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Darts 301 Checkouts: Table and Tips

How to play and finish 301 darts: the board, the double-out rule and busts, the checkout table from 170 down, which doubles to leave and Around the Clock.

By the DailyGameClub teamUpdated 6 min read

In 301 you count down from 301, three darts a turn, and must finish exactly on zero with a double. The scoring is simple; the finishing is the craft, because the last two or three darts have to be planned so that a miss still leaves you a finish. Darts 301 shows a checkout suggestion at 170 or below; this guide explains how to read it, gives the standard table, and covers the mistakes that cost turns.

The board

Twenty numbered segments run round the board in the standard order (20 at the top, then 1, 18, 4, 13, 6, 10, 15, 2, 17, 3, 19, 7, 16, 8, 11, 14, 9, 12, 5). The thin outer ring doubles a segment's number; the thin inner ring trebles it. The outer bull scores 25, and the inner bullseye scores 50 and counts as a double (double 25). The highest single dart is treble 20 for 60; three of them is the maximum 180.

The rules of 301

  1. Each turn of three darts is subtracted from your score.
  2. You must reach exactly zero, and the dart that takes you there must be a double (the bullseye counts).
  3. Bust: if a turn would take you below zero, to exactly one (no double can score one), or to zero without a double, the turn does not count and your score goes back to what it was at the start of the turn.

So 301 has two phases: scoring, where you throw at treble 20 to get down fast, and finishing, where you throw to leave a double and then hit it.

Which doubles to leave

The best number to be left on is one that gives you a second chance if you miss. The classic is 32 (double 16): miss inside into the single 16 and you are on 16 (double 8); miss that into single 8 and you are on 8 (double 4), and so on down the halvings: 32, 16, 8, 4, 2. Forty (double 20) is also good because a single 20 leaves double 10. Avoid leaving odd numbers (they need another single before a double) and numbers like 3 or 1 that have no sensible route.

Priority of doubles to leave, roughly: 32, 40, 16, 24, 36, 20, 8. Learn to steer your scoring darts toward them.

The checkout table

Three-dart finishes exist for every score from 2 to 170 except 169, 168, 166, 165, 163, 162 and 159. The standard routes (T = treble, D = double, Bull = 50):

ScoreRoute
170T20 T20 Bull
167T20 T19 Bull
164T20 T18 Bull
161T20 T17 Bull
160T20 T20 D20
158T20 T20 D19
157T20 T19 D20
156T20 T20 D18
155T20 T19 D19
154T20 T18 D20
153T20 T19 D18
152T20 T20 D16
151T20 T17 D20
150T20 T18 D18
149T20 T19 D16
148T20 T16 D20
147T20 T17 D18
146T20 T18 D16
145T20 T15 D20
144T20 T20 D12
143T20 T17 D16
142T20 T14 D20
141T20 T19 D12
140T20 T20 D10
138T20 T18 D12
136T20 T20 D8
134T20 T14 D16
132T20 T16 D12
130T20 T18 D8
128T18 T14 D16
126T19 T19 D6
12525 T20 D20
124T20 T16 D8
121T20 T11 D14
120T20 20 D20
116T20 16 D20
112T20 12 D20
110T20 10 D20
108T20 16 D16
104T18 18 D16
100T20 D20
98T20 D19
96T20 D18
94T18 D20
92T20 D16
90T18 D18
88T16 D20
86T18 D16
84T20 D12
82Bull D16
80T20 D10
76T20 D8
72T16 D12
70T18 D8
68T20 D4
64T16 D8
6020 D20
5616 D20
5212 D20
5010 D20 (or Bull)
4816 D16
4412 D16
40D20
36D18
32D16
24D12
16D8
8D4

Odd scores below 100 take a single first to reach an even number: 99 is T19 10 D16; 81 is T19 D12; 61 is T15 D8; 41 is 9 D16. The game's suggestion covers all of them.

Using the suggestion

At 170 or below the game shows a way to finish in the darts you have left. Read it as a plan, not an order: if the first dart misses into a single, the plan changes, and the suggestion updates after each dart. The habit to build is to look at the suggestion, throw the first dart, and re-read before the second.

A turn from 96

Suggested: T20 then D18. First dart hits single 20: you are on 76 with two darts, and the suggestion becomes T20 D8. Second dart hits treble 20: 16 left, one dart, double 8. Miss into single 8 and you are on 8 for the next turn with three darts at double 4. Every miss landed on a halving number, which is why the plan was good even though it failed.

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Throwing in the game

Press and hold on the board where you want to aim; the wobbling aim steadies for about a second, then drifts again. Release at the steadiest moment; holding too long makes it worse. On a phone the aim sits just above your finger. With a keyboard, the arrow keys move the aim and Space held and released throws. Practise the release timing on treble 20 before worrying about doubles.

Around the Clock

The other mode asks you to hit 1 to 20 in order and then the bull, in as few darts as possible. There are no doubles here; any part of the segment counts. It is the best practice for aim because every number on the board gets thrown at, and the darts-per-number count shows exactly where your accuracy drops.

Common mistakes

  1. Scoring blindly down to an awkward number. From about 100, start steering toward 32 or 40.
  2. Going for a big treble with one dart left when a single would leave a double. The treble gains nothing if the next turn has no finish.
  3. Leaving an odd number. It costs a dart to fix.
  4. Forgetting that 1 is a bust. Never leave yourself a route through single 1.
  5. Holding the aim too long. Release while it is steady.

Glossary

  • Double-out: the rule that the final dart must be a double.
  • Bust: a turn that goes below zero, to 1, or to zero without a double; it does not count.
  • Checkout: the darts that finish a leg from a given score.
  • Treble (T) and double (D): the inner and outer narrow rings.
  • Bull and bullseye: the outer ring of the centre (25) and the centre itself (50, a double).

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Questions and answers

What is a bust in 301?

Scoring more than you have left, leaving exactly one, or reaching zero without finishing on a double. The turn ends and your score goes back to where it was.

What is the highest checkout?

One hundred and seventy: treble 20, treble 20, bullseye. The bullseye counts as a double, so it is a legal finishing dart.

Which double should I try to leave?

Thirty-two (double 16) is the classic, because a miss into the single leaves 16, then 8, then 4, each still a double. Forty (double 20) is also good.

What does the checkout suggestion show?

For any score you can finish with the darts left in your turn, a common route ending on a double. It updates after each dart.

Written by the DailyGameClub team from the rules as DailyGameClub plays them. Updated October 15, 2026. New to a word? See the glossary. Spotted a mistake? Tell us.

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