how to play 501 darts

How to Play 501 Darts

In 501, every player starts with 501 points and subtracts the value of each turn. The winner reaches exactly zero with a dart in a double: the narrow outer ring or, when 50 remains, the inner bull. That double-out rule turns a simple countdown into a game of route planning. A score of 140 is powerful early, but a controlled setup that leaves double 16 can decide the leg. Standard ranked formats use a straight start, meaning scoring begins with the first valid dart, and a double finish. Players alternate three-dart visits, record the remaining total, and cancel an entire visit if it busts. Good 501 play therefore combines scoring, arithmetic and knowing when to stop chasing triple 20.

Quick answer: Each player begins on 501 and subtracts each turn. Standard matches require the winning dart to land in a double that brings the score to exactly zero.

Start the leg and record each visit

Determine the first throw by a closest-to-bull contest or the event's stated order. Put both players on 501. The leader throws up to three darts, the scorer calls the total, and that amount is subtracted. A player does not need a double to begin in ordinary 501. Match formats are described in legs and sets: for example, best of five legs means the first player to win three legs takes the match.

Keep the running remainder rather than only listing turn totals. Check the arithmetic before pulling darts because the point must remain in the board to score. If the third dart is not needed because the player finishes with the first or second, the leg ends immediately. The unused darts do not affect average or dart count.

Understand double-out and busts

A legal win requires a double that reduces the remaining score to exactly zero. With 40 left, double 20 wins; with 32, double 16 wins; with 50, inner bull wins because it is treated as double 25. A single that reaches zero is not enough unless it happens to be the required double value.

A visit busts if the total goes below zero, leaves exactly 1, or reaches zero without a legal double. When a bust occurs, every dart in that visit is erased and the player returns to the score held at the start of the turn. Suppose 32 remains: single 16 leaves 16, but another single 16 reaches zero without a double, so the player returns to 32. No remaining dart in that visit may be thrown.

Score aggressively before the checkout phase

At high totals, triple 20 is the usual scoring target because it offers 60, but it is not mandatory. Players who group better on 19 may favor triple 19, and the neighboring penalties can matter: misses around 20 score 1 or 5, while misses around 19 score 3 or 7. Choose the segment that produces the best repeatable visit, not the one that looks most conventional.

Begin thinking about the finish before reaching 170. Certain totals above 170 cannot be checked out in three darts, and 169, 168, 166, 165, 163, 162 and 159 are classic bogey numbers. With one dart left in a setup visit, use a target that leaves a makeable finish rather than accidentally landing on one of those totals.

Plan routes backward from a preferred double

Many players favor even doubles because a miss inside halves cleanly: 40 can become 20, then 10, then 5. Double 16 is popular because 32 can halve through double 8, double 4 and double 2. That does not make it universally best. A player who consistently hits double 10 should construct routes toward 20 remaining.

On two-dart finishes, choose a first target that preserves a second chance after a likely miss. From 62, triple 10 leaves 32, while single 10 still leaves 52 and a possible single 20, double 16 route with another dart only if three darts were available. Route quality depends on darts in hand, score, favorite doubles and the consequences of a single or treble miss.

Use match pressure rather than fantasy averages

A practical beginner target is three clean darts at a large scoring segment, followed by deliberate setup once the score approaches a finish. Say the intended remainder before throwing. This prevents the common mistake of hitting a strong score that leaves an awkward number. Practice 41 through 60 as two-dart problems and 61 through 100 as three-dart problems.

During a match, the opponent's score changes risk. If the opponent is not on a finish, a player may choose a safer setup. If the opponent waits on 40, taking a percentage shot at the current checkout is usually justified. The rules never change, but the best decision can.

Turn the answer into a better game

Use the relevant tool or playing guide next instead of leaving the answer on the screen. You can play the Road to the Crown darts game, measure a lane with the setup calculator, or return to our dart boards homepage to compare board types and plan a complete setup.

Frequently asked questions

Do you have to double in to start 501?

No in the standard straight-start version. Double-in is a special variation and should be announced before play.

What happens if you leave 1 in 501?

The visit is a bust under double-out rules. The score returns to the total held before that turn.

Can the bullseye win a 501 leg?

Yes. The inner bull scores 50 and functions as double 25, so it can legally finish a score of 50.

The Throw Lab verdict

501 rewards two distinct skills: building a useful total and finishing it legally. Score freely while the remainder is high, but begin route planning early enough to avoid bogey numbers and awkward odd totals. Know what a single, triple and miss will leave before releasing the dart. When the finish arrives, favor practiced percentages and a comfortable double rather than the most dramatic route. The bust rule is not a technicality—it shapes every checkout decision. A player who protects the next dart and leaves a familiar double can beat a heavier scorer who reaches the checkout first but has no plan.

Sources and further reading