501 Rules
501 is the standard matchplay format in darts: start on 501, subtract every turn, and finish on a double to win the leg.
- Start at 501 Begin each leg at 501 points before any throws.
- Subtract each turn Remove scored points after every visit.
- Finish on a double Reach exactly zero with a valid double checkout.
🧠 How 501 Works in One Minute
Here is the quickest beginner summary before deeper route and pressure decisions.
- Start on 501.
- Throw up to 3 darts per turn.
- Subtract the scored points.
- Try to leave a makeable finish.
- Reach exactly 0.
- Final dart must be a double.
- Bust resets the turn.
Bull = 50: it is a valid finishing dart when 50 is exactly left.
📘 Core 501 Rules
These are the three rule checks that decide whether the leg continues, ends, or busts.
How scoring works
Each player starts on 501 and throws up to three darts per turn. After every visit, scored points are subtracted from the remaining total.
How to win a leg
A leg ends only when a player reaches exactly zero with a valid double finish. If the winning double is hit on dart one or two, the leg ends immediately.
What counts as a bust
A bust means the turn does not count and the score returns to the start of that turn.
- Go below 0
- Leave 1 in double-out
- Reach 0 without a valid double finish
🎯 Common 501 Checkouts
Checkout routes vary by player preference, but simple doubles are often preferred when planning the next dart.
| Score left | Typical finish | Why players like it |
|---|---|---|
| 40 | D20 | Classic one-dart finish with a clear target. |
| 32 | D16 | Popular split route if the first dart misses. |
| 24 | D12 | Reliable for players who prefer top-half doubles. |
| 16 | D8 | Simple target with clean progression. |
| 62 | T10, D16 | Balanced route without forcing awkward trebles. |
| 100 | T20, D20 | Direct two-dart finish when the treble lands. |
⚠️ Common Beginner Mistakes
These habits make 501 feel harder than it needs to be for new players.
Chasing low-percentage finishes
Forcing hero shots too early often breaks leg control and creates avoidable pressure.
Prefer setup control over low-percentage hero shots.
Leaving awkward numbers
Big scoring is less useful when the remaining score cannot be finished cleanly.
Plan visits to leave practical doubles.
Losing track of the score
Rushed arithmetic causes poor route decisions and unnecessary busts.
Recheck the remaining score before every dart.
🎬 Watch a Quick 501 Explainer
The Rules of Darts (501) - EXPLAINED!
by Ninh Ly
Use this as a visual recap after the written rules and checkout examples above.
Use this rule in real matchplay
Go from rule understanding to checkout decisions, setup habits, and practical in-game choices.
❓ 501 Rules FAQ
Is 501 always played as straight-in, double-out?
In standard matchplay, yes. Most players mean straight-in, double-out when they say “501”, but tournament formats can still define specific variants such as double-in.
Can a leg end before all three darts are thrown?
Yes. A visit is up to three darts, but the leg ends immediately when a player hits a valid finishing double.
What exactly counts as a bust in 501?
A bust happens when you go below zero, leave 1 in double-out, or hit zero without a valid double. The full turn is cancelled and the score returns to where it was at the start of that turn.
Can bullseye finish a leg in 501?
Yes. Bull counts as 50 and is valid as a finishing dart when 50 is the exact remaining score.
Why is leaving 1 a problem in double-out?
You cannot finish from 1 when a double is required, because the smallest double is 2. So leaving 1 creates an automatic bust for that visit.
What are good doubles to leave for beginners?
Many beginners prefer repeatable doubles such as D16, D20, D12, and D8. The key is consistency: choose one or two favorite doubles and plan setup darts to return there often.
🔎 Sources and Editorial Review
- Written by
- The Darts Fan editorial team
- Reviewed against
- WDF Playing Rules and PDC Rules of Darts
- Last reviewed
- March 2026
- How this page was built
- This guide combines official rules, matchplay conventions, and beginner-focused explanations.