701
Longer X01 format traditionally used for doubles (pairs) play in leagues and team competitions.
At a Glance
Category
standardMechanic
CountdownDifficulty
Intermediate
Players
1–8
Estimated Time
~25 min
Board Type
standard
Equipment
Standard dartboard and darts
Also Known As
Seven-Oh-One
Board Coverage
Treble 20 zone dominant for scoring; doubles ring critical for checkout
22 of 22 targets active
Your Compatibility
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Set Up ProfileQuick Rules
Goal
Each player or team begins with a score of 701 and must reduce it to exactly zero. The final dart of the game must land in a double segment (the outer narrow ring) or the inner bullseye. Due to the hi...
Win Condition
The first player or team to reduce their score to exactly zero wins the leg. The final dart must land in a double segment or the inner bullseye. In team play, any member of the team may throw the winn...
Objective
Each player or team begins with a score of 701 and must reduce it to exactly zero. The final dart of the game must land in a double segment (the outer narrow ring) or the inner bullseye. Due to the higher starting total, 701 is the premier X01 format for doubles (pairs) and team play, demanding sustained accuracy and coordinated strategy over a longer contest.
Setup
Each player or team begins with a score of 701 displayed on the scoreboard. The game may be played individually (1v1) but is most commonly played as a team format with 2–4 players per side. Before play begins, each team must establish a fixed throwing order; once set, this rotation does not change for the duration of the leg.
To determine which player or team throws first, one representative from each side throws a single dart at the bullseye — closest to the inner bull goes first. In team play, all members of a team contribute to reducing a single shared score of 701.
The standard format is straight-in, double-out: any dart counts from the very first throw (no double required to begin scoring), but the final dart must land in a double or the inner bullseye to complete the game. Always confirm the in/out rules with all participants before the first dart is thrown.
Rules of Play
Players take turns throwing three darts per visit. In team play, teams alternate turns, and players within each team rotate in their predetermined order. All team members work toward reducing the same shared score of 701. Standard dartboard segment values apply:
- Single segment = face value (1–20)
- Double ring (outer narrow) = 2× face value
- Triple ring (inner narrow) = 3× face value
- Outer bullseye (25 ring) = 25
- Inner bullseye = 50 (counts as a double)
After each visit, the total of the three darts thrown is subtracted from the player's or team's remaining score.
Bust rule: If a throw would reduce the remaining score below zero, or to exactly 1 (since no double can be scored with 1 remaining), or to exactly 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.
For example, if a team has 40 remaining and the current thrower hits single 20 (leaving 20), then double 10 — that is a valid checkout. However, if a team has 50 remaining and the thrower hits single 18, then single 20, then single 12 (totaling 50), the turn is a bust because the final dart was not a double. The score reverts to 50. Likewise, if a team has 32 remaining and the thrower hits triple 20 (60), the turn is a bust because 60 exceeds 32, and the score resets to 32.
In team play, any team member may throw the winning double — it need not be a specific designated finisher. The winning dart simply must be thrown by whichever team member's turn it is in the rotation when checkout range is reached.
Scoring
Standard dartboard point values apply, identical to all X01 formats:
- 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. At a rate of 180 per turn, a solo player requires a minimum of 4 turns to complete the game: three turns of 180 reduce the score from 701 to 161, and 161 is checkable in three darts (for example, triple 20 scores 60, triple 17 scores 51, and double 25 (inner bull) scores 50: 60 + 51 + 50 = 161).
For a practical club-level example, if a team averages 60 points per visit (e.g., three single 20s), it would take roughly 12 turns to reach checkout range — illustrating why 701 is better suited to team play, where the workload is shared among multiple throwers.
Winning
The first player or team to reduce their score to exactly zero wins the leg. The final dart must land in a double segment or the inner bullseye. In team play, any member of the team may throw the winning double, provided it falls on their turn in the rotation.
In league and tournament team competitions, matches are commonly played as best-of-3 or best-of-5 legs of 701. The team that wins the required number of legs wins the match. When multiple legs are played, the team that lost the previous leg typically throws first in the next leg, though local league rules may vary.
Variations
Individual 701: Played as a solo game or 1v1 format, often used for practice and endurance training. The rules are identical to the team version, but each player maintains their own score of 701. This format tests a player's stamina and concentration over a longer contest compared to 501.
Team 701: The most common format. Played as 2v2, 3v3, or 4v4, with each team sharing a single score and players rotating in a fixed order. This is the standard format in many pub leagues and team competitions worldwide.
Double-In/Double-Out 701: A stricter variant in which the first scoring dart must also land in a double before any points begin to count. This format is rarely used at the 701 level because the game is already lengthy, and requiring a double-in further extends its duration.
Parent game: 701 belongs to the X01 family, which includes 301, 501, 901, 1001, and 1501 — all sharing identical rules but differing in starting score. Among these, 501 is the professional singles standard, while 701 is the traditional team and doubles standard.
Strategy & Tips
Structure your team rotation strategically: Place your most consistent scorer early in the rotation to build momentum and reduce the bulk of the score. Position your best finisher later in the order so they are more likely to be at the oche when the team enters checkout range (170 or below).
Communicate the remaining score clearly: In team play, the current thrower must always know the exact remaining score and viable checkout paths. Before each visit, the scorer or teammates should announce the remaining total aloud. Miscounting is the most common cause of busted turns in team 701.
Prioritize sustained scoring over heroics: The longer format of 701 rewards consistency. Averaging 60 per visit (three single 20s) across many turns is more valuable than occasional high scores mixed with poor turns. Aim for the triple 20 bed, but accept clean single 20s — steady accumulation wins the race.
Set up your finish early: When your team's score drops below 170, begin planning your checkout route rather than simply scoring as high as possible. Leave yourself a preferred double — many experienced players favour double 16, because missing inside leaves single 16, which then sets up double 8, preserving a clean path to zero.
Use the longer format to manage pressure: Unlike 301, where one poor visit can be devastating, 701 allows recovery time. If a teammate has a bad turn, the rotation gives the team several more visits to compensate. Stay patient, trust your teammates, and maintain rhythm rather than pressing for big scores after a setback.
Related Games
501
The standard competition game used in PDC World Championship and all major tournaments. Players count down from 501, finishing on a double.
901
Marathon X01 format where endurance and scoring consistency are critical. Popular in team events.
1001
Extended X01 format favored by advanced players for training or team competitions.