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.
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
- Each turn of three darts is subtracted from your score.
- You must reach exactly zero, and the dart that takes you there must be a double (the bullseye counts).
- 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):
| Score | Route |
|---|---|
| 170 | T20 T20 Bull |
| 167 | T20 T19 Bull |
| 164 | T20 T18 Bull |
| 161 | T20 T17 Bull |
| 160 | T20 T20 D20 |
| 158 | T20 T20 D19 |
| 157 | T20 T19 D20 |
| 156 | T20 T20 D18 |
| 155 | T20 T19 D19 |
| 154 | T20 T18 D20 |
| 153 | T20 T19 D18 |
| 152 | T20 T20 D16 |
| 151 | T20 T17 D20 |
| 150 | T20 T18 D18 |
| 149 | T20 T19 D16 |
| 148 | T20 T16 D20 |
| 147 | T20 T17 D18 |
| 146 | T20 T18 D16 |
| 145 | T20 T15 D20 |
| 144 | T20 T20 D12 |
| 143 | T20 T17 D16 |
| 142 | T20 T14 D20 |
| 141 | T20 T19 D12 |
| 140 | T20 T20 D10 |
| 138 | T20 T18 D12 |
| 136 | T20 T20 D8 |
| 134 | T20 T14 D16 |
| 132 | T20 T16 D12 |
| 130 | T20 T18 D8 |
| 128 | T18 T14 D16 |
| 126 | T19 T19 D6 |
| 125 | 25 T20 D20 |
| 124 | T20 T16 D8 |
| 121 | T20 T11 D14 |
| 120 | T20 20 D20 |
| 116 | T20 16 D20 |
| 112 | T20 12 D20 |
| 110 | T20 10 D20 |
| 108 | T20 16 D16 |
| 104 | T18 18 D16 |
| 100 | T20 D20 |
| 98 | T20 D19 |
| 96 | T20 D18 |
| 94 | T18 D20 |
| 92 | T20 D16 |
| 90 | T18 D18 |
| 88 | T16 D20 |
| 86 | T18 D16 |
| 84 | T20 D12 |
| 82 | Bull D16 |
| 80 | T20 D10 |
| 76 | T20 D8 |
| 72 | T16 D12 |
| 70 | T18 D8 |
| 68 | T20 D4 |
| 64 | T16 D8 |
| 60 | 20 D20 |
| 56 | 16 D20 |
| 52 | 12 D20 |
| 50 | 10 D20 (or Bull) |
| 48 | 16 D16 |
| 44 | 12 D16 |
| 40 | D20 |
| 36 | D18 |
| 32 | D16 |
| 24 | D12 |
| 16 | D8 |
| 8 | D4 |
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
- Scoring blindly down to an awkward number. From about 100, start steering toward 32 or 40.
- 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.
- Leaving an odd number. It costs a dart to fix.
- Forgetting that 1 is a bust. Never leave yourself a route through single 1.
- 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.