be reduced to zero in three darts while ending on a double. A player starting a visit on one of them must set up a later finish instead. The routes and bogey-number list appear in this specialist checkout guide.
A compact beginner reference is enough to get started:
| Remaining | Possible route | Useful single result |
|---|---|---|
| 16 | D8 | — |
| 24 | D12 | — |
| 32 | D16 | S16 leaves D8 |
| 40 | D20 | S20 leaves D10 |
| 50 | Bull | Outer bull leaves 25 |
| 60 | S20, D20 | Direct two-dart route |
| 170 | T20, T20, bull | Maximum three-dart checkout |
When a finish is unavailable—or when a direct attempt would create an awkward miss—use a setup shot. The immediate aim is not necessarily to score as much as possible. It is to leave a manageable checkout or a double you prefer.
For example, with 62 remaining, scoring 22 leaves 40 for D20. Another player might choose a different route because they prefer D16, anticipate a particular miss, or need to attack the finish immediately because the opponent is already waiting on a checkout.
Checkout charts therefore provide possible routes, not compulsory or uniquely optimal answers. The choice can depend on:
- Preferred doubles
- Likely misses into adjacent segments
- The number of darts left in the visit
- Whether the opponent is on a finish
- Whether a controlled setup is safer than an immediate attempt
Beginners do not need to memorize every combination at once. Start with the direct one-dart finishes for the even scores from 2 through 40, corresponding to D1 through D20. Then add common two-dart combinations and consult a reputable checkout chart when learning the higher finishes.
A worked 501 leg
This illustrative scorecard starts at 501 and ends on a valid double. It is not presented as the quickest route, the best route, or a typical beginner result. Its purpose is to demonstrate subtraction, varied targets, setup play, and double-out finishing.
| Visit | Darts and visit score | Calculation | Remaining |
|---|---|---|---|
| Start | — | — | 501 |
| 1 | T20, S20, S5 = 85 | 501 − 85 | 416 |
| 2 | T20, S20, S20 = 100 | 416 − 100 | 316 |
| 3 | T19, S12, S12 = 81 | 316 − 81 | 235 |
| 4 | T19, S19, S19 = 95 | 235 − 95 | 140 |
| 5 | S20, S20, S20 = 60 | 140 − 60 | 80 |
| 6 | S16, S16, S16 = 48 | 80 − 48 | 32 |
| 7 | D16 = 32 | 32 − 32 | 0 |
Visit five shows a deliberate setup decision. A three-dart finish was available from 140, but the player chose controlled singles to leave 80. On the following visit, three single 16s left the familiar D16 finish.
That is not necessarily the right decision in a competitive match. If the opponent is already waiting on a double, attempting the available checkout may be preferable. Without immediate pressure, a player who is more comfortable setting up may reasonably choose the conservative route.
Elite milestone: the nine-dart leg
A nine-darter is the minimum-dart completion of 501. One example begins with visits of 180 and 180, leaving 141 for the final three darts. T20, T19, D12 scores 60 + 57 + 24 = 141 and completes the leg. The 180, 180, 141 structure is documented in this checkout and nine-dart reference.
Measure your 501 performance
The standard three-dart average measures points scored per three darts:
Three-dart average = (points scored ÷ darts thrown) × 3
Completing 501 in 18 darts gives:
(501 ÷ 18) × 3 = 83.5
For an unfinished leg, first calculate how many points were scored:
Points scored = 501 − remaining score
If you have 201 left after 12 darts, you have scored 300:
((501 − 201) ÷ 12) × 3 = 75
Every dart actually thrown counts, including misses and darts thrown during a bust visit. A bust restores the board score, so the invalid points are not added to points scored, but the darts still belong in the darts-thrown total. These formulas and counting rules are set out in the Redfield & District Men’s Darts League average guide.
A higher average does not guarantee victory. One player can score heavily but miss several doubles, while another scores more slowly and converts the first finishing chance. The leg belongs to the player who completes a valid checkout.
Treat one excellent leg as a performance, not a permanent rating. An average recorded over multiple legs gives a broader view because it includes strong scoring, weak visits, setup darts, missed doubles, and busts.
As a practical self-measurement exercise, Dartboard Stats recommends playing 10 solo legs, recording every visit, and retaining the difficult legs rather than remembering only the best ones. This is the site’s own measurement exercise, not a statistically validated threshold for establishing a player’s true ability. Its guide to understanding three-dart averages provides the full explanation.
The complete playing sequence is straightforward: start on 501, subtract the score from each visit of up to three darts, avoid busting, create a manageable finish, and hit a double to reach exactly zero under the common double-out format. Agree on local or machine-specific rules first. If you want an honest picture of your performance, record every visit and use the results to identify whether scoring, setup play, or finishing is costing the most darts.
What is the difference between a 180 and a 170 checkout?
A 180 is the maximum three-dart visit: T20, T20, T20. A 170 is the highest three-dart checkout: T20, T20, bull. The difference is that the 170 ends on the bull as double 25, while the 180 ends on a treble and cannot complete a double-out leg. Both figures are explained in this 501 rules overview.
What is a nine-darter in 501?
A nine-darter is a 501 leg completed in nine darts, the minimum possible number. One route is 180, 180, followed by T20, T19, D12 for the remaining 141. Other valid nine-dart routes also exist, as noted in this beginner’s 501 guide.
Do all games of 501 require double-in?
No. In straight-in play, scoring begins with the first valid dart. Some tournaments, leagues, or selected game modes require double-in, meaning a player must hit a double before scoring begins. Confirm the starting rule before the leg.
Can 501 darts be played alone or in teams?
Yes. A solo player can use 501 for scoring and checkout practice. Two individuals can compete by alternating visits, while teams can rotate members after turns. Team order, match length, starting rules, and finishing requirements should be agreed in advance or taken from the applicable competition rules.