Darts game rules

How to Play 301 and 501 Darts

Start at 301 or 501, subtract every dart, and race to exactly zero. This guide covers the classic game and the options Scorefly can apply.

A 501 darts match being scored in Scorefly on iPad

01

Overview

X01 is a countdown game. Every player begins on the same starting score, usually 301 or 501, and subtracts the value of each dart. The goal is to be the first player to reach exactly zero without busting.

The name “X01” covers games whose starting total ends in 01. Scorefly also offers 701 and 901 for longer matches.

02

Setup

  • Choose a starting score: 301, 501, 701, or 901.
  • Add the players and choose who throws first.
  • Choose a maximum of 10, 20, or 50 rounds.
  • Decide whether Double In, Double Out, or Gotcha will be used.

Scorefly starts classic games with Double In, Double Out, and Gotcha switched off. Every player starts with the full selected score.

03

Turn flow

  1. The current player throws up to three darts.
  2. Record each single, double, triple, bull, or miss as it happens.
  3. After three darts—or after ending the turn early—play passes to the next player.
  4. After every player has taken a turn, the next round begins.

A winning dart ends the game immediately. A bust also ends the scoring part of that turn; Scorefly records the remaining darts as unused misses when the turn is finalized.

04

Scoring and busts

A single scores the segment number, a double scores twice the number, and a triple scores three times the number. The outer bull scores 25 and the inner double bull scores 50. Each accepted score is subtracted from the player’s remaining total.

Straight Out

With Double Out switched off, Scorefly uses Straight Out: any legal single, double, triple, or bull can take the remaining score to exactly zero. Going below zero still busts the turn.

What counts as a bust?

A turn busts when a dart would:

  • take the remaining score below zero;
  • leave a score of 1 while Double Out is active; or
  • reach zero without a double while Double Out is active.

On a bust, the player’s score returns to what it was before the turn. Any Gotcha resets caused earlier in that same turn are reversed too.

Double In

With Double In active, darts thrown before the first double count as zero. The opening double itself scores normally. If the player later busts during that turn, the scored points roll back, but the player remains doubled in for future turns.

05

Winning

The first player to reduce the selected starting score to exactly zero wins. With Double Out active, the dart that reaches zero must be a double. A double bull can be that finishing dart because it is a double worth 50.

If nobody reaches zero before the selected round limit is complete, Scorefly ends the match without choosing a winner; the lowest remaining score does not win automatically.

06

Scorefly options

301 or 501

Included starting scores for a shorter or standard-length countdown game.

701 or 901

Scorefly Plus starting scores for longer games.

Double In / Double Out

Scorefly Plus options that require a double to start scoring, finish, or both.

Gotcha

A Scorefly Plus modifier that lets a player send an opponent back to the starting score.

How Gotcha works in Scorefly

Gotcha compares upward progress from zero, even though the ordinary X01 display counts down. After each accepted dart, Scorefly compares the current player’s total progress with every opponent’s current progress. If they match, that opponent resets to the starting score.

The comparison happens after each dart, not only after the final three-dart total. If the current player later busts in the same turn, Scorefly restores every opponent reset by those darts.

07

Worked examples

Checkout: 62 remaining with Double Out active

  1. A triple 10 scores 30 and leaves 32.
  2. A double 16 scores 32 and reaches exactly zero on a double.

The double 16 is a valid finishing dart, so the player wins immediately.

Gotcha collision

Game: 301 with Gotcha on

Before the turn: Alex has scored 60 points and has 241 remaining.

  1. Blake starts on 301 and hits a single 20. Blake’s progress is now 20.
  2. Blake hits a double 20. The cumulative progress is now 60.
  3. That matches Alex’s 60 points of progress, so Alex resets to 301 immediately.

If Blake’s third dart then caused a bust, Blake would return to the pre-turn score and Alex’s reset would be undone.

08

301 and 501 FAQ

Does a bust erase every dart in the turn?

Yes. The remaining score returns to its pre-turn value; only Double In status persists.

Can double bull finish a Double Out game?

Yes. Double bull is a double worth 50, so it is a valid checkout from 50.

Does Gotcha compare one dart or the whole turn?

It compares cumulative progress after every accepted dart, so a match can happen before the third dart.

Does the lowest score win at the round limit?

No. X01 requires an exact checkout; reaching the limit without one produces no winner.