Game rules

Darts Rules: The Board, 501, Cricket and How to Check Out

In darts, each player throws three darts per turn at a board on the wall, and every part of the board is worth a set number of points. The most popular game is 501: each player starts at 501, subtracts what they score and has to reach exactly zero, with the last dart in a double. The official rules come from the World Darts Federation (WDF) and are used in amateur competitions and leagues around the world. Below you'll find the board layout and the rules for 501 and 301, Cricket and other club games. At the end of the page, there's a summary of the rules in Darts on Selminha.com.

Updated

The board and scoring

The board has 20 sections numbered 1 to 20, in an order that mixes high and low numbers: 20, 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12 and 5. That way, a dart that just misses 20 lands in 1 or 5. Each section has four parts, and the bull has two:

Single
The two wide parts of the section score the number.
Double
The narrow outer ring scores twice the number.
Triple
The narrow middle ring scores three times the number.
25
The green ring around the center scores 25.
Bull
The red center scores 50 and counts as a double (double 25).

A dart that lands outside the double ring scores nothing. The highest possible score in one turn is 180: three darts in triple 20.

The throw line and board height

The center of the bull is 5 feet 8 inches off the floor. The throw line is 7 feet 9¼ inches from the face of the board, measured along the floor, and the diagonal from the bull to the throw line is 9 feet 7⅜ inches. Players can't step on or over the line, but they can lean forward.

Turns and darts that don't count

  • Each turn is three darts, thrown one at a time, by hand.
  • A dart only counts if it's still in the board when the player pulls the darts. A bounce-out or a dart that falls out doesn't score and can't be thrown again.
  • A dart that sticks in another dart (a "Robin Hood") doesn't score.
  • What counts is where the point of the dart went in, not where the flight ends up.

Who throws first: the throw for the bull

Before the match, each player throws one dart at the bull. Whoever lands closest to the center throws first. If both hit the bull, or land the same distance away, they throw again in reverse order. In a match of several legs, the winner of the throw starts the first leg, and the start alternates after that.

501 and 301

  • Each player starts at 501 (or 301) and subtracts the total of their three darts every turn.
  • Under WDF rules, it's straight in: every dart counts from the start. In some leagues, especially in the United States, 301 is played double in: nothing counts until the player hits a double.
  • To check out, you have to reach exactly zero, and the last dart must land in a double or the bull. With 32 left, for example, double 16 finishes.
  • The first player to check out wins the leg. Once a player checks out, any darts left in their hand aren't thrown.

Busts

A turn is a bust when the player scores more than they have left, leaves 1 (which can't be finished, because no double is worth 1) or reaches zero without the last dart in a double. On a bust, the turn ends right away, nothing scored in it counts and the score goes back to what it was at the start of the turn.

Legs and sets

Each game of 501 down to zero is a leg. A match is decided over the best of 3, 5 or more legs. In major tournaments, legs are grouped into sets: the first to win 3 legs takes the set, and the first to win the agreed number of sets takes the match.

The numbers every player knows

180
The perfect turn: three darts in triple 20.
170
The highest possible checkout: triple 20, triple 20 and the bull.
Nine-darter
The perfect leg of 501: checking out in nine darts, the fewest possible. For example, 180, 180 and 141 (triple 20, triple 19 and double 12).
3-dart average
How much a player scores per turn on average. It's the most common way to compare players.

Cricket

  • Only 15 through 20 and the bull are in play. Each player has to close all of them, with three marks on each.
  • A single is one mark, a double two and a triple three. At the center, the 25 is one mark and the bull is two.
  • Once you've closed a number and your opponent hasn't, every extra mark on it scores the number's value. When both players close a number, it's dead.
  • The winner is the first to close every number with at least as many points as the opponent. If you close everything while behind on points, you keep scoring until you tie or pull ahead.
  • Cricket isn't part of the WDF rules: it's a standard league game, and the details can vary from place to place.

Around the Clock and Count-Up

Around the Clock
Hit the numbers in order, from 1 to 20, then the bull. In the most common version, any part of the number counts: single, double or triple.
Count-Up
Each player throws an agreed number of turns, and every dart scores what it hits, with no busts. The highest total wins. It's good practice for hitting triple 20.

Tips for beginners

  • Throw the same way every time: the same foot forward, the same stance and the same arm motion.
  • Aim at triple 20 to score big, but if your darts keep drifting sideways, triple 19 is safer: it's next to 7 and 3, instead of 1 and 5.
  • In 501, try to leave an even number for the finish. Leaving 40 (double 20) or 32 (double 16) gives you room for a miss: if the dart lands in the single, you still have another double.
  • Leaving 1 after a dart busts the turn, so stop aiming high when you're close.

Darts variations

Besides 501 and 301, there are games of 701 and 1001, often played in pairs or teams. Leagues also play cut-throat Cricket, where points go to your opponents, and bar games like Shanghai and Killer. Soft-tip darts on electronic boards have their own rules, with a longer throw line and automatic scoring.

On Selminha.com

The rules in Darts on Selminha.com

Darts on Selminha.com follows WDF rules for 501 and 301 and club rules for the other games. A referee calls every decision, with the rule number. Here's what it uses.

Games
501, 301, Cricket, Around the Clock and Count-Up. In 301, you choose straight in or double in. A match can be a single leg or the best of 3, 5 or 7.
Opponents
Valentina (beginner), Niklas (club player), Don Tomás (pro) and Hugo "Midas" (the master), who unlocks when you beat Don Tomás. You can also play with friends: 2 to 4 players on the same device, taking turns.
Aiming and throwing
Drag your finger or the mouse anywhere on the screen to aim, then swipe up quickly to throw. On a keyboard, the arrow keys aim; hold the space bar and let go when the marker is in the green zone.
Warm-up
Before the match, six warm-up darts teach the game your rhythm. After that, throwing faster than your rhythm sends the dart high, slower sends it low and a crooked throw sends it sideways. SKIP ends the warm-up.
Throw for the bull
Whoever lands closest to the center throws first. A tie is rethrown in reverse order. The winner starts the first leg and every odd-numbered leg; with more players, the start rotates.
Darts that don't count
Bounce-outs, darts that fall out of the board before they're pulled (including ones that land too flat) and darts that stick in another dart. None of them can be rethrown.
Busts and checkouts
As in the rules above: scoring more than you have left, leaving 1 or reaching zero without a double busts the turn, and the score goes back. You check out on a double or the bull.
Cricket
20 down to 15 and the bull, three marks each. The first to close everything with at least as many points as the opponent wins.
Around the Clock and Count-Up
In Around the Clock, any part of the number counts, and at the end, the 25 or the bull counts. Count-Up is eight turns of three darts; on a tie, the higher last turn wins, then the one before, and so on.
Help
CHECKOUTS shows a way to finish (T is triple, D is double). EASY AIM, only against the computer, steadies your hand so your darts land closer to where you aim.
Daily challenge and leaderboard
The daily challenge is a Count-Up of eight turns of three darts, the same for everyone. It's the only game that goes on the leaderboard: the game shows today's top 5, and the game page shows the all-time records. Other matches are about winning and don't save a score.

Achievements, like a 180, a 170 checkout or beating Hugo, unlock new flights for your darts and are saved on your device.

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