501 Darts Rules Explained (with Checkouts) | Oche
The complete rules of 501 darts — starting score, straight-in scoring, the double-out finish, busts, and the checkouts every player should memorise.
501 is the standard game of darts — the format used in professional matches, leagues, and most pub boards. The rules are short, but the double-out finish trips up almost every newcomer. Here’s the complete explanation, plus the checkouts worth memorising first.
The basic rules
- Both players (or teams) start with a score of 501.
- You throw three darts per turn and subtract their total from your running score.
- Scoring is straight in — you start subtracting from the very first dart, no double needed to begin.
- To win you must land on exactly zero, and the dart that takes you to zero must be a double.
This double-out requirement is what makes the finish the hardest and most exciting part of the game. See the double-out rules for the full breakdown.
What counts as a “double”
A double is the thin outer ring of the board, worth twice the segment number. The inner bullseye (50) also counts as a double — it’s effectively double 25. So legal finishes include double 20 (40), double 16 (32), and the bull.
Busting
You bust when a turn leaves you in an impossible position:
- You score more than your remaining total.
- You reduce your score to exactly 1 (you can’t finish 1 on a double).
- You hit zero without finishing on a double.
When you bust, your score returns to what it was at the start of that turn, and your opponent throws. Our bust guide covers the edge cases.
Checkouts to learn first
A checkout is the combination of darts that finishes a leg. Beginners should master the even finishes under 40, because they leave clean doubles:
- 40 → Double 20
- 32 → Double 16
- 16 → Double 8
- 8 → Double 4
From there, learn the classic three-dart finishes like 100 (T20, D20) and 170 (T20, T20, Bull). Our best checkouts to learn guide ranks them by usefulness, and the full chart covers every number from 2 to 170.
Smart strategy
Good 501 players think one dart ahead. When you can’t finish in a turn, leave yourself a comfortable double rather than an awkward one — aim to leave 40, 32, or 16 instead of 39 or 25.
The Oche app removes all of the mental maths: it scores your leg automatically and suggests the best checkout route the instant you step onto a finish, so you can spend your attention on the throw, not the subtraction.
Frequently asked questions
How do you win a game of 501?
What is the highest checkout in 501?
What happens if you score too much in 501?
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