201 Challenge
Finish 201 in the fewest darts possible with double-out. Quick scoring efficiency benchmark.
At a Glance
Category
trainingMechanic
TrainingDifficulty
Intermediate
Players
1–4
Estimated Time
~12 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
201 Practice, 201 Finish
Board Coverage
Structured practice covering targeted board areas
22 of 22 targets active
Your Compatibility
Set up your player profile to see how well this game matches your skill level.
Set Up ProfileQuick Rules
Goal
Reduce your score from exactly 201 to exactly zero, with the final dart landing in a double segment or the inner bullseye. The 201 Challenge is a streamlined training format derived from the standard ...
Win Condition
The first player to reduce their score to exactly zero wins the leg, provided the final dart lands in a double segment or the inner bullseye. A player who checks out on their first or second dart of a...
Objective
Reduce your score from exactly 201 to exactly zero, with the final dart landing in a double segment or the inner bullseye. The 201 Challenge is a streamlined training format derived from the standard 01 family of games, designed to sharpen checkout efficiency and finishing skills in a compact, fast-paced session.
Because the starting score is relatively low, players enter checkout range after just one or two strong visits — making this game an excellent benchmark for measuring how quickly and cleanly you can close out a leg.
Setup
A standard bristle dartboard and a set of three darts per player are required. Each player begins with a score of 201. The scoreboard should display 201 for every participant.
For games involving four or more players or team play, the starting score increases to 301 to ensure an adequate number of rounds for all participants.
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. Play then proceeds in the established order for the remainder of the game.
Rules of Play
Players alternate turns, each throwing up to three darts per visit. After each visit, the total value of the darts thrown is subtracted from the player's remaining score. Standard dartboard segment values apply:
- Single segment = face value (1–20)
- Double ring (outer narrow band) = 2× face value (2–40)
- Triple ring (inner narrow band) = 3× face value (3–60)
- Outer bullseye = 25
- Inner bullseye = 50 (counts as a double for checkout purposes)
Double-out requirement: The final dart of the game must land in a double segment or the inner bullseye to complete the leg. A player may finish on any dart within a visit — first, second, or third — provided the remaining score reaches exactly zero on a double.
Bust rule: A turn is declared void (a bust) if any of the following occur during a visit:
- The player's remaining score would be reduced below zero.
- The player's remaining score would reach exactly 1 (since no double can score 1, a finish is impossible).
- The player's remaining score reaches zero, but the final dart did not land in a double segment or the inner bullseye.
When a bust occurs, all three darts from that visit are nullified, and the player's score reverts to the total it was at the start of the turn. Play passes to the next player.
Example: A player has 40 remaining and throws a single 20 (leaving 20), then double 10 — that is a valid checkout. However, if that same player instead throws a single 18 first (leaving 22), then a single 20 (which would leave 2), and finally a single 3 (which would leave −1), the entire turn is a bust and the score resets to 40.
Scoring
Standard dartboard point values are used throughout, with all points subtracted from the player's running total:
- 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 (double bull): 50 points
For example, if a player starts a visit on 201 and throws triple 20 (60), single 20 (20), and triple 19 (57), their total for the visit is 137, leaving them on 64 — already within comfortable double-out range after a single visit.
The maximum possible score per visit remains 180 (three triple-20s), though in the context of 201 such a throw would only be relevant on the opening visit and would leave just 21 remaining.
Winning
The first player to reduce their score to exactly zero wins the leg, provided the final dart lands in a double segment or the inner bullseye. A player who checks out on their first or second dart of a visit does not throw the remaining darts; the leg is complete immediately.
In match play, players may contest multiple legs (e.g., best of 5 legs). Because legs of 201 resolve quickly, this format is well-suited to longer sets where players can track their average darts-per-leg as a performance benchmark.
Variations
201 On The GREEN: A more demanding variant in which the final double must be a green-coloured (odd-numbered) segment — that is, double 1, 3, 5, 7, 9, 11, 13, 15, 17, or 19. This restriction significantly narrows the available checkout paths and forces players to develop comfort with less commonly used doubles.
Double-in / Double-out: Players must hit a double to begin scoring and must finish on a double. No points are recorded until the first dart lands in a double segment or the inner bullseye. This variant mirrors traditional British league rules and adds an extra layer of difficulty to the opening phase of the game.
Straight-out (casual): For informal or beginner-level play, the double-out requirement is removed, and a player may finish on any segment. This version is useful for newer players who are still developing their accuracy but want to practise the countdown and mental arithmetic of 01 games.
Team / Large-Group variant: When four or more players participate — or when teams are formed — the starting score is raised to 301 to provide a sufficient number of rounds for each participant to contribute meaningfully.
Strategy & Tips
Plan your first visit for a clean leave: With only 201 to work with, your opening throw determines how quickly you reach a finish. Aim to leave yourself a familiar two-dart or one-dart checkout after your first visit. For instance, scoring 137 (triple 20, single 20, triple 19) leaves 64, which is a textbook two-dart out (treble 16, double 8 — or double 16, double 16).
Prioritise setup over raw power: Unlike 501 where early visits are purely about maximising points, 201 puts you in checkout territory almost immediately. Focus on leaving yourself on an even number that sets up a preferred double, rather than chasing the highest possible score per visit.
Favour forgiving doubles: Target doubles that offer a useful fallback if you miss. Double 16 is a professional favourite because a miss into single 16 leaves 16 — which is double 8. Double 8 missed into single 8 leaves double 4, and so on. This halving sequence lets you recover from near-misses without having to rethink your route.
Use 201 as a benchmark drill: Track how many darts it takes you to finish from 201 over multiple attempts. A strong club player should aim to close out in 9–12 darts consistently. Recording your average over 10 or 20 legs gives you a reliable measure of your checkout efficiency over time.
Practise the 201 On The GREEN variant for versatility: Forcing yourself to finish on odd-numbered doubles breaks the habit of always steering toward double 20 or double 16. Building confidence on doubles like 7, 13, and 19 will make you a more adaptable finisher in any 01 format.
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