1501
Longest standard X01 variant, reserved for expert-level team formats and marathon events.
Board Coverage
Treble 20 zone dominant for scoring; doubles ring critical for checkout
22 of 22 targets active
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Goal
Be the first player or team to reduce a starting score of exactly 1501 to exactly zero, with the final dart landing in a double segment (the outer narrow ring) or the inner bullseye. As the longest st...
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. No other finish is valid. In match play, 1501 is sometimes used as the ...
Objective
Be the first player or team to reduce a starting score of exactly 1501 to exactly zero, with the final dart landing in a double segment (the outer narrow ring) or the inner bullseye. As the longest standard X01 variant, 1501 is reserved for expert-level play, large team formats, and marathon endurance events where sustained concentration and consistent scoring are paramount.
Setup
Each player or team begins with a score of 1501. The game accommodates two or more individual players, but is most commonly played in team formats — often 3v3, 4v4, or even 5v5 — owing to the extended length of the leg. To determine throwing order, each player (or one representative per team) throws a single dart at the bullseye; closest to the bull throws first.
The scoreboard should display 1501 for each player or team. In team play, all members of a team share a single cumulative score and rotate turns in a fixed, pre-declared order. Standard darts equipment is required: a regulation bristle or electronic dartboard and a set of three darts per player. Because of the game's marathon nature, ensure all players and the scorekeeper are prepared for a prolonged contest before beginning.
Rules of Play
Players take turns throwing three darts per visit. After each visit, the combined total of all three darts is subtracted from the player's (or team's) remaining score. Straight-in is the standard opening format — any dart scores from the very first throw, with no requirement to hit a double before scoring begins.
- 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
Bust rule: If a player's remaining score goes below zero, reaches exactly 1 (since no double can produce a value of 1), or reaches zero without the final dart landing in a double, the entire turn is void. The score reverts to what it was at the start of that turn, and play passes to the next player or team.
For example, if a team has 42 remaining and a player throws single 10 (leaving 32), then double 16 — that is a valid checkout, and the team wins. However, if the player instead throws treble 20 (60) when only 42 remain, the turn is a bust and the score resets to 42.
Team play rotation: In team formats, players throw in a fixed order that must be declared before the match begins. Each player completes a full three-dart visit before the next teammate steps to the oche. All darts contribute to a single shared team score. The extended length of 1501 ensures that every team member must contribute meaningfully to the result.
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. In 1501, the theoretical minimum number of darts to complete the game is 24: eight consecutive maximums of 180 reduce the score from 1501 to 61 (8 × 180 = 1440; 1501 – 1440 = 61), and 61 can be checked out in a single visit — for example, treble 15 (45) followed by double 8 (16), totalling 61, or treble 11 (33) followed by double 14 (28), totalling 61.
For context, a club-level player averaging 40–50 points per dart can expect to require roughly 30 or more darts per person to complete the game, underscoring why 1501 is classified as an expert and team format.
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. No other finish is valid.
In match play, 1501 is sometimes used as the deciding leg in a team competition where earlier legs may be played at shorter distances such as 501 or 701. When played as a standalone format, matches may consist of a single leg or be structured as best-of-a-set series, depending on event rules and time constraints.
Variations
Solo 1501: An extreme endurance practice format in which a single player completes the full 1501 countdown alone. This is used by advanced players as a concentration and stamina drill rather than as a competitive match format.
Team 1501: The most common format for 1501, typically featuring 3–5 players per team. All team members share one score and rotate throws in a fixed order, making communication, rhythm, and collective consistency critical.
Double-In/Double-Out: A variant in which the first scoring dart must also land in a double before any points are deducted. While technically permissible, this format is almost never used at the 1501 level due to the already extreme length of the game.
Deciding-Leg 1501: Some league and team-match formats reserve 1501 exclusively for the deciding leg of a multi-leg contest, with earlier legs played as 501 or 701. This gives the final leg additional weight and drama. 1501 is also available as a selectable game mode on most electronic dartboard machines. As a member of the X01 family, 1501 shares its core rules with 301, 501, 701, 901, and 1001 — differing only in starting score.
Strategy & Tips
Segment the mountain: A score of 1501 can feel overwhelming. Break it into manageable mental checkpoints — for instance, aim to reach 1000 first, then 500, then checkout range. Treating the game as three shorter phases keeps concentration sharp and prevents mental fatigue from setting in early.
Prioritize consistent scoring over heroics: In a marathon format, wild swings in accuracy are more costly than in 501. Steady visits of 60–80 points (three single 20s to a mix of trebles and singles) accumulate faster and more reliably than chasing 180s and scattering darts off-target. Consistency wins 1501.
Establish team rhythm: In team formats, develop a predictable pace with your teammates. Encourage each other between visits, keep the energy level steady, and avoid rushing. A well-synchronized team maintains focus over the long haul far better than a collection of individuals.
Monitor your averages: Because the game lasts so many visits, tracking your per-dart or per-visit average in real time can reveal when concentration is slipping. If your average drops noticeably, take an extra breath at the oche and refocus before throwing.
Save your sharpest focus for the checkout: The early and middle portions of 1501 are about accumulation, but the closing phase — from roughly 170 downward — demands precision and knowledge of checkout paths. Memorize common finishes (especially routes to your preferred doubles, such as double 16 or double 20) so you can transition smoothly from scoring mode to finishing mode when the moment arrives.