What are the Basic Rules of Darts?

Sports — James William Steven Parker

The basic rules of standard 501 darts are built around reducing a player's score from 501 to exactly zero, normally with the final dart landing in a double or the bullseye. Players usually take turns throwing up to three darts, and the points scored by valid darts are deducted from the player's remaining total.

The Darts Regulation Authority states that each leg is normally played with a straight start from 501 and a finish at zero that must be on a double unless the particular event specifies a different format. The first player to reach exactly zero with the required finishing dart wins the leg. A match can consist of multiple legs and may be organised into sets or other structures depending on the tournament. The basic rules therefore establish a race to zero rather than a race to the highest total.

Each turn normally permits a player to throw three darts unless the leg ends sooner. The player throws from behind the oche, which is the designated throwing line, and must observe the competition's requirements concerning foot position and delivery. A dart scores only when it remains in or touches the scoring face of the dartboard within the relevant scoring area and is properly retrieved after being called, according to the DRA regulations.

A dart that bounces out or falls from the board before being retrieved does not score and cannot be rethrown. Players therefore cannot simply throw replacement darts for unsuccessful attempts. The physical position of each dart is scored according to the board's sectors and rings, and the referee or scorer records the resulting points before the player retrieves the darts.

The board's scoring system is based on singles, doubles, triples and bulls. A dart in an ordinary numbered section scores the number printed on that section. A dart in the narrow outer double ring scores twice the sector value, while a dart in the narrow inner treble ring scores three times the sector value. The outer bull scores 25 and the inner bull scores 50.

Thus a treble 20 scores 60, a double 20 scores 40 and a single 20 scores 20. The highest possible score with three darts is 180, achieved by hitting treble 20 with all three darts. However, a player cannot simply maximise every turn because the remaining score has to be managed so that a legal checkout is available. This makes arithmetic and planning central parts of the rules rather than optional strategic extras.

The finishing rule is one of the most important features of standard 501 darts. A player must reduce the remaining score to exactly zero, and the final scoring dart must normally land in a double or the inner bull, which is treated as double 25. The DRA specifies that the bull counts as 50 and that it can complete a leg when 50 is required.

For example, a player with 40 remaining can finish with double 20, while a player with 50 remaining can finish with the bull. A player with an odd remaining score must normally use a preceding dart to reduce the score to a number that can legally be finished. The ability to identify and execute these routes is called checkout play and is one of the principal skills separating casual scoring from competitive darts.

The bust rule prevents a player from exceeding the required remainder or reaching an invalid finishing situation. If a player scores more than the number required, the score from that throw does not count and the player's score reverts to the amount held before the throw, according to the DRA rules. Similar consequences apply where a player reaches zero without satisfying the required double finish.

For example, if a player requires 20 and hits single 20, the score reaches zero and the leg is not necessarily won under double-out rules because the final dart did not land in a double. If the same player then throws another dart, the turn is governed by the applicable bust and finishing provisions. This rule makes the final stages of a leg strategically delicate because a player must calculate not merely whether a target is numerically possible but whether the exact finishing method is legal.

The order of play and match format can vary. Players may compete in individual legs, sets containing multiple legs, doubles teams or other formats. The DRA rules provide the framework for professional events, while individual tournaments can specify different starting methods, finishing requirements or match structures. Some formats use double start rather than straight start, while other recreational games use different finishing rules or scoring systems.

The standard professional 501 double-out format should therefore not be treated as the only form of darts. Games such as 301, cricket darts and other variants use different objectives. Nevertheless, learning 501 double-out provides the foundation for understanding the numerical scoring and checkout terminology used in much of professional darts.

Refereeing is important because disputes can arise over whether a dart scored, whether the player completed a legal finish, whether a bust occurred and whether the game shot was valid. DRA rules state that the referee has final authority in matters concerning starting and finishing, and a game shot is valid only when the thrown darts achieve the required finish. The player should therefore not assume that verbally calling a checkout is enough; the actual darts must satisfy the rule. Scoring also depends on the dart remaining in the board and meeting the scoring requirements. This formal system allows professional matches to be administered consistently even when finishes occur extremely quickly or when darts land close to wires and boundaries.

The basic rules can consequently be understood as a sequence of scoring, deduction, turn management and finishing. Players begin with the format's prescribed score, throw up to three darts per turn, deduct valid scores, alternate turns and attempt to reach exactly zero. In standard professional 501 play, the final score must be achieved with a double, including the bull when 50 is required.

A dart that does not remain validly in the board scores nothing, and a bust restores the player's previous score. The board's singles, doubles, triples and bulls determine the numerical values. These rules create the central tactical challenge of darts: players must combine accurate throwing with mental arithmetic and strategic planning so that a high scoring turn leaves a legal and achievable checkout rather than an awkward or impossible remainder.