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1001

Extended X01 format favored by advanced players for training or team competitions.

CD-001

At a Glance

Category

standard

Mechanic

Countdown

Difficulty

Advanced

Players

1–8

Estimated Time

~35 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

One Thousand and One

Board Coverage Heat MapTreble 20 zone dominant for scoring; doubles ring critical for checkout. 22 of 22 targets active.2011841361015217319716811149125

Board Coverage

Treble 20 zone dominant for scoring; doubles ring critical for checkout

Primary
Secondary
Occasional

22 of 22 targets active

Your Compatibility

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Quick Rules

Goal

Be the first player or team to reduce a starting score of exactly 1001 to exactly zero, with the final dart landing in a double segment (the outer narrow ring) or the inner bullseye. As an extended X0...

Win Condition

The first player or team to reach exactly zero wins the leg. The final dart must land in a double segment or the inner bullseye — there are no exceptions. In team formats, any member of the team may t...

1–8 players~35 minadvancedstandard board

Objective

Be the first player or team to reduce a starting score of exactly 1001 to exactly zero, with the final dart landing in a double segment (the outer narrow ring) or the inner bullseye. As an extended X01 format, 1001 demands sustained accuracy, mental focus, and consistent scoring over many more rounds than its shorter siblings — making it the format of choice for world-class players seeking a rigorous training challenge.

Setup

Two or more players — or two or more teams — may compete. Each player or team begins with a score of 1001. The scoreboard should clearly display 1001 beside every participant's name.

To determine throwing order, each player throws one dart at the bullseye; the dart closest to the inner bull earns the right to throw first. In team play, establish a fixed, predetermined throwing order for each team before the game begins — this order must be maintained throughout the leg.

Standard equipment is required: a regulation bristle dartboard and three darts per player. The format uses straight-in (any dart scores from the first throw) and double-out (the final dart must land in a double or the inner bullseye). Always confirm these conventions with all participants before play begins. Due to the extended length of each leg, 1001 is best suited for experienced players or organized team competitions.

Rules of Play

Players take turns throwing three darts per visit. After each visit, the sum of all three darts is subtracted from that player's (or team's) remaining score. Play proceeds clockwise or in the agreed order until one player or team reaches exactly zero.

  • Single segment = face value (1–20)
  • Double ring (outer narrow band) = 2× face value
  • Triple ring (inner narrow band) = 3× face value
  • Outer bullseye (25 ring) = 25
  • Inner bullseye = 50 (counts as a double for checkout purposes)

Bust rule: A player's turn is declared void — and the score reverts to what it was at the start of that turn — if any of the following occur:

  • The remaining score would go below zero.
  • The remaining score reaches exactly 1 (since no double can produce a value of 1, a double finish is impossible).
  • The remaining score reaches exactly zero but the final dart did not land in a double segment or the inner bullseye.

For example, suppose a player has 42 remaining and throws single 20 (leaving 22), then single 10 (leaving 12), then single 12 — the score would reach zero, but because the final dart was a single rather than a double, the entire turn is void and the score resets to 42. The correct checkout from 42 might be single 10 followed by double 16.

Another example: a player on 81 throws triple 20 (60), leaving 21. They then throw single 20 (leaving 1). Because the score has reached 1 — from which no double checkout is possible — the turn is bust, and the score reverts to 81.

Team play: In team formats, all members of a team share a single running score. Players on each team throw in their fixed, predetermined order, rotating after each visit. Any member of the team may throw the winning dart, provided it lands in a valid double.

Scoring

Standard dartboard point values apply throughout the game:

  • Single: 1–20 points (face value)
  • Double: 2–40 points (2× the segment number)
  • Triple: 3–60 points (3× the segment number)
  • Outer bull: 25 points
  • Inner bull: 50 points (counts as a double for checkout purposes)

The maximum score per visit (three darts) is 180 — three triple-20s. Because the starting score is 1001, the theoretical minimum number of turns to finish in solo play is 6 turns: five maximum visits of 180 total 900, leaving 101. A score of 101 can be checked out in a single visit — for example, triple 17 (51) followed by inner bullseye (50), or triple 20 (60), single 9 (9), double 16 (32).

In practice, even highly skilled players will require significantly more than six turns. A consistent average of 60–100 points per visit is a strong pace at the club level and will bring the leg to a close in roughly 10–17 turns per player.

Winning

The first player or team to reach exactly zero wins the leg. The final dart must land in a double segment or the inner bullseye — there are no exceptions. In team formats, any member of the team may throw the winning double, regardless of their position in the rotation, provided it falls on their rightful turn.

In match play, participants may compete over multiple legs (e.g., best of 3 or best of 5 legs). Because each leg of 1001 is substantially longer than a leg of 501, match formats typically feature fewer legs. Agree on the match structure before play begins.

Variations

Solo 1001 (Training Format): A single player attempts to finish 1001 in as few darts as possible. This is widely regarded as one of the best diagnostic training exercises for advanced players, as the extended format ruthlessly exposes inconsistencies in scoring and finishing. Players track their dart count and aim to improve over successive sessions.

Team 1001: Played as 2v2, 3v3, or 4v4 with teammates sharing one score and rotating in a fixed order. This is the format where 1001 is most commonly seen in competitive and league play, as the longer leg provides every team member ample opportunity to contribute.

Double-In / Double-Out: A stricter variant in which no darts count toward reducing the score until the player lands a double. This significantly increases the length and difficulty of the game and is uncommon at the 1001 level.

Shorter and Longer X01 Formats: 1001 belongs to the X01 family, which includes 301, 501, 701, and 1501. All share identical rules; only the starting score differs. 501 is the professional standard for singles play, while 1001 occupies a niche as an advanced training and team-competition format.

Strategy & Tips

Prioritize consistency over maximums: With 1001 points to eliminate, the game rewards steady accumulation far more than occasional brilliance. Aim for reliable 60–100-point visits (e.g., three single 20s for 60) rather than gambling on triple 20 and scattering low scores. Over 10–17 turns, small improvements in average score compound dramatically.

Treat it as a diagnostic tool: Because 1001 is roughly twice the length of a 501 leg, it magnifies weaknesses that shorter formats can hide. Track your scoring average, note which visits produce busts, and identify where concentration lapses. Use this data to structure your practice sessions.

Plan your checkout approach early: As your remaining score dips below 170 (the highest possible three-dart checkout), begin calculating your preferred finish path. Leaving yourself on a familiar double — such as double 16 (32) or double 20 (40) — gives you the best chance of closing out the leg efficiently.

Manage mental fatigue: A leg of 1001 can run many more rounds than a leg of 501. Develop a between-turn routine to maintain focus: take a breath, visualize your target, and commit to each dart individually. Mental discipline is as important as throwing technique in this format.

Coordinate in team play: In team formats, know each teammate's strengths. If one player excels at doubles finishing, try to manage the score so that player is at the oche when the team enters checkout range. Communication about the remaining score and the planned checkout path prevents costly miscalculations.