Skip to main content
DolfDarts homeDOLFDARTS

1101

Rare X01 variant found primarily on electronic dartboard systems.

CD-002

At a Glance

Category

standard

Mechanic

Countdown

Difficulty

Expert

Players

1–8

Estimated Time

~45 min

Board Type

standard

Equipment

Standard dartboard and darts

Also Known As

Eleven-Oh-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

Set up your player profile to see how well this game matches your skill level.

Set Up Profile

Quick Rules

Goal

Be the first player or team to reduce your score from exactly 1101 to exactly zero, with the final dart landing in a double segment (the outer narrow ring) or the inner bullseye. As one of the six sta...

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. In match play, competitors may play over multiple legs (e.g., best of 3...

1–8 players~45 minexpertstandard board

Objective

Be the first player or team to reduce your score from exactly 1101 to exactly zero, with the final dart landing in a double segment (the outer narrow ring) or the inner bullseye. As one of the six standard X01 variants, 1101 offers an extended-format game that tests endurance, consistency, and concentration over a significantly longer match than its more common siblings, 301 and 501.

Setup

Each player or team begins with a score of 1101. To determine throwing order, each player throws a single dart at the bullseye; the player whose dart lands closest to the inner bull throws first. The scoreboard should display 1101 for each player or team.

1101 is most commonly found as a preset game mode on electronic dartboard systems such as DARTSLIVE, Phoenix, and Arachnid machines, though it may also be played on any standard steel-tip dartboard with manual scoring. The game uses straight-in rules as the default — any dart scores from the very first throw — given the high starting number. Double-out is the standard finishing requirement. Players should confirm in/out rules before the match begins.

Rules of Play

Players take turns throwing three darts per visit. After each visit, the sum of the three darts thrown is subtracted from the player's remaining score. Standard X01 rules govern all aspects of play.

  • 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)

Bust rule: A player's turn is immediately void — and the score reverts to its value at the start of that turn — if any of the following occur:

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

When a bust occurs, the turn ends immediately even if the player has darts remaining in hand. For example, if a player has 40 remaining and throws a single 20 (leaving 20), then a single 20 again (which would leave 0 without a double), that turn is a bust and the score resets to 40. Conversely, hitting double 10 with the second dart (leaving 0 via a double) would be a valid checkout.

In team play, teammates rotate turns in a fixed order, following the same structure used in other high-count X01 games. Each team member throws a standard three-dart visit before the next teammate steps to the oche.

Scoring

Standard dartboard point values apply throughout the game:

  • Single: 1–20 points (face value of the segment)
  • 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. The theoretical minimum number of turns to complete a game of 1101 is 7 visits: six maximum visits of 180 total 1,080, leaving 21 remaining. A score of 21 can be checked out in a single visit — for example, single 5 followed by double 8, or single 1 followed by double 10.

As an illustration of typical scoring: if a player hits triple 19 (57), single 20 (20), and triple 18 (54) in a single visit, that visit totals 131 points, which is subtracted from the remaining score. If the player began the turn at 850, their new remaining score would be 719.

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. In match play, competitors may play over multiple legs (e.g., best of 3 or best of 5 legs) at the players' or tournament director's discretion.

Due to the extended length of each leg — games can last 20 or more rounds for average players — single-leg matches are common in casual settings, while multi-leg formats may be reserved for organised competition where time permits.

Variations

Other X01 Starting Scores: 1101 belongs to the standard X01 family alongside 301, 501, 701, 901, and 1501. All share identical rules; only the starting score differs. Players seeking a shorter game may choose 701 or 901, while those wanting an even longer marathon may opt for 1501.

Double-in / Double-out: A stricter format in which the player's first scoring dart must also land in a double segment before any points begin counting. This is less common at the 1101 level due to the already considerable game length, but may be enforced in league or tournament play.

Masters Out: The final dart must land in either a double or a triple segment, expanding the range of valid checkout combinations.

Handicap Play: Some electronic dartboard systems allow players of different skill levels to start at different X01 values within the same game — for example, one player starting at 1101 while another starts at 701 or 501. This keeps the match competitive when there is a significant skill gap between opponents.

Strategy & Tips

Pace yourself for the long haul: At 1101, even strong players will throw many more visits than in a standard 501 leg. Treat the early rounds as an opportunity to settle into a consistent rhythm and find your throwing groove, rather than pressing for maximum scores from the very first dart.

Maintain focus through the middle game: The greatest danger in a 1101 leg is a concentration lapse during the extended scoring phase — the long stretch between the opening throws and the checkout range. Develop a pre-throw routine and stick to it on every single visit to guard against mental drift.

Begin checkout planning below 200: Once your remaining score drops below 200, shift your mindset from pure scoring to strategic setup. Identify which double you want to finish on and work backwards to leave yourself a clean, familiar checkout path.

Balance your team in doubles or team formats: Because every player will throw a large number of visits in a 1101 team game, a well-rounded team outperforms one that relies on a single strong player. Balanced consistency across all team members matters more than individual brilliance over this many rounds.

Use the high starting score to your advantage in practice: 1101 provides an excellent training format — the extended scoring phase gives you ample repetitions at the treble 20 bed, while the mandatory double-out finish ensures you still practice checkouts at the end of every leg.