121
Take out scores from 121 upward in max 9 darts. Popular professional training game for high checkouts.
Board Coverage
Structured practice covering targeted board areas
22 of 22 targets active
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Goal
The 121 game is a professional-level training drill designed to sharpen checkout proficiency across a wide range of scores. The player's objective is to check out — reduce a starting score to exactly ...
Win Condition
In head-to-head play , the player who has progressed to the highest target number at the end of an agreed session (whether measured by time, total turns, or a set number of attempts) wins the match. I...
Objective
The 121 game is a professional-level training drill designed to sharpen checkout proficiency across a wide range of scores. The player's objective is to check out — reduce a starting score to exactly zero, finishing on a double — within 9 darts (three rounds of three darts each), beginning at 121 and progressively climbing to higher and higher checkout targets.
By systematically working upward from 121, the game forces players to learn, practice, and internalize checkout routes for virtually every high-value finish on the board, culminating in the ultimate goal of reaching 170 — the highest possible checkout in darts.
Setup
A standard bristle dartboard and a set of three darts are required. No special equipment is needed beyond a scoreboard or notepad to track the current target number. Both solo practice and head-to-head formats are supported.
Each player begins with a target score of 121. In head-to-head play, both players start at 121 and alternate turns. Throwing order may be determined by the standard nearest-to-bull toss. The scoreboard should display each player's current target number (beginning at 121) rather than a countdown — the target number itself is the measure of progress.
Rules of Play
On each turn, the player has 9 darts �� delivered over three rounds of three darts — to check out the current target number. Standard 01 checkout rules govern all throwing:
- The player must reduce the target score to exactly 0.
- The final dart must land in a double segment or the inner bullseye (which counts as double 25).
- Standard dartboard values apply: singles score face value (1–20), doubles score 2× face value, triples score 3× face value, outer bull scores 25, and inner bull scores 50.
Bust rule: If at any point during a round of three darts the player's remaining score falls below zero, reaches exactly 1 (since no double can finish on 1), or reaches zero without the final dart landing in a double, that round is void. The score reverts to what it was at the start of that round. For example, if the target is 121 and a player throws triple 20 (60), triple 20 (60), then single 1 — the remaining score would be 0 but the final dart was not a double, so the entire round is bust and the score resets to 121 for the next round of three darts.
Progression system:
- If the player successfully checks out within the allotted 9 darts, the target score increases by 1 (e.g., 121 becomes 122, then 123, and so on).
- If the player fails to check out within 9 darts, the target score drops back by 1 (e.g., 125 falls to 124).
- Base-locking rule: If the player checks out within the first 3 darts (i.e., in a single round), that number becomes the player's new locked base. The player's target can never drop below this locked number, even after subsequent failures. For example, if a player checks out 127 in three darts, 127 is locked — the player will never fall below 127 for the remainder of the session.
Play continues in this fashion, with the target rising and falling based on performance, until the session ends or a predetermined goal is reached.
Scoring
Standard dartboard point values apply during each checkout attempt:
- 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 (double bull): 50 points (counts as a double for checkout purposes)
The primary scoring metric in 121 is the current target number, which represents the player's level of progression. For example, a player whose target has climbed from 121 to 138 has successfully completed 17 net checkouts. In head-to-head play, the player with the higher target number is leading.
As a concrete example of a checkout: if the target is 121, a player might throw triple 17 (51), leaving 70, then inner bullseye (50), leaving 20, then double 10 (20) — reaching exactly 0 on a valid double for a successful checkout in one round of three darts.
Winning
In head-to-head play, the player who has progressed to the highest target number at the end of an agreed session (whether measured by time, total turns, or a set number of attempts) wins the match. If both players finish on the same target number, the tiebreaker goes to the player who completed their most recent successful checkout in fewer darts.
In solo practice, the player tracks how high the target number climbs from the starting point of 121. Reaching 170 — the maximum possible checkout in darts (triple 20, triple 20, inner bullseye) — is the ultimate achievement and the benchmark of elite-level proficiency.
Variations
Hard Mode (3-Dart Sprint): The player receives only 3 darts (one round) per checkout attempt instead of 9. To compensate for the increased difficulty, each successful checkout advances the target by 10 points rather than 1. This variation is exceptionally demanding and is suited to advanced players who have already mastered standard checkout routes.
Progressive Dart Allowance: The player begins at 121 with only 3 darts. If the checkout is successful, the target jumps to 131 with 6 darts allowed. A successful checkout at 131 raises the target to 150 with 9 darts allowed. This tiered format rewards early-round efficiency while offering a safety net at higher targets.
GoDartsPro Format: The standard 9-dart format with the full base-locking mechanic — any checkout completed within the first 3 darts permanently locks that number as the player's floor. This is the version most commonly referenced in online training platforms and professional practice routines.
Strategy & Tips
Learn the standard checkout path for 121: Before you begin, study the common routes. The textbook checkout for 121 is triple 17 (51) → inner bullseye (50) → double 10 (20). Alternative paths include triple 20 (60) → single 1 (1) → double 20 (40) → leaves 20 for the next round or triple 19 (57) → single 12 (12) → double 16 (32). Knowing multiple routes for your starting number gives you options when your first dart misses its target.
Understand checkout logic, don't just memorize tables: As you progress from 121 to 130 and beyond, you will encounter dozens of different checkout numbers. Rather than rote-memorizing every path, learn the underlying principles — such as leaving yourself on an even number for a double finish, or using the bullseye to bridge large gaps. This adaptability is far more valuable than a chart when you miss your first dart and need to recalculate mid-throw.
Prioritize locking your base numbers: A 3-dart checkout locks that target as your permanent floor. When you reach a new target, treat the first round of three darts as your best opportunity to lock in progress. Aggressive, confident throwing on the first visit can save you from grinding through the same numbers repeatedly after a string of failures.
Use failures diagnostically: When you drop back a number, pay attention to why you failed. Did you miss the opening triple? Did you leave an odd number that blocked your double finish? The 121 game is a training tool — each failure reveals a specific weakness in your checkout game that you can isolate and practice.
Track your session ceiling over time: Keep a log of the highest target number you reach in each session. Over weeks and months, this metric provides a clear, objective measure of your checkout improvement. Advancing from a ceiling of 130 to 145, for instance, means you have meaningfully expanded the range of high finishes you can reliably complete under pressure.
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