What You'll Need
Darts is one of the defining bar games — found in nearly every pub and dive bar in the English-speaking world. The mechanics are straightforward, but genuine skill develops over years of practice. Here's what you need to play:
- A standard dartboard (bristle board, 18 inches in diameter)
- 3 darts per player (steel tip for bristle boards, soft tip for electronic boards)
- A throw line ("oche") 7 feet 9.25 inches from the board face (7 feet 9 inches for soft tip)
- Scorepad or electronic board
- 2 to 4 players
The Dartboard
The standard dartboard has 20 numbered sections (1-20) arranged in a specific order around the board — not in numerical order. Key areas:
- Bullseye (inner bull): Small center circle = 50 points
- Bull (outer bull): Larger ring around inner bull = 25 points
- Double ring: Thin outer ring = doubles the section value (double 20 = 40 points)
- Triple ring: Thin middle ring = triples the section value (triple 20 = 60 points)
- Single sections: The two large areas in each numbered wedge = face value
The highest possible score with 3 darts: triple 20 + triple 20 + triple 20 = 180 points. This is called a "maximum" or "one-eighty" and is celebrated loudly in any bar.
How to Play 501
Setup
Every player starts with 501 points. Players take turns throwing 3 darts per turn. Subtract your score each round from your total. First to reach exactly zero wins.
The Catch — Double Out
In standard 501, you must finish on a double or the bullseye. Your last dart must land in a double ring or the inner bull to win. If your remaining total can only be reduced to zero with a double and you miss, your turn doesn't count and your score stays where it was.
Example: You have 32 remaining. You need to hit double 16 to win. Hit single 16 (leaving 16)? You need double 8. Hit a 1 (leaving 31)? Tricky — there's no double that equals 31, so you'll need to get creative next turn.
Bust
If you score more than your remaining total, or if your score drops below 1 (or hits 1, which is unfinishable in double-out), you "bust" — your score resets to what it was at the start of that turn.
How to Play 301
Identical to 501 but starting at 301 points. Faster game, better for beginners or when time is short. Many 301 variants also include "double in" — you must hit a double to start scoring at all. First few turns might count for nothing if you can't hit a double to open.
Winning
First player to reach exactly zero (finishing on a double or bullseye in standard rules) wins the leg. Matches are typically played as best of 3 or best of 5 "legs."
Tips & Strategy
- Triple 20 is the standard target. The triple 20 section (worth 60 points) is why the 20 wedge is at the top of the board — it's the primary scoring target. Get your triple 20s consistent and your game improves dramatically.
- Plan your finish early. When you're under 170 (the maximum checkout), start thinking about how to get to a double. Common finishes: 170 = T20, T20, Bull. 121 = T20, T11, D14. Many players memorize checkout combinations for scores 2-170.
- Safe throws when closing out. When you're down to a double, aim for larger doubles first. Double 16 (32) leaves double 8 if you hit single 16. Double 20 (40) leaves double 10 if you hit single 20. Doubles that halve cleanly give you a safety net.
- Consistent stance and grip. Darts is about repeatability. Find a stable stance (one foot forward, dominant side leading) and a grip that holds the dart without tension. Small muscles, smooth release.
- Follow through. Point your fingers at your target after releasing. Your arm should naturally follow through toward the board.
Variations
Cricket
Players alternate closing out numbers 15-20 and the bullseye by hitting them 3 times each. Once a number is closed, you can score on it until your opponent closes it. Most points when all numbers are closed wins. Extremely popular in American bars.
Around the Clock
Hit every number from 1 to 20 in order. First to hit 20 and then the bullseye wins. Great for practice and beginners.
Killer
Each player is assigned a number. Hit your own number with your non-dominant hand to become a "killer." Killers try to hit opponents' numbers — 3 hits and they're out. Last player standing wins.
Halve It
Each round has a target number. Hit it and score those points. Miss and your score halves. Wild swings in score make it chaotic and fun.