301
Players start at 301 and subtract scores each turn, finishing on a double. Fast format ideal for beginners or quick multi-leg matches.
At a Glance
Category
standardMechanic
CountdownDifficulty
Beginner
Players
1–8
Estimated Time
~15 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Three-Oh-One
Board Coverage
Treble 20 for fast scoring; tight checkout math on doubles
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
Each player begins with a score of 301 and must reduce that score to exactly zero. In the standard format, the final dart must land in a double segment (the outer narrow ring) or the inner bullseye. 3...
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 (in all double-out formats). A player may check out on the ...
Example Round
Alice and Bob both start at 301 and race to reach exactly zero, requiring a double to finish. Efficiency and checkout planning are everything.
Target
Board Coverage
Target: Treble 20
Ring focus: Trebles ring
1 of 22 targets active
Scorecard
Alice opens aggressively — T20, T20, S1 — scoring 121 points and leaving herself on 180.
Step 1 of 5
Objective
Each player begins with a score of 301 and must reduce that score to exactly zero. In the standard format, the final dart must land in a double segment (the outer narrow ring) or the inner bullseye. 301 is the shortest of the standard X01 countdown games and is prized for its fast, skill-intensive play — ideal for quick matches, multi-leg formats, and players who want a game that rewards precision from the very first dart.
Setup
Two or more players (or teams) may compete. Each player or team begins with a score of 301. A standard scoreboard should list every participant's name alongside their starting total of 301.
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, each side nominates one player for this procedure.
Before play begins, all participants should agree on the format in use — most critically whether the game is Double-In / Double-Out (the traditional tournament standard for 301), Straight-In / Double-Out, or another variant. This distinction materially affects how the game opens and must be settled before the first dart is thrown.
Rules of Play
Players take turns throwing three darts per visit. After each visit, the combined value of the three darts is subtracted from the player's remaining score. Standard dartboard segment values apply:
- Single segment – face value (1–20)
- Double ring (outer narrow ring) – 2× the segment's face value
- Triple ring (inner narrow ring) – 3× the segment's face value
- Outer bullseye – 25 points (counts as a single)
- Inner bullseye – 50 points (counts as a double)
Doubling in (Double-In format): In the traditional 301 format, a player must hit a double segment before any points begin counting. Until a double is struck, no darts in that visit — or any prior visit — are subtracted from the player's score. For example, if a player's first dart is a single 20 and second dart is a double 16 (32), only the double 16 and any subsequent dart in that visit count toward the score. The single 20 thrown before the double is disregarded.
Bust rule: A player's turn is immediately voided — a bust — if any of the following occur during a visit:
- The remaining score would drop below zero.
- The remaining score would reach exactly 1 (because no double can reduce 1 to zero).
- The remaining score reaches zero but the final dart did not land in a double segment or the inner bullseye.
When a bust occurs, the player's score reverts to what it was at the start of that turn, and the remaining darts in the visit are forfeited.
Example: A player has 40 remaining. They throw a single 20, leaving 20, then throw double 10 — that is a valid checkout and the game is won. However, if that same player instead throws a single 18 first (leaving 22), then a single 20 (which would reduce the score to 2), and finally a single 2 (reaching zero without a double), the entire turn is a bust. The score resets to 40.
Example of an over-reduction bust: A player has 30 remaining and throws a single 20 (leaving 10), then a double 8 (16 points, which would take the score to −6). This is a bust; the score returns to 30 and the third dart is not thrown.
Scoring
Standard dartboard point values are used throughout:
- 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 (single)
- Inner bull: 50 points (counts as a double for checkout and double-in purposes)
The maximum score in a single visit is 180 — three triple-20s. In 301, this is particularly significant because a 180 on the first visit (in a Straight-In format) leaves just 121, putting the player within three-dart checkout range immediately.
Example turn: A player has 301. They throw triple 20 (60), single 20 (20), and triple 20 (60) for a visit total of 140. Their new remaining score is 301 − 140 = 161.
Example checkout: A player has 36 remaining. They throw double 18 (36). The score is reduced to exactly zero via a double, so the game is won — the remaining two darts in the visit are not required.
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 (in all double-out formats). A player may check out on the first, second, or third dart of a visit; the remaining darts need not be thrown once zero is reached.
If both players reach zero during the same round (i.e., each has thrown an equal number of turns), the player who checked out first — earlier in that round — is the winner under most recognized rulesets. Some league formats, however, permit the trailing player to complete their visit for the possibility of a tie; players should confirm the applicable rule before the match. In match play, games are commonly played as best of a set number of legs (e.g., best of 3, best of 5, or best of 7 legs). The highest possible three-dart checkout is 170 (triple 20, triple 20, inner bullseye).
Variations
Straight-In / Double-Out: Any dart scores from the very first throw — no double is required to begin scoring — but the player must still finish on a double. This is the most common format in many pub leagues and casual play, and is sometimes adopted in competition to speed up the game.
Double-In / Double-Out: The traditional tournament standard for 301. A player must hit a double to begin scoring and must finish on a double. This format places a premium on doubles accuracy from the outset and distinguishes 301 from longer X01 games where the double-in requirement is less common.
Straight-In / Straight-Out: No double is required to start or to finish; any dart that reduces the score to exactly zero wins the leg. This is the most beginner-friendly format and is often used for introductory or social play.
Master Out: The final dart may land in either a double or a triple segment, expanding the range of available checkout combinations. For example, a remaining score of 57 could be checked out with a single triple 19.
Other rare variants: Double-In / Straight-Out requires a double to begin scoring but permits any segment to finish — an uncommon format. Triple-In / Double-Out requires a triple to open scoring and a double to close, adding difficulty to the opening phase. Regarding the bullseye, the standard (Split Bull) rule treats the outer bull as 25 (single) and the inner bull as 50 (double). Under the Fat Bull variant, the entire bullseye area counts as 50 and as a double.
Strategy & Tips
Double in quickly (Double-In format): In a Double-In / Double-Out game, every dart thrown before your first double is wasted. Prioritize doubling in by aiming at large, reliable doubles — double 16 and double 20 are popular choices. Getting in on your first dart gives you a significant tempo advantage in a short game like 301.
Consider treble 19 over treble 20: While triple 20 (60) is the maximum single-dart score, the segments adjacent to 20 are 1 and 5 — punishing misses. Triple 19 (57) is only 3 points less, and the neighbouring segments (7 and 3) are less damaging. In a 301-length game, the difference is minimal but the consistency gain can be meaningful.
Set up your favourite double: As your score enters checkout range, plan your darts to leave a preferred finishing double. Double 16 is the most popular among competitive players because a miss into the single 16 leaves 16 — setting up double 8. A miss into single 8 then leaves double 4, then double 2, then double 1. This self-correcting chain provides multiple second chances.
Memorize key checkouts: In a fast game like 301, checkout knowledge is decisive. Commit the most common finishes to memory: 32 = double 16; 40 = double 20; 36 = double 18; 50 = inner bullseye; 170 = triple 20, triple 20, inner bullseye. Knowing the optimal path from every score at or below 170 eliminates hesitation and saves crucial darts.
Manage the pace — every dart counts: With only 301 points to erase, the margin for wasted visits is thin. A strong player can finish in as few as 6 darts; an average club player should aim to be in checkout range within three to four visits. Avoid reckless scoring attempts that risk landing in low-value segments — steady, deliberate scoring outperforms high-variance throws in this shorter format.
Video Tutorials
Darts Rules EXPLAINED For Beginners | 501 / 301 / Cricket
Darts Decoded · YouTube
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